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#ifndef INPUT_H_
#define INPUT_H_
#include <inttypes.h>
#include "orientation.h"
/**
* \defgroup TetrisInputDefinesPublic Input: Public constants
*/
/*@{*/
/***********
* defines *
***********/
/** number of levels */
#define TETRIS_INPUT_LEVELS 30
/*@}*/
/**
* \defgroup TetrisInputTypes Input: Data types
*/
/*@{*/
/*********
* types *
*********/
/**
* allowed input values
*/
typedef enum tetris_input_command_t
{
TETRIS_INCMD_LEFT, /**< move piece left */
TETRIS_INCMD_RIGHT, /**< move piece right */
TETRIS_INCMD_DOWN, /**< lower piece by one row */
TETRIS_INCMD_ROT_CW, /**< rotate clockwise */
TETRIS_INCMD_ROT_CCW, /**< rotate counter clockwise */
TETRIS_INCMD_DROP, /**< move piece to the ground immediately */
TETRIS_INCMD_GRAVITY, /**< piece gets pulled by gravity */
TETRIS_INCMD_PAUSE, /**< pause the game */
TETRIS_INCMD_NONE /**< idle (must alway be the last one) */
}
tetris_input_command_t;
/**
* values which influence the gravity time limit for a piece
*/
typedef enum tetris_input_pace_t
{
TETRIS_INPACE_HOVERING, /**< normal falling pace */
TETRIS_INPACE_GLIDING /**< guarantees a minimum docking time to avoid
accidentally docked pieces in higher levels */
}
tetris_input_pace_t;
/**
* data structure for the input module
*/
typedef struct tetris_input_t
{
/**
* current level (determines falling speed)
*/
uint8_t nLevel;
/**
* Amount of loop cycles between forced piece movements. This value gets
* set via the tetris_input_setLevel() function.
*/
uint8_t nMaxCycles;
/**
* This counter keeps track of the number of loop cycles which have been
* done since the last forced piece movement. It gets reset if it either
* reaches a well defined value (causing a gravity command to be issued)
* or the player has moved down the piece herself/himself.
*/
uint8_t nLoopCycles;
/**
* Amount of loop cycles in which the same command has been issued
* consecutively. It gets reset if either the current command differs from
* the last one or a well-defined value has been reached (thereby
* regulating the pace of the key repeat as commands are only processed
* if that value is reached).
*/
int8_t nRepeatCount;
/**
* Keeps track of the number of loop cycles which have been run while in
* pause mode. As soon as a well defined value is reached, the game
* continues (in case someone paused the game and forgot to resume it).
*/
uint16_t nPauseCount;
/**
* last real command (important for key repeat and chatter protection)
*/
tetris_input_command_t cmdRawLast;
/**
* last mapped command (important for key repeat)
*/
tetris_input_command_t cmdLast;
/**
* Every command has its own counter. A command is ignored as long as its
* counter is unequal to 0. A counter gets set to a specific value (or 0)
* if the button of the corresponding command has been released by the
* player. All counters get decremented by one every loop cycle until they
* are zero. This is used to work against joystick chatter. Look at the
* TETRIS_INPUT_CHATTER_TICKS_... constants in input.c for the initial
* values of these counters.
*/
uint8_t nIgnoreCmdCounter[TETRIS_INCMD_NONE];
/**
* orientation of the direction mapping
*/
tetris_orientation_t nOrientation;
}
tetris_input_t;
/*@}*/
/**
* \defgroup TetrisInputRelated Input: Interface functions
*/
/*@{*/
/****************************
* construction/destruction *
****************************/
/**
* constructs an input object for André's borg
* @return pointer to a newly created input object
*/
tetris_input_t *tetris_input_construct(void);
/**
* destructs an input object
* @param pIn pointer to the input object which should be destructed
*/
void tetris_input_destruct(tetris_input_t *pIn);
/***************************
* input related functions *
***************************/
/**
* retrieves commands from joystick or loop interval
* @param pIn pointer to an input object
* @param nPace falling pace
* @return see definition of tetris_input_command_t
* @see definition of tetris_input_pace_t
*/
tetris_input_command_t tetris_input_getCommand(tetris_input_t *pIn,
tetris_input_pace_t nPace);
/**
* modifies time interval of input events
* @param pIn pointer to an input object
* @param nLvl desired level (0 <= nLvl <= TETRIS_INPUT_LEVELS - 1)
*/
void tetris_input_setLevel(tetris_input_t *pIn,
uint8_t nLvl);
/**
* resets the key repeat count for the down key
* @param pIn pointer to an input object
*/
void tetris_input_resetDownKeyRepeat(tetris_input_t *pIn);
/**
* set the orientation of the direction control mapping
* @param pIn pointer to an input object
* @param nOrient desired orientation
*/
void tetris_input_setOrientation(tetris_input_t *pIn,
tetris_orientation_t nOrient);
/*@}*/
#endif /*INPUT_H_*/