GameFramework.h
30.3 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
/*****************************************************************************
* 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:
* ---------
* GameFramework.h
*
* Project:
* --------
* MAUI
*
* Description:
* ------------
* Game framework header file.
*
* Author:
* -------
* -------
*
*============================================================================
* HISTORY
* Below this line, this part is controlled by PVCS VM. DO NOT MODIFY!!
*------------------------------------------------------------------------------
* removed!
*
* removed!
* removed!
* removed!
*
* removed!
* removed!
* removed!
*
* removed!
* removed!
* removed!
*
* removed!
* removed!
* removed!
*
* removed!
* removed!
* removed!
*
* removed!
* removed!
* removed!
*
* removed!
* removed!
* removed!
*
* removed!
* removed!
* removed!
*
* removed!
* removed!
* removed!
*
* removed!
* removed!
* removed!
*
* removed!
* removed!
* removed!
*
* removed!
* removed!
* removed!
*
* removed!
* removed!
* removed!
*
* removed!
* removed!
* removed!
*
* removed!
* removed!
* removed!
*
* removed!
* removed!
* removed!
*
* removed!
* removed!
* removed!
*
* removed!
* removed!
* removed!
*
* removed!
* removed!
* removed!
*
* removed!
* removed!
* removed!
*
* removed!
* removed!
* removed!
*
* removed!
* removed!
* removed!
*
* removed!
* removed!
* removed!
*
*------------------------------------------------------------------------------
* Upper this line, this part is controlled by PVCS VM. DO NOT MODIFY!!
*============================================================================
****************************************************************************/
#ifndef __GAME_FRAMEWORK__
#define __GAME_FRAMEWORK__
#include "MMI_features.h"
#include "MMIDataType.h"
#include "MMI_include.h"
#include "kal_general_types.h"
#include "mdi_audio.h"
#include "GeneralDeviceGprot.h"
#include "ProfilesSrvGprot.h"
#include "gpiosrvgprot.h"
/****************************************************************************
* Define
*****************************************************************************/
#define GFX (g_gfx_cntx)
#define GFX_MAX_LEVEL_COUNT (5)
#define GFX_MAX_MENU_ITEM_COUNT (9)
#define GFX_AUDIO_GAMEOVER (862)
#define GFX_AUDIO_COMPLETE (310)
#ifdef __MMI_GAME_MULTICHANNEL_SOUND__
#define GFX_AUDIO_DUMMYBACKGROUND_MIDI (94)
#endif
#define VibratorOff() srv_vibrator_off()
#define PlayVibratorOnce() srv_vibrator_play_once()
#define GFX_ABS(a) ((a) < 0 ? -(a) : (a))
#define __GAME_DEBUG__
#ifdef __GAME_DEBUG__
#ifndef __MTK_TARGET__
#define GAME_TRACE(format, ...) printf((format), ##__VA_ARGS__)
#else
#define GAME_TRACE(...) kal_prompt_trace(MOD_IDLE, __VA_ARGS__)
#endif
#else
#define GAME_TRACE(format, ...)
#endif
/****************************************************************************
* Struct / Typedef
*****************************************************************************/
/* Screen ID */
#if 0
/* under construction !*/
/* under construction !*/
/* under construction !*/
/* under construction !*/
/* under construction !*/
/* under construction !*/
/* under construction !*/
/* under construction !*/
/* under construction !*/
#endif
typedef struct
{
S32 x;
S32 y;
} mmi_gfx_position;
typedef struct
{
S32 width;
S32 height;
} mmi_gfx_size;
typedef struct
{
/* Game menu */
U16 game_img_id; /* game icon img ID */
U16 game_str_id; /* game name string ID */
U16 menu_resume_str_id; /* resume game string ID [OPTIONAL] */
U16 menu_new_str_id; /* new game string ID [REQUIRED] */
U16 menu_level_str_id; /* game level string ID [OPTIONAL] */
U16 menu_grade_str_id; /* best grade string ID [OPTIONAL] */
U16 menu_help_str_id; /* help string ID [OPTIONAL] */
/* level / grade */
U8 level_count; /* how many levels */
U16 level_str_id_list[GFX_MAX_LEVEL_COUNT]; /* level string ID */
U16 grade_nvram_id_list[GFX_MAX_LEVEL_COUNT]; /* grade slot in NVRAM */
U16 level_nvram_id; /* current lvl idnex stored in NVRAM */
/* help */
U16 help_str_id; /* help description string id */
/* misc */
S16 *grade_value_ptr; /* ptr to current level's grade */
U8 *level_index_ptr; /* ptr to current level index */
BOOL *is_new_game; /* ptr to new game flag */
/* function ptr */
S16(*best_grade_func_ptr) (S16 old_grade, S16 new_grade); /* function to calculate best grade */
void (*enter_game_func_ptr) (void); /* function to enter game */
void (*exit_game_func_ptr) (void); /* function to exit game */
void (*draw_gameover_func_ptr) (void); /* function to draw gameover screen */
/* some flags */
BOOL is_keypad_audio_enable; /* play keypad tone or not */
} mmi_gfx_game_data_struct;
typedef struct
{
mmi_gfx_game_data_struct game_data;
BOOL is_vib_on;
#ifdef __MMI_GAME_MULTICHANNEL_SOUND__
BOOL is_background_music_on;
BOOL is_sound_effect_on;
#else /* __MMI_GAME_MULTICHANNEL_SOUND__ */
BOOL is_aud_on;
#endif /* __MMI_GAME_MULTICHANNEL_SOUND__ */
U8 aud_volume;
BOOL is_level_changed;
BOOL is_gameover;
BOOL is_first_time_enter_gameover;
BOOL is_resume_game;
S32 hilight_index;
mmi_id cur_gid;
} mmi_gfx_cntx_struct;
/****************************************************************************
* Global Variable
*****************************************************************************/
extern mmi_gfx_cntx_struct g_gfx_cntx;
extern __align(2)
const U8 g_gfx_audio_gameover[862];
extern __align(2)
const U8 g_gfx_audio_complete[310];
#ifdef __MMI_GAME_MULTICHANNEL_SOUND__
extern S32 dummy_background_midi; /* /for dummy background */
extern __align(2)
const U8 g_gfx_Dummy_background_midi[94];
#endif /* __MMI_GAME_MULTICHANNEL_SOUND__ */
/****************************************************************************
* Global Function
*****************************************************************************/
extern void mmi_gfx_entry_menu_screen(void); /* called by Game.c to enter game menu */
extern S16 mmi_gfx_cal_grade(S16 OrgGrade, S16 AddValue); /*calculate grade to avoid overflow */
extern void mmi_gfx_entry_gameover_screen(void); /* called by each game to enter gameover screen */
extern void mmi_gfx_draw_gameover_screen(U16 text_img_id, U16 box_img_id, U16 pic_img_id, S32 score);
extern void mmi_gfx_store_setting(void);
extern void mmi_gfx_load_setting(void);
extern BOOL mmi_gfx_is_aud_on(void);
extern BOOL mmi_gfx_is_vib_on(void);
extern U8 mmi_gfx_get_audio_vol(void);
extern void mmi_gfx_volume_up(void);
extern void mmi_gfx_volume_down(void);
extern MMI_BOOL mmi_gfx_is_background_call(void);
#ifndef __MMI_GAME_MULTICHANNEL_SOUND__
/****************************************************************************
* MACRO
*****************************************************************************/
#define GFX_PLAY_AUDIO_DVI(raw_data, size, play_style) \
do{ \
if(GFX.is_aud_on && GFX.is_first_time_enter_gameover && \
(srv_prof_is_profile_activated(SRV_PROF_SILENT_MODE) != SRV_PROF_RET_PROFILE_ACTIVATED) && !mmi_gfx_is_background_call()) \
{ \
mdi_audio_play_string_with_vol_path_non_block( (void*)raw_data, \
(U32)size, \
MDI_FORMAT_DVI_ADPCM,\
play_style, \
NULL, \
NULL, \
GFX.aud_volume, \
MDI_DEVICE_SPEAKER2);\
} \
}while(0)
#define GFX_PLAY_AUDIO_WAV(raw_data, size, play_style) \
do{ \
if(GFX.is_aud_on && GFX.is_first_time_enter_gameover && \
(srv_prof_is_profile_activated(SRV_PROF_SILENT_MODE) != SRV_PROF_RET_PROFILE_ACTIVATED) && !mmi_gfx_is_background_call()) \
{ \
mdi_audio_play_string_with_vol_path_non_block( (void*)raw_data, \
(U32)size, \
MDI_FORMAT_WAV, \
play_style, \
NULL, \
NULL, \
GFX.aud_volume, \
MDI_DEVICE_SPEAKER2);\
} \
}while(0)
#define GFX_PLAY_AUDIO_MIDI(raw_data, size, play_style) \
do{ \
if(GFX.is_aud_on && GFX.is_first_time_enter_gameover && \
(srv_prof_is_profile_activated(SRV_PROF_SILENT_MODE) != SRV_PROF_RET_PROFILE_ACTIVATED) && !mmi_gfx_is_background_call()) \
{ \
mdi_audio_play_string_with_vol_path_non_block( (void*)raw_data, \
(U32)size, \
MDI_FORMAT_SMF, \
play_style, \
NULL, \
NULL, \
GFX.aud_volume, \
MDI_DEVICE_SPEAKER2);\
} \
}while(0)
#else /* __MMI_GAME_MULTICHANNEL_SOUND__ */
/****************************************************************************
* MACRO
*****************************************************************************/
#define GFX_PLAY_AUDIO_DVI(raw_data, size, play_style) \
do{ \
if(GFX.is_first_time_enter_gameover && \
(srv_prof_is_profile_activated(SRV_PROF_SILENT_MODE) != SRV_PROF_RET_PROFILE_ACTIVATED) && !mmi_gfx_is_background_call()) \
{ \
mdi_audio_play_string_with_vol_path_non_block( (void*)raw_data, \
(U32)size, \
MDI_FORMAT_DVI_ADPCM,\
play_style, \
NULL, \
NULL, \
GFX.aud_volume, \
MDI_DEVICE_SPEAKER2);\
} \
}while(0)
#define GFX_PLAY_AUDIO_WAV(raw_data, size, play_style) \
do{ \
if(GFX.is_first_time_enter_gameover && \
(srv_prof_is_profile_activated(SRV_PROF_SILENT_MODE) != SRV_PROF_RET_PROFILE_ACTIVATED) && !mmi_gfx_is_background_call()) \
{ \
mdi_audio_play_string_with_vol_path_non_block( (void*)raw_data, \
(U32)size, \
MDI_FORMAT_WAV, \
play_style, \
NULL, \
NULL, \
GFX.aud_volume, \
MDI_DEVICE_SPEAKER2);\
} \
}while(0)
#define GFX_PLAY_AUDIO_MIDI(raw_data, size, play_style) \
do{ \
if(GFX.is_first_time_enter_gameover && \
(srv_prof_is_profile_activated(SRV_PROF_SILENT_MODE) != SRV_PROF_RET_PROFILE_ACTIVATED) && !mmi_gfx_is_background_call()) \
{ \
mdi_audio_play_string_with_vol_path_non_block( (void*)raw_data, \
(U32)size, \
MDI_FORMAT_SMF, \
play_style, \
NULL, \
NULL, \
GFX.aud_volume, \
MDI_DEVICE_SPEAKER2);\
} \
}while(0)
#endif /* __MMI_GAME_MULTICHANNEL_SOUND__ */ /* /__MMI_GAME_MULTICHANNEL_SOUND__ */
#define GFX_PLAY_VIBRATION() \
do{ \
if(GFX.is_vib_on && GFX.is_first_time_enter_gameover && !mmi_gfx_is_background_call())\
{ \
PlayVibratorOnce(); \
} \
}while(0)
#ifdef __MMI_GAME_MULTICHANNEL_SOUND__
#define GFX_PLAY_AUDIO_GAMEOVER() \
do{ \
if(GFX.is_background_music_on==TRUE) \
GFX_PLAY_AUDIO_MIDI(g_gfx_audio_gameover, GFX_AUDIO_GAMEOVER, DEVICE_AUDIO_PLAY_ONCE);\
}while(0)
#else /* __MMI_GAME_MULTICHANNEL_SOUND__ */ /* /__MMI_GAME_MULTICHANNEL_SOUND__ */
#define GFX_PLAY_AUDIO_GAMEOVER() \
do{ \
GFX_PLAY_AUDIO_MIDI(g_gfx_audio_gameover, GFX_AUDIO_GAMEOVER, DEVICE_AUDIO_PLAY_ONCE);\
}while(0)
#endif /* __MMI_GAME_MULTICHANNEL_SOUND__ */ /* /__MMI_GAME_MULTICHANNEL_SOUND__ */
#ifdef __MMI_GAME_MULTICHANNEL_SOUND__
#define GFX_PLAY_AUDIO_COMPLETE() \
do{ \
if(GFX.is_background_music_on==TRUE) \
GFX_PLAY_AUDIO_MIDI(g_gfx_audio_complete, GFX_AUDIO_COMPLETE, DEVICE_AUDIO_PLAY_ONCE);\
}while(0)
#else /* __MMI_GAME_MULTICHANNEL_SOUND__ */
#define GFX_PLAY_AUDIO_COMPLETE() \
do{ \
if(GFX.is_aud_on==TRUE) \
GFX_PLAY_AUDIO_MIDI(g_gfx_audio_complete, GFX_AUDIO_COMPLETE, DEVICE_AUDIO_PLAY_ONCE);\
}while(0)
#endif /* __MMI_GAME_MULTICHANNEL_SOUND__ */
/******************************************************************************************/
/* *************MULTICHANNEL SOUND APIS BASED MACROS *************************************
*******************************************************************************************
******************************************************************************************/
#ifdef __MMI_GAME_MULTICHANNEL_SOUND__
/* midi files are to be used both for background and sound effects */
/* MIDI OPEN-depending upon handleno paramter handle##handleno will be created */
#define GFX_OPEN_MULTICHANNEL_MIDI(raw_data, size, repeats,handleno) \
do{ \
if(((GFX.is_background_music_on==TRUE) || (GFX.is_sound_effect_on==TRUE)) && \
!mmi_gfx_is_background_call()) \
{ \
handleno=mdi_audio_mma_open_string(0, \
(void*) raw_data, \
(U32)size, \
MDI_FORMAT_SMF, \
repeats, \
NULL, \
NULL); \
} \
else \
{ \
handleno = 0; \
} \
}while(0)
/* MIDI PLAY */
#define GFX_PLAY_MULTICHANNEL_MIDI(handle) \
do{ \
if( ((GFX.is_background_music_on==TRUE) || (GFX.is_sound_effect_on==TRUE)) && (handle!= 0) && \
(srv_prof_is_profile_activated(SRV_PROF_SILENT_MODE) != SRV_PROF_RET_PROFILE_ACTIVATED) && !mmi_gfx_is_background_call()) \
{ \
mdi_audio_set_headset_mode_output_path(MDI_DEVICE_SPEAKER2); \
mdi_audio_set_volume(VOL_TYPE_MEDIA,GFX.aud_volume); \
mdi_audio_mma_play( handle); \
} \
}while(0)
/* MIDI STOP */
#define GFX_STOP_MULTICHANNEL_MIDI(handle) \
do{ \
if( ((GFX.is_background_music_on==TRUE) || (GFX.is_sound_effect_on==TRUE)) && (handle!= 0))\
{ \
mdi_audio_mma_stop( handle); \
} \
}while(0)
/* MIDI CLOSE */
#define GFX_CLOSE_MULTICHANNEL_MIDI(handle) \
do{ \
if( ((GFX.is_background_music_on==TRUE) || (GFX.is_sound_effect_on==TRUE))&& (handle!= 0) )\
{ \
mdi_audio_mma_close( handle); \
} \
}while(0)
/* waves files are to be used for sound effects */
/* WAV OPEN-depending upon handleno paramter handle##handleno will be created */
#define GFX_OPEN_MULTICHANNEL_WAV(raw_data, size, repeats,handleno) \
do{ \
if(GFX.is_sound_effect_on && !mmi_gfx_is_background_call()) \
{ \
handleno=mdi_audio_mma_open_string(0, \
(void*) raw_data, \
(U32)size, \
MDI_FORMAT_WAV, \
repeats, \
NULL, \
NULL); \
} \
else \
{ \
handleno = 0; \
} \
}while(0)
/* WAV PLAY */
#define GFX_PLAY_MULTICHANNEL_WAV(handle) \
do{ \
if(GFX.is_sound_effect_on && \
(srv_prof_is_profile_activated(SRV_PROF_SILENT_MODE) != SRV_PROF_RET_PROFILE_ACTIVATED) && \
!mmi_gfx_is_background_call()) \
{ \
mdi_audio_set_headset_mode_output_path(MDI_DEVICE_SPEAKER2);\
mdi_audio_set_volume(VOL_TYPE_MEDIA,GFX.aud_volume); \
mdi_audio_mma_play( handle); \
} \
}while(0)
/* WAV STOP */
#define GFX_STOP_MULTICHANNEL_WAV(handle) \
do{ \
if(GFX.is_sound_effect_on && handle!= 0)\
{ \
mdi_audio_mma_stop( handle); \
} \
}while(0)
/* WAV CLOSE */
#define GFX_CLOSE_MULTICHANNEL_WAV(handle) \
do{ \
if(GFX.is_sound_effect_on && handle!= 0)\
{ \
mdi_audio_mma_close( handle); \
} \
}while(0)
#define GFX_OPEN_BACKGROUND_SOUND(raw_data, size, handleno) \
do { \
if(GFX.is_background_music_on != FALSE) \
{ \
GFX_OPEN_MULTICHANNEL_MIDI(raw_data,size,0,handleno); \
} \
}while(0)
#define GFX_PLAY_BACKGROUND_SOUND(handle) \
do{ \
if(GFX.is_background_music_on !=FALSE) \
{ \
GFX_PLAY_MULTICHANNEL_MIDI(handle); \
} \
}while(0)
#define GFX_STOP_BACKGROUND_SOUND(handle) \
do{ \
if(GFX.is_background_music_on !=FALSE && handle!= 0) \
{ \
GFX_STOP_MULTICHANNEL_MIDI(handle); \
} \
}while(0)
#define GFX_CLOSE_BACKGROUND_SOUND(handle) \
do{ \
if(GFX.is_background_music_on !=FALSE && handle!= 0)\
{ \
GFX_CLOSE_MULTICHANNEL_MIDI(handle); \
} \
}while(0)
/* when midi is used for sound effects */
#define GFX_OPEN_SOUND_EFFECTS_MIDI(raw_data, size, repeats,handleno) \
do { \
if(GFX.is_sound_effect_on != FALSE) \
{ \
GFX_OPEN_MULTICHANNEL_MIDI(raw_data,size,repeats,handleno); \
} \
}while(0)
#define GFX_PLAY_SOUND_EFFECTS_MIDI(handle) \
do{ \
if(GFX.is_sound_effect_on !=FALSE) \
{ \
GFX_PLAY_MULTICHANNEL_MIDI(handle); \
} \
}while(0)
#define GFX_STOP_SOUND_EFFECTS_MIDI(handle) \
do{ \
if(GFX.is_sound_effect_on !=FALSE && handle!= 0) \
{ \
GFX_STOP_MULTICHANNEL_MIDI(handle); \
} \
}while(0)
#define GFX_CLOSE_SOUND_EFFECTS_MIDI(handle) \
do{ \
if(GFX.is_sound_effect_on !=FALSE && handle!= 0)\
{ \
GFX_CLOSE_MULTICHANNEL_MIDI(handle); \
} \
}while(0)
/* when midi is used for silent sound(dummy) midi */
#define GFX_OPEN_DUMMY_BACKGROUND_SOUND() \
do { \
if(GFX.is_background_music_on == FALSE && GFX.is_sound_effect_on==TRUE) \
{ \
GFX_OPEN_MULTICHANNEL_MIDI(g_gfx_Dummy_background_midi,GFX_AUDIO_DUMMYBACKGROUND_MIDI,0,dummy_background_midi); \
} \
}while(0)
#define GFX_PLAY_DUMMY_BACKGROUND_SOUND() \
do{ \
if(GFX.is_background_music_on == FALSE && GFX.is_sound_effect_on==TRUE) \
{ \
GFX_PLAY_MULTICHANNEL_MIDI(dummy_background_midi); \
} \
}while(0)
#define GFX_STOP_DUMMY_BACKGROUND_SOUND() \
do{ \
if(GFX.is_background_music_on == FALSE && GFX.is_sound_effect_on==TRUE) \
{ \
GFX_STOP_MULTICHANNEL_MIDI(dummy_background_midi); \
} \
}while(0)
#define GFX_CLOSE_DUMMY_BACKGROUND_SOUND() \
do{ \
if(GFX.is_background_music_on == FALSE && GFX.is_sound_effect_on==TRUE) \
{ \
GFX_CLOSE_MULTICHANNEL_MIDI(dummy_background_midi); \
} \
}while(0)
#endif /* __MMI_GAME_MULTICHANNEL_SOUND__ */
extern U32 mmi_gfx_get_cur_time(void);
#endif /* __GAME_FRAMEWORK__ */