mirror of
https://github.com/QuantumLeaps/qpcpp.git
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1043 lines
38 KiB
C++
1043 lines
38 KiB
C++
///***************************************************************************
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// Product: "Fly 'n' Shoot" game example for Win32-GUI
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// Last updated for version 5.6.5
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// Last updated on 2016-05-13
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//
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// Q u a n t u m L e a P s
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// ---------------------------
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// innovating embedded systems
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//
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// Copyright (C) Quantum Leaps, LLC. All rights reserved.
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//
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// This program is open source software: you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as published
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// by the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// Alternatively, this program may be distributed and modified under the
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// terms of Quantum Leaps commercial licenses, which expressly supersede
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// the GNU General Public License and are specifically designed for
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// licensees interested in retaining the proprietary status of their code.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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//
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// Contact information:
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// http://www.state-machine.com
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// mailto:info@state-machine.com
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///***************************************************************************
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#include "qpcpp.h"
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#include "game.h"
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#include "bsp.h"
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#include "qwin_gui.h" // QWIN GUI
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#include "resource.h" // GUI resource IDs generated by the resource editior
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#include <stdio.h> // for _snprintf_s()
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#include <stdlib.h>
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#ifdef Q_SPY
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h> // Win32 API for multithreading
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#include <winsock2.h> // for Windows network facilities
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#endif
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///***************************************************************************
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// thread function for running the application main()
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static DWORD WINAPI appThread(LPVOID par) {
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(void)par; // unused parameter
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return main_gui(); // run the QF application
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}
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///***************************************************************************
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namespace GAME {
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Q_DEFINE_THIS_FILE
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// local variables -----------------------------------------------------------
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static HINSTANCE l_hInst; // this application instance
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static HWND l_hWnd; // main window handle
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static LPSTR l_cmdLine; // the command line string
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static GraphicDisplay l_lcd; // LCD display on EFM32-SLSTK3401A
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static SegmentDisplay l_userLED0; // USER LED0 on EFM32-SLSTK3401A
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static SegmentDisplay l_userLED1; // USER LED1 on EFM32-SLSTK3401A
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static SegmentDisplay l_scoreBoard; // segment display for the score
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static OwnerDrawnButton l_userBtn0; // USER Button0 on EFM32-SLSTK3401A
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static OwnerDrawnButton l_userBtn1; // USER Button1 on EFM32-SLSTK3401A
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// (R,G,B) colors for the LCD display
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static BYTE const c_onColor[3] = { 0x07U, 0x07U, 0x07U }; // dark grey
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static BYTE const c_offColor[3] = { 0xA0U, 0xA0U, 0xA0U }; // light grey
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// LCD geometry and frame buffer
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static uint32_t l_fb[BSP_SCREEN_HEIGHT + 1][BSP_SCREEN_WIDTH / 32U];
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// the walls buffer
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static uint32_t l_walls[GAME_TUNNEL_HEIGHT + 1][BSP_SCREEN_WIDTH / 32U];
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static unsigned l_rnd; // random seed
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static void paintBits(uint8_t x, uint8_t y, uint8_t const *bits, uint8_t h);
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static void paintBitsClear(uint8_t x, uint8_t y,
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uint8_t const *bits, uint8_t h);
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static void playerTrigger(void);
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#ifdef Q_SPY
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enum QSUserRecords {
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PLAYER_TRIGGER = QP::QS_USER,
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COMMAND_STAT
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};
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static SOCKET l_sock = INVALID_SOCKET;
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static uint8_t const l_clock_tick = 0U;
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static uint8_t const l_mouse = 0U;
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#endif
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// Local functions -----------------------------------------------------------
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static LRESULT CALLBACK WndProc(HWND hWnd, UINT iMsg,
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WPARAM wParam, LPARAM lParam);
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//............................................................................
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//..........................................................................*/
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void BSP_init(void) {
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if (QS_INIT(l_cmdLine) == (uint8_t)0) { // QS initialization failed?
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MessageBox(l_hWnd,
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"Cannot connect to QSPY via TCP/IP\n"
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"Please make sure that 'qspy -t' is running",
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"QS_INIT() Error",
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MB_OK | MB_ICONEXCLAMATION | MB_APPLMODAL);
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}
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QS_OBJ_DICTIONARY(&l_clock_tick); // must be called *after* QF_init()
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QS_USR_DICTIONARY(PLAYER_TRIGGER);
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QS_USR_DICTIONARY(COMMAND_STAT);
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}
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//..........................................................................*/
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void BSP_terminate(int16_t result) {
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#ifdef Q_SPY
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if (l_sock != INVALID_SOCKET) {
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closesocket(l_sock);
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l_sock = INVALID_SOCKET;
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}
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#endif
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QP::QF::stop(); // stop the main QF application and the ticker thread
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// cleanup all QWIN resources...
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OwnerDrawnButton_xtor(&l_userBtn0); // cleanup the l_userBtn0 resources
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OwnerDrawnButton_xtor(&l_userBtn1); // cleanup the l_userBtn1 resources
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SegmentDisplay_xtor(&l_userLED0); // cleanup the l_userLED0 resources
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SegmentDisplay_xtor(&l_userLED1); // cleanup the l_userLED1 resources
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SegmentDisplay_xtor(&l_scoreBoard); // cleanup the scoreBoard resources
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GraphicDisplay_xtor(&l_lcd); // cleanup the l_lcd resources
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// end the main dialog
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EndDialog(l_hWnd, result);
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}
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//..........................................................................*/
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void BSP_updateScreen(void) {
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UINT x, y;
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// turn LED1 on
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SegmentDisplay_setSegment(&l_userLED1, 0U, 1U);
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// map the LCD pixels to the GraphicDisplay pixels...
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for (y = 0; y < BSP_SCREEN_HEIGHT; ++y) {
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for (x = 0; x < BSP_SCREEN_WIDTH; ++x) {
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uint32_t bits = l_fb[y][x >> 5];
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if ((bits & (1U << (x & 0x1FU))) != 0U) {
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GraphicDisplay_setPixel(&l_lcd, x, y, c_onColor);
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}
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else {
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GraphicDisplay_clearPixel(&l_lcd, x, y);
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}
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}
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}
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GraphicDisplay_redraw(&l_lcd); // redraw the updated display
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// turn LED1 off
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SegmentDisplay_setSegment(&l_userLED1, 0U, 0U);
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}
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//..........................................................................*/
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void BSP_clearFB() {
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uint_fast8_t y;
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for (y = 0U; y < BSP_SCREEN_HEIGHT; ++y) {
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l_fb[y][0] = 0U;
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l_fb[y][1] = 0U;
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l_fb[y][2] = 0U;
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l_fb[y][3] = 0U;
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}
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}
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//..........................................................................*/
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void BSP_clearWalls() {
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uint_fast8_t y;
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for (y = 0U; y < GAME_TUNNEL_HEIGHT; ++y) {
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l_walls[y][0] = 0U;
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l_walls[y][1] = 0U;
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l_walls[y][2] = 0U;
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l_walls[y][3] = 0U;
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}
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}
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//..........................................................................*/
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bool BSP_isThrottle(void) { // is the throttle button depressed?
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return OwnerDrawnButton_isDepressed(&l_userBtn1) != 0;
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}
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//..........................................................................*/
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void BSP_paintString(uint8_t x, uint8_t y, char const *str) {
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static uint8_t const font5x7[95][7] = {
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{ 0x00U, 0x00U, 0x00U, 0x00U, 0x00U, 0x00U, 0x00U }, //
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{ 0x04U, 0x04U, 0x04U, 0x04U, 0x00U, 0x00U, 0x04U }, // !
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{ 0x0AU, 0x0AU, 0x0AU, 0x00U, 0x00U, 0x00U, 0x00U }, // "
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{ 0x0AU, 0x0AU, 0x1FU, 0x0AU, 0x1FU, 0x0AU, 0x0AU }, // #
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{ 0x04U, 0x1EU, 0x05U, 0x0EU, 0x14U, 0x0FU, 0x04U }, // $
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{ 0x03U, 0x13U, 0x08U, 0x04U, 0x02U, 0x19U, 0x18U }, // %
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{ 0x06U, 0x09U, 0x05U, 0x02U, 0x15U, 0x09U, 0x16U }, // &
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{ 0x06U, 0x04U, 0x02U, 0x00U, 0x00U, 0x00U, 0x00U }, // '
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{ 0x08U, 0x04U, 0x02U, 0x02U, 0x02U, 0x04U, 0x08U }, // (
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{ 0x02U, 0x04U, 0x08U, 0x08U, 0x08U, 0x04U, 0x02U }, // )
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{ 0x00U, 0x04U, 0x15U, 0x0EU, 0x15U, 0x04U, 0x00U }, // *
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{ 0x00U, 0x04U, 0x04U, 0x1FU, 0x04U, 0x04U, 0x00U }, // +
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{ 0x00U, 0x00U, 0x00U, 0x00U, 0x06U, 0x04U, 0x02U }, // ,
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{ 0x00U, 0x00U, 0x00U, 0x1FU, 0x00U, 0x00U, 0x00U }, // -
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{ 0x00U, 0x00U, 0x00U, 0x00U, 0x00U, 0x06U, 0x06U }, // .
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{ 0x00U, 0x10U, 0x08U, 0x04U, 0x02U, 0x01U, 0x00U }, // /
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{ 0x0EU, 0x11U, 0x19U, 0x15U, 0x13U, 0x11U, 0x0EU }, // 0
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{ 0x04U, 0x06U, 0x04U, 0x04U, 0x04U, 0x04U, 0x0EU }, // 1
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{ 0x0EU, 0x11U, 0x10U, 0x08U, 0x04U, 0x02U, 0x1FU }, // 2
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{ 0x1FU, 0x08U, 0x04U, 0x08U, 0x10U, 0x11U, 0x0EU }, // 3
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{ 0x08U, 0x0CU, 0x0AU, 0x09U, 0x1FU, 0x08U, 0x08U }, // 4
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{ 0x1FU, 0x01U, 0x0FU, 0x10U, 0x10U, 0x11U, 0x0EU }, // 5
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{ 0x0CU, 0x02U, 0x01U, 0x0FU, 0x11U, 0x11U, 0x0EU }, // 6
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{ 0x1FU, 0x10U, 0x08U, 0x04U, 0x02U, 0x02U, 0x02U }, // 7
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{ 0x0EU, 0x11U, 0x11U, 0x0EU, 0x11U, 0x11U, 0x0EU }, // 8
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{ 0x0EU, 0x11U, 0x11U, 0x1EU, 0x10U, 0x08U, 0x06U }, // 9
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{ 0x00U, 0x06U, 0x06U, 0x00U, 0x06U, 0x06U, 0x00U }, // :
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{ 0x00U, 0x06U, 0x06U, 0x00U, 0x06U, 0x04U, 0x02U }, // ;
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{ 0x08U, 0x04U, 0x02U, 0x01U, 0x02U, 0x04U, 0x08U }, // <
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{ 0x00U, 0x00U, 0x1FU, 0x00U, 0x1FU, 0x00U, 0x00U }, // =
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{ 0x02U, 0x04U, 0x08U, 0x10U, 0x08U, 0x04U, 0x02U }, // >
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{ 0x0EU, 0x11U, 0x10U, 0x08U, 0x04U, 0x00U, 0x04U }, // ?
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{ 0x0EU, 0x11U, 0x10U, 0x16U, 0x15U, 0x15U, 0x0EU }, // @
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{ 0x0EU, 0x11U, 0x11U, 0x11U, 0x1FU, 0x11U, 0x11U }, // A
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{ 0x0FU, 0x11U, 0x11U, 0x0FU, 0x11U, 0x11U, 0x0FU }, // B
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{ 0x0EU, 0x11U, 0x01U, 0x01U, 0x01U, 0x11U, 0x0EU }, // C
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{ 0x07U, 0x09U, 0x11U, 0x11U, 0x11U, 0x09U, 0x07U }, // D
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{ 0x1FU, 0x01U, 0x01U, 0x0FU, 0x01U, 0x01U, 0x1FU }, // E
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{ 0x1FU, 0x01U, 0x01U, 0x0FU, 0x01U, 0x01U, 0x01U }, // F
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{ 0x0EU, 0x11U, 0x01U, 0x1DU, 0x11U, 0x11U, 0x1EU }, // G
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{ 0x11U, 0x11U, 0x11U, 0x1FU, 0x11U, 0x11U, 0x11U }, // H
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{ 0x0EU, 0x04U, 0x04U, 0x04U, 0x04U, 0x04U, 0x0EU }, // I
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{ 0x1CU, 0x08U, 0x08U, 0x08U, 0x08U, 0x09U, 0x06U }, // J
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{ 0x11U, 0x09U, 0x05U, 0x03U, 0x05U, 0x09U, 0x11U }, // K
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{ 0x01U, 0x01U, 0x01U, 0x01U, 0x01U, 0x01U, 0x1FU }, // L
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{ 0x11U, 0x1BU, 0x15U, 0x15U, 0x11U, 0x11U, 0x11U }, // M
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{ 0x11U, 0x11U, 0x13U, 0x15U, 0x19U, 0x11U, 0x11U }, // N
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{ 0x0EU, 0x11U, 0x11U, 0x11U, 0x11U, 0x11U, 0x0EU }, // O
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{ 0x0FU, 0x11U, 0x11U, 0x0FU, 0x01U, 0x01U, 0x01U }, // P
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{ 0x0EU, 0x11U, 0x11U, 0x11U, 0x15U, 0x09U, 0x16U }, // Q
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{ 0x0FU, 0x11U, 0x11U, 0x0FU, 0x05U, 0x09U, 0x11U }, // R
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{ 0x1EU, 0x01U, 0x01U, 0x0EU, 0x10U, 0x10U, 0x0FU }, // S
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{ 0x1FU, 0x04U, 0x04U, 0x04U, 0x04U, 0x04U, 0x04U }, // T
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{ 0x11U, 0x11U, 0x11U, 0x11U, 0x11U, 0x11U, 0x0EU }, // U
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{ 0x11U, 0x11U, 0x11U, 0x11U, 0x11U, 0x0AU, 0x04U }, // V
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{ 0x11U, 0x11U, 0x11U, 0x15U, 0x15U, 0x15U, 0x0AU }, // W
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{ 0x11U, 0x11U, 0x0AU, 0x04U, 0x0AU, 0x11U, 0x11U }, // X
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{ 0x11U, 0x11U, 0x11U, 0x0AU, 0x04U, 0x04U, 0x04U }, // Y
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{ 0x1FU, 0x10U, 0x08U, 0x04U, 0x02U, 0x01U, 0x1FU }, // Z
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{ 0x0EU, 0x02U, 0x02U, 0x02U, 0x02U, 0x02U, 0x0EU }, // [
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{ 0x00U, 0x01U, 0x02U, 0x04U, 0x08U, 0x10U, 0x00U }, // back-slash
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{ 0x0EU, 0x08U, 0x08U, 0x08U, 0x08U, 0x08U, 0x0EU }, // ]
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{ 0x04U, 0x0AU, 0x11U, 0x00U, 0x00U, 0x00U, 0x00U }, // ^
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{ 0x00U, 0x00U, 0x00U, 0x00U, 0x00U, 0x00U, 0x1FU }, // _
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{ 0x02U, 0x04U, 0x08U, 0x00U, 0x00U, 0x00U, 0x00U }, // `
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{ 0x00U, 0x00U, 0x0EU, 0x10U, 0x1EU, 0x11U, 0x1EU }, // a
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{ 0x01U, 0x01U, 0x0DU, 0x13U, 0x11U, 0x11U, 0x0FU }, // b
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{ 0x00U, 0x00U, 0x0EU, 0x01U, 0x01U, 0x11U, 0x0EU }, // c
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{ 0x10U, 0x10U, 0x16U, 0x19U, 0x11U, 0x11U, 0x1EU }, // d
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{ 0x00U, 0x00U, 0x0EU, 0x11U, 0x1FU, 0x01U, 0x0EU }, // e
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{ 0x0CU, 0x12U, 0x02U, 0x07U, 0x02U, 0x02U, 0x02U }, // f
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{ 0x00U, 0x1EU, 0x11U, 0x11U, 0x1EU, 0x10U, 0x0EU }, // g
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{ 0x01U, 0x01U, 0x0DU, 0x13U, 0x11U, 0x11U, 0x11U }, // h
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{ 0x04U, 0x00U, 0x06U, 0x04U, 0x04U, 0x04U, 0x0EU }, // i
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{ 0x08U, 0x00U, 0x0CU, 0x08U, 0x08U, 0x09U, 0x06U }, // j
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{ 0x01U, 0x01U, 0x09U, 0x05U, 0x03U, 0x05U, 0x09U }, // k
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{ 0x06U, 0x04U, 0x04U, 0x04U, 0x04U, 0x04U, 0x0EU }, // l
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{ 0x00U, 0x00U, 0x0BU, 0x15U, 0x15U, 0x11U, 0x11U }, // m
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{ 0x00U, 0x00U, 0x0DU, 0x13U, 0x11U, 0x11U, 0x11U }, // n
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{ 0x00U, 0x00U, 0x0EU, 0x11U, 0x11U, 0x11U, 0x0EU }, // o
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{ 0x00U, 0x00U, 0x0FU, 0x11U, 0x0FU, 0x01U, 0x01U }, // p
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{ 0x00U, 0x00U, 0x16U, 0x19U, 0x1EU, 0x10U, 0x10U }, // q
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{ 0x00U, 0x00U, 0x0DU, 0x13U, 0x01U, 0x01U, 0x01U }, // r
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{ 0x00U, 0x00U, 0x0EU, 0x01U, 0x0EU, 0x10U, 0x0FU }, // s
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{ 0x02U, 0x02U, 0x07U, 0x02U, 0x02U, 0x12U, 0x0CU }, // t
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{ 0x00U, 0x00U, 0x11U, 0x11U, 0x11U, 0x19U, 0x16U }, // u
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{ 0x00U, 0x00U, 0x11U, 0x11U, 0x11U, 0x0AU, 0x04U }, // v
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{ 0x00U, 0x00U, 0x11U, 0x11U, 0x15U, 0x15U, 0x0AU }, // w
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{ 0x00U, 0x00U, 0x11U, 0x0AU, 0x04U, 0x0AU, 0x11U }, // x
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{ 0x00U, 0x00U, 0x11U, 0x11U, 0x1EU, 0x10U, 0x0EU }, // y
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{ 0x00U, 0x00U, 0x1FU, 0x08U, 0x04U, 0x02U, 0x1FU }, // z
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{ 0x08U, 0x04U, 0x04U, 0x02U, 0x04U, 0x04U, 0x08U }, // {
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{ 0x04U, 0x04U, 0x04U, 0x04U, 0x04U, 0x04U, 0x04U }, // |
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{ 0x02U, 0x04U, 0x04U, 0x08U, 0x04U, 0x04U, 0x02U }, // }
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{ 0x02U, 0x15U, 0x08U, 0x00U, 0x00U, 0x00U, 0x00U }, // ~
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};
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for (; *str != '\0'; ++str, x += 6) {
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uint8_t const *ch = &font5x7[*str - ' '][0];
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paintBitsClear(x, y, ch, 7);
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}
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}
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//==========================================================================*/
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typedef struct { // the auxiliary structure to hold const bitmaps
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uint8_t const *bits; // the bits in the bitmap
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uint8_t height; // the height of the bitmap
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} Bitmap;
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// bitmap of the Ship:
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//
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// x....
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// xxx..
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// xxxxx
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//
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static uint8_t const ship_bits[] = {
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0x01U, 0x07U, 0x1FU
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};
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// bitmap of the Missile:
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//
|
|
// xxxx
|
|
//
|
|
static uint8_t const missile_bits[] = {
|
|
0x0FU
|
|
};
|
|
|
|
// bitmap of the Mine type-1:
|
|
//
|
|
// .x.
|
|
// xxx
|
|
// .x.
|
|
//
|
|
static uint8_t const mine1_bits[] = {
|
|
0x02U, 0x07U, 0x02U
|
|
};
|
|
|
|
// bitmap of the Mine type-2:
|
|
//
|
|
// x..x
|
|
// .xx.
|
|
// .xx.
|
|
// x..x
|
|
//
|
|
static uint8_t const mine2_bits[] = {
|
|
0x09U, 0x06U, 0x06U, 0x09U
|
|
};
|
|
|
|
// Mine type-2 is nastier than Mine type-1. The type-2 mine can
|
|
// hit the Ship with any of its "tentacles". However, it can be
|
|
// destroyed by the Missile only by hitting its center, defined as
|
|
// the following bitmap:
|
|
//
|
|
// ....
|
|
// .xx.
|
|
// .xx.
|
|
//
|
|
static uint8_t const mine2_missile_bits[] = {
|
|
0x00U, 0x06U, 0x06U
|
|
};
|
|
|
|
//
|
|
// The bitmap of the explosion stage 0:
|
|
//
|
|
// .......
|
|
// ...x...
|
|
// ..x.x..
|
|
// ...x...
|
|
//
|
|
static uint8_t const explosion0_bits[] = {
|
|
0x00U, 0x08U, 0x14U, 0x08U
|
|
};
|
|
|
|
//
|
|
// The bitmap of the explosion stage 1:
|
|
//
|
|
// .......
|
|
// ..x.x..
|
|
// ...x...
|
|
// ..x.x..
|
|
//
|
|
static uint8_t const explosion1_bits[] = {
|
|
0x00U, 0x14U, 0x08U, 0x14U
|
|
};
|
|
|
|
//
|
|
// The bitmap of the explosion stage 2:
|
|
//
|
|
// .x...x.
|
|
// ..x.x..
|
|
// ...x...
|
|
// ..x.x..
|
|
// .x...x.
|
|
//
|
|
static uint8_t const explosion2_bits[] = {
|
|
0x11U, 0x0AU, 0x04U, 0x0AU, 0x11U
|
|
};
|
|
|
|
//
|
|
// The bitmap of the explosion stage 3:
|
|
//
|
|
// x..x..x
|
|
// .x.x.x.
|
|
// ..x.x..
|
|
// xx.x.xx
|
|
// ..x.x..
|
|
// .x.x.x.
|
|
// x..x..x
|
|
//
|
|
static uint8_t const explosion3_bits[] = {
|
|
0x49, 0x2A, 0x14, 0x6B, 0x14, 0x2A, 0x49
|
|
};
|
|
|
|
static Bitmap const l_bitmap[MAX_BMP] = {
|
|
{ ship_bits, Q_DIM(ship_bits) },
|
|
{ missile_bits, Q_DIM(missile_bits) },
|
|
{ mine1_bits, Q_DIM(mine1_bits) },
|
|
{ mine2_bits, Q_DIM(mine2_bits) },
|
|
{ mine2_missile_bits, Q_DIM(mine2_missile_bits) },
|
|
{ explosion0_bits, Q_DIM(explosion0_bits) },
|
|
{ explosion1_bits, Q_DIM(explosion1_bits) },
|
|
{ explosion2_bits, Q_DIM(explosion2_bits) },
|
|
{ explosion3_bits, Q_DIM(explosion3_bits) }
|
|
};
|
|
|
|
//..........................................................................*/
|
|
void BSP_paintBitmap(uint8_t x, uint8_t y, uint8_t bmp_id) {
|
|
Bitmap const *bmp = &l_bitmap[bmp_id];
|
|
paintBits(x, y, bmp->bits, bmp->height);
|
|
}
|
|
//..........................................................................*/
|
|
void BSP_advanceWalls(uint8_t top, uint8_t bottom) {
|
|
uint_fast8_t y;
|
|
for (y = 0U; y < GAME_TUNNEL_HEIGHT; ++y) {
|
|
// shift the walls one pixel to the left
|
|
l_walls[y][0] = (l_walls[y][0] >> 1) | (l_walls[y][1] << 31);
|
|
l_walls[y][1] = (l_walls[y][1] >> 1) | (l_walls[y][2] << 31);
|
|
l_walls[y][2] = (l_walls[y][2] >> 1) | (l_walls[y][3] << 31);
|
|
l_walls[y][3] = (l_walls[y][3] >> 1);
|
|
|
|
// add new column of walls at the end
|
|
if (y <= top) {
|
|
l_walls[y][3] |= (1U << 31);
|
|
}
|
|
if (y >= (GAME_TUNNEL_HEIGHT - bottom)) {
|
|
l_walls[y][3] |= (1U << 31);
|
|
}
|
|
|
|
// copy the walls to the frame buffer
|
|
l_fb[y][0] = l_walls[y][0];
|
|
l_fb[y][1] = l_walls[y][1];
|
|
l_fb[y][2] = l_walls[y][2];
|
|
l_fb[y][3] = l_walls[y][3];
|
|
}
|
|
}
|
|
//..........................................................................*/
|
|
bool BSP_doBitmapsOverlap(uint8_t bmp_id1, uint8_t x1, uint8_t y1,
|
|
uint8_t bmp_id2, uint8_t x2, uint8_t y2)
|
|
{
|
|
uint8_t y;
|
|
uint8_t y0;
|
|
uint8_t h;
|
|
uint32_t bits1;
|
|
uint32_t bits2;
|
|
Bitmap const *bmp1;
|
|
Bitmap const *bmp2;
|
|
|
|
Q_REQUIRE((bmp_id1 < Q_DIM(l_bitmap)) && (bmp_id2 < Q_DIM(l_bitmap)));
|
|
|
|
// are the bitmaps close enough in x?
|
|
if (x1 >= x2) {
|
|
if (x1 > x2 + 8U) {
|
|
return false;
|
|
}
|
|
x1 -= x2;
|
|
x2 = 0U;
|
|
}
|
|
else {
|
|
if (x2 > x1 + 8U) {
|
|
return false;
|
|
}
|
|
x2 -= x1;
|
|
x1 = 0U;
|
|
}
|
|
|
|
bmp1 = &l_bitmap[bmp_id1];
|
|
bmp2 = &l_bitmap[bmp_id2];
|
|
if ((y1 <= y2) && (y1 + bmp1->height > y2)) {
|
|
y0 = y2 - y1;
|
|
h = y1 + bmp1->height - y2;
|
|
if (h > bmp2->height) {
|
|
h = bmp2->height;
|
|
}
|
|
for (y = 0; y < h; ++y) { // scan over the overlapping rows
|
|
bits1 = ((uint32_t)bmp1->bits[y + y0] << x1);
|
|
bits2 = ((uint32_t)bmp2->bits[y] << x2);
|
|
if ((bits1 & bits2) != 0U) { // do the bits overlap?
|
|
return true; // yes!
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
if ((y1 > y2) && (y2 + bmp2->height > y1)) {
|
|
y0 = y1 - y2;
|
|
h = y2 + bmp2->height - y1;
|
|
if (h > bmp1->height) {
|
|
h = bmp1->height;
|
|
}
|
|
for (y = 0; y < h; ++y) { // scan over the overlapping rows
|
|
bits1 = ((uint32_t)bmp1->bits[y] << x1);
|
|
bits2 = ((uint32_t)bmp2->bits[y + y0] << x2);
|
|
if ((bits1 & bits2) != 0U) { // do the bits overlap?
|
|
return true; // yes!
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return false; // the bitmaps do not overlap
|
|
}
|
|
//..........................................................................*/
|
|
bool BSP_isWallHit(uint8_t bmp_id, uint8_t x, uint8_t y) {
|
|
Bitmap const *bmp = &l_bitmap[bmp_id];
|
|
uint32_t shft = (x & 0x1FU);
|
|
uint32_t *walls = &l_walls[y][x >> 5];
|
|
for (y = 0; y < bmp->height; ++y, walls += (BSP_SCREEN_WIDTH >> 5)) {
|
|
if (*walls & ((uint32_t)bmp->bits[y] << shft)) {
|
|
return true;
|
|
}
|
|
if (shft > 24U) {
|
|
if (*(walls + 1) & ((uint32_t)bmp->bits[y] >> (32U - shft))) {
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//..........................................................................*/
|
|
void BSP_updateScore(uint16_t score) {
|
|
uint8_t seg[5];
|
|
char str[5];
|
|
|
|
if (score == 0U) {
|
|
BSP_paintString(1U, BSP_SCREEN_HEIGHT - 8U, "SCORE:");
|
|
}
|
|
|
|
seg[0] = score % 10U; score /= 10U;
|
|
seg[1] = score % 10U; score /= 10U;
|
|
seg[2] = score % 10U; score /= 10U;
|
|
seg[3] = score % 10U;
|
|
|
|
// update the SCORE area on the screeen
|
|
str[0] = seg[3] + '0';
|
|
str[1] = seg[2] + '0';
|
|
str[2] = seg[1] + '0';
|
|
str[3] = seg[0] + '0';
|
|
str[4] = '\0';
|
|
BSP_paintString(6U*6U, BSP_SCREEN_HEIGHT - 8U, str);
|
|
|
|
// update the score in the l_scoreBoard SegmentDisplay
|
|
SegmentDisplay_setSegment(&l_scoreBoard, 0U, (UINT)seg[0]);
|
|
SegmentDisplay_setSegment(&l_scoreBoard, 1U, (UINT)seg[1]);
|
|
SegmentDisplay_setSegment(&l_scoreBoard, 2U, (UINT)seg[2]);
|
|
SegmentDisplay_setSegment(&l_scoreBoard, 3U, (UINT)seg[3]);
|
|
}
|
|
//..........................................................................*/
|
|
void BSP_displayOn(void) {
|
|
SegmentDisplay_setSegment(&l_userLED0, 0U, 1U);
|
|
}
|
|
//..........................................................................*/
|
|
void BSP_displayOff(void) {
|
|
SegmentDisplay_setSegment(&l_userLED0, 0U, 0U);
|
|
GraphicDisplay_clear(&l_lcd);
|
|
GraphicDisplay_redraw(&l_lcd);
|
|
}
|
|
//..........................................................................*/
|
|
uint32_t BSP_random(void) { // a very cheap pseudo-random-number generator
|
|
// "Super-Duper" Linear Congruential Generator (LCG)
|
|
// LCG(2^32, 3*7*11*13*23, 0, seed)
|
|
|
|
l_rnd = l_rnd * (3U*7U*11U*13U*23U);
|
|
return l_rnd >> 8;
|
|
}
|
|
//..........................................................................*/
|
|
void BSP_randomSeed(uint32_t seed) {
|
|
l_rnd = seed;
|
|
}
|
|
|
|
//--------------------------------------------------------------------------*/
|
|
//..........................................................................*/
|
|
static void paintBits(uint8_t x, uint8_t y, uint8_t const *bits, uint8_t h) {
|
|
uint32_t *fb = &l_fb[y][x >> 5];
|
|
uint32_t shft = (x & 0x1FU);
|
|
for (y = 0; y < h; ++y, fb += (BSP_SCREEN_WIDTH >> 5)) {
|
|
*fb |= ((uint32_t)bits[y] << shft);
|
|
if (shft > 24U) {
|
|
*(fb + 1) |= ((uint32_t)bits[y] >> (32U - shft));
|
|
}
|
|
}
|
|
}
|
|
//..........................................................................*/
|
|
static void paintBitsClear(uint8_t x, uint8_t y,
|
|
uint8_t const *bits, uint8_t h)
|
|
{
|
|
uint32_t *fb = &l_fb[y][x >> 5];
|
|
uint32_t shft = (x & 0x1FU);
|
|
uint32_t mask1 = ~((uint32_t)0xFFU << shft);
|
|
uint32_t mask2;
|
|
if (shft > 24U) {
|
|
mask2 = ~(0xFFU >> (32U - shft));
|
|
}
|
|
for (y = 0; y < h; ++y, fb += (BSP_SCREEN_WIDTH >> 5)) {
|
|
*fb = ((*fb & mask1) | ((uint32_t)bits[y] << shft));
|
|
if (shft > 24U) {
|
|
*(fb + 1) = ((*(fb + 1) & mask2)
|
|
| ((uint32_t)bits[y] >> (32U - shft)));
|
|
}
|
|
}
|
|
}
|
|
|
|
//............................................................................
|
|
//............................................................................
|
|
extern "C" int WINAPI WinMain(HINSTANCE hInst, HINSTANCE /*hPrevInst*/,
|
|
LPSTR cmdLine, int iCmdShow)
|
|
{
|
|
l_hInst = hInst; // save the application instance
|
|
l_cmdLine = cmdLine; // save the command line string
|
|
|
|
// create the main custom dialog window
|
|
HWND hWnd = CreateCustDialog(hInst, IDD_APPLICATION, NULL,
|
|
&WndProc, "QP_APP");
|
|
ShowWindow(hWnd, iCmdShow); // show the main window
|
|
|
|
// enter the message loop...
|
|
MSG msg;
|
|
while (GetMessage(&msg, NULL, 0, 0)) {
|
|
TranslateMessage(&msg);
|
|
DispatchMessage(&msg);
|
|
}
|
|
|
|
BSP_terminate(0);
|
|
|
|
return msg.wParam;
|
|
}
|
|
//............................................................................
|
|
static LRESULT CALLBACK WndProc(HWND hWnd, UINT iMsg,
|
|
WPARAM wParam, LPARAM lParam)
|
|
{
|
|
switch (iMsg) {
|
|
|
|
// Perform initialization upon cration of the main dialog window
|
|
// NOTE: Any child-windows are NOT created yet at this time, so
|
|
// the GetDlgItem() function can't be used (it will return NULL).
|
|
//
|
|
case WM_CREATE: {
|
|
l_hWnd = hWnd; // save the window handle
|
|
|
|
// initialize the owner-drawn buttons...
|
|
// NOTE: must be done *before* the first drawing of the buttons,
|
|
// so WM_INITDIALOG is too late.
|
|
//
|
|
OwnerDrawnButton_init(&l_userBtn0, IDC_USER0,
|
|
LoadBitmap(l_hInst, MAKEINTRESOURCE(IDB_BTN_UP)),
|
|
LoadBitmap(l_hInst, MAKEINTRESOURCE(IDB_BTN_DWN)),
|
|
LoadCursor(NULL, IDC_HAND));
|
|
OwnerDrawnButton_init(&l_userBtn1, IDC_USER1,
|
|
LoadBitmap(l_hInst, MAKEINTRESOURCE(IDB_BTN_UP)),
|
|
LoadBitmap(l_hInst, MAKEINTRESOURCE(IDB_BTN_DWN)),
|
|
LoadCursor(NULL, IDC_HAND));
|
|
return 0;
|
|
}
|
|
|
|
// Perform initialization after all child windows have been created
|
|
case WM_INITDIALOG: {
|
|
GraphicDisplay_init(&l_lcd, 128, 128, IDC_LCD, c_offColor);
|
|
|
|
SegmentDisplay_init(&l_userLED0,
|
|
1U, // 1 "segment" (the LED0 itself)
|
|
2U); // 2 bitmaps (for LED0 OFF/ON states)
|
|
SegmentDisplay_initSegment(&l_userLED0, 0U, IDC_LED0);
|
|
SegmentDisplay_initBitmap(&l_userLED0,
|
|
0U, LoadBitmap(l_hInst, MAKEINTRESOURCE(IDB_LED_OFF)));
|
|
SegmentDisplay_initBitmap(&l_userLED0,
|
|
1U, LoadBitmap(l_hInst, MAKEINTRESOURCE(IDB_LED_ON)));
|
|
|
|
SegmentDisplay_init(&l_userLED1,
|
|
1U, // 1 "segment" (the LED1 itself)
|
|
2U); // 2 bitmaps (for LED1 OFF/ON states)
|
|
SegmentDisplay_initSegment(&l_userLED1, 0U, IDC_LED1);
|
|
SegmentDisplay_initBitmap(&l_userLED1,
|
|
0U, LoadBitmap(l_hInst, MAKEINTRESOURCE(IDB_LED_OFF)));
|
|
SegmentDisplay_initBitmap(&l_userLED1,
|
|
1U, LoadBitmap(l_hInst, MAKEINTRESOURCE(IDB_LED_ON)));
|
|
|
|
SegmentDisplay_init(&l_scoreBoard,
|
|
4U, // 4 "segments" (digits 0-3)
|
|
10U); // 10 bitmaps (for 0-9 states)
|
|
SegmentDisplay_initSegment(&l_scoreBoard, 0U, IDC_SEG0);
|
|
SegmentDisplay_initSegment(&l_scoreBoard, 1U, IDC_SEG1);
|
|
SegmentDisplay_initSegment(&l_scoreBoard, 2U, IDC_SEG2);
|
|
SegmentDisplay_initSegment(&l_scoreBoard, 3U, IDC_SEG3);
|
|
SegmentDisplay_initBitmap(&l_scoreBoard,
|
|
0U, LoadBitmap(l_hInst, MAKEINTRESOURCE(IDB_SEG0)));
|
|
SegmentDisplay_initBitmap(&l_scoreBoard,
|
|
1U, LoadBitmap(l_hInst, MAKEINTRESOURCE(IDB_SEG1)));
|
|
SegmentDisplay_initBitmap(&l_scoreBoard,
|
|
2U, LoadBitmap(l_hInst, MAKEINTRESOURCE(IDB_SEG2)));
|
|
SegmentDisplay_initBitmap(&l_scoreBoard,
|
|
3U, LoadBitmap(l_hInst, MAKEINTRESOURCE(IDB_SEG3)));
|
|
SegmentDisplay_initBitmap(&l_scoreBoard,
|
|
4U, LoadBitmap(l_hInst, MAKEINTRESOURCE(IDB_SEG4)));
|
|
SegmentDisplay_initBitmap(&l_scoreBoard,
|
|
5U, LoadBitmap(l_hInst, MAKEINTRESOURCE(IDB_SEG5)));
|
|
SegmentDisplay_initBitmap(&l_scoreBoard,
|
|
6U, LoadBitmap(l_hInst, MAKEINTRESOURCE(IDB_SEG6)));
|
|
SegmentDisplay_initBitmap(&l_scoreBoard,
|
|
7U, LoadBitmap(l_hInst, MAKEINTRESOURCE(IDB_SEG7)));
|
|
SegmentDisplay_initBitmap(&l_scoreBoard,
|
|
8U, LoadBitmap(l_hInst, MAKEINTRESOURCE(IDB_SEG8)));
|
|
SegmentDisplay_initBitmap(&l_scoreBoard,
|
|
9U, LoadBitmap(l_hInst, MAKEINTRESOURCE(IDB_SEG9)));
|
|
|
|
BSP_updateScore(0U);
|
|
|
|
// --> QP: spawn the application thread to run main_gui()
|
|
Q_ALLEGE(CreateThread(NULL, 0, &appThread, NULL, 0, NULL)
|
|
!= (HANDLE)0);
|
|
return 0;
|
|
}
|
|
|
|
case WM_DESTROY: {
|
|
OutputDebugString("DESTROY\n");
|
|
PostQuitMessage(0);
|
|
return 0;
|
|
}
|
|
|
|
// commands from regular buttons and menus...
|
|
case WM_COMMAND: {
|
|
SetFocus(hWnd);
|
|
switch (wParam) {
|
|
case IDOK:
|
|
case IDCANCEL: {
|
|
OutputDebugString("QUIT\n");
|
|
PostQuitMessage(0);
|
|
break;
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
// owner-drawn buttons...
|
|
case WM_DRAWITEM: {
|
|
LPDRAWITEMSTRUCT pdis = (LPDRAWITEMSTRUCT)lParam;
|
|
switch (pdis->CtlID) {
|
|
case IDC_USER0: { // USER owner-drawn Button0
|
|
OutputDebugString("USER0\n");
|
|
switch (OwnerDrawnButton_draw(&l_userBtn0, pdis)) {
|
|
case BTN_DEPRESSED: {
|
|
playerTrigger();
|
|
SegmentDisplay_setSegment(&l_userLED0, 0U, 1U);
|
|
break;
|
|
}
|
|
case BTN_RELEASED: {
|
|
SegmentDisplay_setSegment(&l_userLED0, 0U, 0U);
|
|
break;
|
|
}
|
|
default: {
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case IDC_USER1: { // USER owner-drawn Button1
|
|
OutputDebugString("USER1\n");
|
|
switch (OwnerDrawnButton_draw(&l_userBtn1, pdis)) {
|
|
default: {
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
// mouse wheel input...
|
|
case WM_MOUSEWHEEL: {
|
|
OutputDebugString("MOUSEWHEEL\n");
|
|
return 0;
|
|
}
|
|
|
|
// keyboard input...
|
|
case WM_KEYDOWN: {
|
|
OutputDebugString("KEYDOWN\n");
|
|
switch (wParam) {
|
|
case VK_SPACE:
|
|
playerTrigger();
|
|
OwnerDrawnButton_set(&l_userBtn0, 1);
|
|
break;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
case WM_KEYUP: {
|
|
OutputDebugString("KEYUP\n");
|
|
switch (wParam) {
|
|
case VK_SPACE:
|
|
OwnerDrawnButton_set(&l_userBtn0, 0);
|
|
break;
|
|
}
|
|
return 0;
|
|
}
|
|
}
|
|
return DefWindowProc(hWnd, iMsg, wParam, lParam);
|
|
}
|
|
//..........................................................................*/
|
|
static void playerTrigger(void) {
|
|
static QP::QEvt const fireEvt = { PLAYER_TRIGGER_SIG, 0U, 0U };
|
|
QP::QF::PUBLISH(&fireEvt, static_cast<void *>(0));
|
|
}
|
|
|
|
|
|
} // namespace GAME
|
|
|
|
///***************************************************************************
|
|
namespace QP {
|
|
|
|
//............................................................................
|
|
void QF::onStartup(void) {
|
|
QF_setTickRate(GAME::BSP_TICKS_PER_SEC); // set the desired tick rate
|
|
}
|
|
//............................................................................
|
|
void QF::onCleanup(void) {
|
|
}
|
|
//............................................................................
|
|
void QF_onClockTick(void) {
|
|
static QP::QEvt const tickEvt = QEVT_INITIALIZER(GAME::TIME_TICK_SIG);
|
|
QP::QF::TICK_X(0U, &GAME::l_clock_tick); // process time events at rate 0
|
|
QP::QF::PUBLISH(&tickEvt, &GAME::l_clock_tick); // publish the tick event
|
|
}
|
|
//............................................................................
|
|
extern "C" void Q_onAssert(char const * const module, int loc) {
|
|
QF::stop(); // stop ticking
|
|
QS_ASSERTION(module, loc, 10000U); // report assertion to QS
|
|
|
|
char message[80];
|
|
SNPRINTF_S(message, Q_DIM(message) - 1,
|
|
"Assertion failed in module %s location %d", module, loc);
|
|
MessageBox(GAME::l_hWnd, message, "!!! ASSERTION !!!",
|
|
MB_OK | MB_ICONEXCLAMATION | MB_APPLMODAL);
|
|
PostQuitMessage(-1);
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
#ifdef Q_SPY // define QS callbacks
|
|
|
|
#include <time.h>
|
|
|
|
// In this demo, the QS software tracing output is sent out of the application
|
|
// through a TCP/IP socket. This requires the QSPY host application to
|
|
// be started first to open a server socket (qspy -t ...) to wait for the
|
|
// incoming TCP/IP connection from the GAME demo.
|
|
//
|
|
// In an embedded target, the QS software tracing output can be sent out
|
|
// using any method available, such as a UART. This would require changing
|
|
// the implementation of the functions in this section, but the rest of the
|
|
// application code does not "know" (and should not care) how the QS ouptut
|
|
// is actually performed. In other words, the rest of the application does NOT
|
|
// need to change in any way to produce QS output.
|
|
|
|
//............................................................................
|
|
extern "C" DWORD WINAPI idleThread(LPVOID par) { // signature for CreateThread()
|
|
(void)par;
|
|
while (GAME::l_sock != INVALID_SOCKET) {
|
|
uint8_t const *block;
|
|
|
|
// try to receive bytes from the QS socket...
|
|
uint16_t nBytes = QS::rxGetNfree();
|
|
if (nBytes > 0U) {
|
|
uint8_t buf[64];
|
|
int status;
|
|
|
|
if (nBytes > sizeof(buf)) {
|
|
nBytes = sizeof(buf);
|
|
}
|
|
status = recv(GAME::l_sock, reinterpret_cast<char *>(&buf[0]),
|
|
static_cast<int>(nBytes), 0);
|
|
if (status != SOCKET_ERROR) {
|
|
uint16_t i;
|
|
nBytes = static_cast<uint16_t>(status);
|
|
for (i = 0U; i < nBytes; ++i) {
|
|
QS::rxPut(buf[i]);
|
|
}
|
|
}
|
|
}
|
|
QS::rxParse(); // parse all the received bytes
|
|
|
|
nBytes = 1024U;
|
|
QF_CRIT_ENTRY(dummy);
|
|
block = QS::getBlock(&nBytes);
|
|
QF_CRIT_EXIT(dummy);
|
|
|
|
if (block != static_cast<uint8_t *>(0)) {
|
|
send(GAME::l_sock, reinterpret_cast<char const *>(block),
|
|
static_cast<int_t>(nBytes), 0);
|
|
}
|
|
Sleep(20); // sleep for xx milliseconds
|
|
}
|
|
return (DWORD)0; // return success
|
|
}
|
|
//............................................................................
|
|
bool QS::onStartup(void const *arg) {
|
|
static uint8_t qsBuf[1024]; // buffer for QS output
|
|
static uint8_t qsRxBuf[100]; // buffer for QS receive channel
|
|
static WSADATA wsaData;
|
|
char hostName[64];
|
|
char const *src;
|
|
char *dst;
|
|
USHORT port = 6601; // default QSPY server port
|
|
ULONG ioctl_opt = 1;
|
|
struct sockaddr_in sockAddr;
|
|
struct hostent *server;
|
|
|
|
initBuf(qsBuf, sizeof(qsBuf));
|
|
rxInitBuf(qsRxBuf, sizeof(qsRxBuf));
|
|
|
|
// initialize Windows sockets
|
|
if (WSAStartup(MAKEWORD(2,0), &wsaData) == SOCKET_ERROR) {
|
|
printf("Windows Sockets cannot be initialized.");
|
|
return (uint8_t)0;
|
|
}
|
|
|
|
src = (arg != (void const *)0)
|
|
? (char const *)arg
|
|
: "localhost";
|
|
dst = hostName;
|
|
while ((*src != '\0')
|
|
&& (*src != ':')
|
|
&& (dst < &hostName[sizeof(hostName)]))
|
|
{
|
|
*dst++ = *src++;
|
|
}
|
|
*dst = '\0';
|
|
if (*src == ':') {
|
|
port = (USHORT)strtoul(src + 1, NULL, 10);
|
|
}
|
|
|
|
GAME::l_sock = socket(AF_INET, SOCK_STREAM, IPPROTO_TCP); // TCP socket
|
|
if (GAME::l_sock == INVALID_SOCKET){
|
|
printf("Socket cannot be created; error 0x%08X\n",
|
|
WSAGetLastError());
|
|
return false; // failure
|
|
}
|
|
|
|
server = gethostbyname(hostName);
|
|
if (server == NULL) {
|
|
printf("QSpy host name %s cannot be resolved; error 0x%08X\n",
|
|
hostName, WSAGetLastError());
|
|
return false;
|
|
}
|
|
|
|
memset(&sockAddr, 0, sizeof(sockAddr));
|
|
sockAddr.sin_family = AF_INET;
|
|
memcpy(&sockAddr.sin_addr, server->h_addr, server->h_length);
|
|
sockAddr.sin_port = htons(port);
|
|
if (connect(GAME::l_sock, reinterpret_cast<struct sockaddr *>(&sockAddr),
|
|
sizeof(sockAddr)) == SOCKET_ERROR)
|
|
{
|
|
printf("Cannot connect to the QSPY server; error 0x%08X\n",
|
|
WSAGetLastError());
|
|
QS_EXIT();
|
|
return false; // failure
|
|
}
|
|
|
|
// Set the socket to non-blocking mode.
|
|
if (ioctlsocket(GAME::l_sock, FIONBIO, &ioctl_opt) == SOCKET_ERROR) {
|
|
printf("Socket configuration failed.\n"
|
|
"Windows socket error 0x%08X.",
|
|
WSAGetLastError());
|
|
QS_EXIT();
|
|
return false; // failure
|
|
}
|
|
|
|
// set up the QS filters...
|
|
QS_FILTER_ON(QS_QEP_STATE_ENTRY);
|
|
QS_FILTER_ON(QS_QEP_STATE_EXIT);
|
|
QS_FILTER_ON(QS_QEP_STATE_INIT);
|
|
QS_FILTER_ON(QS_QEP_INIT_TRAN);
|
|
QS_FILTER_ON(QS_QEP_INTERN_TRAN);
|
|
QS_FILTER_ON(QS_QEP_TRAN);
|
|
QS_FILTER_ON(QS_QEP_IGNORED);
|
|
QS_FILTER_ON(QS_QEP_DISPATCH);
|
|
QS_FILTER_ON(QS_QEP_UNHANDLED);
|
|
|
|
QS_FILTER_ON(QS_QF_ACTIVE_POST_FIFO);
|
|
QS_FILTER_ON(QS_QF_ACTIVE_POST_LIFO);
|
|
QS_FILTER_ON(QS_QF_PUBLISH);
|
|
|
|
QS_FILTER_ON(GAME::PLAYER_TRIGGER);
|
|
QS_FILTER_ON(GAME::COMMAND_STAT);
|
|
|
|
// return the status of creating the idle thread
|
|
return (CreateThread(NULL, 1024, &idleThread, NULL, 0, NULL) != NULL)
|
|
? true : false;
|
|
}
|
|
//............................................................................
|
|
void QS::onCleanup(void) {
|
|
if (GAME::l_sock != INVALID_SOCKET) {
|
|
closesocket(GAME::l_sock);
|
|
GAME::l_sock = INVALID_SOCKET;
|
|
}
|
|
WSACleanup();
|
|
}
|
|
//............................................................................
|
|
void QS::onFlush(void) {
|
|
uint16_t nBytes = 1000U;
|
|
uint8_t const *block;
|
|
while ((block = getBlock(&nBytes)) != static_cast<uint8_t *>(0)) {
|
|
send(GAME::l_sock, reinterpret_cast<char const *>(block), nBytes, 0);
|
|
nBytes = 1000U;
|
|
}
|
|
}
|
|
//............................................................................
|
|
QSTimeCtr QS::onGetTime(void) {
|
|
return static_cast<QSTimeCtr>(clock());
|
|
}
|
|
//............................................................................
|
|
//! callback function to reset the target (to be implemented in the BSP)
|
|
void QS::onReset(void) {
|
|
//TBD
|
|
}
|
|
//............................................................................
|
|
//! callback function to execute a uesr command (to be implemented in BSP)
|
|
void QS::onCommand(uint8_t cmdId, uint32_t param) {
|
|
(void)cmdId;
|
|
(void)param;
|
|
// application-specific record begin
|
|
QS_BEGIN(GAME::COMMAND_STAT, static_cast<void *>(0))
|
|
QS_U8(2, cmdId);
|
|
QS_U32(8, param);
|
|
QS_END()
|
|
|
|
if (cmdId == 10U) {
|
|
Q_onAssert("command", 10);
|
|
}
|
|
}
|
|
|
|
#endif // Q_SPY
|
|
//----------------------------------------------------------------------------
|
|
|
|
} // namespace QP
|