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https://github.com/Next-Flip/Momentum-Firmware.git
synced 2026-05-13 00:28:36 -07:00
feat: Chess v1.8
This commit is contained in:
179
applications/external/chess/flipchess.c
vendored
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179
applications/external/chess/flipchess.c
vendored
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#include "flipchess.h"
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#include "helpers/flipchess_haptic.h"
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bool flipchess_custom_event_callback(void* context, uint32_t event) {
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furi_assert(context);
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FlipChess* app = context;
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return scene_manager_handle_custom_event(app->scene_manager, event);
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}
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void flipchess_tick_event_callback(void* context) {
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furi_assert(context);
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FlipChess* app = context;
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scene_manager_handle_tick_event(app->scene_manager);
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}
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//leave app if back button pressed
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bool flipchess_navigation_event_callback(void* context) {
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furi_assert(context);
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FlipChess* app = context;
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return scene_manager_handle_back_event(app->scene_manager);
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}
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static void text_input_callback(void* context) {
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furi_assert(context);
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FlipChess* app = context;
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bool handled = false;
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// check that there is text in the input
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if(strlen(app->input_text) > 0) {
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if(app->input_state == FlipChessTextInputGame) {
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if(app->import_game == 1) {
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strncpy(app->import_game_text, app->input_text, TEXT_SIZE);
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uint8_t status = FlipChessStatusNone;
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if(status == FlipChessStatusNone) {
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//notification_message(app->notification, &sequence_blink_cyan_100);
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flipchess_play_happy_bump(app);
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} else {
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//notification_message(app->notification, &sequence_blink_red_100);
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flipchess_play_long_bump(app);
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}
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}
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// reset input state
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app->input_state = FlipChessTextInputDefault;
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handled = true;
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view_dispatcher_switch_to_view(app->view_dispatcher, FlipChessViewIdMenu);
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}
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}
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if(!handled) {
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// reset input state
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app->input_state = FlipChessTextInputDefault;
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view_dispatcher_switch_to_view(app->view_dispatcher, FlipChessViewIdMenu);
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}
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}
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FlipChess* flipchess_app_alloc() {
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FlipChess* app = malloc(sizeof(FlipChess));
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app->gui = furi_record_open(RECORD_GUI);
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app->notification = furi_record_open(RECORD_NOTIFICATION);
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//Turn backlight on, believe me this makes testing your app easier
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notification_message(app->notification, &sequence_display_backlight_on);
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//Scene additions
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app->view_dispatcher = view_dispatcher_alloc();
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view_dispatcher_enable_queue(app->view_dispatcher);
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app->scene_manager = scene_manager_alloc(&flipchess_scene_handlers, app);
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view_dispatcher_set_event_callback_context(app->view_dispatcher, app);
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view_dispatcher_set_navigation_event_callback(
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app->view_dispatcher, flipchess_navigation_event_callback);
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view_dispatcher_set_tick_event_callback(
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app->view_dispatcher, flipchess_tick_event_callback, 100);
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view_dispatcher_set_custom_event_callback(
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app->view_dispatcher, flipchess_custom_event_callback);
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app->submenu = submenu_alloc();
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// Settings
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app->haptic = FlipChessHapticOn;
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app->white_mode = FlipChessPlayerHuman;
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app->black_mode = FlipChessPlayerAI1;
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// Startscreen
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app->sound = 0;
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// Main menu
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app->import_game = 0;
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// Text input
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app->input_state = FlipChessTextInputDefault;
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view_dispatcher_add_view(
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app->view_dispatcher, FlipChessViewIdMenu, submenu_get_view(app->submenu));
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app->flipchess_startscreen = flipchess_startscreen_alloc();
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view_dispatcher_add_view(
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app->view_dispatcher,
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FlipChessViewIdStartscreen,
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flipchess_startscreen_get_view(app->flipchess_startscreen));
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app->flipchess_scene_1 = flipchess_scene_1_alloc();
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view_dispatcher_add_view(
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app->view_dispatcher,
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FlipChessViewIdScene1,
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flipchess_scene_1_get_view(app->flipchess_scene_1));
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app->variable_item_list = variable_item_list_alloc();
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view_dispatcher_add_view(
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app->view_dispatcher,
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FlipChessViewIdSettings,
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variable_item_list_get_view(app->variable_item_list));
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app->text_input = text_input_alloc();
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text_input_set_result_callback(
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app->text_input,
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text_input_callback,
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(void*)app,
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app->input_text,
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TEXT_BUFFER_SIZE,
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//clear default text
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true);
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text_input_set_header_text(app->text_input, "Input");
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view_dispatcher_add_view(
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app->view_dispatcher, FlipChessViewIdTextInput, text_input_get_view(app->text_input));
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//End Scene Additions
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return app;
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}
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void flipchess_app_free(FlipChess* app) {
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furi_assert(app);
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// Scene manager
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scene_manager_free(app->scene_manager);
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text_input_free(app->text_input);
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// View Dispatcher
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view_dispatcher_remove_view(app->view_dispatcher, FlipChessViewIdMenu);
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view_dispatcher_remove_view(app->view_dispatcher, FlipChessViewIdScene1);
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view_dispatcher_remove_view(app->view_dispatcher, FlipChessViewIdSettings);
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view_dispatcher_remove_view(app->view_dispatcher, FlipChessViewIdTextInput);
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submenu_free(app->submenu);
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view_dispatcher_free(app->view_dispatcher);
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furi_record_close(RECORD_GUI);
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app->gui = NULL;
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app->notification = NULL;
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//Remove whatever is left
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//memzero(app, sizeof(FlipChess));
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free(app);
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}
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int32_t flipchess_app(void* p) {
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UNUSED(p);
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FlipChess* app = flipchess_app_alloc();
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// Disabled because causes exit on custom firmwares such as RM
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/*if(!furi_hal_region_is_provisioned()) {
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flipchess_app_free(app);
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return 1;
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}*/
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view_dispatcher_attach_to_gui(app->view_dispatcher, app->gui, ViewDispatcherTypeFullscreen);
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scene_manager_next_scene(
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app->scene_manager, FlipChessSceneStartscreen); //Start with start screen
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//scene_manager_next_scene(app->scene_manager, FlipChessSceneMenu); //if you want to directly start with Menu
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furi_hal_random_init();
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// furi_hal_power_suppress_charge_enter();
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view_dispatcher_run(app->view_dispatcher);
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// furi_hal_power_suppress_charge_exit();
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flipchess_app_free(app);
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return 0;
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}
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