Massive plugins refactoring

Not full refactoring, only small issues is fixed and moved all plugins to furi mutex instead of valuemutex

Many small issues was found and fixed due mutex upgrade

OFW removed 60 lines of code and it was painful
This commit is contained in:
MX
2023-03-08 00:18:23 +03:00
parent f0471a62e5
commit 28eb4d1060
37 changed files with 362 additions and 346 deletions

View File

@@ -34,6 +34,7 @@ typedef enum {
} State;
typedef struct {
FuriMutex* mutex;
State state;
uint8_t table[CELLS_COUNT][CELLS_COUNT];
uint32_t score;
@@ -104,8 +105,9 @@ static void gray_canvas(Canvas* const canvas) {
}
static void draw_callback(Canvas* const canvas, void* ctx) {
const GameState* game_state = acquire_mutex((ValueMutex*)ctx, 25);
if(game_state == NULL) return;
furi_assert(ctx);
const GameState* game_state = ctx;
furi_mutex_acquire(game_state->mutex, FuriWaitForever);
canvas_clear(canvas);
@@ -181,7 +183,7 @@ static void draw_callback(Canvas* const canvas, void* ctx) {
canvas_draw_str_aligned(canvas, 64, 48, AlignCenter, AlignBottom, buf);
}
release_mutex((ValueMutex*)ctx, game_state);
furi_mutex_release(game_state->mutex);
}
void calculate_move_to_left(uint8_t arr[], MoveResult* const move_result) {
@@ -381,8 +383,8 @@ int32_t game_2048_app() {
MoveResult* move_result = malloc(sizeof(MoveResult));
ValueMutex state_mutex;
if(!init_mutex(&state_mutex, game_state, sizeof(GameState))) {
game_state->mutex = furi_mutex_alloc(FuriMutexTypeNormal);
if(!game_state->mutex) {
FURI_LOG_E("2048Game", "cannot create mutex\r\n");
free(game_state);
return 255;
@@ -392,7 +394,7 @@ int32_t game_2048_app() {
FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(InputEvent));
ViewPort* view_port = view_port_alloc();
view_port_draw_callback_set(view_port, draw_callback, &state_mutex);
view_port_draw_callback_set(view_port, draw_callback, game_state);
view_port_input_callback_set(view_port, input_callback, event_queue);
Gui* gui = furi_record_open(RECORD_GUI);
@@ -408,7 +410,7 @@ int32_t game_2048_app() {
// handle only press event, ignore repeat/release events
if(input.type != InputTypePress) continue;
GameState* game_state = (GameState*)acquire_mutex_block(&state_mutex);
furi_mutex_acquire(game_state->mutex, FuriWaitForever);
switch(game_state->state) {
case GameStateMenu:
@@ -493,7 +495,7 @@ int32_t game_2048_app() {
}
view_port_update(view_port);
release_mutex(&state_mutex, game_state);
furi_mutex_release(game_state->mutex);
}
}
@@ -504,7 +506,7 @@ int32_t game_2048_app() {
furi_message_queue_free(event_queue);
delete_mutex(&state_mutex);
furi_mutex_free(game_state->mutex);
free(game_state);
free(move_result);