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📄 mmiextras.c

📁 是一个手机功能的模拟程序
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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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