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Chopper update. Fix endgame text not showing up and menu being invisible after first game, both on grayscale targets. Also fix endgame text being too long on Archos by using a splash to draw it. Also: X5's up button now works as 'fly' and Ondio mappings changed (Up/Menu = fly, Off = quit).
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@12345 a1c6a512-1295-4272-9138-f99709370657
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6dbe772eb7
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1 changed files with 20 additions and 26 deletions
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@ -49,7 +49,8 @@ PLUGIN_HEADER
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#elif CONFIG_KEYPAD == IAUDIO_X5_PAD /* grayscale at the moment */
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#define QUIT BUTTON_POWER
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#define ACTION BUTTON_SELECT
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#define ACTION BUTTON_UP
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#define ACTION2 BUTTON_SELECT
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#define ACTIONTEXT "SELECT"
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#elif CONFIG_KEYPAD == IRIVER_H10_PAD
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@ -73,8 +74,9 @@ PLUGIN_HEADER
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#define ACTIONTEXT "PLAY"
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#elif CONFIG_KEYPAD == ONDIO_PAD
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#define QUIT BUTTON_MENU
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#define ACTION BUTTON_RIGHT
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#define QUIT BUTTON_OFF
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#define ACTION BUTTON_UP
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#define ACTION BUTTON_MENU
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#define ACTIONTEXT "RIGHT"
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#else
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@ -387,7 +389,6 @@ static void chopAddParticle(int x,int y,int sx,int sy)
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mParticles[i].iWorldY = y;
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mParticles[i].iSpeedX = sx;
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mParticles[i].iSpeedY = sy;
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}
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static void chopGenerateBlockIfNeeded(void)
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@ -458,19 +459,6 @@ static int chopParticleOffscreen(struct CParticle *mParticle)
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return 0;
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}
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static void checkHighScore(void)
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{
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if (score > highscore) {
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char scoretext[30];
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int w;
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highscore = score;
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rb->snprintf(scoretext, sizeof(scoretext), "New High Score: %d",
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highscore);
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rb->lcd_getstringsize(scoretext, &w, NULL);
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rb->lcd_putsxy(LCD_WIDTH/2 - w/2 ,LCD_HEIGHT/2 + 20, scoretext);
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}
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}
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static void chopKillPlayer(void)
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{
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int w, i, button;
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@ -486,21 +474,24 @@ static void chopKillPlayer(void)
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if (iPlayerAlive == 0) {
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rb->lcd_set_drawmode(DRMODE_FG);
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#if LCD_DEPTH >= 2
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rb->lcd_set_foreground(LCD_WHITE);
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rb->lcd_set_foreground(LCD_LIGHTGRAY);
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#endif
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checkHighScore();
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rb->splash(HZ, true, "Game Over");
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rb->lcd_getstringsize("Game Over", &w, NULL);
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rb->lcd_putsxy(LCD_WIDTH/2 - w/2 ,LCD_HEIGHT/2 - 20, "Game Over");
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rb->lcd_getstringsize("Press " ACTIONTEXT " to continue", &w, NULL);
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rb->lcd_putsxy(LCD_WIDTH/2 - w/2 ,LCD_HEIGHT/2,
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"Press " ACTIONTEXT " to continue");
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if (score > highscore) {
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char scoretext[30];
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int w;
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highscore = score;
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rb->snprintf(scoretext, sizeof(scoretext), "New High Score: %d",
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highscore);
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rb->splash(HZ*2, true, scoretext);
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}
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rb->splash(HZ/4, true, "Press " ACTIONTEXT " to continue");
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rb->lcd_update();
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rb->lcd_set_drawmode(DRMODE_SOLID);
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rb->sleep(HZ * 0.5);
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while (true) {
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button = rb->button_get(true);
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if (button == ACTION
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@ -631,6 +622,9 @@ static int chopMenu(int menunum)
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#if HAVE_LCD_COLOR
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rb->lcd_set_foreground(LCD_WHITE);
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rb->lcd_set_background(LCD_BLACK);
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#elif LCD_DEPTH == 2
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rb->lcd_set_foreground(LCD_BLACK);
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rb->lcd_set_background(LCD_WHITE);
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#endif
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rb->lcd_clear_display();
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