This commit is contained in:
RogueMaster
2022-10-24 16:36:31 -04:00
parent 4787656e6b
commit 16a6dcfa14
6 changed files with 628 additions and 582 deletions
+346 -281
View File
@@ -16,72 +16,70 @@
#define DEALER_MAX 17
void start_round(GameState *game_state);
void start_round(GameState* game_state);
void init(GameState *game_state);
static void draw_ui(Canvas *const canvas, const GameState *game_state) {
void init(GameState* game_state);
static void draw_ui(Canvas* const canvas, const GameState* game_state) {
draw_money(canvas, game_state->player_score);
draw_score(canvas, true, hand_count(game_state->player_cards, game_state->player_card_count));
if (!game_state->queue_state.running && game_state->state == GameStatePlay) {
render_menu(game_state->menu,canvas, 2, 47);
if(!game_state->queue_state.running && game_state->state == GameStatePlay) {
render_menu(game_state->menu, canvas, 2, 47);
}
}
static void render_callback(Canvas *const canvas, void *ctx) {
const GameState *game_state = acquire_mutex((ValueMutex *) ctx, 25);
static void render_callback(Canvas* const canvas, void* ctx) {
const GameState* game_state = acquire_mutex((ValueMutex*)ctx, 25);
if (game_state == NULL) {
if(game_state == NULL) {
return;
}
canvas_set_color(canvas, ColorBlack);
canvas_draw_frame(canvas, 0, 0, 128, 64);
if (game_state->state == GameStateStart) {
if(game_state->state == GameStateStart) {
canvas_draw_icon(canvas, 0, 0, &I_blackjack);
}
if (game_state->state == GameStateGameOver) {
if(game_state->state == GameStateGameOver) {
canvas_draw_icon(canvas, 0, 0, &I_endscreen);
}
if (game_state->state == GameStatePlay || game_state->state == GameStateDealer) {
if (game_state->state == GameStatePlay)
if(game_state->state == GameStatePlay || game_state->state == GameStateDealer) {
if(game_state->state == GameStatePlay)
draw_player_scene(canvas, game_state);
else
draw_dealer_scene(canvas, game_state);
render_queue(&(game_state->queue_state), game_state, canvas);
draw_ui(canvas, game_state);
} else if (game_state->state == GameStateSettings) {
} else if(game_state->state == GameStateSettings) {
settings_page(canvas, game_state);
}
release_mutex((ValueMutex *) ctx, game_state);
release_mutex((ValueMutex*)ctx, game_state);
}
//region card draw
Card draw_card(GameState *game_state) {
Card draw_card(GameState* game_state) {
Card c = game_state->deck.cards[game_state->deck.index];
game_state->deck.index++;
return c;
}
void drawPlayerCard(void *ctx) {
GameState *game_state = ctx;
void drawPlayerCard(void* ctx) {
GameState* game_state = ctx;
Card c = draw_card(game_state);
game_state->player_cards[game_state->player_card_count] = c;
game_state->player_card_count++;
if(game_state->player_score < game_state->settings.round_price || game_state->doubled){
if(game_state->player_score < game_state->settings.round_price || game_state->doubled) {
set_menu_state(game_state->menu, 0, false);
}
}
void drawDealerCard(void *ctx) {
GameState *game_state = ctx;
void drawDealerCard(void* ctx) {
GameState* game_state = ctx;
Card c = draw_card(game_state);
game_state->dealer_cards[game_state->dealer_card_count] = c;
game_state->dealer_card_count++;
@@ -89,319 +87,363 @@ void drawDealerCard(void *ctx) {
//endregion
//region queue callbacks
void to_lose_state(const void *ctx, Canvas *const canvas) {
const GameState *game_state = ctx;
if (game_state->settings.message_duration == 0)
return;
void to_lose_state(const void* ctx, Canvas* const canvas) {
const GameState* game_state = ctx;
if(game_state->settings.message_duration == 0) return;
popup_frame(canvas);
elements_multiline_text_aligned(canvas, 64, 22, AlignCenter, AlignCenter, "You lost");
}
void to_bust_state(const void *ctx, Canvas *const canvas) {
const GameState *game_state = ctx;
if (game_state->settings.message_duration == 0)
return;
void to_bust_state(const void* ctx, Canvas* const canvas) {
const GameState* game_state = ctx;
if(game_state->settings.message_duration == 0) return;
popup_frame(canvas);
elements_multiline_text_aligned(canvas, 64, 22, AlignCenter, AlignCenter, "Busted!");
}
void to_draw_state(const void *ctx, Canvas *const canvas) {
const GameState *game_state = ctx;
if (game_state->settings.message_duration == 0)
return;
void to_draw_state(const void* ctx, Canvas* const canvas) {
const GameState* game_state = ctx;
if(game_state->settings.message_duration == 0) return;
popup_frame(canvas);
elements_multiline_text_aligned(canvas, 64, 22, AlignCenter, AlignCenter, "Draw");
}
void to_dealer_turn(const void *ctx, Canvas *const canvas) {
const GameState *game_state = ctx;
if (game_state->settings.message_duration == 0)
return;
void to_dealer_turn(const void* ctx, Canvas* const canvas) {
const GameState* game_state = ctx;
if(game_state->settings.message_duration == 0) return;
popup_frame(canvas);
elements_multiline_text_aligned(canvas, 64, 22, AlignCenter, AlignCenter, "Dealers turn");
}
void to_win_state(const void *ctx, Canvas *const canvas) {
const GameState *game_state = ctx;
if (game_state->settings.message_duration == 0)
return;
void to_win_state(const void* ctx, Canvas* const canvas) {
const GameState* game_state = ctx;
if(game_state->settings.message_duration == 0) return;
popup_frame(canvas);
elements_multiline_text_aligned(canvas, 64, 22, AlignCenter, AlignCenter, "You win");
}
void to_start(const void *ctx, Canvas *const canvas) {
const GameState *game_state = ctx;
if (game_state->settings.message_duration == 0)
return;
void to_start(const void* ctx, Canvas* const canvas) {
const GameState* game_state = ctx;
if(game_state->settings.message_duration == 0) return;
popup_frame(canvas);
elements_multiline_text_aligned(canvas, 64, 22, AlignCenter, AlignCenter, "Round started");
}
void before_start(void *ctx) {
GameState *game_state = ctx;
void before_start(void* ctx) {
GameState* game_state = ctx;
game_state->dealer_card_count = 0;
game_state->player_card_count = 0;
}
void start(void *ctx) {
GameState *game_state = ctx;
void start(void* ctx) {
GameState* game_state = ctx;
start_round(game_state);
}
void draw(void *ctx) {
GameState *game_state = ctx;
void draw(void* ctx) {
GameState* game_state = ctx;
game_state->player_score += game_state->bet;
game_state->bet = 0;
enqueue(&(game_state->queue_state), game_state, start, before_start, to_start,
game_state->settings.message_duration);
enqueue(
&(game_state->queue_state),
game_state,
start,
before_start,
to_start,
game_state->settings.message_duration);
}
void game_over(void *ctx) {
GameState *game_state = ctx;
void game_over(void* ctx) {
GameState* game_state = ctx;
game_state->state = GameStateGameOver;
}
void lose(void *ctx) {
GameState *game_state = ctx;
void lose(void* ctx) {
GameState* game_state = ctx;
game_state->state = GameStatePlay;
game_state->bet = 0;
if (game_state->player_score >= game_state->settings.round_price) {
enqueue(&(game_state->queue_state), game_state, start, before_start, to_start,
game_state->settings.message_duration);
if(game_state->player_score >= game_state->settings.round_price) {
enqueue(
&(game_state->queue_state),
game_state,
start,
before_start,
to_start,
game_state->settings.message_duration);
} else {
enqueue(&(game_state->queue_state), game_state, game_over, NULL, NULL,
0);
enqueue(&(game_state->queue_state), game_state, game_over, NULL, NULL, 0);
}
}
void win(void *ctx) {
GameState *game_state = ctx;
void win(void* ctx) {
GameState* game_state = ctx;
game_state->state = GameStatePlay;
game_state->player_score += game_state->bet * 2;
game_state->bet = 0;
enqueue(&(game_state->queue_state), game_state, start, before_start, to_start,
game_state->settings.message_duration);
enqueue(
&(game_state->queue_state),
game_state,
start,
before_start,
to_start,
game_state->settings.message_duration);
}
void dealerTurn(void *ctx) {
GameState *game_state = ctx;
void dealerTurn(void* ctx) {
GameState* game_state = ctx;
game_state->state = GameStateDealer;
}
float animationTime(const GameState *game_state){
return (float) (furi_get_tick() - game_state->queue_state.start) /
(float) (game_state->settings.animation_duration);
float animationTime(const GameState* game_state) {
return (float)(furi_get_tick() - game_state->queue_state.start) /
(float)(game_state->settings.animation_duration);
}
void dealer_card_animation(const void *ctx, Canvas *const canvas) {
const GameState *game_state = ctx;
void dealer_card_animation(const void* ctx, Canvas* const canvas) {
const GameState* game_state = ctx;
float t = animationTime(game_state);
Card animatingCard = game_state->deck.cards[game_state->deck.index];
if (game_state->dealer_card_count > 1) {
if(game_state->dealer_card_count > 1) {
Vector end = card_pos_at_index(game_state->dealer_card_count);
draw_card_animation(animatingCard,
(Vector) {0, 64},
(Vector) {0, 32},
end,
t,
true,
canvas);
draw_card_animation(animatingCard, (Vector){0, 64}, (Vector){0, 32}, end, t, true, canvas);
} else {
draw_card_animation(animatingCard,
(Vector) {32, -CARD_HEIGHT},
(Vector) {64, 32},
(Vector) {2, 2},
t,
false,
canvas);
// draw_deck(game_state->dealer_cards, game_state->dealer_card_count, canvas);
draw_card_animation(
animatingCard,
(Vector){32, -CARD_HEIGHT},
(Vector){64, 32},
(Vector){2, 2},
t,
false,
canvas);
// draw_deck(game_state->dealer_cards, game_state->dealer_card_count, canvas);
}
}
void dealer_back_card_animation(const void *ctx, Canvas *const canvas) {
const GameState *game_state = ctx;
void dealer_back_card_animation(const void* ctx, Canvas* const canvas) {
const GameState* game_state = ctx;
float t = animationTime(game_state);
Vector currentPos = quadratic_2d((Vector) {32, -CARD_HEIGHT}, (Vector) {64, 32}, (Vector) {13, 5}, t);
Vector currentPos =
quadratic_2d((Vector){32, -CARD_HEIGHT}, (Vector){64, 32}, (Vector){13, 5}, t);
draw_card_back_at(currentPos.x, currentPos.y, canvas);
}
void player_card_animation(const void *ctx, Canvas *const canvas) {
const GameState *game_state = ctx;
void player_card_animation(const void* ctx, Canvas* const canvas) {
const GameState* game_state = ctx;
float t = animationTime(game_state);
Card animatingCard = game_state->deck.cards[game_state->deck.index];
Vector end = card_pos_at_index(game_state->player_card_count);
draw_card_animation(animatingCard,
(Vector) {32, -CARD_HEIGHT},
(Vector) {0, 32},
end,
t,
true,
canvas);
// draw_deck(game_state->dealer_cards, game_state->player_card_count, canvas);
draw_card_animation(
animatingCard, (Vector){32, -CARD_HEIGHT}, (Vector){0, 32}, end, t, true, canvas);
// draw_deck(game_state->dealer_cards, game_state->player_card_count, canvas);
}
//endregion
void player_tick(GameState *game_state) {
void player_tick(GameState* game_state) {
uint8_t score = hand_count(game_state->player_cards, game_state->player_card_count);
if ((game_state->doubled && score <= 21) || score == 21) {
enqueue(&(game_state->queue_state), game_state, dealerTurn, NULL, to_dealer_turn,
game_state->settings.message_duration);
} else if (score > 21) {
enqueue(&(game_state->queue_state), game_state, lose, NULL, to_bust_state,
game_state->settings.message_duration);
if((game_state->doubled && score <= 21) || score == 21) {
enqueue(
&(game_state->queue_state),
game_state,
dealerTurn,
NULL,
to_dealer_turn,
game_state->settings.message_duration);
} else if(score > 21) {
enqueue(
&(game_state->queue_state),
game_state,
lose,
NULL,
to_bust_state,
game_state->settings.message_duration);
} else {
if(game_state->selectDirection == DirectionUp || game_state->selectDirection == DirectionDown){
if(game_state->selectDirection == DirectionUp ||
game_state->selectDirection == DirectionDown) {
move_menu(game_state->menu, game_state->selectDirection == DirectionUp ? -1 : 1);
}
if (game_state->selectDirection == Select){
if(game_state->selectDirection == Select) {
activate_menu(game_state->menu, game_state);
}
}
}
void dealer_tick(GameState *game_state) {
void dealer_tick(GameState* game_state) {
uint8_t dealer_score = hand_count(game_state->dealer_cards, game_state->dealer_card_count);
uint8_t player_score = hand_count(game_state->player_cards, game_state->player_card_count);
if (dealer_score >= DEALER_MAX) {
if (dealer_score > 21 || dealer_score < player_score) {
enqueue(&(game_state->queue_state), game_state, win, NULL, to_win_state,
game_state->settings.message_duration);
} else if (dealer_score > player_score) {
enqueue(&(game_state->queue_state), game_state, lose, NULL, to_lose_state,
game_state->settings.message_duration);
} else if (dealer_score == player_score) {
enqueue(&(game_state->queue_state), game_state, draw, NULL, to_draw_state,
game_state->settings.message_duration);
if(dealer_score >= DEALER_MAX) {
if(dealer_score > 21 || dealer_score < player_score) {
enqueue(
&(game_state->queue_state),
game_state,
win,
NULL,
to_win_state,
game_state->settings.message_duration);
} else if(dealer_score > player_score) {
enqueue(
&(game_state->queue_state),
game_state,
lose,
NULL,
to_lose_state,
game_state->settings.message_duration);
} else if(dealer_score == player_score) {
enqueue(
&(game_state->queue_state),
game_state,
draw,
NULL,
to_draw_state,
game_state->settings.message_duration);
}
} else {
enqueue(&(game_state->queue_state), game_state, drawDealerCard, NULL, dealer_card_animation,
game_state->settings.animation_duration);
enqueue(
&(game_state->queue_state),
game_state,
drawDealerCard,
NULL,
dealer_card_animation,
game_state->settings.animation_duration);
}
}
void settings_tick(GameState *game_state) {
if (game_state->selectDirection == DirectionDown && game_state->selectedMenu < 4) {
void settings_tick(GameState* game_state) {
if(game_state->selectDirection == DirectionDown && game_state->selectedMenu < 4) {
game_state->selectedMenu++;
}
if (game_state->selectDirection == DirectionUp && game_state->selectedMenu > 0) {
if(game_state->selectDirection == DirectionUp && game_state->selectedMenu > 0) {
game_state->selectedMenu--;
}
if (game_state->selectDirection == DirectionLeft || game_state->selectDirection == DirectionRight) {
if(game_state->selectDirection == DirectionLeft ||
game_state->selectDirection == DirectionRight) {
int nextScore = 0;
switch (game_state->selectedMenu) {
case 0:
nextScore = game_state->settings.starting_money;
if (game_state->selectDirection == DirectionLeft)
nextScore -= 10;
else
nextScore += 10;
if (nextScore >= (int) game_state->settings.round_price && nextScore < 400)
game_state->settings.starting_money = nextScore;
break;
case 1:
nextScore = game_state->settings.round_price;
if (game_state->selectDirection == DirectionLeft)
nextScore -= 10;
else
nextScore += 10;
if (nextScore >= 5 && nextScore <= (int) game_state->settings.starting_money)
game_state->settings.round_price = nextScore;
break;
case 2:
nextScore = game_state->settings.animation_duration;
if (game_state->selectDirection == DirectionLeft)
nextScore -= 100;
else
nextScore += 100;
if (nextScore >= 0 && nextScore < 2000)
game_state->settings.animation_duration = nextScore;
break;
case 3:
nextScore = game_state->settings.message_duration;
if (game_state->selectDirection == DirectionLeft)
nextScore -= 100;
else
nextScore += 100;
if (nextScore >= 0 && nextScore < 2000)
game_state->settings.message_duration = nextScore;
break;
case 4:
game_state->settings.sound_effects = !game_state->settings.sound_effects;
default:
break;
switch(game_state->selectedMenu) {
case 0:
nextScore = game_state->settings.starting_money;
if(game_state->selectDirection == DirectionLeft)
nextScore -= 10;
else
nextScore += 10;
if(nextScore >= (int)game_state->settings.round_price && nextScore < 400)
game_state->settings.starting_money = nextScore;
break;
case 1:
nextScore = game_state->settings.round_price;
if(game_state->selectDirection == DirectionLeft)
nextScore -= 10;
else
nextScore += 10;
if(nextScore >= 5 && nextScore <= (int)game_state->settings.starting_money)
game_state->settings.round_price = nextScore;
break;
case 2:
nextScore = game_state->settings.animation_duration;
if(game_state->selectDirection == DirectionLeft)
nextScore -= 100;
else
nextScore += 100;
if(nextScore >= 0 && nextScore < 2000)
game_state->settings.animation_duration = nextScore;
break;
case 3:
nextScore = game_state->settings.message_duration;
if(game_state->selectDirection == DirectionLeft)
nextScore -= 100;
else
nextScore += 100;
if(nextScore >= 0 && nextScore < 2000)
game_state->settings.message_duration = nextScore;
break;
case 4:
game_state->settings.sound_effects = !game_state->settings.sound_effects;
default:
break;
}
}
}
void tick(GameState *game_state) {
void tick(GameState* game_state) {
game_state->last_tick = furi_get_tick();
bool queue_ran = run_queue(&(game_state->queue_state), game_state);
switch (game_state->state) {
case GameStateGameOver:
case GameStateStart:
if (game_state->selectDirection == Select)
init(game_state);
else if (game_state->selectDirection == DirectionRight) {
game_state->selectedMenu = 0;
game_state->state = GameStateSettings;
}
break;
case GameStatePlay:
if (!game_state->started) {
game_state->selectedMenu = 0;
game_state->started = true;
enqueue(&(game_state->queue_state), game_state, drawDealerCard, NULL, dealer_back_card_animation,
game_state->settings.animation_duration);
enqueue(&(game_state->queue_state), game_state, drawPlayerCard, NULL, player_card_animation,
game_state->settings.animation_duration);
enqueue(&(game_state->queue_state), game_state, drawDealerCard, NULL, dealer_card_animation,
game_state->settings.animation_duration);
enqueue(&(game_state->queue_state), game_state, drawPlayerCard, NULL, player_card_animation,
game_state->settings.animation_duration);
}
if (!queue_ran)
player_tick(game_state);
break;
case GameStateDealer:
if (!queue_ran)
dealer_tick(game_state);
break;
case GameStateSettings:
settings_tick(game_state);
break;
default:
break;
switch(game_state->state) {
case GameStateGameOver:
case GameStateStart:
if(game_state->selectDirection == Select)
init(game_state);
else if(game_state->selectDirection == DirectionRight) {
game_state->selectedMenu = 0;
game_state->state = GameStateSettings;
}
break;
case GameStatePlay:
if(!game_state->started) {
game_state->selectedMenu = 0;
game_state->started = true;
enqueue(
&(game_state->queue_state),
game_state,
drawDealerCard,
NULL,
dealer_back_card_animation,
game_state->settings.animation_duration);
enqueue(
&(game_state->queue_state),
game_state,
drawPlayerCard,
NULL,
player_card_animation,
game_state->settings.animation_duration);
enqueue(
&(game_state->queue_state),
game_state,
drawDealerCard,
NULL,
dealer_card_animation,
game_state->settings.animation_duration);
enqueue(
&(game_state->queue_state),
game_state,
drawPlayerCard,
NULL,
player_card_animation,
game_state->settings.animation_duration);
}
if(!queue_ran) player_tick(game_state);
break;
case GameStateDealer:
if(!queue_ran) dealer_tick(game_state);
break;
case GameStateSettings:
settings_tick(game_state);
break;
default:
break;
}
game_state->selectDirection = None;
}
void start_round(GameState *game_state) {
game_state->menu->current_menu=1;
void start_round(GameState* game_state) {
game_state->menu->current_menu = 1;
game_state->player_card_count = 0;
game_state->dealer_card_count = 0;
set_menu_state(game_state->menu, 0, true);
game_state->menu->enabled=true;
game_state->menu->enabled = true;
game_state->started = false;
game_state->doubled = false;
game_state->queue_state.running = true;
shuffle_deck(&(game_state->deck));
game_state->doubled = false;
game_state->bet = game_state->settings.round_price;
if (game_state->player_score < game_state->settings.round_price) {
if(game_state->player_score < game_state->settings.round_price) {
game_state->state = GameStateGameOver;
} else {
game_state->player_score -= game_state->settings.round_price;
@@ -409,10 +451,10 @@ void start_round(GameState *game_state) {
game_state->state = GameStatePlay;
}
void init(GameState *game_state) {
void init(GameState* game_state) {
set_menu_state(game_state->menu, 0, true);
game_state->menu->enabled=true;
game_state->menu->current_menu=1;
game_state->menu->enabled = true;
game_state->menu->current_menu = 1;
game_state->settings = load_settings();
game_state->last_tick = 0;
game_state->processing = true;
@@ -422,60 +464,86 @@ void init(GameState *game_state) {
start_round(game_state);
}
static void input_callback(InputEvent *input_event, FuriMessageQueue *event_queue) {
static void input_callback(InputEvent* input_event, FuriMessageQueue* event_queue) {
furi_assert(event_queue);
AppEvent event = {.type = EventTypeKey, .input = *input_event};
furi_message_queue_put(event_queue, &event, FuriWaitForever);
}
static void update_timer_callback(FuriMessageQueue *event_queue) {
static void update_timer_callback(FuriMessageQueue* event_queue) {
furi_assert(event_queue);
AppEvent event = {.type = EventTypeTick};
furi_message_queue_put(event_queue, &event, 0);
}
void doubleAction(void *state){
GameState *game_state = state;
if (!game_state->doubled && game_state->player_score >= game_state->settings.round_price) {
void doubleAction(void* state) {
GameState* game_state = state;
if(!game_state->doubled && game_state->player_score >= game_state->settings.round_price) {
game_state->player_score -= game_state->settings.round_price;
game_state->bet += game_state->settings.round_price;
game_state->doubled = true;
enqueue(&(game_state->queue_state), game_state, drawPlayerCard, NULL, player_card_animation,
game_state->settings.animation_duration);
game_state->player_cards[game_state->player_card_count] = game_state->deck.cards[game_state->deck.index];
enqueue(
&(game_state->queue_state),
game_state,
drawPlayerCard,
NULL,
player_card_animation,
game_state->settings.animation_duration);
game_state->player_cards[game_state->player_card_count] =
game_state->deck.cards[game_state->deck.index];
uint8_t score = hand_count(game_state->player_cards, game_state->player_card_count + 1);
if (score > 21) {
enqueue(&(game_state->queue_state), game_state, lose, NULL, to_bust_state,
game_state->settings.message_duration);
if(score > 21) {
enqueue(
&(game_state->queue_state),
game_state,
lose,
NULL,
to_bust_state,
game_state->settings.message_duration);
} else {
enqueue(&(game_state->queue_state), game_state, dealerTurn, NULL, to_dealer_turn,
game_state->settings.message_duration);
enqueue(
&(game_state->queue_state),
game_state,
dealerTurn,
NULL,
to_dealer_turn,
game_state->settings.message_duration);
}
set_menu_state(game_state->menu, 0, false);
}
}
void hitAction(void *state){
GameState *game_state = state;
enqueue(&(game_state->queue_state), game_state, drawPlayerCard, NULL, player_card_animation,
game_state->settings.animation_duration);
void hitAction(void* state) {
GameState* game_state = state;
enqueue(
&(game_state->queue_state),
game_state,
drawPlayerCard,
NULL,
player_card_animation,
game_state->settings.animation_duration);
}
void stayAction(void *state){
GameState *game_state = state;
enqueue(&(game_state->queue_state), game_state, dealerTurn, NULL, to_dealer_turn,
game_state->settings.message_duration);
void stayAction(void* state) {
GameState* game_state = state;
enqueue(
&(game_state->queue_state),
game_state,
dealerTurn,
NULL,
to_dealer_turn,
game_state->settings.message_duration);
}
int32_t blackjack_app(void *p) {
int32_t blackjack_app(void* p) {
UNUSED(p);
int32_t return_code = 0;
FuriMessageQueue *event_queue = furi_message_queue_alloc(8, sizeof(AppEvent));
FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(AppEvent));
GameState *game_state = malloc(sizeof(GameState));
game_state->menu= malloc(sizeof(Menu));
game_state->menu->menu_width=40;
GameState* game_state = malloc(sizeof(GameState));
game_state->menu = malloc(sizeof(Menu));
game_state->menu->menu_width = 40;
init(game_state);
add_menu(game_state->menu, "Double", doubleAction);
add_menu(game_state->menu, "Hit", hitAction);
@@ -484,58 +552,56 @@ int32_t blackjack_app(void *p) {
game_state->state = GameStateStart;
ValueMutex state_mutex;
if (!init_mutex(&state_mutex, game_state, sizeof(GameState))) {
if(!init_mutex(&state_mutex, game_state, sizeof(GameState))) {
FURI_LOG_E(APP_NAME, "cannot create mutex\r\n");
return_code = 255;
goto free_and_exit;
}
ViewPort *view_port = view_port_alloc();
ViewPort* view_port = view_port_alloc();
view_port_draw_callback_set(view_port, render_callback, &state_mutex);
view_port_input_callback_set(view_port, input_callback, event_queue);
FuriTimer *timer =
furi_timer_alloc(update_timer_callback, FuriTimerTypePeriodic, event_queue);
FuriTimer* timer = furi_timer_alloc(update_timer_callback, FuriTimerTypePeriodic, event_queue);
furi_timer_start(timer, furi_kernel_get_tick_frequency() / 25);
Gui *gui = furi_record_open("gui");
Gui* gui = furi_record_open("gui");
gui_add_view_port(gui, view_port, GuiLayerFullscreen);
AppEvent event;
for (bool processing = true; processing;) {
for(bool processing = true; processing;) {
FuriStatus event_status = furi_message_queue_get(event_queue, &event, 100);
GameState *localstate = (GameState *) acquire_mutex_block(&state_mutex);
if (event_status == FuriStatusOk) {
if (event.type == EventTypeKey) {
if (event.input.type == InputTypePress) {
switch (event.input.key) {
case InputKeyUp:
localstate->selectDirection = DirectionUp;
break;
case InputKeyDown:
localstate->selectDirection = DirectionDown;
break;
case InputKeyRight:
localstate->selectDirection = DirectionRight;
break;
case InputKeyLeft:
localstate->selectDirection = DirectionLeft;
break;
case InputKeyBack:
if (localstate->state == GameStateSettings) {
localstate->state = GameStateStart;
save_settings(localstate->settings);
} else
processing = false;
break;
case InputKeyOk:
localstate->selectDirection = Select;
break;
GameState* localstate = (GameState*)acquire_mutex_block(&state_mutex);
if(event_status == FuriStatusOk) {
if(event.type == EventTypeKey) {
if(event.input.type == InputTypePress) {
switch(event.input.key) {
case InputKeyUp:
localstate->selectDirection = DirectionUp;
break;
case InputKeyDown:
localstate->selectDirection = DirectionDown;
break;
case InputKeyRight:
localstate->selectDirection = DirectionRight;
break;
case InputKeyLeft:
localstate->selectDirection = DirectionLeft;
break;
case InputKeyBack:
if(localstate->state == GameStateSettings) {
localstate->state = GameStateStart;
save_settings(localstate->settings);
} else
processing = false;
break;
case InputKeyOk:
localstate->selectDirection = Select;
break;
}
}
} else if (event.type == EventTypeTick) {
} else if(event.type == EventTypeTick) {
tick(localstate);
processing = localstate->processing;
}
@@ -547,7 +613,6 @@ int32_t blackjack_app(void *p) {
release_mutex(&state_mutex, localstate);
}
furi_timer_free(timer);
view_port_enabled_set(view_port, false);
gui_remove_view_port(gui, view_port);
@@ -555,7 +620,7 @@ int32_t blackjack_app(void *p) {
view_port_free(view_port);
delete_mutex(&state_mutex);
free_and_exit:
free_and_exit:
free_menu(game_state->menu);
queue_clear(&(game_state->queue_state));
free(game_state);
+3 -11
View File
@@ -22,7 +22,7 @@ typedef enum {
EventTypeKey,
} EventType;
typedef struct{
typedef struct {
uint32_t animation_duration;
uint32_t message_duration;
uint32_t starting_money;
@@ -43,14 +43,7 @@ typedef enum {
GameStateDealer,
} PlayState;
typedef enum {
DirectionUp,
DirectionRight,
DirectionDown,
DirectionLeft,
Select,
None
} Direction;
typedef enum { DirectionUp, DirectionRight, DirectionDown, DirectionLeft, Select, None } Direction;
typedef struct {
Card player_cards[21];
@@ -70,7 +63,6 @@ typedef struct {
Deck deck;
PlayState state;
QueueState queue_state;
Menu *menu;
Menu* menu;
unsigned int last_tick;
} GameState;
+79 -73
View File
@@ -6,32 +6,28 @@
#define LINE_HEIGHT 16
#define ITEM_PADDING 4
const char MoneyMul[4] = {
'K', 'B', 'T', 'S'
};
const char MoneyMul[4] = {'K', 'B', 'T', 'S'};
void draw_player_scene(Canvas *const canvas, const GameState *game_state) {
void draw_player_scene(Canvas* const canvas, const GameState* game_state) {
int max_card = game_state->player_card_count;
if (max_card > 0)
draw_deck((game_state->player_cards), max_card, canvas);
if(max_card > 0) draw_deck((game_state->player_cards), max_card, canvas);
if (game_state->dealer_card_count > 0)
draw_card_back_at(13, 5, canvas);
if(game_state->dealer_card_count > 0) draw_card_back_at(13, 5, canvas);
max_card = game_state->dealer_card_count;
if (max_card > 1) {
draw_card_at(2, 2, game_state->dealer_cards[1].pip, game_state->dealer_cards[1].character,
canvas);
if(max_card > 1) {
draw_card_at(
2, 2, game_state->dealer_cards[1].pip, game_state->dealer_cards[1].character, canvas);
}
}
void draw_dealer_scene(Canvas *const canvas, const GameState *game_state) {
void draw_dealer_scene(Canvas* const canvas, const GameState* game_state) {
uint8_t max_card = game_state->dealer_card_count;
draw_deck((game_state->dealer_cards), max_card, canvas);
}
void popup_frame(Canvas *const canvas) {
void popup_frame(Canvas* const canvas) {
canvas_set_color(canvas, ColorWhite);
canvas_draw_box(canvas, 32, 15, 66, 13);
canvas_set_color(canvas, ColorBlack);
@@ -39,15 +35,16 @@ void popup_frame(Canvas *const canvas) {
canvas_set_font(canvas, FontSecondary);
}
void draw_play_menu(Canvas *const canvas, const GameState *game_state) {
const char *menus[3] = {"Double", "Hit", "Stay"};
for (uint8_t m = 0; m < 3; m++) {
if (m == 0 && (game_state->doubled || game_state->player_score < game_state->settings.round_price)) continue;
void draw_play_menu(Canvas* const canvas, const GameState* game_state) {
const char* menus[3] = {"Double", "Hit", "Stay"};
for(uint8_t m = 0; m < 3; m++) {
if(m == 0 &&
(game_state->doubled || game_state->player_score < game_state->settings.round_price))
continue;
int y = m * 13 + 25;
canvas_set_color(canvas, ColorBlack);
if (game_state->selectedMenu == m) {
if(game_state->selectedMenu == m) {
canvas_set_color(canvas, ColorBlack);
canvas_draw_box(canvas, 1, y, 31, 12);
} else {
@@ -57,7 +54,7 @@ void draw_play_menu(Canvas *const canvas, const GameState *game_state) {
canvas_draw_frame(canvas, 1, y, 31, 12);
}
if (game_state->selectedMenu == m)
if(game_state->selectedMenu == m)
canvas_set_color(canvas, ColorWhite);
else
canvas_set_color(canvas, ColorBlack);
@@ -65,35 +62,34 @@ void draw_play_menu(Canvas *const canvas, const GameState *game_state) {
}
}
void draw_screen(Canvas *const canvas, const bool *points) {
for (uint8_t x = 0; x < 128; x++) {
for (uint8_t y = 0; y < 64; y++) {
if (points[y * 128 + x])
canvas_draw_dot(canvas, x, y);
void draw_screen(Canvas* const canvas, const bool* points) {
for(uint8_t x = 0; x < 128; x++) {
for(uint8_t y = 0; y < 64; y++) {
if(points[y * 128 + x]) canvas_draw_dot(canvas, x, y);
}
}
}
void draw_score(Canvas *const canvas, bool top, uint8_t amount) {
void draw_score(Canvas* const canvas, bool top, uint8_t amount) {
char drawChar[20];
snprintf(drawChar, sizeof(drawChar), "Player score: %i", amount);
if (top)
if(top)
canvas_draw_str_aligned(canvas, 64, 2, AlignCenter, AlignTop, drawChar);
else
canvas_draw_str_aligned(canvas, 64, 62, AlignCenter, AlignBottom, drawChar);
}
void draw_money(Canvas *const canvas, uint32_t score) {
void draw_money(Canvas* const canvas, uint32_t score) {
canvas_set_font(canvas, FontSecondary);
char drawChar[10];
uint32_t currAmount = score;
if (currAmount < 1000) {
if(currAmount < 1000) {
snprintf(drawChar, sizeof(drawChar), "$%lu", currAmount);
} else {
char c = 'K';
for (uint8_t i = 0; i < 4; i++) {
for(uint8_t i = 0; i < 4; i++) {
currAmount = currAmount / 1000;
if (currAmount < 1000) {
if(currAmount < 1000) {
c = MoneyMul[i];
break;
}
@@ -104,77 +100,87 @@ void draw_money(Canvas *const canvas, uint32_t score) {
canvas_draw_str_aligned(canvas, 126, 2, AlignRight, AlignTop, drawChar);
}
void draw_menu(Canvas *const canvas, const char *text, const char *value, int8_t y, bool left_caret, bool right_caret,
bool selected) {
void draw_menu(
Canvas* const canvas,
const char* text,
const char* value,
int8_t y,
bool left_caret,
bool right_caret,
bool selected) {
UNUSED(selected);
if (y < 0 || y >= 64) return;
if(y < 0 || y >= 64) return;
if (selected) {
if(selected) {
canvas_set_color(canvas, ColorBlack);
canvas_draw_box(canvas, 0, y, 122, LINE_HEIGHT);
canvas_set_color(canvas, ColorWhite);
}
canvas_draw_str_aligned(canvas, 4, y + ITEM_PADDING, AlignLeft, AlignTop, text);
if (left_caret)
canvas_draw_str_aligned(canvas, 80, y + ITEM_PADDING, AlignLeft, AlignTop, "<");
if(left_caret) canvas_draw_str_aligned(canvas, 80, y + ITEM_PADDING, AlignLeft, AlignTop, "<");
canvas_draw_str_aligned(canvas, 100, y + ITEM_PADDING, AlignCenter, AlignTop, value);
if (right_caret)
if(right_caret)
canvas_draw_str_aligned(canvas, 120, y + ITEM_PADDING, AlignRight, AlignTop, ">");
canvas_set_color(canvas, ColorBlack);
}
void settings_page(Canvas *const canvas, const GameState *gameState) {
void settings_page(Canvas* const canvas, const GameState* gameState) {
char drawChar[10];
int startY = 0;
if (LINE_HEIGHT * (gameState->selectedMenu + 1) >= 64) {
if(LINE_HEIGHT * (gameState->selectedMenu + 1) >= 64) {
startY -= (LINE_HEIGHT * (gameState->selectedMenu + 1)) - 64;
}
int scrollHeight = round(64 / 6.0) + ITEM_PADDING * 2;
int scrollPos = 64 / (6.0 / (gameState->selectedMenu + 1)) - ITEM_PADDING * 2;
canvas_set_color(canvas, ColorBlack);
canvas_draw_box(canvas, 123, scrollPos, 4, scrollHeight);
canvas_draw_box(canvas, 125, 0, 1, 64);
snprintf(drawChar, sizeof(drawChar), "%li", gameState->settings.starting_money);
draw_menu(canvas, "Start money", drawChar,
0 * LINE_HEIGHT + startY,
gameState->settings.starting_money > gameState->settings.round_price,
gameState->settings.starting_money < 400,
gameState->selectedMenu == 0
);
draw_menu(
canvas,
"Start money",
drawChar,
0 * LINE_HEIGHT + startY,
gameState->settings.starting_money > gameState->settings.round_price,
gameState->settings.starting_money < 400,
gameState->selectedMenu == 0);
snprintf(drawChar, sizeof(drawChar), "%li", gameState->settings.round_price);
draw_menu(canvas, "Round price", drawChar,
1 * LINE_HEIGHT + startY,
gameState->settings.round_price > 10,
gameState->settings.round_price < gameState->settings.starting_money,
gameState->selectedMenu == 1
);
draw_menu(
canvas,
"Round price",
drawChar,
1 * LINE_HEIGHT + startY,
gameState->settings.round_price > 10,
gameState->settings.round_price < gameState->settings.starting_money,
gameState->selectedMenu == 1);
snprintf(drawChar, sizeof(drawChar), "%li", gameState->settings.animation_duration);
draw_menu(canvas, "Anim. length", drawChar,
2 * LINE_HEIGHT + startY,
gameState->settings.animation_duration > 0,
gameState->settings.animation_duration < 2000,
gameState->selectedMenu == 2
);
draw_menu(
canvas,
"Anim. length",
drawChar,
2 * LINE_HEIGHT + startY,
gameState->settings.animation_duration > 0,
gameState->settings.animation_duration < 2000,
gameState->selectedMenu == 2);
snprintf(drawChar, sizeof(drawChar), "%li", gameState->settings.message_duration);
draw_menu(canvas, "Popup time", drawChar,
3 * LINE_HEIGHT + startY,
gameState->settings.message_duration > 0,
gameState->settings.message_duration < 2000,
gameState->selectedMenu == 3
);
// draw_menu(canvas, "Sound", gameState->settings.sound_effects ? "Yes" : "No",
// 5 * LINE_HEIGHT + startY,
// true,
// true,
// gameState->selectedMenu == 5
// );
draw_menu(
canvas,
"Popup time",
drawChar,
3 * LINE_HEIGHT + startY,
gameState->settings.message_duration > 0,
gameState->settings.message_duration < 2000,
gameState->selectedMenu == 3);
// draw_menu(canvas, "Sound", gameState->settings.sound_effects ? "Yes" : "No",
// 5 * LINE_HEIGHT + startY,
// true,
// true,
// gameState->selectedMenu == 5
// );
}
+8 -8
View File
@@ -3,16 +3,16 @@
#include "defines.h"
#include <gui/gui.h>
void draw_player_scene(Canvas *const canvas, const GameState *game_state);
void draw_player_scene(Canvas* const canvas, const GameState* game_state);
void draw_dealer_scene(Canvas *const canvas, const GameState *game_state);
void draw_dealer_scene(Canvas* const canvas, const GameState* game_state);
void draw_play_menu(Canvas *const canvas, const GameState *game_state);
void draw_play_menu(Canvas* const canvas, const GameState* game_state);
void draw_score(Canvas *const canvas, bool top, uint8_t amount);
void draw_score(Canvas* const canvas, bool top, uint8_t amount);
void draw_money(Canvas *const canvas, uint32_t score);
void settings_page(Canvas *const canvas, const GameState * gameState);
void draw_money(Canvas* const canvas, uint32_t score);
void settings_page(Canvas* const canvas, const GameState* gameState);
void popup_frame(Canvas *const canvas);
void draw_screen(Canvas *const canvas, const bool* points);
void popup_frame(Canvas* const canvas);
void draw_screen(Canvas* const canvas, const bool* points);
+26 -26
View File
@@ -1,16 +1,17 @@
#include <storage/storage.h>
#include "util.h"
const char *CONFIG_FILE_PATH = EXT_PATH(".blackjack.settings");
const char* CONFIG_FILE_PATH = EXT_PATH(".blackjack.settings");
void save_settings(Settings settings) {
Storage *storage = furi_record_open(RECORD_STORAGE);
FlipperFormat *file = flipper_format_file_alloc(storage);
Storage* storage = furi_record_open(RECORD_STORAGE);
FlipperFormat* file = flipper_format_file_alloc(storage);
FURI_LOG_D(APP_NAME, "Saving config");
if (flipper_format_file_open_existing(file, CONFIG_FILE_PATH)) {
FURI_LOG_D(APP_NAME, "Saving %s: %ld", CONF_ANIMATION_DURATION, settings.animation_duration);
flipper_format_update_uint32(file, CONF_ANIMATION_DURATION, &(settings.animation_duration), 1);
if(flipper_format_file_open_existing(file, CONFIG_FILE_PATH)) {
FURI_LOG_D(
APP_NAME, "Saving %s: %ld", CONF_ANIMATION_DURATION, settings.animation_duration);
flipper_format_update_uint32(
file, CONF_ANIMATION_DURATION, &(settings.animation_duration), 1);
FURI_LOG_D(APP_NAME, "Saving %s: %ld", CONF_MESSAGE_DURATION, settings.message_duration);
flipper_format_update_uint32(file, CONF_MESSAGE_DURATION, &(settings.message_duration), 1);
@@ -21,10 +22,10 @@ void save_settings(Settings settings) {
FURI_LOG_D(APP_NAME, "Saving %s: %ld", CONF_ROUND_PRICE, settings.round_price);
flipper_format_update_uint32(file, CONF_ROUND_PRICE, &(settings.round_price), 1);
FURI_LOG_D(APP_NAME, "Saving %s: %i", CONF_SOUND_EFFECTS, settings.sound_effects?1:0);
FURI_LOG_D(APP_NAME, "Saving %s: %i", CONF_SOUND_EFFECTS, settings.sound_effects ? 1 : 0);
flipper_format_update_bool(file, CONF_SOUND_EFFECTS, &(settings.sound_effects), 1);
FURI_LOG_D(APP_NAME, "Config saved");
}else{
} else {
FURI_LOG_E(APP_NAME, "Save error");
}
flipper_format_file_close(file);
@@ -32,7 +33,7 @@ void save_settings(Settings settings) {
furi_record_close(RECORD_STORAGE);
}
void save_settings_file(FlipperFormat *file, Settings *settings) {
void save_settings_file(FlipperFormat* file, Settings* settings) {
flipper_format_write_header_cstr(file, CONFIG_FILE_HEADER, CONFIG_FILE_VERSION);
flipper_format_write_comment_cstr(file, "Card animation duration in ms");
flipper_format_write_uint32(file, CONF_ANIMATION_DURATION, &(settings->animation_duration), 1);
@@ -57,58 +58,57 @@ Settings load_settings() {
settings.sound_effects = true;
FURI_LOG_D(APP_NAME, "Opening storage");
Storage *storage = furi_record_open(RECORD_STORAGE);
Storage* storage = furi_record_open(RECORD_STORAGE);
FURI_LOG_D(APP_NAME, "Allocating file");
FlipperFormat *file = flipper_format_file_alloc(storage);
FlipperFormat* file = flipper_format_file_alloc(storage);
FURI_LOG_D(APP_NAME, "Allocating string");
FuriString *string_value;
FuriString* string_value;
string_value = furi_string_alloc();
if (storage_common_stat(storage, CONFIG_FILE_PATH, NULL) != FSE_OK) {
if(storage_common_stat(storage, CONFIG_FILE_PATH, NULL) != FSE_OK) {
FURI_LOG_D(APP_NAME, "Config file %s not found, creating new one...", CONFIG_FILE_PATH);
if (!flipper_format_file_open_new(file, CONFIG_FILE_PATH)) {
if(!flipper_format_file_open_new(file, CONFIG_FILE_PATH)) {
FURI_LOG_E(APP_NAME, "Error creating new file %s", CONFIG_FILE_PATH);
flipper_format_file_close(file);
} else {
save_settings_file(file, &settings);
}
} else {
if (!flipper_format_file_open_existing(file, CONFIG_FILE_PATH)) {
if(!flipper_format_file_open_existing(file, CONFIG_FILE_PATH)) {
FURI_LOG_E(APP_NAME, "Error opening existing file %s", CONFIG_FILE_PATH);
flipper_format_file_close(file);
}
else {
} else {
uint32_t value;
bool valueBool;
FURI_LOG_D(APP_NAME, "Checking version");
if (!flipper_format_read_header(file, string_value, &value)) {
if(!flipper_format_read_header(file, string_value, &value)) {
FURI_LOG_E(APP_NAME, "Config file mismatch");
} else {
FURI_LOG_D(APP_NAME, "Loading %s", CONF_ANIMATION_DURATION);
if (flipper_format_read_uint32(file, CONF_ANIMATION_DURATION, &value, 1)) {
if(flipper_format_read_uint32(file, CONF_ANIMATION_DURATION, &value, 1)) {
settings.animation_duration = value;
FURI_LOG_D(APP_NAME, "Loaded %s: %ld", CONF_ANIMATION_DURATION, value);
}
FURI_LOG_D(APP_NAME, "Loading %s", CONF_MESSAGE_DURATION);
if (flipper_format_read_uint32(file, CONF_MESSAGE_DURATION, &value, 1)) {
if(flipper_format_read_uint32(file, CONF_MESSAGE_DURATION, &value, 1)) {
settings.message_duration = value;
FURI_LOG_D(APP_NAME, "Loaded %s: %ld", CONF_MESSAGE_DURATION, value);
}
FURI_LOG_D(APP_NAME, "Loading %s", CONF_STARTING_MONEY);
if (flipper_format_read_uint32(file, CONF_STARTING_MONEY, &value, 1)) {
if(flipper_format_read_uint32(file, CONF_STARTING_MONEY, &value, 1)) {
settings.starting_money = value;
FURI_LOG_D(APP_NAME, "Loaded %s: %ld", CONF_STARTING_MONEY, value);
}
FURI_LOG_D(APP_NAME, "Loading %s", CONF_ROUND_PRICE);
if (flipper_format_read_uint32(file, CONF_ROUND_PRICE, &value, 1)) {
if(flipper_format_read_uint32(file, CONF_ROUND_PRICE, &value, 1)) {
settings.round_price = value;
FURI_LOG_D(APP_NAME, "Loaded %s: %ld", CONF_ROUND_PRICE, value);
}
FURI_LOG_D(APP_NAME, "Loading %s", CONF_SOUND_EFFECTS);
if (flipper_format_read_bool(file, CONF_SOUND_EFFECTS, &valueBool, 1)) {
if(flipper_format_read_bool(file, CONF_SOUND_EFFECTS, &valueBool, 1)) {
settings.sound_effects = valueBool;
FURI_LOG_D(APP_NAME, "Loaded %s: %i", CONF_ROUND_PRICE, valueBool?1:0);
FURI_LOG_D(APP_NAME, "Loaded %s: %i", CONF_ROUND_PRICE, valueBool ? 1 : 0);
}
}
flipper_format_file_close(file);
@@ -116,7 +116,7 @@ Settings load_settings() {
}
furi_string_free(string_value);
// flipper_format_file_close(file);
// flipper_format_file_close(file);
flipper_format_free(file);
furi_record_close(RECORD_STORAGE);
return settings;
@@ -12,12 +12,12 @@
#include <string.h>
#define TS_DEFAULT_VALUE 0xFFFF
#define TS_DEFAULT_VALUE 0xFFFF
#define HTU21D_ADDRESS (0x40 << 1)
#define HTU21D_ADDRESS (0x40 << 1)
#define HTU21D_CMD_TEMPERATURE 0xE3
#define HTU21D_CMD_HUMIDITY 0xE5
#define HTU21D_CMD_TEMPERATURE 0xE3
#define HTU21D_CMD_HUMIDITY 0xE5
#define DATA_BUFFER_SIZE 8
@@ -25,19 +25,19 @@
#define I2C_BUS &furi_hal_i2c_handle_external
typedef enum {
TSSInitializing,
TSSNoSensor,
TSSPendingUpdate,
TSSInitializing,
TSSNoSensor,
TSSPendingUpdate,
} TSStatus;
typedef enum {
TSEventTypeTick,
TSEventTypeInput,
TSEventTypeTick,
TSEventTypeInput,
} TSEventType;
typedef struct {
TSEventType type;
InputEvent input;
TSEventType type;
InputEvent input;
} TSEvent;
extern const NotificationSequence sequence_blink_red_100;
@@ -58,36 +58,32 @@ char ts_data_buffer_absolute_humidity[DATA_BUFFER_SIZE];
// true if fetch was successful, false otherwise
// </returns>
static bool temperature_sensor_cmd(uint8_t cmd, uint8_t* buffer, uint8_t size) {
uint32_t timeout = furi_ms_to_ticks(100);
bool ret = false;
uint32_t timeout = furi_ms_to_ticks(100);
bool ret = false;
// Aquire I2C and check if device is ready, then release
furi_hal_i2c_acquire(I2C_BUS);
if(furi_hal_i2c_is_device_ready(I2C_BUS, HTU21D_ADDRESS, timeout)) {
furi_hal_i2c_release(I2C_BUS);
// Aquire I2C and check if device is ready, then release
furi_hal_i2c_acquire(I2C_BUS);
if (furi_hal_i2c_is_device_ready(I2C_BUS, HTU21D_ADDRESS, timeout))
{
furi_hal_i2c_release(I2C_BUS);
furi_hal_i2c_acquire(I2C_BUS);
// Transmit given command
ret = furi_hal_i2c_tx(I2C_BUS, HTU21D_ADDRESS, &cmd, 1, timeout);
furi_hal_i2c_release(I2C_BUS);
furi_hal_i2c_acquire(I2C_BUS);
// Transmit given command
ret = furi_hal_i2c_tx(I2C_BUS, HTU21D_ADDRESS, &cmd, 1, timeout);
furi_hal_i2c_release(I2C_BUS);
if(ret) {
uint32_t wait_ticks = furi_ms_to_ticks(50);
furi_delay_tick(wait_ticks);
if (ret)
{
uint32_t wait_ticks = furi_ms_to_ticks(50);
furi_delay_tick(wait_ticks);
furi_hal_i2c_acquire(I2C_BUS);
// Receive data
ret = furi_hal_i2c_rx(I2C_BUS, HTU21D_ADDRESS, buffer, size, timeout);
furi_hal_i2c_release(I2C_BUS);
}
} else
furi_hal_i2c_release(I2C_BUS);
furi_hal_i2c_acquire(I2C_BUS);
// Receive data
ret = furi_hal_i2c_rx(I2C_BUS, HTU21D_ADDRESS, buffer, size, timeout);
furi_hal_i2c_release(I2C_BUS);
}
}
else
furi_hal_i2c_release(I2C_BUS);
return ret;
return ret;
}
// <sumary>
@@ -101,212 +97,199 @@ static bool temperature_sensor_cmd(uint8_t cmd, uint8_t* buffer, uint8_t size) {
// true if fetch was successful, false otherwise
// </returns>
static bool temperature_sensor_fetch_data(double* temperature, double* humidity) {
bool ret = false;
bool ret = false;
uint16_t adc_raw;
uint16_t adc_raw;
uint8_t buffer[2] = { 0x00 };
uint8_t buffer[2] = {0x00};
// Fetch temperature
ret = temperature_sensor_cmd((uint8_t)HTU21D_CMD_TEMPERATURE, buffer, 2);
// Fetch temperature
ret = temperature_sensor_cmd((uint8_t)HTU21D_CMD_TEMPERATURE, buffer, 2);
if (ret)
{
// Calculate temperature
adc_raw = ((uint16_t)(buffer[0] << 8) | (buffer[1]));
*temperature = (float)(adc_raw * 175.72 / 65536.00) - 46.85;
if(ret) {
// Calculate temperature
adc_raw = ((uint16_t)(buffer[0] << 8) | (buffer[1]));
*temperature = (float)(adc_raw * 175.72 / 65536.00) - 46.85;
// Fetch humidity
ret = temperature_sensor_cmd((uint8_t)HTU21D_CMD_TEMPERATURE, buffer, 2);
// Fetch humidity
ret = temperature_sensor_cmd((uint8_t)HTU21D_CMD_TEMPERATURE, buffer, 2);
if (ret)
{
// Calculate humidity
adc_raw = ((uint16_t)(buffer[0] << 8) | (buffer[1]));
*humidity = (float)(adc_raw * 125.0 / 65536.00) - 6.0;
}
}
if(ret) {
// Calculate humidity
adc_raw = ((uint16_t)(buffer[0] << 8) | (buffer[1]));
*humidity = (float)(adc_raw * 125.0 / 65536.00) - 6.0;
}
}
return ret;
return ret;
}
// <sumary>
// Draw callback
// </sumary>
static void temperature_sensor_draw_callback(Canvas* canvas, void* ctx) {
UNUSED(ctx);
UNUSED(ctx);
canvas_clear(canvas);
canvas_set_font(canvas, FontPrimary);
canvas_draw_str(canvas, 2, 10, "HTU21D/Si7021 Sensor");
canvas_clear(canvas);
canvas_set_font(canvas, FontPrimary);
canvas_draw_str(canvas, 2, 10, "HTU21D/Si7021 Sensor");
canvas_set_font(canvas, FontSecondary);
canvas_draw_str(canvas, 2, 62, "Press back to exit.");
canvas_set_font(canvas, FontSecondary);
canvas_draw_str(canvas, 2, 62, "Press back to exit.");
switch(temperature_sensor_current_status) {
case TSSInitializing:
canvas_draw_str(canvas, 2, 30, "Initializing..");
break;
case TSSNoSensor:
canvas_draw_str(canvas, 2, 30, "No sensor found!");
break;
case TSSPendingUpdate: {
canvas_draw_str(canvas, 3, 24, "Temperature");
canvas_draw_str(canvas, 68, 24, "Humidity");
switch (temperature_sensor_current_status) {
case TSSInitializing:
canvas_draw_str(canvas, 2, 30, "Initializing..");
break;
case TSSNoSensor:
canvas_draw_str(canvas, 2, 30, "No sensor found!");
break;
case TSSPendingUpdate: {
// Draw vertical lines
canvas_draw_line(canvas, 61, 16, 61, 50);
canvas_draw_line(canvas, 62, 16, 62, 50);
canvas_draw_str(canvas, 3, 24, "Temperature");
canvas_draw_str(canvas, 68, 24, "Humidity");
// Draw horizontal line
canvas_draw_line(canvas, 2, 27, 122, 27);
// Draw vertical lines
canvas_draw_line(canvas, 61, 16, 61, 50);
canvas_draw_line(canvas, 62, 16, 62, 50);
// Draw horizontal line
canvas_draw_line(canvas, 2, 27, 122, 27);
// Draw temperature and humidity values
canvas_draw_str(canvas, 8, 38, ts_data_buffer_temperature_c);
canvas_draw_str(canvas, 42, 38, "C");
canvas_draw_str(canvas, 8, 48, ts_data_buffer_temperature_f);
canvas_draw_str(canvas, 42, 48, "F");
canvas_draw_str(canvas, 68, 38, ts_data_buffer_relative_humidity);
canvas_draw_str(canvas, 100, 38, "%");
canvas_draw_str(canvas, 68, 48, ts_data_buffer_absolute_humidity);
canvas_draw_str(canvas, 100, 48, "g/m3");
} break;
default:
break;
}
// Draw temperature and humidity values
canvas_draw_str(canvas, 8, 38, ts_data_buffer_temperature_c);
canvas_draw_str(canvas, 42, 38, "C");
canvas_draw_str(canvas, 8, 48, ts_data_buffer_temperature_f);
canvas_draw_str(canvas, 42, 48, "F");
canvas_draw_str(canvas, 68, 38, ts_data_buffer_relative_humidity);
canvas_draw_str(canvas, 100, 38, "%");
canvas_draw_str(canvas, 68, 48, ts_data_buffer_absolute_humidity);
canvas_draw_str(canvas, 100, 48, "g/m3");
} break;
default:
break;
}
}
// <sumary>
// Input callback
// </sumary>
static void temperature_sensor_input_callback(InputEvent* input_event, void* ctx) {
furi_assert(ctx);
FuriMessageQueue* event_queue = ctx;
furi_assert(ctx);
FuriMessageQueue* event_queue = ctx;
TSEvent event = { .type = TSEventTypeInput, .input = *input_event };
furi_message_queue_put(event_queue, &event, FuriWaitForever);
TSEvent event = {.type = TSEventTypeInput, .input = *input_event};
furi_message_queue_put(event_queue, &event, FuriWaitForever);
}
// <sumary>
// Timer callback
// </sumary>
static void temperature_sensor_timer_callback(FuriMessageQueue* event_queue) {
furi_assert(event_queue);
furi_assert(event_queue);
TSEvent event = { .type = TSEventTypeTick };
furi_message_queue_put(event_queue, &event, 0);
TSEvent event = {.type = TSEventTypeTick};
furi_message_queue_put(event_queue, &event, 0);
}
// <sumary>
// App entry point
// </sumary>
int32_t temperature_sensor_app(void* p) {
UNUSED(p);
UNUSED(p);
// Declare our variables and assign variables a default value
TSEvent tsEvent;
bool sensorFound = false;
double celsius, fahrenheit, rel_humidity, abs_humidity = TS_DEFAULT_VALUE;
// Declare our variables and assign variables a default value
TSEvent tsEvent;
bool sensorFound = false;
double celsius, fahrenheit, rel_humidity, abs_humidity = TS_DEFAULT_VALUE;
// Used for absolute humidity calculation
double vapour_pressure = 0;
// Used for absolute humidity calculation
double vapour_pressure = 0;
FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(TSEvent));
FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(TSEvent));
// Register callbacks
ViewPort* view_port = view_port_alloc();
view_port_draw_callback_set(view_port, temperature_sensor_draw_callback, NULL);
view_port_input_callback_set(view_port, temperature_sensor_input_callback, event_queue);
// Register callbacks
ViewPort* view_port = view_port_alloc();
view_port_draw_callback_set(view_port, temperature_sensor_draw_callback, NULL);
view_port_input_callback_set(view_port, temperature_sensor_input_callback, event_queue);
// Create timer and register its callback
FuriTimer* timer =
furi_timer_alloc(temperature_sensor_timer_callback, FuriTimerTypePeriodic, event_queue);
furi_timer_start(timer, furi_kernel_get_tick_frequency());
// Create timer and register its callback
FuriTimer* timer = furi_timer_alloc(temperature_sensor_timer_callback, FuriTimerTypePeriodic, event_queue);
furi_timer_start(timer, furi_kernel_get_tick_frequency());
// Register viewport
Gui* gui = furi_record_open(RECORD_GUI);
gui_add_view_port(gui, view_port, GuiLayerFullscreen);
// Register viewport
Gui* gui = furi_record_open(RECORD_GUI);
gui_add_view_port(gui, view_port, GuiLayerFullscreen);
// Used to notify the user by blinking red (error) or blue (fetch successful)
NotificationApp* notifications = furi_record_open(RECORD_NOTIFICATION);
// Used to notify the user by blinking red (error) or blue (fetch successful)
NotificationApp* notifications = furi_record_open(RECORD_NOTIFICATION);
while(1) {
furi_check(furi_message_queue_get(event_queue, &tsEvent, FuriWaitForever) == FuriStatusOk);
while (1) {
// Handle events
if(tsEvent.type == TSEventTypeInput) {
// Exit on back key
if(tsEvent.input.key ==
InputKeyBack) // We dont check for type here, we can check the type of keypress like: (event.input.type == InputTypeShort)
break;
furi_check(furi_message_queue_get(event_queue, &tsEvent, FuriWaitForever) == FuriStatusOk);
} else if(tsEvent.type == TSEventTypeTick) {
// Update sensor data
// Fetch data and set the sensor current status accordingly
sensorFound = temperature_sensor_fetch_data(&celsius, &rel_humidity);
temperature_sensor_current_status = (sensorFound ? TSSPendingUpdate : TSSNoSensor);
// Handle events
if (tsEvent.type == TSEventTypeInput) {
if(sensorFound) {
// Blink blue
notification_message(notifications, &sequence_blink_blue_100);
// Exit on back key
if (tsEvent.input.key == InputKeyBack) // We dont check for type here, we can check the type of keypress like: (event.input.type == InputTypeShort)
break;
if(celsius != TS_DEFAULT_VALUE && rel_humidity != TS_DEFAULT_VALUE) {
// Convert celsius to fahrenheit
fahrenheit = (celsius * 9 / 5) + 32;
}
else if (tsEvent.type == TSEventTypeTick) {
// Update sensor data
// Fetch data and set the sensor current status accordingly
sensorFound = temperature_sensor_fetch_data(&celsius, &rel_humidity);
temperature_sensor_current_status = (sensorFound ? TSSPendingUpdate : TSSNoSensor);
if (sensorFound) {
// Blink blue
notification_message(notifications, &sequence_blink_blue_100);
if (celsius != TS_DEFAULT_VALUE && rel_humidity != TS_DEFAULT_VALUE) {
// Convert celsius to fahrenheit
fahrenheit = (celsius * 9 / 5) + 32;
// Calculate absolute humidity - For more info refer to https://github.com/Mywk/FlipperTemperatureSensor/issues/1
// Calculate saturation vapour pressure first
vapour_pressure = (double)6.11 * pow(10, (double)(((double)7.5 * celsius) / ((double)237.3 + celsius)));
// Then the vapour pressure in Pa
// Calculate absolute humidity - For more info refer to https://github.com/Mywk/FlipperTemperatureSensor/issues/1
// Calculate saturation vapour pressure first
vapour_pressure =
(double)6.11 *
pow(10, (double)(((double)7.5 * celsius) / ((double)237.3 + celsius)));
// Then the vapour pressure in Pa
vapour_pressure = vapour_pressure * rel_humidity;
// Calculate absolute humidity
abs_humidity = (double)2.16679 * (double)(vapour_pressure / ((double)273.15 + celsius));
// Calculate absolute humidity
abs_humidity =
(double)2.16679 * (double)(vapour_pressure / ((double)273.15 + celsius));
// Fill our buffers here, not on the canvas draw callback
snprintf(ts_data_buffer_temperature_c, DATA_BUFFER_SIZE, "%.2f", celsius);
snprintf(ts_data_buffer_temperature_f, DATA_BUFFER_SIZE, "%.2f", fahrenheit);
snprintf(ts_data_buffer_relative_humidity, DATA_BUFFER_SIZE, "%.2f", rel_humidity);
snprintf(ts_data_buffer_absolute_humidity, DATA_BUFFER_SIZE, "%.2f", abs_humidity);
}
// Fill our buffers here, not on the canvas draw callback
snprintf(ts_data_buffer_temperature_c, DATA_BUFFER_SIZE, "%.2f", celsius);
snprintf(ts_data_buffer_temperature_f, DATA_BUFFER_SIZE, "%.2f", fahrenheit);
snprintf(
ts_data_buffer_relative_humidity, DATA_BUFFER_SIZE, "%.2f", rel_humidity);
snprintf(
ts_data_buffer_absolute_humidity, DATA_BUFFER_SIZE, "%.2f", abs_humidity);
}
}
else {
} else {
// Reset our variables to their default values
celsius = fahrenheit = rel_humidity = abs_humidity = TS_DEFAULT_VALUE;
// Reset our variables to their default values
celsius = fahrenheit = rel_humidity = abs_humidity = TS_DEFAULT_VALUE;
// Blink red
notification_message(notifications, &sequence_blink_red_100);
}
}
// Blink red
notification_message(notifications, &sequence_blink_red_100);
uint32_t wait_ticks = furi_ms_to_ticks(!sensorFound ? 100 : 500);
furi_delay_tick(wait_ticks);
}
}
}
// Dobby is freee (free our variables, Flipper will crash if we don't do this!)
furi_timer_free(timer);
gui_remove_view_port(gui, view_port);
view_port_free(view_port);
furi_message_queue_free(event_queue);
uint32_t wait_ticks = furi_ms_to_ticks(!sensorFound ? 100 : 500);
furi_delay_tick(wait_ticks);
}
furi_record_close(RECORD_NOTIFICATION);
furi_record_close(RECORD_GUI);
// Dobby is freee (free our variables, Flipper will crash if we don't do this!)
furi_timer_free(timer);
gui_remove_view_port(gui, view_port);
view_port_free(view_port);
furi_message_queue_free(event_queue);
furi_record_close(RECORD_NOTIFICATION);
furi_record_close(RECORD_GUI);
return 0;
return 0;
}