borgware-2d/display_loop.c

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#include <setjmp.h>
#include <stdio.h>
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#include "config.h"
#include "scrolltext/scrolltext.h"
#include "animations/snake.h"
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#include "animations/programm.h"
#include "animations/matrix.h"
#include "animations/gameoflife.h"
#include "animations/stonefly.h"
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#include "animations/flyingdots.h"
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#include "animations/breakout_demo.h"
#include "animations/ltn_ant.h"
#include "animations/amphibian.h"
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#include "animations/laborlogo.h"
#include "animations/outofspec.h"
#include "animations/fpmath_patterns.h"
#include "animations/mherweg.h"
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#ifdef ANIMATION_TIME
#include "animations/borg_time.h"
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#endif
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#include "borg_hw/borg_hw.h"
#include "can/borg_can.h"
#include "random/prng.h"
#include "random/persistentCounter.h"
#include "mcuf/mcuf.h"
#include "menu/menu.h"
#include "pixel.h"
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#ifdef SMALLANIMATION_ROWWALK
# include "smallani/rowwalk.h"
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#endif
#ifdef SMALLANIMATION_COLWALK
# include "smallani/colwalk.h"
#endif
#ifdef SMALLANIMATION_COLBOUNCE
# include "smallani/colbounce.h"
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#endif
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#ifdef JOYSTICK_SUPPORT
# include "joystick/joystick.h"
#endif
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volatile unsigned char oldMode, oldOldmode, mode;
jmp_buf newmode_jmpbuf;
#ifndef MENU_SUPPORT
void snake_game(void);
void tetris(void);
void tetris_bastet(void);
void tetris_fp(void);
void borg_invaders(void);
void borg_breakout(unsigned char demomode);
#endif
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void display_loop(){
// mcuf_serial_mode();
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mode = setjmp(newmode_jmpbuf);
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oldOldmode = oldMode;
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#ifdef JOYSTICK_SUPPORT
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waitForFire = 1;
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#endif
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for(;;){
#ifndef MENU_SUPPORT
clear_screen(0);
#endif
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oldMode = mode;
switch(mode++) {
#ifdef ANIMATION_SCROLLTEXT
case 1:
scrolltext(scrolltext_text);
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#ifdef RANDOM_SUPPORT
{
char a[28];
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sprintf(a,"</# counter == %lu ", (unsigned long) percnt_get());
scrolltext(a);
}
#endif
#endif
#ifdef ANIMATION_TIME
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#ifndef ANIMATION_SCROLLTEXT
case 1:
#endif
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time_anim();
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break;
#else
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#ifdef ANIMATION_SCROLLTEXT
break;
#endif
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#endif
#ifdef ANIMATION_SPIRALE
case 2:
spirale(5);
break;
#endif
#ifdef ANIMATION_JOERN1
case 3:
joern1();
break;
#endif
#ifdef ANIMATION_SNAKE
case 4:
snake_animation();
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break;
#endif
#ifdef ANIMATION_SCHACHBRETT
case 5:
schachbrett(20);
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break;
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#endif
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#ifdef ANIMATION_FEUER
case 6:
feuer();
break;
#endif
#ifdef ANIMATION_TIME
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case 7:
time_anim();
break;
#endif
#ifdef ANIMATION_MATRIX
case 8:
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matrix();
break;
#endif
#ifdef ANIMATION_RANDOM_BRIGHT
case 9:
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random_bright(30);
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break;
#endif
#ifdef ANIMATION_STONEFLY
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case 10:
stonefly();
break;
#endif
#ifdef ANIMATION_GAMEOFLIFE
case 11:
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gameoflife();
break;
#endif
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#ifdef ANIMATION_FLYINGDOTS
case 12:
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flyingdots();
break;
#endif
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#ifdef ANIMATION_BREAKOUT
case 13:
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breakout_demo();
break;
#endif
#ifdef ANIMATION_MHERWEG
case 14:
mherweg();
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break;
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#endif
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#ifdef ANIMATION_TIME
case 15:
time_anim();
break;
#endif
#ifdef ANIMATION_LTN_ANT
case 16:
ltn_ant();
break;
#endif
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#ifdef ANIMATION_LABORLOGO
case 17:
laborlogo();
break;
#endif
#ifdef ANIMATION_AMPHIBIAN
case 18:
amphibian();
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break;
#endif
#ifdef ANIMATION_LOGO_OOS
case 19:
logo_OutOfSpec();
break;
#endif
#ifdef ANIMATION_PLASMA
case 20:
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plasma();
break;
#endif
#ifdef ANIMATION_PSYCHEDELIC
case 21:
psychedelic();
break;
#endif
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#ifdef ANIMATION_TESTS
case 31:
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test_level(1);
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break;
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case 32:
test_level(2);
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break;
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case 33:
test_level(3);
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break;
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case 35:
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test_palette();
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test_palette2();
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break;
#endif
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#ifdef SMALLANIMATION_ROWWALK
case 36:
rowwalk(SMALLANIMATION_ROWWALK_COUNT,SMALLANIMATION_ROWWALK_SPEED);
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break;
#endif
#ifdef SMALLANIMATION_COLWALK
case 37:
colwalk(SMALLANIMATION_COLWALK_COUNT,SMALLANIMATION_COLWALK_SPEED);
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break;
#endif
#ifdef SMALLANIMATION_COLBOUNCE
case 38:
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colbounce(SMALLANIMATION_COLBOUNCE_COUNT,SMALLANIMATION_COLBOUNCE_SPEED);
break;
#endif
#ifdef SMALLANIMATION_ROWBOUNCE
case 39:
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rowbounce(SMALLANIMATION_ROWBOUNCE_COUNT,SMALLANIMATION_ROWBOUNCE_SPEED);
break;
#endif
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#ifdef MENU_SUPPORT
case 42:
mode = 1;
break;
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case 43:
menu();
mode = oldOldmode;
#else
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case 42:
#ifdef JOYSTICK_SUPPORT
if (JOYISFIRE)
mode = 43;
else
#endif
mode = 1;
break;
case 43:
#ifdef JOYSTICK_SUPPORT
waitForFire = 0; // avoid circular jumps
while (JOYISFIRE); // wait until user released the fire button
#endif
wait(25); // wait for button to settle
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# ifdef GAME_TETRIS
tetris();
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# endif
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# ifdef GAME_BASTET
tetris_bastet();
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# endif
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# ifdef GAME_TETRIS_FP
tetris_fp();
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# endif
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# ifdef GAME_SPACE_INVADERS
borg_invaders();
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# endif
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# ifdef GAME_SNAKE
snake_game();
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# endif
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# ifdef GAME_BREAKOUT
borg_breakout(0);
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# endif
#ifdef JOYSTICK_SUPPORT
while (JOYISFIRE); // avoid an unwanted restart of the game loop
#endif
wait(25); // wait for button to settle
mode = oldOldmode; // restore old animation mode
#ifdef JOYSTICK_SUPPORT
waitForFire = 1; // reenable joystick query of the wait() function
#endif
break;
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#endif
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#ifdef ANIMATION_OFF
case 0xFF:
off();
break;
#endif
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}
}
}