forked from len0rd/rockbox
Bubbles: Add support for vertical strides.
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@22568 a1c6a512-1295-4272-9138-f99709370657
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e76110cce9
commit
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1 changed files with 12 additions and 6 deletions
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@ -1440,7 +1440,8 @@ static void bubbles_drawboard(struct game_context* bb) {
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for(j=0; j<colmax; j++) {
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if(bb->playboard[i][j].type >= 0 && !bb->playboard[i][j].delete) {
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rb->lcd_bitmap_part(bubbles_emblem,
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0, EMBLEM_HEIGHT*bb->playboard[i][j].type, EMBLEM_WIDTH,
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0, EMBLEM_HEIGHT*bb->playboard[i][j].type,
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STRIDE(BMPWIDTH_bubbles_emblem, BMPHEIGHT_bubbles_emblem),
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XOFS+indent+BUBBLE_WIDTH*j+(BUBBLE_WIDTH-EMBLEM_WIDTH)/2,
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YOFS+ROW_HEIGHT*i+(BUBBLE_HEIGHT-EMBLEM_HEIGHT)/2+bb->compress*ROW_HEIGHT,
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EMBLEM_WIDTH, EMBLEM_HEIGHT);
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@ -1456,7 +1457,8 @@ static void bubbles_drawboard(struct game_context* bb) {
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/* display bubble to be shot */
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rb->lcd_bitmap_part(bubbles_emblem,
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0, EMBLEM_HEIGHT*bb->queue[bb->nextinq], EMBLEM_WIDTH,
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0, EMBLEM_HEIGHT*bb->queue[bb->nextinq],
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STRIDE(BMPWIDTH_bubbles_emblem, BMPHEIGHT_bubbles_emblem),
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SHOTX+(BUBBLE_WIDTH-EMBLEM_WIDTH)/2,
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SHOTY+(BUBBLE_HEIGHT-EMBLEM_HEIGHT)/2,
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EMBLEM_WIDTH, EMBLEM_HEIGHT);
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@ -1469,7 +1471,8 @@ static void bubbles_drawboard(struct game_context* bb) {
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/* display next bubble to be shot */
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#ifndef NEXT_BB_X
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rb->lcd_bitmap_part(bubbles_emblem,
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0, EMBLEM_HEIGHT*bb->queue[(bb->nextinq+1)%NUM_QUEUE], EMBLEM_WIDTH,
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0, EMBLEM_HEIGHT*bb->queue[(bb->nextinq+1)%NUM_QUEUE],
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STRIDE(BMPWIDTH_bubbles_emblem, BMPHEIGHT_bubbles_emblem),
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XOFS/2-BUBBLE_WIDTH/2+(BUBBLE_WIDTH-EMBLEM_WIDTH)/2,
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SHOTY+(BUBBLE_HEIGHT-EMBLEM_HEIGHT)/2,
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EMBLEM_WIDTH, EMBLEM_HEIGHT);
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@ -1480,7 +1483,8 @@ static void bubbles_drawboard(struct game_context* bb) {
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rb->lcd_set_drawmode(DRMODE_SOLID);
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#else
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rb->lcd_bitmap_part(bubbles_emblem,
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0, EMBLEM_HEIGHT*bb->queue[(bb->nextinq+1)%NUM_QUEUE], EMBLEM_WIDTH,
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0, EMBLEM_HEIGHT*bb->queue[(bb->nextinq+1)%NUM_QUEUE],
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STRIDE(BMPWIDTH_bubbles_emblem, BMPHEIGHT_bubbles_emblem),
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NEXT_BB_X + NEXT_BB_WIDTH/2-BUBBLE_WIDTH/2+(BUBBLE_WIDTH-EMBLEM_WIDTH)/2,
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NEXT_BB_Y + (BUBBLE_HEIGHT-EMBLEM_HEIGHT)/2 + h,
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EMBLEM_WIDTH, EMBLEM_HEIGHT);
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@ -1602,7 +1606,8 @@ static int bubbles_fire(struct game_context* bb) {
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/* display shot */
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bubbles_drawboard(bb);
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rb->lcd_bitmap_part(bubbles_emblem, 0, EMBLEM_HEIGHT*bubblecur, EMBLEM_WIDTH,
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rb->lcd_bitmap_part(bubbles_emblem, 0, EMBLEM_HEIGHT*bubblecur,
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STRIDE(BMPWIDTH_bubbles_emblem, BMPHEIGHT_bubbles_emblem),
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SHOTX+tempxofs+(BUBBLE_WIDTH-EMBLEM_WIDTH)/2,
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SHOTY+tempyofs+(BUBBLE_HEIGHT-EMBLEM_HEIGHT)/2,
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EMBLEM_WIDTH, EMBLEM_HEIGHT);
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@ -2064,7 +2069,8 @@ static int bubbles_fall(struct game_context* bb) {
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onscreen = true;
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rb->lcd_bitmap_part(bubbles_emblem, 0,
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EMBLEM_HEIGHT*bb->playboard[i][j].type, EMBLEM_WIDTH,
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EMBLEM_HEIGHT*bb->playboard[i][j].type,
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STRIDE(BMPWIDTH_bubbles_emblem, BMPHEIGHT_bubbles_emblem),
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XOFS+indent+BUBBLE_WIDTH*j+
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(BUBBLE_WIDTH-EMBLEM_WIDTH)/2+xofs,
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YOFS+ROW_HEIGHT*i+(BUBBLE_HEIGHT-EMBLEM_HEIGHT)/2+
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