📄 mmiextras.c
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// pop the sub-level menu only if there has been no previous
// intervention - i.e. the 'C'/Back key pressed - we are
// already where we want to be
if ( mnuDetails->level == 3 )
{
popMenu();
}
else
{
showMenuSoftkeys();
}
END OF TO BE SORTED */
return 1;
}
/*
* Extras menu subs:
*/
/*******************************************************************************
$Function: extrasShowDone
$Description: Flip It Level selection routines
$Returns: Status int
$Arguments: screen no
*******************************************************************************/
static int extrasShowDone( int screen )
{
extrasEntryScreen = screen;
dspl_ClearAll();
timStart( timerExtras2 );
}
/*******************************************************************************
$Function: extrasC4Level1..3
$Description: Flip It Level selection routines
$Returns: Status int
$Arguments: menu, item
*******************************************************************************/
int extrasC4Level1(MfwMnu* m, MfwMnuItem* i)
{
return 1;
}
int extrasC4Level2(MfwMnu* m, MfwMnuItem* i)
{
return 1;
}
int extrasC4Level3(MfwMnu* m, MfwMnuItem* i)
{
return 1;
}
int extrasC4Phone(MfwMnu* m, MfwMnuItem* i)
{
return 1;
}
int extrasC4Friend(MfwMnu* m, MfwMnuItem* i)
{
return 1;
}
int extrasC4Demo(MfwMnu* m, MfwMnuItem* i)
{
return 1;
}
/*******************************************************************************
$Function: extrasC4Start
$Description: C4 game initiator
$Returns: Status int
$Arguments: menu, item
*******************************************************************************/
int extrasC4Start (MfwMnu* m, MfwMnuItem* i)
{
extrasSelection = EXTRAS_C4;
return 1;
}
/*******************************************************************************
$Function: extrasSPS
$Description: Scissor, Paper, and Stone game initiator
$Returns: Status int
$Arguments: menu, item
*******************************************************************************/
int extrasSPS (MfwMnu* m, MfwMnuItem* i)
{
extrasSelection = EXTRAS_SPS;
return 1;
}
/*******************************************************************************
$Function: extrasPipes
$Description: Pipes game initiator
$Returns: Status int
$Arguments: menu, item
*******************************************************************************/
int extrasPipes (MfwMnu* m, MfwMnuItem* i)
{
extrasSelection = EXTRAS_PIPES;
return 1;
}
/*******************************************************************************
$Function: extrasFlipItLevel1..6
$Description: Flip It Level selection routines
$Returns: Status int
$Arguments: menu, item
*******************************************************************************/
int extrasFlipItLevel1(MfwMnu* m, MfwMnuItem* i)
{
return 1;
}
int extrasFlipItLevel2(MfwMnu* m, MfwMnuItem* i)
{
return 1;
}
int extrasFlipItLevel3(MfwMnu* m, MfwMnuItem* i)
{
return 1;
}
int extrasFlipItLevel4(MfwMnu* m, MfwMnuItem* i)
{
return 1;
}
int extrasFlipItLevel5(MfwMnu* m, MfwMnuItem* i)
{
return 1;
}
int extrasFlipItLevel6(MfwMnu* m, MfwMnuItem* i)
{
return 1;
}
/*******************************************************************************
$Function: extrasFlipItStart
$Description: Flip It game initiator
$Returns: Status int
$Arguments: menu, item
*******************************************************************************/
int extrasFlipItStart(MfwMnu* m, MfwMnuItem* i)
{
extrasSelection = EXTRAS_FLIP_IT;
return 1;
}
/*******************************************************************************
$Function: extrasRollEm
$Description: Roll Em' game initiator
$Returns: Status int
$Arguments: menu, item
*******************************************************************************/
// int extrasRollEm ( void )
//{
// extrasSelection = EXTRAS_ROLL_EM;
//
// extrasInitGame();
//
// return 11;
//}
/*******************************************************************************
$Function: extrasLottery
$Description: Lottery game initiator
$Returns: Status int
$Arguments: menu, item
*******************************************************************************/
// int extrasLottery ( void )
//{
// extrasSelection = EXTRAS_LOTTERY;
//
// extrasInitGame();
//
// return 11;
//}
/*******************************************************************************
$Function: extrasCalculator
$Description: Calculator initiator
$Returns: Status int
$Arguments: menu, item
*******************************************************************************/
int extrasCalculator (MfwMnu* m, MfwMnuItem* i)
{
extrasSelection = EXTRAS_CALCULATOR;
//
// extrasInitGame();
//
return 11;
}
/*******************************************************************************
$Function: extrasStopwatch
$Description: stopwatch
$Returns: Status int
$Arguments: menu, item
*******************************************************************************/
int extrasStopwatch (MfwMnu* m, MfwMnuItem* i)
{
extrasSelection = EXTRAS_STOP_WATCH;
//
// extrasInitGame();
//
return 11;
}
/*******************************************************************************
$Function: extrasInitGame
$Description: Common games initialisation
$Returns: void
$Arguments: void
*******************************************************************************/
static void extrasInitGame ( void )
{
oldFocus = startWhoIsFocused();
dspl_ClearAll();
winFocus(winExtras);
winShow (winExtras);
timStart(timerExtras1);
}
/*******************************************************************************
$Function: extrasGamesExit
$Description: Generic games exit function
$Returns: void
$Arguments: level, mode
*******************************************************************************/
void extrasGamesExit( int level, int mode )
{
timStop ( timerExtras1 );
timStop ( timerExtras2 );
// preserve associated games configurables
switch ( extrasSelection )
{
case EXTRAS_C4 :
extrasC4Level = level; /* preserve the level on game exit */
extrasC4Mode = mode; /* preserve the mode on game exit */
break;
case EXTRAS_SPS :
break;
case EXTRAS_PIPES :
break;
case EXTRAS_FLIP_IT :
extrasFlipLevel = level; /* preserve the level on game exit */
break;
case EXTRAS_ROLL_EM :
break;
case EXTRAS_LOTTERY :
break;
case EXTRAS_CALCULATOR :
break;
case EXTRAS_STOP_WATCH :
break;
default:
break;
}
extrasEntryScreen = EXTRAS_GAME;
extrasSelection = EXTRAS_MIN;
winFocus ( oldFocus );
winShow ( oldFocus );
}
/*******************************************************************************
$Function: extrasGamesInitReq
$Description: Function used to initialise games associated data on entry
to the Extras menu (i.e. games selection menu)
$Returns: status int
$Arguments: None
*******************************************************************************/
int extrasGamesInitReq(void)
{
return ( extrasEntryScreen != EXTRAS_MAIN );
}
/*******************************************************************************
$Function: extrasResetGamesConfigurables
$Description: Function used to initialise games associated configurable data
on entry to the Extras menu (i.e. games selection menu)
$Returns: void
$Arguments: None
*******************************************************************************/
void extrasResetGamesConfigurables()
{
// initialise the entry screen flag to prevent unnecessary calls to
// reset the configurables.
extrasEntryScreen = EXTRAS_MAIN;
}
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