pcb and initial code from https://github.com/das-labor/borgware-2d.git
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129 lines
4.1 KiB
129 lines
4.1 KiB
#ifndef INPUT_H_
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#define INPUT_H_
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#include <inttypes.h>
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/***********
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* defines *
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***********/
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// number of levels
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#define TETRIS_INPUT_LEVELS 20
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/*********
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* types *
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*********/
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typedef enum tetris_input_command_t
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{
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TETRIS_INCMD_ROT_CW, // rotate clockwise
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TETRIS_INCMD_ROT_CCW, // rotate counter clockwise
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TETRIS_INCMD_LEFT, // move piece left
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TETRIS_INCMD_RIGHT, // move piece right
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TETRIS_INCMD_DOWN, // lower piece by one row
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TETRIS_INCMD_DROP, // move piece to the ground immediately
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TETRIS_INCMD_GRAVITY, // piece gets pulled by gravity
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TETRIS_INCMD_PAUSE, // pause the game
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TETRIS_INCMD_NONE // idle (must alway be the last one)
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}
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tetris_input_command_t;
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typedef enum tetris_input_pace_t
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{
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TETRIS_INPACE_HOVERING, // normal falling pace
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TETRIS_INPACE_GLIDING /* guarantees a minimum docking time to avoid that
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pieces are docked immediately if they hit something
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in higher levels */
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}
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tetris_input_pace_t;
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typedef struct tetris_input_t
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{
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// current level (determines falling speed)
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uint8_t nLevel;
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// Amount of loop cycles between forced piece movements. This value gets
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// set via the tetris_input_setLevel() function.
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uint8_t nMaxCycles;
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// This counter keeps track of the number of loop cycles whoch have been
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// done since the last forced piece movement. It gets reset if it either
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// reaches a well defined value (causing a gravity command to be issued)
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// or the player has moved down the piece herself/himself.
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uint8_t nLoopCycles;
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// Amount of loop cycles in which the same command has been issued
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// consecutively. It gets reset if either the current command differs from
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// the last one or a well-defined value has been reached (thereby
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// regulating the pace of the key repeat as commands are only processed
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// if that value is reached).
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int8_t nRepeatCount;
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// Keeps track of the number loop cycles which have been run while in
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// pause mode. As soon as a well defined value is reached, the game
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// continues (in case someone paused the game and forgot to resume it).
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uint16_t nPauseCount;
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// last command (important for key repeat)
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tetris_input_command_t cmdLast;
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// Every command has its own counter. A command is ignored as long as its
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// counter is unequal to 0. A counter gets set to a specific value (or 0)
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// if the button of the corresponding command has been released by the
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// player. All counters get decremented by one every loop cycle until they
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// are zero. This is used to work against joystick chatter. Look at the
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// TETRIS_INPUT_CHATTER_TICKS_... constants in input.c for the initial
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// values of these counters.
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uint8_t nIgnoreCmdCounter[TETRIS_INCMD_NONE];
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}
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tetris_input_t;
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/****************************
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* construction/destruction *
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****************************/
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/* Function: tetris_input_construct
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* Description: constructs an input object for André's borg
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* Return value: pointer to a newly created input object
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*/
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tetris_input_t *tetris_input_construct();
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/* Function: tetris_input_destruct
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* Description: destructs an input object
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* Argument pIn: pointer to the input object which should be destructed
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* Return value: void
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*/
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void tetris_input_destruct(tetris_input_t *pIn);
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/***************************
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* input related functions *
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***************************/
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/* Function: retris_input_getCommand
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* Description: retrieves commands from joystick or loop interval
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* Argument pIn: pointer to an input object
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* Argument nPace: falling pace (see definition of tetris_input_pace_t)
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* Return value: see definition of tetris_input_command_t
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*/
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tetris_input_command_t tetris_input_getCommand(tetris_input_t *pIn,
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tetris_input_pace_t nPace);
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/* Function: tetris_input_setLevel
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* Description: modifies time interval of input events
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* Argument pIn: pointer to an input object
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* Argument nLvl: desired level (0 <= nLvl <= TETRIS_INPUT_LEVELS - 1)
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* Return value: void
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*/
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void tetris_input_setLevel(tetris_input_t *pIn,
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uint8_t nLvl);
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#endif /*INPUT_H_*/
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