?? gameresdef.h
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/*****************************************************************************
* Copyright Statement:
* --------------------
* This software is protected by Copyright and the information contained
* herein is confidential. The software may not be copied and the information
* contained herein may not be used or disclosed except with the written
* permission of MediaTek Inc. (C) 2005
*
* BY OPENING THIS FILE, BUYER HEREBY UNEQUIVOCALLY ACKNOWLEDGES AND AGREES
* THAT THE SOFTWARE/FIRMWARE AND ITS DOCUMENTATIONS ("MEDIATEK SOFTWARE")
* RECEIVED FROM MEDIATEK AND/OR ITS REPRESENTATIVES ARE PROVIDED TO BUYER ON
* AN "AS-IS" BASIS ONLY. MEDIATEK EXPRESSLY DISCLAIMS ANY AND ALL WARRANTIES,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE IMPLIED WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE OR NONINFRINGEMENT.
* NEITHER DOES MEDIATEK PROVIDE ANY WARRANTY WHATSOEVER WITH RESPECT TO THE
* SOFTWARE OF ANY THIRD PARTY WHICH MAY BE USED BY, INCORPORATED IN, OR
* SUPPLIED WITH THE MEDIATEK SOFTWARE, AND BUYER AGREES TO LOOK ONLY TO SUCH
* THIRD PARTY FOR ANY WARRANTY CLAIM RELATING THERETO. MEDIATEK SHALL ALSO
* NOT BE RESPONSIBLE FOR ANY MEDIATEK SOFTWARE RELEASES MADE TO BUYER'S
* SPECIFICATION OR TO CONFORM TO A PARTICULAR STANDARD OR OPEN FORUM.
*
* BUYER'S SOLE AND EXCLUSIVE REMEDY AND MEDIATEK'S ENTIRE AND CUMULATIVE
* LIABILITY WITH RESPECT TO THE MEDIATEK SOFTWARE RELEASED HEREUNDER WILL BE,
* AT MEDIATEK'S OPTION, TO REVISE OR REPLACE THE MEDIATEK SOFTWARE AT ISSUE,
* OR REFUND ANY SOFTWARE LICENSE FEES OR SERVICE CHARGE PAID BY BUYER TO
* MEDIATEK FOR SUCH MEDIATEK SOFTWARE AT ISSUE.
*
* THE TRANSACTION CONTEMPLATED HEREUNDER SHALL BE CONSTRUED IN ACCORDANCE
* WITH THE LAWS OF THE STATE OF CALIFORNIA, USA, EXCLUDING ITS CONFLICT OF
* LAWS PRINCIPLES. ANY DISPUTES, CONTROVERSIES OR CLAIMS ARISING THEREOF AND
* RELATED THERETO SHALL BE SETTLED BY ARBITRATION IN SAN FRANCISCO, CA, UNDER
* THE RULES OF THE INTERNATIONAL CHAMBER OF COMMERCE (ICC).
*
*****************************************************************************/
/*****************************************************************************
*
* Filename:
* ---------
* GameResDef.h
*
* Project:
* --------
* MAUI
*
* Description:
* ------------
* Game Defines
*
* Author:
* -------
* -------
*
*============================================================================
* HISTORY
* Below this line, this part is controlled by PVCS VM. DO NOT MODIFY!!
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*============================================================================
****************************************************************************/
#ifndef GAME_RES_DEF_H
#define GAME_RES_DEF_H
#include "MMI_features.h"
#include "MMIDataType.h"
/* define game base ID */
/* (GAME_BASE) - (GAME_BASE + 99) is reserved for game.c */
#define GAME_FRAMEWORK GAME_BASE + 100
#define GAME_SNAKE_BASE GAME_BASE + 150 /* GAME_BASE defined in MMIDataType.h */
#define GAME_F1RACE_BASE GAME_BASE + 250
#define GAME_TOH_BASE GAME_BASE + 350
#define GAME_RICHES_BASE GAME_BASE + 400
#define GAME_COLORBALLS_BASE GAME_BASE + 500
#define GAME_SMASH_BASE GAME_BASE + 600
#define GAME_DOLL_BASE GAME_BASE + 700
#define GAME_MAJUNG_BASE GAME_BASE + 800 /* !! Majung needs 150 id for images */
#define GAME_COPTER_BASE GAME_BASE + 1050
#define GAME_PUZZLE_BASE GAME_BASE + 1100 /* !! Puzzle needs 100 id for images */
#define GAME_PANDA_BASE GAME_BASE + 1200
#define GAME_BLOCK_BASE GAME_BASE + 1201 /* !! Block needs 100 id for images */
#define GAME_STAIR_BASE GAME_BASE + 1300
#define GAME_UFO_BASE GAME_BASE + 1400 /* !! Ufo need 100 id for images */
#define GAME_DANCE_BASE GAME_BASE + 1500
#define GAME_MAGICSUSHI_BASE GAME_BASE + 1600 /* !! magicsushi need 100 id for images */
#define GAME_FRUIT_BASE GAME_BASE + 1700 /* !! Fruit need 100 id for images */
#define GAME_VSMJ_BASE GAME_BASE + 1800 /* !! VSMJ need 150 id for images */
/* Motion App */
#define MOTIONE_BASE GAME_BASE + 2000
#define MOTION_DICE_BASE GAME_BASE + 2100 /* reserve 200 */
#define MOTION_DJ_BASE GAME_BASE + 2300 /* reserve 100 */
/* Game effect */
/* comment this if you dont want game effect */
#define GAME_AUDIO_ENABLE
#define GAME_VIBRATOR_ENABLE
/* Game define Macro */
#if defined(__MMI_GAME_F1RACE__)
#define IS_F1RACE_BASE_GAME
#endif
#if defined(__MMI_GAME_HANOI__)
#define IS_HANOI_BASE_GAME
#endif
#if defined(__MMI_GAME_RICHES__)
#define IS_RICHES_BASE_GAME
#endif
#if defined(__MMI_GAME_COLORBALLS__)
#define IS_COLORBALL_BASE_GAME
#endif
#if defined(__MMI_GAME_SNAKE__)
#define IS_SNAKE_BASE_GAME
#endif
#if defined(__MMI_GAME_SMASH__)
#define IS_SMASH_BASE_GAME
#endif
#if defined(__MMI_GAME_DOLL__)
#define IS_DOLL_BASE_GAME
#endif
#if defined(__MMI_GAME_MAJUNG_240x320__) || defined(__MMI_GAME_MAJUNG_176x220__) || defined(__MMI_GAME_MAJUNG_320x240__)
#define IS_MAJUNG_BASE_GAME
#endif
#if defined(__MMI_GAME_DANCE_176x220__)
#define IS_DANCE_BASE_GAME
#endif
#if defined(__MMI_GAME_COPTER_128x128__) || defined(__MMI_GAME_COPTER_128x160__) || defined(__MMI_GAME_COPTER_176x220__) || defined(__MMI_GAME_SUBMARINE_128x128__) || defined(__MMI_GAME_SUBMARINE_128x160__) || defined(__MMI_GAME_SUBMARINE_176x220__) || defined(__MMI_GAME_JET_128x128__) || defined(__MMI_GAME_JET_128x160__) || defined(__MMI_GAME_JET_176x220__)
#define IS_COPTER_BASE_GAME
#endif
#if defined(__MMI_GAME_PUZZLE_128x128__) || defined(__MMI_GAME_PUZZLE_128x160__) || defined(__MMI_GAME_PUZZLE_176x220__) || defined(__MMI_GAME_PUZZLE_240x320__) || defined(__MMI_GAME_PUZZLE_320x240__)
#define IS_PUZZLE_BASE_GAME
#endif
#if defined(__MMI_GAME_BLOCK_240x320__)
#define IS_BLOCK_BASE_GAME
#endif
#if defined(__MMI_GAME_PANDA_128x128__) || defined(__MMI_GAME_PANDA_128x160__) || defined(__MMI_GAME_PANDA_176x220__) || defined(__MMI_GAME_MONKEY_128x128__) || defined(__MMI_GAME_MONKEY_128x160__) || defined(__MMI_GAME_MONKEY_176x220__)
#define IS_PANDA_BASE_GAME
#endif
#if defined(__MMI_GAME_CHICKEN_128x160__) || defined(__MMI_GAME_CHICKEN_128x128__) || defined(__MMI_GAME_ROBOT_176x220__) || defined(__MMI_GAME_ROBOT_128x160__)
#define IS_STAIR_BASE_GAME
#endif
#if defined(__MMI_GAME_UFO_128x128__) || defined(__MMI_GAME_UFO_128x160__) || defined(__MMI_GAME_UFO_176x220__)
#define IS_UFO_BASE_GAME
#endif
#if defined(__MMI_GAME_MAGICSUSHI_240x320__) || defined(__MMI_GAME_MAGICSUSHI_320x240__)
#define IS_MAGICSUSHI_BASE_GAME
#endif
#if defined(__MMI_GAME_FRUIT_176x220__)
#define IS_FRUIT_BASE_GAME
#endif
#if defined(__MMI_GAME_VSMJ_240x320__) ||defined(__MMI_GAME_VSMJ_320x240__)
#define IS_VSMJ_BASE_GAME
#endif
#if defined(__MMI_MOTIONGAME_DICE_128x160__) || defined(__MMI_MOTIONGAME_DICE_176x220__) || defined(__MMI_MOTIONGAME_DICE_220x320__)
#define IS_DICE_BASE_MOTIONGAME
#endif
#if defined(__MMI_MOTIONGAME_DJ_128x160__) || defined(__MMI_MOTIONGAME_DJ_176x220__) || defined(__MMI_MOTIONGAME_DJ_220x320__)
#define IS_DJ_BASE_MOTIONGAME
#endif
/* Screen ID */
typedef enum
{
SCR_ID_GAME = GAME_BASE + 1,
SCR_ID_GAME_SETTING,
SCR_ID_MOTION_APP,
SCR_ID_3D_GAME_LIST,
SCR_ID_3D_GAME
} mmi_game_scr_id_enum;
/* String ID */
typedef enum
{
STR_GAME_CAPTION = GAME_BASE + 1,
STR_GAME_LSK,
STR_GAME_NEW,
STR_GAME_LEVEL,
STR_GAME_GRADE,
STR_GAME_HELP,
STR_GAME_RESUME,
STR_GAME_RESET,
STR_GAME_SCORE,
STR_MENU3105_GAMES,
STR_ID_GAME_SETTING,
STR_ID_GAME_SETTING_AUD,
STR_ID_GAME_SETTING_MULTICHANNEL_BACKGROUND_MUSIC,
STR_ID_GAME_SETTING_MULTICHANNEL_SOUND_EFFECT,
STR_ID_GAME_SETTING_VIB,
STR_ID_MOTION_APP,
STR_ID_3D_GAME,
STR_ID_3D_GAME_TERMINATE_JAVA,
/* 3D Games */
STR_ID_3D_GAME_BROGENT_GOGOROBOT,
STR_ID_3D_GAME_BROGENT_HEATBREAKER2,
STR_ID_3D_GAME_INTERGRAFX_DEMOGAME,
STR_ID_3D_GAME_INTERGRAFX_PETFISH,
STR_ID_3D_GAME_INTERGRAFX_ROLLINGBALL
} mmi_game_str_id_enum;
typedef enum
{
IMG_MENU3105_GAMES = GAME_BASE + 1,
IMG_ID_GAME_SUBLCD_ICON,
IMG_ID_GAME_SETTING,
IMG_ID_GAME_SETTING_AUD,
IMG_ID_GAME_SETTING_BACK_AUD, /* /for background sound */
IMG_ID_GAME_SETTING_VIB,
IMG_ID_MOTION_APP,
IMG_ID_3D_GAME,
/* 3D Games */
IMG_ID_3D_GAME_BROGENT_GOGOROBOT,
IMG_ID_3D_GAME_BROGENT_HEATBREAKER2,
IMG_ID_3D_GAME_INTERGRAFX_DEMOGAME,
IMG_ID_3D_GAME_INTERGRAFX_PETFISH,
IMG_ID_3D_GAME_INTERGRAFX_ROLLINGBALL
} mmi_game_img_id_enum;
#endif /* GAME_RES_DEF_H */
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