📄 gameprots.h
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/*****************************************************************************
* Copyright Statement:
* --------------------
* This software is protected by Copyright and the information contained
* herein is confidential. The software may not be copied and the information
* contained herein may not be used or disclosed except with the written
* permission of MediaTek Inc. (C) 2005
*
* BY OPENING THIS FILE, BUYER HEREBY UNEQUIVOCALLY ACKNOWLEDGES AND AGREES
* THAT THE SOFTWARE/FIRMWARE AND ITS DOCUMENTATIONS ("MEDIATEK SOFTWARE")
* RECEIVED FROM MEDIATEK AND/OR ITS REPRESENTATIVES ARE PROVIDED TO BUYER ON
* AN "AS-IS" BASIS ONLY. MEDIATEK EXPRESSLY DISCLAIMS ANY AND ALL WARRANTIES,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE IMPLIED WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE OR NONINFRINGEMENT.
* NEITHER DOES MEDIATEK PROVIDE ANY WARRANTY WHATSOEVER WITH RESPECT TO THE
* SOFTWARE OF ANY THIRD PARTY WHICH MAY BE USED BY, INCORPORATED IN, OR
* SUPPLIED WITH THE MEDIATEK SOFTWARE, AND BUYER AGREES TO LOOK ONLY TO SUCH
* THIRD PARTY FOR ANY WARRANTY CLAIM RELATING THERETO. MEDIATEK SHALL ALSO
* NOT BE RESPONSIBLE FOR ANY MEDIATEK SOFTWARE RELEASES MADE TO BUYER'S
* SPECIFICATION OR TO CONFORM TO A PARTICULAR STANDARD OR OPEN FORUM.
*
* BUYER'S SOLE AND EXCLUSIVE REMEDY AND MEDIATEK'S ENTIRE AND CUMULATIVE
* LIABILITY WITH RESPECT TO THE MEDIATEK SOFTWARE RELEASED HEREUNDER WILL BE,
* AT MEDIATEK'S OPTION, TO REVISE OR REPLACE THE MEDIATEK SOFTWARE AT ISSUE,
* OR REFUND ANY SOFTWARE LICENSE FEES OR SERVICE CHARGE PAID BY BUYER TO
* MEDIATEK FOR SUCH MEDIATEK SOFTWARE AT ISSUE.
*
* THE TRANSACTION CONTEMPLATED HEREUNDER SHALL BE CONSTRUED IN ACCORDANCE
* WITH THE LAWS OF THE STATE OF CALIFORNIA, USA, EXCLUDING ITS CONFLICT OF
* LAWS PRINCIPLES. ANY DISPUTES, CONTROVERSIES OR CLAIMS ARISING THEREOF AND
* RELATED THERETO SHALL BE SETTLED BY ARBITRATION IN SAN FRANCISCO, CA, UNDER
* THE RULES OF THE INTERNATIONAL CHAMBER OF COMMERCE (ICC).
*
*****************************************************************************/
/*****************************************************************************
*
* Filename:
* ---------
* GameProts.h
*
* Project:
* --------
* MAUI
*
* Description:
* ------------
* Game function declare
*
* Author:
* -------
* -------
*
*============================================================================
* HISTORY
* Below this line, this part is controlled by PVCS VM. DO NOT MODIFY!!
*------------------------------------------------------------------------------
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*------------------------------------------------------------------------------
* Upper this line, this part is controlled by PVCS VM. DO NOT MODIFY!!
*============================================================================
****************************************************************************/
#ifndef GAMEPROTS_H
#define GAMEPROTS_H
#include "MMIDataType.h"
#include "MMI_features.h"
extern void mmi_game_highlight_app(void);
/* motion app */
#if defined(__MMI_MOTION_APP__)
extern void mmi_motion_highlight_app(void);
extern void mmi_motion_init(void);
#endif /* defined(__MMI_MOTION_APP__) */
#ifdef __MMI_GAME_MULTI_LANGUAGE_SUPPORT__ /*this is used for multi-language*/
typedef enum
{
MMI_GAME_LANGUAGE0 = 0,
MMI_GAME_LANGUAGE1,
MMI_GAME_LANGUAGE2,
MMI_GAME_LANGUAGE3,
MMI_GAME_LANGUAGE4,
MMI_GAME_LANGUAGE5,
MMI_GAME_LANGUAGE6,
MMI_GAME_LANGUAGE7,
MMI_GAME_LANGUAGE8,
MMI_GAME_LANGUAGE9,
MMI_GAME_LANGUAGE_TATAL
}MMI_GAME_MULTI_LANGUAGE_ENUM;
typedef struct
{
U8 language_index;
PS8 language_description;
U8 aLangSSC[10];
}mmi_game_language_mapping_table_struct;
typedef struct
{
U16 x;
U16 y;
}mmi_game_point_struct;
extern mmi_game_language_mapping_table_struct g_mmi_game_language_mapping_table[];
extern U16 g_mmi_game_current_language_index;
extern const U8 ________CUSTOMER__IMAGES__DEFAULT_BMP[], ________CUSTOMER__IMAGES__EMPTYIMAGE_BMP[];
#define MMI_GAME_DEFAULT_IMAGE_BMP ________CUSTOMER__IMAGES__DEFAULT_BMP
#define MMI_GAME_EMPTYIMAGE_BMP ________CUSTOMER__IMAGES__EMPTYIMAGE_BMP
extern U16 mmi_gfx_get_multilanguage_image_ID(
MMI_GAME_MULTI_LANGUAGE_ENUM language,
U16 image_ID_base,
U16 total_string_count,
U16 string_number);
extern BOOL mmi_gfx_check_image_get_valid_language(
U16 *game_language_index,
U16 image_ID_base,
U16 total_string_count);
#endif /*__GAME_MULTI_LANGUAGE_SUPPORT__*/
#endif /* GAMEPROTS_H */
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