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What it says on the tin.
Change-Id: Idf8f520e0c8c1fab98d292f4ad94e5231578f9ce
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rb core allows you to load custom keyboard layouts
this patch adds the ability to load a keyboard layout in a buffer
the custom layout is temporary and does not overwrite the current layout
use like so:
unsigned short kbd[64];
unsigned short *kbd_p = kbd;
if (!kbd_create_layout("ABCD1234\n", kbd, sizeof(kbd)))
kbd_p = NULL;
rb->kbd_input(buf,sizeof(buf), kbd_p);
Change-Id: I7be2bd4a1b4797a147fa70228a9749dc56ac052a
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keep running into the rigid nature of do_menu
it isn't too bad when you don't need voice but once
you do the fun awaits
do_menu likes to talk on menu enter which is in a loop when you use do_menu
I would like to move the processing to the callback
TOO BAD you only get an action and the menu_item_ex struct
you sent it when calling the function
Change-Id: Iaefd0cc133435d675b7dd27a558c504d6ccb327a
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We were improperly conditioning the state reset with `do_pausemenu'. We
should reset the input state no matter what.
Change-Id: Iaafc59b95e9f1f053b57a34f0f28f7c672c0e327
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No functional changes.
Change-Id: I7baa7bf37b3bdd57064c654a72d0e4e0d5600245
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This works around an odd issue in Mines involving the zoom feature. The
chain of events leading to it is rather convoluted:
1. No save game is found, so no fonts are loaded from disk.
2. A new game is started.
3. The user selects the "Zoom" option.
4. The allocation of the zoom framebuffer causes the malloc code to grab
the audiobuffer. This causes all further font_load() calls to FAIL, due
to buflib allocations no longer working.
5. The user goes back to the normal view and uncovers a square.
6. Font loading fails, causing the drawing code to fall back to the system
font.
7. An unrelated bug (not yet tracked down) causes font_get(FONT_UI) to
return a different font.
8. font_getstringsize() returns the right size of the "wrong" font, leading
to centering issues upon rb_draw_text().
The real solution to this would be to fix font_get(), but this fix should
prevent the issue from happening if Mines has been run and saved at least
once before.
Change-Id: Ib9ad51376eeb3ca1113a1f3786124b612db88cd7
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Frontends now have a way to retrieve the backend cursor position with some
changes I've submitted upstream. With this information, we can now follow
the cursor around in "interaction mode" while zoomed in, eliminating (most)
need for mode switching.
Also does some cleanup of the frontend code.
Change-Id: I1ba118f67564a3baed95435f5619b73cfa3ae87a
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- zoom now remembers position between activations (but not when exiting the
plugin)
- key repeat enabled when panning
- moving mouse out of frame while zoomed will pan
- mouse can be moved diagonally
Change-Id: I39380ef7f36238700b6baa54cac036832933df67
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Change-Id: I13d987cc148f053778474e99c719cc8439ec53c0
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I misread the documentation here, thinking that the pointer would be set to
*point to* a null byte, not to a null pointer itself. [1]
[1]: https://www.chiark.greenend.org.uk/~sgtatham/puzzles/devel/midend.html#identify-game
Change-Id: I9b76bba9b1611dfd8e05d076a69f7554b5b74c53
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We had some issues in Keen with the arithmetic operators not being rendered
properly. This is still a kludge (we should intelligently search the font)
but is still less ugly than the garbage it was drawing before.
Change-Id: I5b957c7371b659ea6d64847145f9913b2a892e48
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This hack has survived for far too long.
Change-Id: Idca0b647bd6e77f2afcd9a538513a6b9aa970fc7
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We have a couple games like Untangle and mouse-mode games in which the
software poweroff is very annoying.
Change-Id: I554b89aecf8c7cc20c6c7f305be1b8807dc9283b
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Change-Id: Ia32d41cd872140481e73b7565904fc196b7c5b01
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We need to blit the zoom framebuffer to the screen in our chooser loop.
Change-Id: Id2ba1a79b61f14cc34ca9804486f69a2b32484ff
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For some reason lcd_getstringsize was occasionally reverting to the system
font, rather than the loaded font. This was leading to improper font sizes
being reported.
Change-Id: Ie5fc31de9a6a7af739beb22efc3ec1383206eaea
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Change-Id: Ifea2580989f87bb1c4b357b847121bb5f66f4dfe
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Change-Id: I57c0554cb0d2951631d28e249eacb34c4b36ef21
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Expands buffer size, and prints to LOGF.
Change-Id: I6dbcf60152d69c928270023c550976b802269d95
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I can't believe this has gone unnoticed for so long... We need to update
the game size upon loading games. Who knew?
Change-Id: I929f8139457853440ae687bd937af989fa7c6f93
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This brings the upstream version to 9aa7b7c (with some of my changes as
well).
Change-Id: I5bf8a3e0b8672d82cb1bf34afc07adbe12a3ac53
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This should allow syncing with fully clean upstream source trees.
Change-Id: Ie476a4d2ef72a411150cacc2bd45265170670e1d
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As rbcompat.h is -include'd on the command line, the mkdep script doesn't
pick it up. Explicitly add the dependency to lang_enum.h to the makefile.
Also add lang_enum.h to the 'make clean' target!
Change-Id: I33c8ed0cd5c1d44dce02ac9285469c0e4feac00e
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Change-Id: I80751a41d0711c52558ba198c22d1f012998302c
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Cleaned up a bit of copy-pasted code and added some useful comments.
Change-Id: I9a6f37acbeeda58b3ea8c65ee96230372400f323
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This brings the puzzles source to upstream commit e2135d5. (I've made my own
changes on top of that.)
This brings in a couple bugfixes and a new solver for Dominosa.
Change-Id: I11d46b43171787832330a5e2e0d2f353f36f727d
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This brings the code to upstream commit 3ece3d6 (I've made my own Rockbox-
specific changes on top of that).
Changes include using C99 `bool' throughout, and minor logic fixes for some
puzzles.
Change-Id: Ie823e73ae49a8ee1de411d6d406df2ba835af541
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This brings the source to upstream commit 506b073 (though I have made some
extra commits on top of that). Notably this includes a fix for a double-free
bug that I myself introduced upstream.
Change-Id: I02671586bbc34d63e05398ee971271fed42538cf
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Just some whitespace changes to maintain stylistic consistency.
Change-Id: I50b5d52db2795cfcb4155bdffbfb80c1c3773112
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When zoomed in, the original commit made a mono bitmap (a.k.a. text) always
have the red component set to 255. This would cause drawn text to always be
red. Fixed.
Change-Id: Iec06256a3a783948c60c70557de042b375224448
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Patch provided by Aapo Tahkola.
Change-Id: I37a42a950d78d6b8aa3927ec7aeb30030f7be7a5
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The upstream code changed a little bit with regard to the request_keys()
API. Also, we save some bytes (especially on the c200v2) by compiling with
-ffunction-sections and -fdata-sections, which allows Net to fit once again.
Change-Id: I3ab30127169c73e4cd8996f0c12e1223ee18d79f
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This includes an upstream change to the Galaxies help text. `genhelp.sh'
no longer leaves temporary files sitting around, and the self-test feature
of lz4tiny.c works again.
Change-Id: I787f4cb3c258baade31638d6be18f95b7aa0705e
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This brings the upstream version to b3da238 (though some of my own
changes are included on top of that).
Change-Id: Ida73e8cd86765413147ce891af3cc2b7aeda2b2a
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Change-Id: Id6fd9d8dd3021f5e2cb93565d7e419aaf07f9af0
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This should cut just enough size off the binary to let Net still compile
for the c200v2. This is probably close to the last time I'll be able to do
this; I'm already resorting to dirty hacks like writing super terse error
messages.
Change-Id: I43344b9a601696d7ca56fc02af4a611fd9d1a150
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Disabled vprintf() call in Filling, and reordered vertices in Unequal.
Change-Id: Ia3d8cd46ae3a7909b7dc2a8de762aa3173634d1e
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They all work now :). I merged in part of Chris Boyle's Android port of
Puzzles to give the front end a way to know what keys the back end needs.
This also re-syncs to the latest upstream sources.
Change-Id: Ie0409bbb32f617ae5abf4f81be3b45d1552db9bb
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Change-Id: I6b8c18472749248508d4e5b1595b8903e687f67c
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The help text is now processed to generate a style array to pass to the
display_text library in addition to the text itself. The help text is still
compressed using LZ4, and still fits on the c200v2.
Change-Id: I7a3a664f90f67a1a018956c72d2b62d92b8ffd17
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Nobody to blame except myself for this one...
Change-Id: I8446b564c3c060411c46675e9baac1c72437c39a
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Reduces lag when dragging. Also throws some comments in.
Change-Id: Ibd0d95e94200ae6de8258ce8d2e001c931161385
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Change-Id: I09d065574a02a541c43c1a78d92e50a80b5e2ae0
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These are really not needed.
Change-Id: I8aa8d648c363c657ca104fc9876b3c63558c5608
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This brings a various small changes to the drawing and input code,
as well as a brand new "mouse mode", where input goes to a virtual
mouse cursor. Only Loopy has this mouse mode enabled by default,
while other games have it hidden away under the debug menu. Some
changes by me to Palisade were required to make it playable; those
are included here as well. Right now, sgt-net is pushing the c200v2's
upper limit on size and may have to be dropped in a future commit.
Change-Id: I495d2a2125462c2985aec1ffbc54bbe3fe5133bd
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Both blitter_save() and blitter_load() functioned incorrectly when
zoomed in -- blitter_save() would copy from the wrong location, and
blitter_load() would ignore the y-coordinate of the destination.
Change-Id: I7c85debf5953575f72c4a81e3dbcf514202c3aed
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This adds no functionality, but instead cleans up the source and adds
some more substantial documentation.
Change-Id: I77328c171a61db7729bdf928ba094cfbed4ec0dd
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This fixes two separate bugs: The first was that the drawmode was not
reliably set when drawing the title, occasionally leading to a black
rectangle where the title should be; the second that the title bar's
space wasn't being cleared before drawing, leading to artifacts when
the length of the title string changed.
Change-Id: I3859125b14d568e1098b095ab134645a504b2d45
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This makes it possible to play the game while zoomed in. Read the
manual entry if you want to know more.
Change-Id: Iff8bab12f92ebd2798047c25d1fde7740aa543ce
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This includes the fix for Map's incorrect cursor positioning when
zoomed in.
Change-Id: I7d7d1f3031bbe1390e89340039996f99efaa8ef5
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