portapack-mayhem/firmware/standalone/pacman/pacman.cpp
Bernd Herzog 100bea644c
Version independent external apps (standalone apps) (#2145)
This pull requests adds a new type of external app to the firmware: The standalone app.

Pros:

Will work after an upgrade.
Size of image is only limited by shared heap size of M0 (application) (64kb total).
Cons:

No full access to all functions in the main firmware. One well defined (and versioned) API handles all communication.
The Pacman app was converted to be the first the the new kind.
2024-05-12 14:55:11 +02:00

81 lines
2.9 KiB
C++

/*
* Copyright (C) 2024 Bernd Herzog
*
* This file is part of PortaPack.
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2, or (at your option)
* any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; see the file COPYING. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street,
* Boston, MA 02110-1301, USA.
*/
#include <memory>
#include "pacman.hpp"
#include "irq_controls.hpp"
#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
std::unique_ptr<Playfield> _playfield;
void initialize(const standalone_application_api_t& api) {
_api = &api;
}
void on_event(const uint32_t& events) {
static bool wait_for_button_release{false};
if (!_playfield) {
_playfield = std::make_unique<Playfield>();
_playfield->Init();
}
if (events & 1) {
auto switches_raw = _api->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));
auto switches_debounced = _api->get_switches_state();
// 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_debounced & buttons_to_wait_for) == 0)
wait_for_button_release = false;
switches_debounced &= ~buttons_to_wait_for;
} else {
if (switches_debounced & buttons_to_wait_for)
wait_for_button_release = true;
}
// For the directional buttons, use the raw inputs for fastest response time
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;
// For the pause button, use the debounced input to avoid glitches, and OR in the value to make sure that we don't clear it before it's seen
but_A |= (switches_debounced & (1 << (int)Switch::Sel)) != 0;
_playfield->Step();
}
}
void shutdown() {
_playfield.reset();
}