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@ -37,9 +37,6 @@
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*/
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#define TETRIS_INPUT_PAUSE_CYCLES 60000
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/** minimum of cycles in gliding mode */
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#define TETRIS_INPUT_GLIDE_CYCLES 75
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/** initial delay (in loop cycles) for key repeat */
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#define TETRIS_INPUT_REPEAT_INITIALDELAY 35
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/** delay (in loop cycles) for key repeat */
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@ -128,7 +125,7 @@ static void tetris_input_chatterProtect(tetris_input_t *pIn,
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uint8_t const nDown = pIn->nIgnoreCmdCounter[TETRIS_INCMD_DOWN];
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pIn->nIgnoreCmdCounter[TETRIS_INCMD_PAUSE] =
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(nRotCw > nDown ? nRotCw : nDown);
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nRotCw > nDown ? nRotCw : nDown;
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}
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}
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@ -233,7 +230,6 @@ tetris_input_t *tetris_input_construct(void)
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pIn->cmdRawLast = pIn->cmdLast = TETRIS_INCMD_NONE;
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pIn->nBearing = TETRIS_BEARING_0;
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pIn->nLevel = 0xFF;
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tetris_input_setLevel(pIn, 0);
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pIn->nLoopCycles = 0;
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pIn->nRepeatCount = -TETRIS_INPUT_REPEAT_INITIALDELAY;
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@ -253,41 +249,29 @@ tetris_input_command_t tetris_input_getCommand(tetris_input_t *pIn,
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{
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assert (pIn != NULL);
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// holds the translated command value of the joystick
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tetris_input_command_t cmdJoystick = TETRIS_INCMD_NONE;
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// this variable both serves as the return value and as a flag for not
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// leaving the function as long as its value is TETRIS_INCMD_NONE
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tetris_input_command_t cmdReturn = TETRIS_INCMD_NONE;
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uint8_t nMaxCycles;
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// if the piece is gliding we grant the player a reasonable amount of time
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// to make the game more controllable at higher falling speeds
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if ((nPace == TETRIS_INPACE_GLIDING) &&
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(pIn->nMaxCycles < TETRIS_INPUT_GLIDE_CYCLES))
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{
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nMaxCycles = TETRIS_INPUT_GLIDE_CYCLES;
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}
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else
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{
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nMaxCycles = pIn->nMaxCycles;
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}
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uint8_t nMaxCycles = pIn->nMaxCycles > nPace ? pIn->nMaxCycles : nPace;
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while (pIn->nLoopCycles < nMaxCycles)
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{
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cmdJoystick = tetris_input_queryJoystick(pIn);
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// holds the (mapped) command value of the joystick
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tetris_input_command_t cmdJoystick = tetris_input_queryJoystick(pIn);
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switch (cmdJoystick)
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{
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case TETRIS_INCMD_LEFT:
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case TETRIS_INCMD_RIGHT:
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case TETRIS_INCMD_DOWN:
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// only react if either the current command differs from the
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// last one or enough loop cycles have been run on the same
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// command (for key repeat)
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if ((pIn->cmdLast != cmdJoystick) || ((pIn->cmdLast == cmdJoystick)
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&& (pIn->nRepeatCount >= TETRIS_INPUT_REPEAT_DELAY)))
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// only react if either the current command differs from the last
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// one or enough loop cycles have been run on the same command (for
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// key repeat)
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if (pIn->cmdLast != cmdJoystick ||
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pIn->nRepeatCount++ >= TETRIS_INPUT_REPEAT_DELAY)
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{
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// reset repeat counter
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if (pIn->cmdLast != cmdJoystick)
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@ -304,14 +288,6 @@ tetris_input_command_t tetris_input_getCommand(tetris_input_t *pIn,
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// update cmdLast and return value
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pIn->cmdLast = cmdReturn = cmdJoystick;
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}
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else
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{
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// if not enough loop cycles have been run we increment the
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// repeat counter, ensure that we continue the loop and
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// keep the key repeat functioning
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++pIn->nRepeatCount;
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cmdReturn = TETRIS_INCMD_NONE;
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}
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break;
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case TETRIS_INCMD_DROP:
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@ -322,11 +298,6 @@ tetris_input_command_t tetris_input_getCommand(tetris_input_t *pIn,
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{
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pIn->cmdLast = cmdReturn = cmdJoystick;
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}
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else
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{
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// if we reach here the command is ignored
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cmdReturn = TETRIS_INCMD_NONE;
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}
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break;
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case TETRIS_INCMD_PAUSE:
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@ -337,20 +308,15 @@ tetris_input_command_t tetris_input_getCommand(tetris_input_t *pIn,
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pIn->cmdLast = cmdReturn = cmdJoystick;
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pIn->nPauseCount = 0;
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}
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// consecutive pause commands should not cause the loop to leave
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else
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{
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cmdReturn = TETRIS_INCMD_NONE;
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}
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break;
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case TETRIS_INCMD_NONE:
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// If the game is paused (last command was TETRIS_INCMD_PAUSE)
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// we ensure that the variable which holds that last command
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// isn't touched. We use this as a flag so that the loop cycle
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// counter doesn't get incremented.
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// We count the number of pause cycles, though. If enough cycles
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// have been run, we enforce the continuation of the game.
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// If the game is paused (last command was TETRIS_INCMD_PAUSE) we
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// ensure that the variable which holds that last command isn't
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// touched. We use this as a flag so that the loop cycle counter
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// doesn't get incremented. We count the number of pause cycles,
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// though. If enough cycles have been run, we enforce the
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// continuation of the game.
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if ((pIn->cmdLast != TETRIS_INCMD_PAUSE) ||
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(++pIn->nPauseCount > TETRIS_INPUT_PAUSE_CYCLES))
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{
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@ -359,9 +325,6 @@ tetris_input_command_t tetris_input_getCommand(tetris_input_t *pIn,
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// reset repeat counter
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pIn->nRepeatCount = -TETRIS_INPUT_REPEAT_INITIALDELAY;
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// using cmdReturn as a flag for not leaving the loop
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cmdReturn = TETRIS_INCMD_NONE;
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break;
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default:
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@ -369,15 +332,12 @@ tetris_input_command_t tetris_input_getCommand(tetris_input_t *pIn,
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}
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// reset automatic falling if the player has dropped a piece
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if ((cmdReturn == TETRIS_INCMD_DOWN)
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|| (cmdReturn == TETRIS_INCMD_DROP))
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if (cmdReturn == TETRIS_INCMD_DOWN || cmdReturn == TETRIS_INCMD_DROP)
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{
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pIn->nLoopCycles = 0;
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}
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// otherwise ensure automatic falling (unless the game is running)
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else if ((cmdReturn != TETRIS_INCMD_PAUSE) &&
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!((cmdReturn == TETRIS_INCMD_NONE) &&
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(pIn->cmdLast == TETRIS_INCMD_PAUSE)))
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else if (pIn->cmdLast != TETRIS_INCMD_PAUSE)
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{
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++pIn->nLoopCycles;
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}
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@ -403,13 +363,8 @@ void tetris_input_setLevel(tetris_input_t *pIn,
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assert(nLvl <= TETRIS_INPUT_LEVELS - 1);
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static uint8_t const nCycles[] PROGMEM = {TETRIS_INPUT_LVL_CYCLES};
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if (pIn->nLevel != nLvl)
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{
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pIn->nLevel = nLvl;
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pIn->nMaxCycles = PM(nCycles[nLvl]);
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}
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}
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void tetris_input_resetDownKeyRepeat(tetris_input_t *pIn)
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@ -424,14 +379,10 @@ void tetris_input_resetDownKeyRepeat(tetris_input_t *pIn)
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void tetris_input_setBearing(tetris_input_t *pIn,
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tetris_bearing_t nBearing)
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{
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if (pIn->nBearing != nBearing)
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{
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pIn->nBearing = nBearing;
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// avoid weird key repeating effects because the currently pressed
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// button changes its meaning as soon as the bearing changes
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// avoid weird key repeating effects because the currently pressed button
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// changes its meaning as soon as the bearing changes
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pIn->cmdLast = tetris_input_mapCommand(pIn->nBearing, pIn->cmdRawLast);
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pIn->nRepeatCount = -TETRIS_INPUT_REPEAT_INITIALDELAY;
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}
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}
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@ -41,7 +41,7 @@ enum tetris_input_command
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TETRIS_INCMD_DROP, /**< move piece to the ground immediately */
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TETRIS_INCMD_GRAVITY, /**< piece gets pulled by gravity */
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TETRIS_INCMD_PAUSE, /**< pause the game */
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TETRIS_INCMD_NONE /**< idle (must alway be the last one) */
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TETRIS_INCMD_NONE /**< idle (must always be the last one) */
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};
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#ifdef NDEBUG
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typedef uint8_t tetris_input_command_t;
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@ -55,9 +55,9 @@ enum tetris_input_command
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*/
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enum tetris_input_pace
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{
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TETRIS_INPACE_HOVERING, /**< normal falling pace */
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TETRIS_INPACE_GLIDING /**< guarantees a minimum docking time to avoid
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accidentally docked pieces in higher levels */
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TETRIS_INPACE_HOVERING = 0, /**< normal falling pace */
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TETRIS_INPACE_GLIDING = 75 /**< guarantees a minimum docking time to avoid
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accidentally docked pieces at high speeds*/
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};
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#ifdef NDEBUG
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typedef uint8_t tetris_input_pace_t;
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*/
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typedef struct tetris_input
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{
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/**
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* current level (determines falling speed)
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*/
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uint8_t nLevel;
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/**
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* Amount of loop cycles between forced piece movements. This value gets
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* set via the tetris_input_setLevel() function.
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*/
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uint16_t nPauseCount;
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/**
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* last real command (important for key repeat and chatter protection)
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*/
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tetris_input_command_t cmdRawLast;
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/**
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* last mapped command (important for key repeat)
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*/
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tetris_input_command_t cmdLast;
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/**
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* Every command has its own counter. A command is ignored as long as its
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* counter is unequal to 0. A counter gets set to a specific value (or 0)
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