rendered paste body/***************************************************************************
* __________ __ ___.
* Open \______ \ ____ ____ | | _\_ |__ _______ ___
* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
* \/ \/ \/ \/ \/
* $Id: pegbox.c,v 1.3 2006/08/09 12:52:04 midgey34 Exp $
*
* Copyright (C) 2006 Tom Ross
*
* All files in this archive are subject to the GNU General Public License.
* See the file COPYING in the source tree root for full license agreement.
*
* This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
* KIND, either express or implied.
*
****************************************************************************/
#include "plugin.h"
static struct plugin_api* rb;
PLUGIN_HEADER
/* final game return status */
#define PB_END 3
#define PB_USB 2
#define PB_QUIT 1
#define DATA_FILE PLUGIN_DIR "/pegbox.data"
#define SAVE_FILE PLUGIN_DIR "/pegbox.save"
#define ROWS 8 /* Number of rows on each board */
#define COLS 12 /* Number of columns on each board */
#define NUM_LEVELS 15 /* Number of levels */
#define SPACE 0
#define WALL 1
#define TRIANGLE 2
#define CROSS 3
#define SQUARE 4
#define CIRCLE 5
#define HOLE 6
#define PLAYER 7
#if (LCD_WIDTH >= 138) && (LCD_HEIGHT >= 110)
extern const fb_data pegbox_menu_top[];
extern const fb_data pegbox_menu_items[];
extern const fb_data pegbox_header[];
#endif
extern const fb_data pegbox_pieces[];
#if CONFIG_KEYPAD == RECORDER_PAD
#define PEGBOX_SELECT BUTTON_ON
#define PEGBOX_QUIT BUTTON_OFF
#define PEGBOX_SAVE BUTTON_F2
#define PEGBOX_RESTART BUTTON_ON
#define PEGBOX_LVL_UP BUTTON_F1
#define PEGBOX_LVL_DOWN BUTTON_F3
#define PEGBOX_UP BUTTON_UP
#define PEGBOX_DOWN BUTTON_DOWN
#define PEGBOX_RIGHT BUTTON_RIGHT
#define PEGBOX_LEFT BUTTON_LEFT
#elif CONFIG_KEYPAD == ONDIO_PAD
#define PEGBOX_SELECT BUTTON_MENU
#define PEGBOX_QUIT BUTTON_OFF
#define PEGBOX_SAVE (BUTTON_MENU | BUTTON_UP)
#define PEGBOX_RESTART (BUTTON_MENU | BUTTON_DOWN)
#define PEGBOX_LVL_UP (BUTTON_MENU | BUTTON_LEFT)
#define PEGBOX_LVL_DOWN (BUTTON_MENU | BUTTON_RIGHT)
#define PEGBOX_UP BUTTON_UP
#define PEGBOX_DOWN BUTTON_DOWN
#define PEGBOX_RIGHT BUTTON_RIGHT
#define PEGBOX_LEFT BUTTON_LEFT
#elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
(CONFIG_KEYPAD == IRIVER_H300_PAD)
#define PEGBOX_SELECT BUTTON_SELECT
#define PEGBOX_QUIT BUTTON_OFF
#define PEGBOX_SAVE BUTTON_MODE
#define PEGBOX_RESTART BUTTON_SELECT
#define PEGBOX_LVL_UP BUTTON_ON
#define PEGBOX_LVL_DOWN BUTTON_REC
#define PEGBOX_UP BUTTON_UP
#define PEGBOX_DOWN BUTTON_DOWN
#define PEGBOX_RIGHT BUTTON_RIGHT
#define PEGBOX_LEFT BUTTON_LEFT
#elif (CONFIG_KEYPAD == IPOD_3G_PAD) || \
(CONFIG_KEYPAD == IPOD_4G_PAD)
#define PEGBOX_SELECT BUTTON_SELECT
#define PEGBOX_QUIT (BUTTON_SELECT|BUTTON_MENU)
#define PEGBOX_SAVE (BUTTON_SELECT|BUTTON_PLAY)
#define PEGBOX_RESTART (BUTTON_SELECT|BUTTON_REPEAT)
#define PEGBOX_LVL_UP (BUTTON_SELECT|BUTTON_RIGHT)
#define PEGBOX_LVL_DOWN (BUTTON_SELECT|BUTTON_LEFT)
#define PEGBOX_UP BUTTON_MENU
#define PEGBOX_DOWN BUTTON_PLAY
#define PEGBOX_RIGHT BUTTON_RIGHT
#define PEGBOX_LEFT BUTTON_LEFT
#elif (CONFIG_KEYPAD == IAUDIO_X5_PAD)
#define PEGBOX_SELECT BUTTON_SELECT
#define PEGBOX_QUIT BUTTON_POWER
#define PEGBOX_SAVE (BUTTON_PLAY | BUTTON_RIGHT)
#define PEGBOX_RESTART (BUTTON_PLAY | BUTTON_LEFT)
#define PEGBOX_LVL_UP (BUTTON_PLAY | BUTTON_UP)
#define PEGBOX_LVL_DOWN (BUTTON_PLAY | BUTTON_DOWN)
#define PEGBOX_UP BUTTON_UP
#define PEGBOX_DOWN BUTTON_DOWN
#define PEGBOX_RIGHT BUTTON_RIGHT
#define PEGBOX_LEFT BUTTON_LEFT
#elif CONFIG_KEYPAD == IRIVER_IFP7XX_PAD
#define PEGBOX_SELECT BUTTON_MODE
#define PEGBOX_QUIT BUTTON_PLAY
#define PEGBOX_SAVE (BUTTON_EQ|BUTTON_MODE)
#define PEGBOX_RESTART BUTTON_MODE
#define PEGBOX_LVL_UP (BUTTON_EQ|BUTTON_UP)
#define PEGBOX_LVL_DOWN (BUTTON_EQ|BUTTON_DOWN)
#define PEGBOX_UP BUTTON_UP
#define PEGBOX_DOWN BUTTON_DOWN
#define PEGBOX_RIGHT BUTTON_RIGHT
#define PEGBOX_LEFT BUTTON_LEFT
#elif (CONFIG_KEYPAD == GIGABEAT_PAD)
#define PEGBOX_SELECT BUTTON_SELECT
#define PEGBOX_QUIT BUTTON_POWER
#define PEGBOX_SAVE BUTTON_MENU
#define PEGBOX_RESTART BUTTON_SELECT
#define PEGBOX_LVL_UP (BUTTON_A|BUTTON_UP)
#define PEGBOX_LVL_DOWN (BUTTON_A|BUTTON_DOWN)
#define PEGBOX_UP BUTTON_UP
#define PEGBOX_DOWN BUTTON_DOWN
#define PEGBOX_RIGHT BUTTON_RIGHT
#define PEGBOX_LEFT BUTTON_LEFT
#endif
#if (LCD_WIDTH >= 320) && (LCD_HEIGHT >= 240)
#define TILE_SIZE 24
#define HEADER1_HEIGHT 68
#define HEADER2_HEIGHT 40
#define ITEM_HEIGHT 32
#define ITEM_WIDTH 120
#define LEVEL_TEXT_X 59
#define PEGS_TEXT_X 276
#define TEXT_Y 28
#elif (LCD_WIDTH >= 240) && (LCD_HEIGHT >= 192)
#define TILE_SIZE 16
#define HEADER1_HEIGHT 80
#define HEADER2_HEIGHT 40
#define ITEM_HEIGHT 32
#define ITEM_WIDTH 120
#define LEVEL_TEXT_X 59
#define PEGS_TEXT_X 196
#define TEXT_Y 28
#elif (LCD_WIDTH >= 220) && (LCD_HEIGHT >= 176)
#define TILE_SIZE 16
#define HEADER1_HEIGHT 60
#define HEADER2_HEIGHT 40
#define ITEM_HEIGHT 20
#define ITEM_WIDTH 70
#define LEVEL_TEXT_X 49
#define PEGS_TEXT_X 186
#define TEXT_Y 28
#elif (LCD_WIDTH >= 176) && (LCD_HEIGHT >= 132)
#define TILE_SIZE 12
#define HEADER1_HEIGHT 46
#define HEADER2_HEIGHT 28
#define ITEM_HEIGHT 17
#define ITEM_WIDTH 60
#define LEVEL_TEXT_X 38
#define PEGS_TEXT_X 155
#define TEXT_Y 17
#elif (LCD_WIDTH >= 160) && (LCD_HEIGHT >= 128)
#define TILE_SIZE 12
#define HEADER1_HEIGHT 42
#define HEADER2_HEIGHT 24
#define ITEM_HEIGHT 17
#define ITEM_WIDTH 60
#define LEVEL_TEXT_X 37
#define PEGS_TEXT_X 140
#define TEXT_Y 13
#elif (LCD_WIDTH >= 138) && (LCD_HEIGHT >= 110)
#define TILE_SIZE 8
#define HEADER1_HEIGHT 34
#define HEADER2_HEIGHT 28
#define ITEM_HEIGHT 17
#define ITEM_WIDTH 60
#define LEVEL_TEXT_X 28
#define PEGS_TEXT_X 119
#define TEXT_Y 15
#else
#define TILE_SIZE 8
#endif
#ifdef HAVE_LCD_COLOR
#define BG_COLOR LCD_BLACK
#define TEXT_BG LCD_RGBPACK(189,189,189)
#endif
#define BOARD_X (LCD_WIDTH-12*TILE_SIZE)/2
#if (LCD_WIDTH >= 138) && (LCD_HEIGHT >= 110)
#define BOARD_Y HEADER2_HEIGHT+2
#else
#define BOARD_Y 0
#endif
struct game_context {
unsigned int level;
unsigned int highlevel;
signed int player_row;
signed int player_col;
unsigned int num_left;
bool save_exist;
unsigned int playboard[ROWS][COLS];
};
char levels[NUM_LEVELS][ROWS][COLS] = {
/* Level 1 */
{{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,},
{1, 0, 0, 0, 7, 0, 0, 5, 0, 0, 0, 1,},
{1, 0, 0, 0, 0, 3, 3, 2, 0, 0, 0, 1,},
{1, 0, 0, 0, 4, 6, 0, 5, 0, 0, 0, 1,},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,}},
/* Level 2 */
{{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,},
{1, 1, 1, 0, 0, 0, 2, 2, 0, 0, 0, 1,},
{1, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1,},
{1, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 1,},
{7, 0, 0, 0, 2, 2, 5, 5, 0, 0, 0, 1,},
{1, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 1,},
{1, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1,},
{1, 1, 1, 0, 0, 0, 2, 2, 0, 0, 0, 1,}},
/* Level 3 */
{{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,},
{1, 0, 0, 0, 0, 0, 2, 0, 7, 0, 0, 0,},
{1, 0, 1, 1, 0, 1, 1, 0, 1, 1, 2, 1,},
{1, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 1,},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1,},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,}},
/* Level 4 */
{{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,},
{6, 0, 4, 0, 2, 0, 2, 0, 0, 0, 0, 1,},
{6, 0, 3, 0, 5, 0, 2, 0, 0, 0, 0, 1,},
{6, 0, 5, 0, 4, 7, 2, 0, 0, 0, 0, 1,},
{6, 0, 2, 0, 4, 0, 2, 0, 3, 0, 0, 1,},
{6, 0, 4, 0, 5, 0, 2, 0, 0, 0, 0, 1,},
{6, 0, 5, 0, 4, 0, 2, 0, 0, 0, 0, 1,},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,}},
/* Level 5 */
{{0, 6, 6, 0, 4, 6, 0, 0, 6, 0, 0, 0,},
{0, 6, 6, 0, 4, 4, 0, 0, 6, 0, 0, 2,},
{2, 6, 6, 0, 6, 6, 6, 0, 1, 2, 2, 2,},
{0, 6, 6, 0, 6, 4, 6, 0, 1, 2, 0, 2,},
{0, 6, 6, 0, 6, 7, 6, 5, 6, 0, 0, 0,},
{2, 6, 6, 0, 6, 6, 6, 0, 6, 0, 0, 0,},
{0, 6, 6, 0, 4, 0, 0, 0, 6, 0, 0, 0,},
{0, 6, 6, 0, 0, 5, 0, 0, 6, 5, 5, 0,}},
/* Level 6 */
{{7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,},
{2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0,},
{2, 0, 0, 2, 0, 0, 0, 2, 2, 0, 0, 0,},
{0, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1, 0,},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,},
{0, 1, 1, 1, 1, 0, 1, 1, 0, 1, 1, 1,},
{0, 3, 0, 0, 0, 0, 0, 0, 5, 4, 6, 0,},
{0, 0, 0, 1, 1, 1, 1, 0, 0, 1, 1, 1,}},
/* Level 7 */
{{1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1,},
{1, 1, 1, 6, 0, 0, 4, 6, 0, 1, 1, 1,},
{1, 1, 1, 1, 0, 1, 5, 1, 0, 1, 1, 1,},
{1, 1, 1, 2, 3, 3, 7, 4, 2, 6, 1, 1,},
{1, 1, 1, 1, 0, 1, 2, 1, 0, 0, 0, 1,},
{1, 1, 1, 1, 0, 0, 5, 0, 0, 1, 0, 1,},
{1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 0, 1,},
{1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 1,}},
/* Level 8 */
{{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,},
{0, 0, 3, 3, 3, 3, 3, 4, 3, 3, 0, 0,},
{0, 0, 3, 3, 3, 2, 3, 3, 5, 3, 0, 0,},
{7, 0, 3, 3, 3, 2, 3, 3, 4, 3, 0, 0,},
{0, 0, 3, 3, 4, 5, 3, 3, 3, 3, 0, 0,},
{0, 0, 3, 3, 5, 2, 3, 3, 3, 3, 0, 0,},
{0, 0, 3, 3, 2, 4, 3, 3, 3, 3, 0, 0,},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,}},
/* Level 9 */
{{0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0,},
{0, 3, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0,},
{0, 0, 0, 0, 2, 4, 4, 3, 0, 1, 1, 0,},
{0, 1, 0, 0, 2, 1, 0, 0, 0, 1, 1, 1,},
{0, 0, 0, 2, 2, 7, 1, 0, 0, 0, 0, 2,},
{0, 0, 0, 0, 2, 1, 0, 0, 1, 1, 1, 1,},
{0, 3, 1, 0, 2, 5, 5, 0, 0, 0, 3, 0,},
{0, 0, 0, 0, 4, 1, 0, 0, 0, 0, 0, 0,}},
/* Level 10 */
{{1, 1, 1, 1, 2, 1, 1, 1, 0, 0, 0, 0,},
{1, 1, 1, 1, 0, 1, 1, 1, 0, 0, 0, 7,},
{0, 0, 4, 0, 6, 6, 6, 0, 0, 0, 3, 0,},
{0, 3, 3, 0, 6, 6, 6, 0, 4, 3, 4, 0,},
{0, 3, 3, 0, 6, 6, 6, 0, 4, 3, 4, 0,},
{0, 0, 0, 0, 6, 6, 6, 0, 3, 0, 0, 0,},
{1, 1, 1, 1, 1, 0, 1, 1, 0, 0, 0, 0,},
{1, 1, 1, 1, 1, 2, 1, 1, 0, 0, 0, 0,}},
/* Level 11 */
{{1, 7, 1, 0, 1, 1, 6, 0, 0, 1, 1, 0,},
{1, 0, 0, 0, 5, 4, 6, 6, 0, 2, 2, 0,},
{1, 2, 1, 2, 0, 1, 6, 0, 0, 2, 2, 0,},
{1, 0, 0, 2, 0, 1, 0, 0, 0, 3, 3, 0,},
{1, 2, 1, 0, 0, 1, 0, 1, 0, 3, 3, 0,},
{0, 0, 0, 0, 0, 1, 0, 1, 1, 0, 1, 0,},
{0, 3, 4, 3, 0, 1, 0, 1, 0, 0, 0, 0,},
{0, 0, 0, 0, 2, 2, 2, 1, 1, 1, 1, 1,}},
/* Level 12 */
{{7, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1,},
{1, 2, 1, 2, 1, 2, 1, 1, 0, 0, 0, 1,},
{0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 1,},
{1, 2, 1, 2, 1, 2, 1, 0, 0, 0, 0, 1,},
{0, 0, 0, 0, 0, 0, 1, 1, 5, 5, 6, 1,},
{1, 2, 1, 2, 1, 2, 1, 1, 0, 2, 2, 1,},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 1,},
{1, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1,}},
/* Level 13 */
{{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,},
{0, 0, 4, 0, 2, 0, 5, 0, 4, 0, 0, 6,},
{0, 0, 2, 0, 5, 0, 2, 0, 4, 0, 0, 6,},
{7, 0, 3, 0, 4, 0, 5, 0, 4, 0, 0, 6,},
{0, 0, 5, 0, 4, 0, 2, 0, 4, 0, 0, 6,},
{0, 0, 4, 0, 2, 0, 5, 0, 4, 0, 0, 6,},
{0, 0, 3, 0, 3, 0, 2, 0, 4, 0, 0, 6,},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,}},
/* Level 14 */
{{1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 1, 1,},
{1, 1, 0, 2, 0, 0, 4, 0, 0, 2, 0, 1,},
{1, 6, 0, 0, 5, 1, 0, 1, 1, 0, 0, 1,},
{1, 1, 1, 0, 0, 3, 5, 3, 0, 0, 1, 1,},
{1, 1, 0, 0, 1, 1, 0, 1, 5, 0, 0, 6,},
{1, 1, 0, 2, 0, 0, 4, 0, 0, 0, 7, 1,},
{1, 1, 0, 0, 1, 0, 0, 1, 1, 1, 1, 1,},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,}},
/* Level 15 */
{{0, 0, 0, 6, 0, 6, 0, 6, 0, 6, 0, 1,},
{0, 0, 0, 6, 0, 6, 0, 6, 0, 6, 0, 1,},
{0, 3, 4, 6, 0, 6, 0, 6, 0, 6, 0, 2,},
{0, 4, 0, 6, 0, 6, 4, 6, 0, 6, 0, 1,},
{0, 3, 0, 6, 0, 6, 0, 6, 0, 6, 0, 1,},
{7, 0, 0, 6, 4, 6, 0, 6, 0, 6, 0, 1,},
{0, 0, 4, 6, 0, 6, 0, 6, 4, 6, 0, 1,},
{0, 0, 4, 6, 0, 6, 0, 6, 0, 6, 0, 1,}}
};
/*****************************************************************************
* draw_board() draws the game's current level.
******************************************************************************/
static void draw_board(struct game_context* pb) {
unsigned int r, c, type;
pb->num_left = 0;
#if (LCD_WIDTH >= 138) && (LCD_HEIGHT >= 110)
char str[5];
rb->lcd_clear_display();
rb->lcd_bitmap(pegbox_header,0,0,LCD_WIDTH, HEADER2_HEIGHT);
rb->lcd_drawrect((LCD_WIDTH-12*TILE_SIZE)/2-2,HEADER2_HEIGHT,
12*TILE_SIZE+4,8*TILE_SIZE+4);
#ifdef HAVE_LCD_COLOR
rb->lcd_set_foreground(LCD_WHITE);
rb->lcd_fillrect((LCD_WIDTH-12*TILE_SIZE)/2-1,HEADER2_HEIGHT+1,
12*TILE_SIZE+2,8*TILE_SIZE+2);
rb->lcd_set_foreground(LCD_BLACK);
rb->lcd_set_background(TEXT_BG);
#endif
#else
rb->lcd_clear_display();
#endif
for (r=0 ; r < ROWS ; r++) {
for (c = 0 ; c < COLS ; c++) {
type = pb->playboard[r][c];
switch(type) {
case SPACE:
break;
default:
rb->lcd_bitmap_part(pegbox_pieces, 0, (type-1)*TILE_SIZE,
TILE_SIZE, c * TILE_SIZE + BOARD_X,
r * TILE_SIZE + BOARD_Y, TILE_SIZE,
TILE_SIZE);
break;
}
if(pb->playboard[r][c] == PLAYER) {
pb->player_row=r;
pb->player_col=c;
}
else if (type != WALL && type != SPACE && type != HOLE)
pb->num_left++;
}
}
#if (LCD_WIDTH >= 138) && (LCD_HEIGHT >= 110)
rb->snprintf(str, 3, "%d", pb->level);
rb->lcd_putsxy(LEVEL_TEXT_X, TEXT_Y, str);
rb->snprintf(str, 3, "%d", pb->num_left);
rb->lcd_putsxy(PEGS_TEXT_X, TEXT_Y, str);
#endif
#ifdef HAVE_LCD_COLOR
rb->lcd_set_background(BG_COLOR);
rb->lcd_set_foreground(LCD_WHITE);
#endif
/* print out the screen */
rb->lcd_update();
}
/*****************************************************************************
* load_level() loads the player's current level from the array and sets the
* player's position.
******************************************************************************/
static void load_level(struct game_context* pb) {
int r, c;
for(r = 0; r < ROWS; r++)
for(c = 0; c < COLS; c++)
pb->playboard[r][c] = levels[pb->level-1][r][c];
}
/*****************************************************************************
* new_piece() creates a new piece at a specified location. The player
* navigates through the pieces and selects one.
******************************************************************************/
static void new_piece(struct game_context* pb, unsigned int x_loc,
unsigned int y_loc) {
int button;
bool exit = false;
pb->playboard[x_loc][y_loc] = TRIANGLE;
while (!exit) {
draw_board(pb);
button = rb->button_get(true);
switch(button){
case PEGBOX_LEFT:
case (PEGBOX_LEFT|BUTTON_REPEAT):
case PEGBOX_DOWN:
case (PEGBOX_DOWN|BUTTON_REPEAT):
if (pb->playboard[x_loc][y_loc] < 5)
pb->playboard[x_loc][y_loc]++;
else
pb->playboard[x_loc][y_loc] = TRIANGLE;
break;
case PEGBOX_RIGHT:
case (PEGBOX_RIGHT|BUTTON_REPEAT):
case PEGBOX_UP:
case (PEGBOX_UP|BUTTON_REPEAT):
if (pb->playboard[x_loc][y_loc] > 2)
pb->playboard[x_loc][y_loc]--;
else
pb->playboard[x_loc][y_loc] = CIRCLE;
break;
case PEGBOX_SELECT:
exit = true;
break;
}
}
}
/*****************************************************************************
* move_player() moves the player and pieces and updates the board accordingly.
******************************************************************************/
static void move_player(struct game_context* pb, signed int x_dir,
signed int y_dir) {
unsigned int type1, type2;
signed int r,c;
r = pb->player_row+y_dir;
c = pb->player_col+x_dir;
type1 = pb->playboard[r][c];
type2 = pb->playboard[r+y_dir][c+x_dir];
if (r == ROWS || c == COLS || r < 0 || c < 0 || type1 == WALL)
return;
else if(type1 != SPACE) {
if (type2 == WALL || r+y_dir == ROWS || c+x_dir == COLS ||
r+y_dir < 0 || c+x_dir < 0)
return;
}
pb->playboard[pb->player_row][pb->player_col] = SPACE;
pb->player_row += y_dir;
pb->player_col += x_dir;
if (type1 == HOLE) {
draw_board(pb);
rb->splash(HZ*2, true, "You fell down a hole!");
load_level(pb);
}
else if (type1 == SPACE)
pb->playboard[r][c] = PLAYER;
else {
pb->playboard[r][c] = PLAYER;
if(type1 == type2) {
if (type1 == TRIANGLE)
pb->playboard[r+y_dir][c+x_dir] = WALL;
else if (type1 == CROSS) {
pb->playboard[r][c] = SPACE;
new_piece(pb, r+y_dir, c+x_dir);
pb->playboard[r][c] = PLAYER;
}
else
pb->playboard[r+y_dir][c+x_dir] = SPACE;
}
else if (type2 == SPACE)
pb->playboard[r+y_dir][c+x_dir] = type1;
else if (type2 == HOLE) {
if (type1 == SQUARE)
pb->playboard[r+y_dir][c+x_dir] = SPACE;
}
else {
rb->splash(HZ*2, true, "Illegal Move!");
load_level(pb);
}
}
draw_board(pb);
}
/*****************************************************************************
* pegbox_loadgame() loads the saved game and returns load success.
******************************************************************************/
static bool pegbox_loadgame(struct game_context* pb) {
signed int fd;
bool loaded = false;
/* open game file */
fd = rb->open(SAVE_FILE, O_RDONLY);
if(fd < 0) return loaded;
/* read in saved game */
while(true) {
if(rb->read(fd, &pb->level, sizeof(pb->level)) <= 0) break;
if(rb->read(fd, &pb->playboard, sizeof(pb->playboard)) <= 0) break;
loaded = true;
break;
}
rb->close(fd);
return loaded;
}
/*****************************************************************************
* pegbox_savegame() saves the current game state.
******************************************************************************/
static void pegbox_savegame(struct game_context* pb) {
unsigned int fd;
/* write out the game state to the save file */
fd = rb->open(SAVE_FILE, O_WRONLY|O_CREAT);
rb->write(fd, &pb->level, sizeof(pb->level));
rb->write(fd, &pb->playboard, sizeof(pb->playboard));
rb->close(fd);
}
/*****************************************************************************
* pegbox_loaddata() loads the level and highlevel and returns load success.
******************************************************************************/
static void pegbox_loaddata(struct game_context* pb) {
signed int fd;
/* open game file */
fd = rb->open(DATA_FILE, O_RDONLY);
if(fd < 0) {
pb->level = 1;
pb->highlevel = 1;
return;
}
/* read in saved game */
while(true) {
if(rb->read(fd, &pb->level, sizeof(pb->level)) <= 0) break;
if(rb->read(fd, &pb->highlevel, sizeof(pb->highlevel)) <= 0) break;
break;
}
rb->close(fd);
return;
}
/*****************************************************************************
* pegbox_savedata() saves the level and highlevel.
******************************************************************************/
static void pegbox_savedata(struct game_context* pb) {
unsigned int fd;
/* write out the game state to the save file */
fd = rb->open(DATA_FILE, O_WRONLY|O_CREAT);
rb->write(fd, &pb->level, sizeof(pb->level));
rb->write(fd, &pb->highlevel, sizeof(pb->highlevel));
rb->close(fd);
}
/*****************************************************************************
* pegbox_callback() is the default event handler callback which is called
* on usb connect and shutdown.
******************************************************************************/
static void pegbox_callback(void* param) {
struct game_context* pb = (struct game_context*) param;
rb->splash(HZ, true, "Saving data...");
pegbox_savedata(pb);
}
/*****************************************************************************
* pegbox_help() is the help menu.
******************************************************************************/
static void pegbox_help(void) {
rb->lcd_clear_display();
#if LCD_WIDTH <= 160
unsigned int page = 1, total_page = 1;
#if LCD_HEIGHT > 64
unsigned int w, h;
#endif
#endif
while(true) {
#if (LCD_WIDTH >= 220) && (HAVE_LCD_COLOR)
rb->lcd_set_foreground(LCD_RGBPACK(245,0,0));
rb->lcd_puts(0, 0, "How to Play");
rb->lcd_puts(0, 9, "Controls");
rb->lcd_set_foreground(LCD_WHITE);
rb->lcd_puts(0, 1, "To beat each level, you must destroy");
rb->lcd_puts(0, 2, "all of the pegs. If two like pegs");
rb->lcd_puts(0, 3, "are pushed into each other they");
rb->lcd_puts(0, 4, "disappear, except for triangles");
rb->lcd_puts(0, 5, "which form a solid block and crosses");
rb->lcd_puts(0, 6, "which allow you to choose a");
rb->lcd_puts(0, 7, "replacement block.");
#elif (LCD_WIDTH >= 176) && (HAVE_LCD_COLOR)
rb->lcd_set_foreground(LCD_RGBPACK(245,0,0));
rb->lcd_puts(0, 0, "How to Play");
rb->lcd_puts(0, 10, "Controls");
rb->lcd_set_foreground(LCD_WHITE);
rb->lcd_puts(0, 1, "To beat each level, you must");
rb->lcd_puts(0, 2, "destroy all of the pegs. If");
rb->lcd_puts(0, 3, "two like pegs are pushed into");
rb->lcd_puts(0, 4, "each other they disappear,");
rb->lcd_puts(0, 5, "except for triangles which");
rb->lcd_puts(0, 6, "form a solid block and");
rb->lcd_puts(0, 7, "crosses which allow you to");
rb->lcd_puts(0, 8, "choose a replacement block.");
#elif (LCD_WIDTH >= 160)
total_page = 2;
if(page == 1) {
#ifdef HAVE_LCD_COLOR
rb->lcd_set_foreground(LCD_RGBPACK(245,0,0));
rb->lcd_puts(0, 0, "How to Play");
rb->lcd_set_foreground(LCD_WHITE);
#else
rb->lcd_puts(0, 0, "How to Play");
#endif
rb->lcd_puts(0, 2, "To beat each level, you");
rb->lcd_puts(0, 3, "must destroy all of the");
rb->lcd_puts(0, 4, "pegs. If two like pegs are");
rb->lcd_puts(0, 5, "pushed into each other,");
rb->lcd_puts(0, 6, "they disappear, except for");
rb->lcd_puts(0, 7, "triangles which form a");
rb->lcd_puts(0, 8, "solid block and crosses");
rb->lcd_puts(0, 9, "which allow you to choose");
rb->lcd_puts(0, 10, "a replacement block.");
rb->lcd_getstringsize("Controls ->", &w, &h);
rb->lcd_putsxy(LCD_WIDTH-w, LCD_HEIGHT-h, "Controls ->");
}
#elif (LCD_WIDTH >= 138)
total_page = 2;
if(page == 1) {
rb->lcd_puts(0, 0, "How to Play");
rb->lcd_puts(0, 2, "To beat each level, you");
rb->lcd_puts(0, 3, "must destroy all of the");
rb->lcd_puts(0, 4, "pegs. If two like pegs");
rb->lcd_puts(0, 5, "are pushed into each");
rb->lcd_puts(0, 6, "other, they disappear,");
rb->lcd_puts(0, 7, "except for triangles ");
rb->lcd_puts(0, 8, "which form a solid ");
rb->lcd_puts(0, 9, "block and crosses which ");
rb->lcd_puts(0, 10, "allow you to choose a ");
rb->lcd_puts(0, 11, "replacement block.");
rb->lcd_getstringsize("Controls ->", &w, &h);
rb->lcd_putsxy(LCD_WIDTH-w, LCD_HEIGHT-h, "Controls ->");
}
#else
total_page = 3;
if(page == 1) {
rb->lcd_puts(0, 0, "How to Play");
rb->lcd_puts(0, 1, "To beat each level,");
rb->lcd_puts(0, 2, "you must destroy");
rb->lcd_puts(0, 3, "all of the pegs. If");
rb->lcd_puts(0, 4, "two like pegs are");
rb->lcd_puts(0, 5, "pushed into each");
rb->lcd_puts(0, 6, "other, they");
rb->lcd_puts(0, 7, "Continue ->");
}
else if (page ==2) {
rb->lcd_puts(0, 0, "How to Play (cont.)");
rb->lcd_puts(0, 1, "disappear, except");
rb->lcd_puts(0, 2, "for triangles which");
rb->lcd_puts(0, 3, "form a solidblock");
rb->lcd_puts(0, 4, "and crosses which");
rb->lcd_puts(0, 5, "allow you to");
rb->lcd_puts(0, 6, "choose a new block.");
rb->lcd_puts(0, 7, "<-Rules|Controls->");
}
#endif
#if CONFIG_KEYPAD == RECORDER_PAD
if (page == 3) {
rb->lcd_puts(0, 0, "Controls");
rb->lcd_puts(0, 1, "ON: restart level");
rb->lcd_puts(0, 2, "F1: up a level");
rb->lcd_puts(0, 3, "F2: save game");
rb->lcd_puts(0, 4, "F3: down a level");
rb->lcd_puts(0, 5, "OFF: exit");
rb->lcd_puts(0, 7, "<- How to Play");
}
#elif CONFIG_KEYPAD == ONDIO_PAD
if (page == 3) {
rb->lcd_puts(0, 0, "Controls");
rb->lcd_puts(0, 1, "M+RIGHT: level up");
rb->lcd_puts(0, 2, "M+LEFT: level down");
rb->lcd_puts(0, 3, "M+UP: save game");
rb->lcd_puts(0, 4, "M+DOWN: restart");
rb->lcd_puts(0, 5, "OFF: exit");
rb->lcd_puts(0, 7, "<- How to Play");
}
#elif CONFIG_KEYPAD == IRIVER_H100_PAD
if (page == 3) {
rb->lcd_puts(0, 0, "Controls");
rb->lcd_puts(0, 2, "NAVI to restart level");
rb->lcd_puts(0, 3, "PLAY to go up a level");
rb->lcd_puts(0, 4, "REC to go down a level");
rb->lcd_puts(0, 5, "AB to save your game");
rb->lcd_puts(0, 6, "OFF to quit");
rb->lcd_getstringsize("<- How to Play", &w, &h);
rb->lcd_putsxy(0, LCD_HEIGHT-h, "<- How to Play");
}
#elif CONFIG_KEYPAD == IRIVER_H300_PAD
rb->lcd_puts(0, 10, "NAVI to restart each level");
rb->lcd_puts(0, 11, "PLAY to go up a level");
rb->lcd_puts(0, 12, "REC to go down a level");
rb->lcd_puts(0, 13, "ARROWS to move");
rb->lcd_puts(0, 14, "AB to save your game");
rb->lcd_puts(0, 15, "OFF to return to menu");
#elif (CONFIG_KEYPAD == IPOD_3G_PAD) || (CONFIG_KEYPAD == IPOD_4G_PAD)
#if LCD_WIDTH >= 220
rb->lcd_puts(0, 10, "LONG CENTER: restart level");
rb->lcd_puts(0, 11, "CENTER+RIGHT: go up a level");
rb->lcd_puts(0, 12, "CENTER+LEFT: go down a level");
rb->lcd_puts(0, 13, "CENTER+PLAY: save your game");
rb->lcd_puts(0, 14, "CENTER+MENU: quit");
#elif LCD_WIDTH >= 176
rb->lcd_puts(0, 11, "LONG CENTER: restart level");
rb->lcd_puts(0, 12, "CENTER+RIGHT: go up a level");
rb->lcd_puts(0, 13, "CENTER+LEFT: go down a level");
rb->lcd_puts(0, 14, "CENTER+PLAY: save your game");
rb->lcd_puts(0, 15, "CENTER+MENU: quit");
#else
if (page == 2) {
rb->lcd_puts(0, 0, "Controls");
rb->lcd_puts(0, 2, "CENTER: restart level");
rb->lcd_puts(0, 3, "C+RIGHT: go up a level");
rb->lcd_puts(0, 4, "C+LEFT: go down a level");
rb->lcd_puts(0, 5, "C+PLAY: save your game");
rb->lcd_puts(0, 6, "C+MENU: quit");
rb->lcd_getstringsize("<- How to Play", &w, &h);
rb->lcd_putsxy(0, LCD_HEIGHT-h, "<- How to Play");
}
#endif
#elif CONFIG_KEYPAD == IAUDIO_X5_PAD
if (page == 2) {
rb->lcd_set_foreground(LCD_RGBPACK(245,0,0));
rb->lcd_puts(0, 0, "Controls");
rb->lcd_set_foreground(LCD_WHITE);
rb->lcd_puts(0, 1, "PLAY: start");
rb->lcd_puts(0, 2, "PLAY+UP: go up a level");
rb->lcd_puts(0, 3, "PLAY+DOWN: go down a level");
rb->lcd_puts(0, 4, "PLAY+LEFT: restart level");
rb->lcd_puts(0, 5, "PLAY+RIGHT: save your game");
rb->lcd_puts(0, 6, "OFF: quit");
rb->lcd_getstringsize("<- How to Play", &w, &h);
rb->lcd_putsxy(0, LCD_HEIGHT-h, "<- How to Play");
}
#elif CONFIG_KEYPAD == IRIVER_IFP7XX_PAD
if (page == 2) {
rb->lcd_puts(0, 0, "Controls");
rb->lcd_puts(0, 2, "MODE to restart level");
rb->lcd_puts(0, 3, "EQ+UP to go up a level");
rb->lcd_puts(0, 4, "EQ+DOWN to go down a level");
rb->lcd_puts(0, 5, "EQ+MODE to save");
rb->lcd_puts(0, 6, "PLAY to quit");
rb->lcd_getstringsize("<- How to Play", &w, &h);
rb->lcd_putsxy(0, LCD_HEIGHT-h, "<- How to Play");
}
#elif CONFIG_KEYPAD == GIGABEAT_PAD
rb->lcd_puts(0, 10, "SELECT to restart level");
rb->lcd_puts(0, 11, "A+UP to go up a level");
rb->lcd_puts(0, 12, "A+DOWN to go down a level");
rb->lcd_puts(0, 13, "D-PAD to move");
rb->lcd_puts(0, 14, "MENU to save");
rb->lcd_puts(0, 15, "POWER to quit");
#endif
rb->lcd_update();
switch(rb->button_get(true)) {
#if LCD_WIDTH <= 160
case PEGBOX_RIGHT:
if (page < total_page)
page++;
else
page = 1;
rb->lcd_clear_display();
break;
case PEGBOX_LEFT:
if (page > 1)
page--;
else
page = total_page;
rb->lcd_clear_display();
break;
#endif
case PEGBOX_SELECT:
case PEGBOX_QUIT:
return;
default:
break;
}
}
}
/*****************************************************************************
* pegbox_menu() is the initial menu at the start of the game.
******************************************************************************/
static unsigned int pegbox_menu(struct game_context* pb) {
int button;
char str[30];
unsigned int startlevel = 1, loc = 0;
bool breakout = false, can_resume = false;
if (pb->num_left > 0 || pb->save_exist)
can_resume = true;
while(!breakout){
#if LCD_HEIGHT > 64
rb->lcd_clear_display();
rb->lcd_bitmap(pegbox_menu_top,0,0,LCD_WIDTH, HEADER1_HEIGHT);
/* menu bitmaps */
if (loc == 0) {
rb->lcd_bitmap_part(pegbox_menu_items, 0, ITEM_HEIGHT, ITEM_WIDTH,
(LCD_WIDTH-ITEM_WIDTH)/2, HEADER1_HEIGHT,
ITEM_WIDTH, ITEM_HEIGHT);
}
else {
rb->lcd_bitmap_part(pegbox_menu_items, 0, 0, ITEM_WIDTH,
(LCD_WIDTH-ITEM_WIDTH)/2, HEADER1_HEIGHT,
ITEM_WIDTH, ITEM_HEIGHT);
}
if (can_resume) {
if (loc == 1) {
rb->lcd_bitmap_part(pegbox_menu_items, 0, ITEM_HEIGHT*3,
ITEM_WIDTH, (LCD_WIDTH-ITEM_WIDTH)/2,
HEADER1_HEIGHT+ITEM_HEIGHT, ITEM_WIDTH,
ITEM_HEIGHT);
}
else {
rb->lcd_bitmap_part(pegbox_menu_items, 0, ITEM_HEIGHT*2,
ITEM_WIDTH, (LCD_WIDTH-ITEM_WIDTH)/2,
HEADER1_HEIGHT+ITEM_HEIGHT, ITEM_WIDTH,
ITEM_HEIGHT);
}
}
else {
rb->lcd_bitmap_part(pegbox_menu_items, 0, ITEM_HEIGHT*4, ITEM_WIDTH,
(LCD_WIDTH-ITEM_WIDTH)/2, HEADER1_HEIGHT+ITEM_HEIGHT,
ITEM_WIDTH, ITEM_HEIGHT);
}
if (loc==2) {
rb->lcd_bitmap_part(pegbox_menu_items, 0, ITEM_HEIGHT*6, ITEM_WIDTH,
(LCD_WIDTH-ITEM_WIDTH)/2, HEADER1_HEIGHT+ITEM_HEIGHT*2,
ITEM_WIDTH, ITEM_HEIGHT);
}
else {
rb->lcd_bitmap_part(pegbox_menu_items, 0, ITEM_HEIGHT*5, ITEM_WIDTH,
(LCD_WIDTH-ITEM_WIDTH)/2, HEADER1_HEIGHT+ITEM_HEIGHT*2,
ITEM_WIDTH, ITEM_HEIGHT);
}
if (loc==3) {
rb->lcd_bitmap_part(pegbox_menu_items, 0, ITEM_HEIGHT*8, ITEM_WIDTH,
(LCD_WIDTH-ITEM_WIDTH)/2, HEADER1_HEIGHT+ITEM_HEIGHT*3,
ITEM_WIDTH, ITEM_HEIGHT);
}
else {
rb->lcd_bitmap_part(pegbox_menu_items, 0, ITEM_HEIGHT*7, ITEM_WIDTH,
(LCD_WIDTH-ITEM_WIDTH)/2, HEADER1_HEIGHT+ITEM_HEIGHT*3,
ITEM_WIDTH, ITEM_HEIGHT);
}
#else
unsigned int w,h;
rb->lcd_clear_display();
rb->lcd_getstringsize("PegBox", &w, &h);
rb->lcd_putsxy((LCD_WIDTH-w)/2, 0, "PegBox");
rb->lcd_putsxy((LCD_WIDTH)/4, 16, "New Game");
rb->lcd_putsxy((LCD_WIDTH)/4, 24, "Resume");
rb->lcd_putsxy((LCD_WIDTH)/4, 32, "Help");
rb->lcd_putsxy((LCD_WIDTH)/4, 40, "Quit");
if(!can_resume)
rb->lcd_drawline((LCD_WIDTH)/4, 28, (LCD_WIDTH)/4+30, 28);
rb->lcd_putsxy((LCD_WIDTH)/4-8, loc*8+16, "*");
#endif
rb->snprintf(str, 28, "Start on level %d of %d", startlevel, pb->highlevel);
#if LCD_HEIGHT > 110
rb->lcd_putsxy(0, HEADER1_HEIGHT+4*ITEM_HEIGHT+8, str);
#elif LCD_WIDTH > 112
rb->lcd_putsxy(0, LCD_HEIGHT - 8, str);
#else
rb->lcd_puts_scroll(0, 7, str);
#endif
rb->lcd_update();
/* handle menu button presses */
button = rb->button_get(true);
switch(button) {
case PEGBOX_SELECT: /* start playing */
if (loc == 0) {
breakout = true;
pb->level = startlevel;
load_level(pb);
}
else if (loc == 1 && can_resume) {
if(pb->save_exist)
rb->remove(SAVE_FILE);
breakout = true;
}
else if (loc == 2)
pegbox_help();
else if (loc == 3)
return PB_QUIT;
break;
case PEGBOX_QUIT: /* quit program */
return PB_QUIT;
case (PEGBOX_UP|BUTTON_REPEAT):
case PEGBOX_UP:
if (loc <= 0)
loc = 3;
else
loc--;
if (!can_resume && loc == 1) {
loc = 0;
}
break;
case (PEGBOX_DOWN|BUTTON_REPEAT):
case PEGBOX_DOWN:
if (loc >= 3)
loc = 0;
else
loc++;
if (!can_resume && loc == 1) {
loc = 2;
}
break;
case (PEGBOX_RIGHT|BUTTON_REPEAT):
case PEGBOX_RIGHT: /* increase starting level */
if(startlevel >= pb->highlevel) {
startlevel = 1;
} else {
startlevel++;
}
break;
case (PEGBOX_LEFT|BUTTON_REPEAT):
case PEGBOX_LEFT: /* decrease starting level */
if(startlevel <= 1) {
startlevel = pb->highlevel;
} else {
startlevel--;
}
break;
default:
if(rb->default_event_handler_ex(button, pegbox_callback,
(void*) pb) == SYS_USB_CONNECTED)
return PB_USB;
break;
}
}
draw_board(pb);
return(0);
}
/*****************************************************************************
* pegbox() is the main game subroutine, it returns the final game status.
******************************************************************************/
static int pegbox(struct game_context* pb) {
int temp_var;
/********************
* menu *
********************/
temp_var = pegbox_menu(pb);
if (temp_var == PB_QUIT || temp_var == PB_USB)
return temp_var;
while (true) {
temp_var = rb->button_get(true);
switch(temp_var){
case PEGBOX_LEFT: /* move cursor left */
case (PEGBOX_LEFT|BUTTON_REPEAT):
move_player(pb, -1, 0);
break;
case PEGBOX_RIGHT: /* move cursor right */
case (PEGBOX_RIGHT|BUTTON_REPEAT):
move_player(pb, 1, 0);
break;
case PEGBOX_DOWN: /* move cursor down */
case (PEGBOX_DOWN|BUTTON_REPEAT):
move_player(pb, 0, 1);
break;
case PEGBOX_UP: /* move cursor up */
case (PEGBOX_UP|BUTTON_REPEAT):
move_player(pb, 0, -1);
break;
case PEGBOX_SAVE: /* save and end game */
rb->splash(HZ, true, "Saving game...");
pegbox_savegame(pb);
/* fall through to PEGBOX_QUIT */
case PEGBOX_QUIT:
return PB_END;
case PEGBOX_RESTART:
load_level(pb);
draw_board(pb);
break;
case PEGBOX_LVL_UP:
if(pb->level < pb->highlevel) {
pb->level++;
load_level(pb);
draw_board(pb);
}
break;
case PEGBOX_LVL_DOWN:
if(pb->level > 1) {
pb->level--;
load_level(pb);
draw_board(pb);
}
break;
}
if(pb->num_left == 0) {
rb->splash(HZ*2, true, "Nice Pegging!");
if(pb->level == NUM_LEVELS) {
draw_board(pb);
rb->splash(HZ*2, true, "You Won!");
break;
}
else {
pb->level++;
load_level(pb);
draw_board(pb);
}
if(pb->level > pb->highlevel)
pb->highlevel = pb->level;
}
}
return PLUGIN_OK;
}
/*****************************************************************************
* plugin entry point.
******************************************************************************/
enum plugin_status plugin_start(struct plugin_api* api, void* parameter) {
bool exit = false;
struct game_context pb;
(void)parameter;
rb = api;
rb->lcd_setfont(FONT_SYSFIXED);
#ifdef HAVE_LCD_COLOR
rb->lcd_set_foreground(LCD_WHITE);
rb->lcd_set_background(BG_COLOR);
#endif
rb->splash(0, true, "Loading...");
pegbox_loaddata(&pb);
pb.save_exist = pegbox_loadgame(&pb);
pb.num_left = 0;
rb->lcd_clear_display();
while(!exit) {
switch(pegbox(&pb)){
case PB_END:
break;
case PB_USB:
rb->lcd_setfont(FONT_UI);
return PLUGIN_USB_CONNECTED;
case PB_QUIT:
rb->splash(HZ, true, "Saving data...");
pegbox_savedata(&pb);
exit = true;
break;
default:
break;
}
}
rb->lcd_setfont(FONT_UI);
return PLUGIN_OK;
}