borgware-2d/display_loop.c

268 lines
4.0 KiB
C

#include <setjmp.h>
#include <stdio.h>
#include "config.h"
#include "scrolltext/scrolltext.h"
#include "animations/snake.h"
#include "animations/programm.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/amphibian.h"
#include "animations/laborlogo.h"
#include "animations/27c3.h"
#include "animations/plasma.h"
#include "animations/fpmath_patterns.h"
#include "animations/mherweg.h"
#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"
#include "joystick/joystick.h"
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
break;
#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();
break;
#endif
#ifdef ANIMATION_SCHACHBRETT
case 5:
schachbrett(20);
break;
#endif
#ifdef ANIMATION_FEUER
case 6:
feuer();
break;
#endif
#ifdef ANIMATION_MATRIX
case 7:
matrix();
break;
#endif
#ifdef ANIMATION_RANDOM_BRIGHT
case 8:
random_bright(30);
break;
#endif
#ifdef ANIMATION_STONEFLY
case 9:
stonefly();
break;
#endif
#ifdef ANIMATION_GAMEOFLIFE
case 10:
gameoflife();
break;
#endif
#ifdef ANIMATION_FLYINGDOTS
case 11:
flyingdots();
break;
#endif
#ifdef ANIMATION_BREAKOUT
case 12:
breakout_demo();
break;
#endif
#ifdef ANIMATION_MHERWEG
case 13:
lines1();
dots1();
movinglines();
checkbox();
rectangle1();
rectangles();
break;
#endif
#ifdef ANIMATION_LTN_ANT
case 14:
ltn_ant();
break;
#endif
#ifdef ANIMATION_LABORLOGO
case 15:
laborlogo();
break;
#endif
#ifdef ANIMATION_AMPHIBIAN
case 16:
amphibian();
break;
#endif
#ifdef ANIMATION_LOGO_27C3
case 17:
logo_27c3();
break;
#endif
#ifdef ANIMATION_PLASMA
case 18:
plasma();
break;
#endif
#ifdef ANIMATION_PSYCHEDELIC
case 19:
psychedelic();
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 MENU_SUPPORT
case 42:
mode = 1;
break;
case 43:
menu();
mode = oldOldmode;
#else
case 42:
if (JOYISFIRE)
mode = 43;
else
mode = 1;
break;
case 43:
waitForFire = 0; // avoid circular jumps
while (JOYISFIRE); // wait until user released the fire button
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
while (JOYISFIRE); // avoid an unwanted restart of the game loop
wait(25); // wait for button to settle
mode = oldOldmode; // restore old animation mode
waitForFire = 1; // reenable joystick query of the wait() function
break;
#endif
#ifdef ANIMATION_OFF
case 0xFF:
off();
break;
#endif
}
}
}