pcb and initial code from https://github.com/das-labor/borgware-2d.git
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211 lines
5.1 KiB
211 lines
5.1 KiB
#ifndef INPUT_H_
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#define INPUT_H_
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#include <stdint.h>
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#include "bearing.h"
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/**
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* \defgroup TetrisInputDefinesPublic Input: Public constants
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*/
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/*@{*/
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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 30
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/*@}*/
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/**
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* \defgroup TetrisInputTypes Input: Data types
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*/
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/*@{*/
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/*********
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* types *
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*********/
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/**
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* allowed input values
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*/
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enum tetris_input_command
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{
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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_ROT_CW, /**< rotate clockwise */
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TETRIS_INCMD_ROT_CCW, /**< rotate counter clockwise */
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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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#ifdef NDEBUG
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typedef uint8_t tetris_input_command_t;
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#else
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typedef enum tetris_input_command tetris_input_command_t;
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#endif
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/**
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* values which influence the gravity time limit for a piece
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*/
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enum tetris_input_pace
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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
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accidentally docked pieces in higher levels */
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};
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#ifdef NDEBUG
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typedef uint8_t tetris_input_pace_t;
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#else
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typedef enum tetris_input_pace tetris_input_pace_t;
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#endif
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/**
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* data structure for the input module
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*/
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typedef struct tetris_input
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{
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/**
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* current level (determines falling speed)
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*/
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uint8_t nLevel;
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/**
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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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*/
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uint8_t nMaxCycles;
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/**
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* This counter keeps track of the number of loop cycles which 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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*/
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uint8_t nLoopCycles;
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/**
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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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*/
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int8_t nRepeatCount;
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/**
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* Keeps track of the number of 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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*/
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uint16_t nPauseCount;
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/**
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* last real command (important for key repeat and chatter protection)
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*/
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tetris_input_command_t cmdRawLast;
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/**
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* last mapped command (important for key repeat)
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*/
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tetris_input_command_t cmdLast;
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/**
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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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*/
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uint8_t nIgnoreCmdCounter[TETRIS_INCMD_NONE];
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/**
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* bearing of the bucket (for mapping directions)
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*/
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tetris_bearing_t nBearing;
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}
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tetris_input_t;
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/*@}*/
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/**
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* \defgroup TetrisInputRelated Input: Interface functions
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*/
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/*@{*/
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/****************************
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* construction/destruction *
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****************************/
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/**
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* constructs an input object for André's borg
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* @return pointer to a newly created input object
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*/
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tetris_input_t *tetris_input_construct(void);
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/**
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* destructs an input object
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* @param pIn pointer to the input object which should be destructed
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*/
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inline static void tetris_input_destruct(tetris_input_t *pIn)
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{
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assert(pIn != NULL);
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free(pIn);
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}
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/***************************
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* input related functions *
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***************************/
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/**
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* retrieves commands from joystick or loop interval
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* @param pIn pointer to an input object
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* @param nPace falling pace
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* @return see definition of tetris_input_command_t
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* @see definition of tetris_input_pace_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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/**
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* modifies time interval of input events
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* @param pIn pointer to an input object
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* @param nLvl requested level (0 <= nLvl <= TETRIS_INPUT_LEVELS - 1)
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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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/**
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* resets the key repeat count for the down key
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* @param pIn pointer to an input object
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*/
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void tetris_input_resetDownKeyRepeat(tetris_input_t *pIn);
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/**
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* set the bearing for mapping the direction controls
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* @param pIn pointer to an input object
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* @param nBearing requested bearing
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*/
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void tetris_input_setBearing(tetris_input_t *pIn,
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tetris_bearing_t nBearing);
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/*@}*/
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#endif /*INPUT_H_*/
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