subtitle:( IS there ANYONE that can give me some additional info
about 
key commands on SDK 3.5 ??? )


Dear All,
I am developing a springboard-driven version of the freeware game 
Subhunt, emulating the button pression with interrupt coming from the 
board. However, there is something wrong  in the key down generation 
with keySetMask function,
Everything works fine, the interrupt is served by the int.handler,  
the event is correctly posted to the card handler,  but the 
KeyCurrentState function does not intercept our modification of the 
key mask.
I am working on SDK 3.5, using gcc ( egcs 2.91.57 - 1.1 ) 
development 
platform.
Could you help me, or ,could you give me more information about the 
key management ?
Thank you very much for your help
Best Regards,

        Loris

P.S. Here below are interupt handler, cardEvent handler and the 
polling  function coming from the original game ( untouched!)
------------------------------------------------------------
 void *  STAppIntHandler( UInt32 cardParam, Boolean *sysAwakeP)
{
        STGlobalsType *gP = (STGlobalsType*) cardParam;
        UInt16 err;
        UInt8 enable;

                itr_palm();    // simply a function that modify 
variables 

                HsCardEventPost(1, 1, 1 );

        //      enable = false;
        //      disable interrupt
        //      err = HsCardAttrSet ( gP->cardNo, hsCardAttrIntEnable, 
&enable );

 }


-------------------------------------------
static void
STCardEvtHandler(UInt32 cardparam, UInt16 evtNum, UInt16 evtpParam )
{
.....
.....
                        switch (wrd.vocId) 
                        {
                        case LEFT:
                                        butt = keyBitHard1; 
//moveLeftKey
                                        break;

                        case RIGHT:     
                                        butt = keyBitHard4; 
//moveRightKey
                                        break;

....
                        KeySetMask( butt );


------------------------------------------
static void GameStateElapse ()
{
        UInt32 hardKeyState;
        int chance;
        Boolean updateChargesDisplayed = false;
        int side;
....
....
        
        // Move the ship
        hardKeyState = KeyCurrentState() & keysAllowedMask;
....





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