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-rw-r--r--firmware/target/arm/as3525/system-as3525.c8
1 files changed, 7 insertions, 1 deletions
diff --git a/firmware/target/arm/as3525/system-as3525.c b/firmware/target/arm/as3525/system-as3525.c
index f42387d..d6b042d 100644
--- a/firmware/target/arm/as3525/system-as3525.c
+++ b/firmware/target/arm/as3525/system-as3525.c
@@ -241,7 +241,13 @@ void system_init(void)
/* enable VIC */
CGU_PERI |= CGU_VIC_CLOCK_ENABLE;
VIC_INT_SELECT = 0; /* only IRQ, no FIQ */
-#endif
+
+#else
+ /* disable fast hardware power-off, to use power button normally */
+ ascodec_init();
+ ascodec_write(AS3514_CVDD_DCDC3, ascodec_read(AS3514_CVDD_DCDC3) & (1<<2));
+
+#endif /* BOOTLOADER */
}
void system_reboot(void)
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#!/usr/bin/perl

use strict;
use warnings;

my $jspath = "";
while ($ARGV[0] =~ /^-/) {
    my $opt = shift @ARGV;
    last if $opt eq "--";
    if ($opt =~ /^--jspath=(.+)$/) {
        $jspath = $1;
    } else {
        die "jspage.pl: unrecognised option '$opt'\n";
    }
}

open my $footerfile, "<", shift @ARGV or die "footer: open: $!\n";
my $footer = "";
$footer .= $_ while <$footerfile>;
close $footerfile;

for my $arg (@ARGV) {
    $arg =~ /(.*\/)?([^\/]+)\.html$/ or die;
    my $filename = $2;
    open my $gamefile, "<", $arg or die "$arg: open: $!\n";
    my $unfinished = 0;
    my $docname = $filename;
    chomp(my $puzzlename = <$gamefile>);
    while ($puzzlename =~ s/^([^:=]+)(=([^:]+))?://) {
        if ($1 eq "unfinished") {
            $unfinished = 1;
        } elsif ($1 eq "docname") {
            $docname = $3;
        } else {
            die "$arg: unknown keyword '$1'\n";
        }
    }
    my $instructions = "";
    $instructions .= $_ while <$gamefile>;
    close $gamefile;

    open my $outpage, ">", "${filename}.html";

    my $unfinishedtitlefragment = $unfinished ? "an unfinished puzzle " : "";
    my $unfinishedheading = $unfinished ? "<h2 align=center>an unfinished puzzle</h2>\n" : "";
    my $unfinishedpara;
    my $links;
    if ($unfinished) {
        $unfinishedpara = <<EOF;
<p>
You have found your way to a page containing an <em>unfinished</em>
puzzle in my collection, not linked from the <a href="../">main
puzzles page</a>. Don't be surprised if things are hard to understand
or don't work as you expect.
EOF
        $links = <<EOF;
<p align="center">
<a href="../">Back to main puzzles page</a> (which does not link to this)
EOF
    } else {
        $unfinishedpara = "";
        $links = <<EOF;
<p align="center">
<a href="../doc/${docname}.html#${docname}">Full instructions</a>
|
<a href="../">Back to main puzzles page</a>
EOF
    }

    print $outpage <<EOF;
<!DOCTYPE html>
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=ASCII" />
<title>${puzzlename}, ${unfinishedtitlefragment}from Simon Tatham's Portable Puzzle Collection</title>
<script defer type="text/javascript" src="${jspath}${filename}.js"></script>
<style>
/* Top-level form for the game menu */
#gamemenu {
    margin-top: 0;
    margin-bottom: 0.375em;
    /* Add a little mild text formatting */
    font-weight: bold;
    font-size: 0.8em;
    text-align: center
}

/* Inside that form, the main menu bar and every submenu inside it is a <ul> */
#gamemenu ul {
    list-style: none;  /* get rid of the normal unordered-list bullets */
    /* make top-level menu bar items appear side by side */
    display: flex;
    flex-wrap: wrap;
    justify-content: center;
    margin: 0;
    /* Compensate for the negative margins on menu items by adding a
     * little bit of padding so that the borders of the items don't protrude
     * beyond the menu. */
    padding: 0.5px;
}

/* Individual menu items are <li> elements within such a <ul> */
#gamemenu li {
    /* Suppress the text-selection I-beam pointer */
    cursor: default;
    /* Surround each menu item with a border. */
    border: 1px solid rgb(180,180,180);
    /* Arrange that the borders of each item overlap the ones next to it. */
    margin: -0.5px;
    /* Set position:relative, so that if this item has a submenu it can
     * position itself relative to the parent item. */
    position: relative;
}

#gamemenu li[role=separator] {
    width: 1.5em;
    border: 0;
}

/* The interactive contents of menu items are their child elements. */
#gamemenu li > * {
    /* Line height and padding appropriate to top-level menu items */
    padding: 0.2em 0.75em;
    margin: 0;
    display: block;
}

#gamemenu :disabled {
    /* Grey out disabled buttons */
    color: rgba(0,0,0,0.5);
}

#gamemenu li > :hover:not(:disabled),
#gamemenu li > .focus-within {
    /* When the mouse is over a menu item, highlight it */
    background: rgba(0,0,0,0.3);
}

\@media (max-width:18em) {
    /* Suppress some words in top-level menu items when viewport
     * is very small */
    .verbiage {
        display: none;
    }
}

#gamemenu ul ul {
    /* Second-level menus and below are not displayed by default */
    display: none;
    /* When they are displayed, they are positioned immediately below
     * their parent <li>, and with the left edge aligning */
    position: absolute;
    top: 100%;
    left: 0;
    /* Switch to vertical stacking for drop-down submenus */
    flex-direction: column;
    /* We must specify an explicit background colour for submenus, because
     * they must be opaque (don't want other page contents showing through
     * them). */
    background: white;
    /* And make sure they appear in front. */
    z-index: 50;
}

#gamemenu ul ul.left {
    /* A second-level menu with class "left" aligns its right edge with
     * its parent, rather than its left edge */
    left: inherit; right: 0;
}

/* Menu items in second-level menus and below */
#gamemenu li li {
    /* Inhibit wrapping, so the submenu will expand its width as needed. */
    white-space: nowrap;
    /* Override the text-align:center from above */
    text-align: left;
}

#gamemenu ul ul ul {
    /* Third-level submenus are drawn to the side of their parent menu
     * item, not below it */
    top: 0; left: 100%;
}

#gamemenu ul ul ul.left {
    /* A submenu with class "left" goes to the left of its parent,
     * not the right */
    left: inherit; right: 100%;
}

#gamemenu :hover > ul,
#gamemenu .focus-within > ul {
    /* Last but by no means least, the all-important line that makes
     * submenus be displayed! Any <ul> whose parent <li> is being
     * hovered over gets display:flex overriding the display:none
     * from above. */
    display: flex;
}

#gamemenu button {
    /* Menu items that trigger an action.  We put some effort into
     * removing the default button styling. */
    -moz-appearance: none;
    -webkit-appearance: none;
    appearance: none;
    font: inherit;
    color: inherit;
    background: initial;
    border: initial;
    text-align: inherit;
    width: 100%;
}

#gamemenu .tick {
    /* The tick at the start of a menu item, or its unselected equivalent.
     * This is represented by an <input type="radio">, so we put some
     * effort into overriding the default style. */
    -moz-appearance: none;
    -webkit-appearance: none;
    appearance: none;
    margin: initial;
    font: inherit;
}

#gamemenu .tick::before {
    content: "\\2713";
}

#gamemenu .tick:not(:checked) {
    /* Tick for an unselected menu entry. */
    color: transparent;
}

#gamemenu li > div:after {
    /* Downward arrow for submenu headings at the top level. */
    content: url("data:image/svg+xml,%3Csvg%20xmlns='http://www.w3.org/2000/svg'%20width='10'%20height='10'%3E%3Cpolygon%20points='0,5,10,5,5,10'/%3E%3C/svg%3E");
    margin-left: 0.5em;
}

#gamemenu li li > div:after {
    /* Rightward arrow marker for submenus on lower-level menus. */
    content: url("data:image/svg+xml,%3Csvg%20xmlns='http://www.w3.org/2000/svg'%20width='10'%20height='10'%3E%3Cpolygon%20points='0,0,10,5,0,10'/%3E%3C/svg%3E");
    float: right;
}


#statusbar {
    overflow: hidden;
    height: 1.2em;
    text-align: left;
    background: #d8d8d8;
    border-left: 2px solid #c8c8c8;
    border-top: 2px solid #c8c8c8;
    border-right: 2px solid #e8e8e8;
    border-bottom: 2px solid #e8e8e8;
}

#dlgdimmer {
    width: 100%;
    height: 100%;
    background: #000000;
    position: fixed;
    opacity: 0.3;
    left: 0;
    top: 0;
    z-index: 99;
}

#dlgform {
    width: 66.6667vw;
    opacity: 1;
    background: #ffffff;
    color: #000000;
    position: absolute;
    border: 2px solid black;
    padding: 20px;
    top: 10vh;
    left: 16.6667vw;
    z-index: 100;
}

#dlgform h2 {
    margin-top: 0px;
}

#resizehandle {
    position: absolute;
    z-index: 1;
    bottom: 0;
    right: 0;
    cursor: se-resize;
}

#resizable {
    position: relative;
    left: 0;
    top: 0;
}

#puzzlecanvas {
    display: block;
    width: 100%;
}

#apology {
    padding: 0 1em 0 1em;
    margin: 1em;
    border: 2px solid red;
}

.apology-title {
    text-align: center;
}

\@media print {
    /* Interactive controls should be hidden when printing. */
    #gamemenu, #resizehandle { display: none; }
}
</style>
</head>
<body>
<h1 align=center>${puzzlename}</h1>
${unfinishedheading}
<h2 align=center>from Simon Tatham's Portable Puzzle Collection</h2>

${unfinishedpara}

<hr>
<div id="puzzle" style="display: none">
<form id="gamemenu"><ul>
  <li><div tabindex="0">Game<ul>
    <li><button type="button" id="specific">Enter game ID...</button></li>
    <li><button type="button" id="random">Enter random seed...</button></li>
    <li><button type="button" id="save">Download save file...</button></li>
    <li><button type="button" id="load">Upload save file...</button></li>
  </ul></div></li>
  <li><div tabindex="0">Type<ul role="menu" id="gametype"></ul></div></li>
  <li role="separator"></li>
  <li><button type="button" id="new">
    New<span class="verbiage"> game</span>
  </button></li>
  <li><button type="button" id="restart">
    Restart<span class="verbiage"> game</span>
  </button></li>
  <li><button type="button" id="undo">
    Undo<span class="verbiage"> move</span>
  </button></li>