portapack-mayhem/firmware/application/external/pacman/ui_pacman.cpp

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#include "ui_pacman.hpp"
#include "irq_controls.hpp"
namespace ui::external_app::pacman {
#pragma GCC diagnostic push
// external code, so ignore warnings
#pragma GCC diagnostic ignored "-Wunused-variable"
#pragma GCC diagnostic ignored "-Wunused-parameter"
#pragma GCC diagnostic ignored "-Wunused-but-set-variable"
#pragma GCC diagnostic ignored "-Wreturn-type"
#pragma GCC diagnostic ignored "-Weffc++"
#include "playfield.hpp"
#pragma GCC diagnostic pop
PacmanView::PacmanView(NavigationView& nav)
: nav_(nav) {
add_children({&dummy});
}
void PacmanView::focus() {
dummy.focus();
}
void PacmanView::paint(Painter& painter) {
(void)painter;
static Playfield _game;
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static bool wait_for_button_release{false};
if (!initialized) {
initialized = true;
_game.Init();
}
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auto switches_raw = swizzled_switches() & ((1 << (int)Switch::Right) | (1 << (int)Switch::Left) | (1 << (int)Switch::Down) | (1 << (int)Switch::Up) | (1 << (int)Switch::Sel) | (1 << (int)Switch::Dfu));
// For the Select (Start/Pause) button, wait for release to avoid repeat
uint8_t buttons_to_wait_for = (1 << (int)Switch::Sel);
if (wait_for_button_release) {
if ((switches_raw & buttons_to_wait_for) == 0)
wait_for_button_release = false;
switches_raw &= ~buttons_to_wait_for;
} else {
if (switches_raw & buttons_to_wait_for)
wait_for_button_release = true;
}
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but_RIGHT = (switches_raw & (1 << (int)Switch::Right)) != 0;
but_LEFT = (switches_raw & (1 << (int)Switch::Left)) != 0;
but_DOWN = (switches_raw & (1 << (int)Switch::Down)) != 0;
but_UP = (switches_raw & (1 << (int)Switch::Up)) != 0;
but_A = (switches_raw & (1 << (int)Switch::Sel)) != 0;
_game.Step();
}
void PacmanView::frame_sync() {
set_dirty();
}
} // namespace ui::external_app::pacman