borgware-2d/display_loop.c

361 lines
5.7 KiB
C

#include <setjmp.h>
#include <stdio.h>
#include "config.h"
#include "scrolltext/scrolltext.h"
#include "animations/snake.h"
#include "animations/program.h"
#include "animations/matrix.h"
#include "animations/gameoflife.h"
#include "animations/stonefly.h"
#include "animations/flyingdots.h"
#include "animations/breakout_demo.h"
#include "animations/ltn_ant.h"
#include "animations/bitmapscroller/laborlogo.h"
#include "animations/bitmapscroller/amphibian.h"
#include "animations/bitmapscroller/outofspec.h"
#include "animations/bitmapscroller/fairydust.h"
#include "animations/bitmapscroller/ideenpark.h"
#include "animations/fpmath_patterns.h"
#include "animations/mherweg.h"
#include "animations/blackhole.h"
#include "animations/squares.h"
#ifdef ANIMATION_TIME
#include "animations/borg_time.h"
#endif
#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"
#ifdef SMALLANIMATION_ROWWALK
# include "smallani/rowwalk.h"
#endif
#ifdef SMALLANIMATION_COLWALK
# include "smallani/colwalk.h"
#endif
#ifdef SMALLANIMATION_COLBOUNCE
# include "smallani/colbounce.h"
#endif
#ifdef JOYSTICK_SUPPORT
# include "joystick/joystick.h"
#endif
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
void display_loop(){
// mcuf_serial_mode();
mode = setjmp(newmode_jmpbuf);
oldOldmode = oldMode;
#ifdef JOYSTICK_SUPPORT
waitForFire = 1;
#endif
for(;;){
#ifndef MENU_SUPPORT
clear_screen(0);
#endif
oldMode = mode;
switch(mode++) {
#ifdef ANIMATION_SCROLLTEXT
case 1:
scrolltext(scrolltext_text);
#ifdef RANDOM_SUPPORT
{
char a[28];
sprintf(a,"</# counter == %lu ", (unsigned long) percnt_get());
scrolltext(a);
}
#endif
#endif
#ifdef ANIMATION_TIME
#ifndef ANIMATION_SCROLLTEXT
case 1:
#endif
time_anim();
break;
#else
#ifdef ANIMATION_SCROLLTEXT
break;
#endif
#endif
#ifdef ANIMATION_SPIRAL
# ifndef SPIRAL_DELAY
# define SPIRAL_DELAY 5
# endif
case 2:
spiral(SPIRAL_DELAY);
break;
#endif
#ifdef ANIMATION_JOERN1
case 3:
joern1();
break;
#endif
#ifdef ANIMATION_SNAKE
case 4:
snake_animation();
break;
#endif
#ifdef ANIMATION_CHECKERBOARD
case 5:
checkerboard(20);
break;
#endif
#ifdef ANIMATION_FIRE
case 6:
fire();
break;
#endif
#ifdef ANIMATION_TIME
case 7:
time_anim();
break;
#endif
#ifdef ANIMATION_MATRIX
case 8:
matrix();
break;
#endif
#ifdef ANIMATION_RANDOM_BRIGHT
case 9:
random_bright(30);
break;
#endif
#ifdef ANIMATION_STONEFLY
case 10:
stonefly();
break;
#endif
#ifdef ANIMATION_GAMEOFLIFE
case 11:
gameoflife();
break;
#endif
#ifdef ANIMATION_FLYINGDOTS
case 12:
flyingdots();
break;
#endif
#ifdef ANIMATION_BREAKOUT
case 13:
breakout_demo();
break;
#endif
#ifdef ANIMATION_MHERWEG
case 14:
mherweg();
break;
#endif
#ifdef ANIMATION_TIME
case 15:
time_anim();
break;
#endif
#ifdef ANIMATION_LTN_ANT
case 16:
ltn_ant();
break;
#endif
#ifdef ANIMATION_LABORLOGO
case 17:
laborlogo();
break;
#endif
#ifdef ANIMATION_AMPHIBIAN
case 18:
amphibian();
break;
#endif
#ifdef ANIMATION_LOGO_OOS
case 19:
logo_OutOfSpec();
break;
#endif
#ifdef ANIMATION_FAIRYDUST
case 20:
fairydust();
break;
#endif
#ifdef ANIMATION_IDEENPARK
case 21:
logo_Ideenpark();
break;
#endif
#ifdef ANIMATION_PLASMA
case 22:
plasma();
break;
#endif
#ifdef ANIMATION_PSYCHEDELIC
case 23:
psychedelic();
break;
#endif
#ifdef ANIMATION_BLACKHOLE
case 24:
blackhole();
break;
#endif
#ifdef ANIMATION_SQUARES
case 25:
squares();
break;
#endif
#ifdef ANIMATION_TESTS
case 31:
test_level(1);
break;
case 32:
test_level(2);
break;
case 33:
test_level(3);
break;
case 35:
test_palette();
test_palette2();
break;
#endif
#ifdef SMALLANIMATION_ROWWALK
case 36:
rowwalk(SMALLANIMATION_ROWWALK_COUNT,SMALLANIMATION_ROWWALK_SPEED);
break;
#endif
#ifdef SMALLANIMATION_COLWALK
case 37:
colwalk(SMALLANIMATION_COLWALK_COUNT,SMALLANIMATION_COLWALK_SPEED);
break;
#endif
#ifdef SMALLANIMATION_COLBOUNCE
case 38:
colbounce(SMALLANIMATION_COLBOUNCE_COUNT,SMALLANIMATION_COLBOUNCE_SPEED);
break;
#endif
#ifdef SMALLANIMATION_ROWBOUNCE
case 39:
rowbounce(SMALLANIMATION_ROWBOUNCE_COUNT,SMALLANIMATION_ROWBOUNCE_SPEED);
break;
#endif
#ifdef MENU_SUPPORT
case 42:
mode = 1;
break;
case 43:
menu();
mode = oldOldmode;
break;
#else
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
# ifdef GAME_TETRIS
tetris();
# endif
# ifdef GAME_BASTET
tetris_bastet();
# endif
# ifdef GAME_TETRIS_FP
tetris_fp();
# endif
# ifdef GAME_SPACE_INVADERS
borg_invaders();
# endif
# ifdef GAME_SNAKE
snake_game();
# endif
# ifdef GAME_BREAKOUT
borg_breakout(0);
# 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;
#endif
#ifdef ANIMATION_OFF
case 0xFF:
off();
break;
#endif
}
}
}