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https://github.com/Next-Flip/Momentum-Firmware.git
synced 2026-06-19 20:34:19 -07:00
more for BJ
This commit is contained in:
@@ -0,0 +1,236 @@
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#include "card.h"
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#include "dml.h"
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#define CORNER_MARGIN 3
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#define CARD_DRAW_X_START 108
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#define CARD_DRAW_Y_START 38
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#define CARD_DRAW_X_SPACE 10
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#define CARD_DRAW_Y_SPACE 8
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#define CARD_DRAW_X_OFFSET 4
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#define CARD_DRAW_FIRST_ROW_LENGTH 7
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bool pips[4][49] =
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{
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{
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//spades
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0, 0, 0, 1, 0, 0, 0,
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0, 0, 1, 1, 1, 0, 0,
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0, 1, 1, 1, 1, 1, 0,
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1, 1, 1, 1, 1, 1, 1,
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1, 1, 0, 1, 0, 1, 1,
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0, 0, 0, 1, 0, 0, 0,
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0, 0, 1, 1, 1, 0, 0
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},
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{
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//hearts
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0, 1, 0, 0, 0, 1, 0,
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1, 1, 1, 0, 1, 1, 1,
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1, 1, 1, 1, 1, 1, 1,
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1, 1, 1, 1, 1, 1, 1,
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0, 1, 1, 1, 1, 1, 0,
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0, 0, 1, 1, 1, 0, 0,
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0, 0, 0, 1, 0, 0, 0,
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},
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{
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//diamonds
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0, 0, 0, 1, 0, 0, 0,
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0, 0, 1, 1, 1, 0, 0,
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0, 1, 1, 1, 1, 1, 0,
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1, 1, 1, 1, 1, 1, 1,
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0, 1, 1, 1, 1, 1, 0,
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0, 0, 1, 1, 1, 0, 0,
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0, 0, 0, 1, 0, 0, 0
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},
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{
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//clubs
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0, 0, 1, 1, 1, 0, 0,
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0, 0, 1, 1, 1, 0, 0,
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1, 1, 0, 1, 0, 1, 1,
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1, 1, 1, 1, 1, 1, 1,
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1, 1, 0, 1, 0, 1, 1,
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0, 0, 0, 1, 0, 0, 0,
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0, 0, 1, 1, 1, 0, 0
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}
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};
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//region Player card positions
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uint8_t playerCardPositions[22][4] = {
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//first row
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{108, 38},
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{98, 38},
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{88, 38},
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{78, 38},
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{68, 38},
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{58, 38},
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{48, 38},
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{38, 38},
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//second row
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{104, 26},
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{94, 26},
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{84, 26},
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{74, 26},
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{64, 26},
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{54, 26},
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{44, 26},
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//third row
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{99, 14},
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{89, 14},
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{79, 14},
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{69, 14},
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{59, 14},
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{49, 14},
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};
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//endregion
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bool get_pip_pixel(uint8_t pip, uint8_t x, uint8_t y) {
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return pips[pip][x + y * 7];
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}
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void draw_card_at(int8_t pos_x, int8_t pos_y, uint8_t pip, uint8_t character, Canvas *const canvas) {
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canvas_set_color(canvas, ColorWhite);
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canvas_draw_box(canvas, pos_x, pos_y, CARD_WIDTH, CARD_HEIGHT);
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canvas_set_color(canvas, ColorBlack);
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canvas_draw_frame(canvas, pos_x, pos_y, CARD_WIDTH, CARD_HEIGHT);
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uint8_t left = pos_x + CORNER_MARGIN;
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uint8_t right = (pos_x + CARD_WIDTH - CORNER_MARGIN - 7);
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uint8_t top = pos_y + CORNER_MARGIN;
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uint8_t bottom = (pos_y + CARD_HEIGHT - CORNER_MARGIN - 7);
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for (uint8_t x = 0; x < 7; x++) {
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for (uint8_t y = 0; y < 7; y++) {
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if (get_pip_pixel(pip, x, y)) {
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canvas_draw_dot(canvas, right + x + 1, top + y);
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canvas_draw_dot(canvas, left + x - 1, bottom + y);
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}
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}
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}
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canvas_set_font(canvas, FontSecondary);
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char drawChar[3];
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if (character < 9)
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snprintf(drawChar, sizeof(drawChar), "%i", character + 2);
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else {
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if (character == 9)
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snprintf(drawChar, sizeof(drawChar), "J");
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else if (character == 10)
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snprintf(drawChar, sizeof(drawChar), "Q");
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else if (character == 11)
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snprintf(drawChar, sizeof(drawChar), "K");
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else if (character == 12)
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snprintf(drawChar, sizeof(drawChar), "A");
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}
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canvas_set_font_direction(canvas, CanvasDirectionLeftToRight);
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canvas_draw_str_aligned(canvas, left + 2, top + 3, AlignCenter, AlignCenter, drawChar);
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canvas_set_font_direction(canvas, CanvasDirectionRightToLeft);
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//flipper crashes on non center aligned text when upside down
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uint8_t margin = 9;
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if (character == 8) //10 needs bigger margin
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margin = 12;
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canvas_draw_str_aligned(canvas, right + margin, bottom - 3, AlignCenter, AlignCenter, drawChar);
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canvas_set_font_direction(canvas, CanvasDirectionLeftToRight);
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}
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void draw_deck(const Card *cards, uint8_t count, Canvas *const canvas) {
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for (int i = count-1; i >= 0; i--) {
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draw_card_at(playerCardPositions[i][0], playerCardPositions[i][1], cards[i].pip, cards[i].character, canvas);
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}
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}
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Vector card_pos_at_index(uint8_t index) {
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return (Vector) {
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playerCardPositions[index][0],
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playerCardPositions[index][1]
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};
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}
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void draw_card_back_at(int8_t pos_x, int8_t pos_y, Canvas *const canvas) {
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canvas_set_color(canvas, ColorWhite);
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canvas_draw_box(canvas, pos_x, pos_y, CARD_WIDTH, CARD_HEIGHT);
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canvas_set_color(canvas, ColorBlack);
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canvas_draw_frame(canvas, pos_x, pos_y, CARD_WIDTH, CARD_HEIGHT);
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for (uint8_t x = 0; x < CARD_WIDTH - 2; x++) {
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for (uint8_t y = 0; y < CARD_HEIGHT - 2; y++) {
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if ((x + y) % 2 == 1) {
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canvas_draw_dot(canvas, pos_x + x + 1, pos_y + y + 1);
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}
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}
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}
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}
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void generate_deck(Deck *deck_ptr, uint8_t deck_count) {
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uint16_t counter = 0;
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deck_ptr->deck_count=deck_count;
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deck_ptr->cards=malloc(sizeof(Card) * 52 * deck_count);
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for (uint8_t deck = 0; deck < deck_count; deck++) {
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for (uint8_t pip = 0; pip < 4; pip++) {
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for (uint8_t label = 0; label < 13; label++) {
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deck_ptr->cards[counter] = (Card)
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{
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pip, label
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};
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counter++;
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}
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}
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}
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}
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void shuffle_deck(Deck *deck_ptr) {
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srand(DWT->CYCCNT);
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deck_ptr->index = 0;
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int max = deck_ptr->deck_count * 52;
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for (int i = 0; i < max; i++) {
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int r = i + (rand() % (max - i));
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Card tmp = deck_ptr->cards[i];
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deck_ptr->cards[i] = deck_ptr->cards[r];
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deck_ptr->cards[r] = tmp;
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}
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}
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uint8_t hand_count(const Card *cards, uint8_t count) {
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uint8_t aceCount = 0;
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uint8_t score = 0;
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for (uint8_t i = 0; i < count; i++) {
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if (cards[i].character == 12)
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aceCount++;
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else {
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if (cards[i].character > 8)
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score += 10;
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else
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score += cards[i].character + 2;
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}
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}
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for (uint8_t i = 0; i < aceCount; i++) {
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if ((score + 11) <= 21) score += 11;
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else score++;
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}
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return score;
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}
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void draw_card_animation(Card animatingCard, Vector from, Vector control, Vector to, float t, bool extra_margin,
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Canvas *const canvas) {
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float time = t;
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if (extra_margin) {
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time += 0.2;
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}
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Vector currentPos = quadratic_2d(from, control, to, time);
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if (t > 1) {
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draw_card_at(currentPos.x, currentPos.y, animatingCard.pip,
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animatingCard.character, canvas);
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} else {
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if (t < 0.5)
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draw_card_back_at(currentPos.x, currentPos.y, canvas);
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else
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draw_card_at(currentPos.x, currentPos.y, animatingCard.pip,
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animatingCard.character, canvas);
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}
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}
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@@ -0,0 +1,100 @@
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#pragma once
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#include <gui/gui.h>
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#include <math.h>
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#include <stdlib.h>
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#include "dml.h"
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#define CARD_HEIGHT 24
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#define CARD_HALF_HEIGHT CARD_HEIGHT/2
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#define CARD_WIDTH 18
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#define CARD_HALF_WIDTH CARD_WIDTH/2
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//region types
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typedef struct {
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uint8_t pip; //Pip index 0:spades, 1:hearths, 2:diamonds, 3:clubs
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uint8_t character; //Card letter [0-12], 0 means 2, 12 is Ace
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} Card;
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typedef struct {
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uint8_t deck_count; //Number of decks used
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Card *cards; //Cards in the deck
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int index; //Card index (to know where we at in the deck)
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} Deck;
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//endregion
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/**
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* Gets card coordinates at the index (range: 0-20).
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*
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* @param index Index to check 0-20
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* @return Position of the card
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*/
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Vector card_pos_at_index(uint8_t index);
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/**
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* Draws card at a given coordinate (top-left corner)
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*
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* @param pos_x X position
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* @param pos_y Y position
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* @param pip Pip index 0:spades, 1:hearths, 2:diamonds, 3:clubs
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* @param character Letter [0-12] 0 is 2, 12 is A
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* @param canvas Pointer to Flipper's canvas object
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*/
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void draw_card_at(int8_t pos_x, int8_t pos_y, uint8_t pip, uint8_t character, Canvas *const canvas);
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/**
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* Draws 'count' cards at the bottom right corner
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*
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* @param cards List of cards
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* @param count Count of cards
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* @param canvas Pointer to Flipper's canvas object
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*/
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void draw_deck(const Card *cards, uint8_t count, Canvas *const canvas);
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/**
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* Draws card back at a given coordinate (top-left corner)
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*
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* @param pos_x X coordinate
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* @param pos_y Y coordinate
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* @param canvas Pointer to Flipper's canvas object
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*/
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void draw_card_back_at(int8_t pos_x, int8_t pos_y, Canvas *const canvas);
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/**
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* Generates the deck
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*
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* @param deck_ptr Pointer to the deck
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* @param deck_count Number of decks
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*/
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void generate_deck(Deck *deck_ptr, uint8_t deck_count);
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/**
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* Shuffles the deck
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*
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* @param deck_ptr Pointer to the deck
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*/
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void shuffle_deck(Deck *deck_ptr);
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/**
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* Calculates the hand count for blackjack
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*
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* @param cards List of cards
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* @param count Count of cards
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* @return Hand value
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*/
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uint8_t hand_count(const Card *cards, uint8_t count);
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/**
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* Draws card animation
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*
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* @param animatingCard Card to animate
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* @param from Starting position
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* @param control Quadratic lerp control point
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* @param to End point
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* @param t Current time (0-1)
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* @param extra_margin Use extra margin at the end (arrives 0.2 unit before the end so it can stay there a bit)
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* @param canvas Pointer to Flipper's canvas object
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*/
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void draw_card_animation(Card animatingCard, Vector from, Vector control, Vector to, float t, bool extra_margin,
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Canvas *const canvas);
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@@ -0,0 +1,60 @@
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#include "dml.h"
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#include <math.h>
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float lerp(float v0, float v1, float t) {
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if (t > 1) return v1;
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return (1 - t) * v0 + t * v1;
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}
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Vector lerp_2d(Vector start, Vector end, float t) {
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return (Vector) {
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lerp(start.x, end.x, t),
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lerp(start.y, end.y, t),
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};
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}
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Vector quadratic_2d(Vector start, Vector control, Vector end, float t) {
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return lerp_2d(
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lerp_2d(start, control, t),
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lerp_2d(control, end, t),
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t
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);
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}
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Vector vector_add(Vector a, Vector b) {
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return (Vector) {a.x + b.x, a.y + b.y};
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}
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Vector vector_sub(Vector a, Vector b) {
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return (Vector) {a.x - b.x, a.y - b.y};
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}
|
||||
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Vector vector_mul_components(Vector a, Vector b) {
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return (Vector) {a.x * b.x, a.y * b.y};
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||||
}
|
||||
|
||||
Vector vector_div_components(Vector a, Vector b) {
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return (Vector) {a.x / b.x, a.y / b.y};
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}
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Vector vector_normalized(Vector a) {
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float length = vector_magnitude(a);
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return (Vector) {
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a.x / length,
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a.y / length
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};
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||||
}
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float vector_magnitude(Vector a) {
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return sqrt(a.x * a.x + a.y * a.y);
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}
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||||
|
||||
float vector_distance(Vector a, Vector b) {
|
||||
return vector_magnitude(vector_sub(a, b));
|
||||
}
|
||||
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||||
float vector_dot(Vector a, Vector b) {
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||||
Vector _a = vector_normalized(a);
|
||||
Vector _b = vector_normalized(b);
|
||||
return _a.x * _b.x + _a.y * _b.y;
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||||
}
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||||
@@ -0,0 +1,112 @@
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//
|
||||
// Doofy's Math library
|
||||
//
|
||||
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||||
#pragma once
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||||
|
||||
typedef struct {
|
||||
float x;
|
||||
float y;
|
||||
} Vector;
|
||||
|
||||
/**
|
||||
* Lerp function
|
||||
*
|
||||
* @param v0 Start value
|
||||
* @param v1 End value
|
||||
* @param t Time (0-1 range)
|
||||
* @return Point between v0-v1 at a given time
|
||||
*/
|
||||
float lerp(float v0, float v1, float t);
|
||||
|
||||
/**
|
||||
* 2D lerp function
|
||||
*
|
||||
* @param start Start vector
|
||||
* @param end End vector
|
||||
* @param t Time (0-1 range)
|
||||
* @return 2d Vector between start and end at time
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||||
*/
|
||||
Vector lerp_2d(Vector start, Vector end, float t);
|
||||
|
||||
/**
|
||||
* Quadratic lerp function
|
||||
*
|
||||
* @param start Start vector
|
||||
* @param control Control point
|
||||
* @param end End vector
|
||||
* @param t Time (0-1 range)
|
||||
* @return 2d Vector at time
|
||||
*/
|
||||
Vector quadratic_2d(Vector start, Vector control, Vector end, float t);
|
||||
|
||||
/**
|
||||
* Add vector components together
|
||||
*
|
||||
* @param a First vector
|
||||
* @param b Second vector
|
||||
* @return Resulting vector
|
||||
*/
|
||||
Vector vector_add(Vector a, Vector b);
|
||||
|
||||
/**
|
||||
* Subtract vector components together
|
||||
*
|
||||
* @param a First vector
|
||||
* @param b Second vector
|
||||
* @return Resulting vector
|
||||
*/
|
||||
Vector vector_sub(Vector a, Vector b);
|
||||
|
||||
/**
|
||||
* Multiplying vector components together
|
||||
*
|
||||
* @param a First vector
|
||||
* @param b Second vector
|
||||
* @return Resulting vector
|
||||
*/
|
||||
Vector vector_mul_components(Vector a, Vector b);
|
||||
|
||||
/**
|
||||
* Dividing vector components
|
||||
*
|
||||
* @param a First vector
|
||||
* @param b Second vector
|
||||
* @return Resulting vector
|
||||
*/
|
||||
Vector vector_div_components(Vector a, Vector b);
|
||||
|
||||
/**
|
||||
* Calculating Vector length
|
||||
*
|
||||
* @param a Direction vector
|
||||
* @return Length of the vector
|
||||
*/
|
||||
float vector_magnitude(Vector a);
|
||||
|
||||
/**
|
||||
* Get a normalized vector (length of 1)
|
||||
*
|
||||
* @param a Direction vector
|
||||
* @return Normalized vector
|
||||
*/
|
||||
Vector vector_normalized(Vector a);
|
||||
|
||||
/**
|
||||
* Calculate two vector's distance
|
||||
*
|
||||
* @param a First vector
|
||||
* @param b Second vector
|
||||
* @return Distance between vectors
|
||||
*/
|
||||
float vector_distance(Vector a, Vector b);
|
||||
|
||||
/**
|
||||
* Calculate the dot product of the vectors.
|
||||
* No need to normalize, it will do it
|
||||
*
|
||||
* @param a First vector
|
||||
* @param b Second vector
|
||||
* @return value from -1 to 1
|
||||
*/
|
||||
float vector_dot(Vector a, Vector b);
|
||||
@@ -0,0 +1,89 @@
|
||||
#include "menu.h"
|
||||
|
||||
void add_menu(Menu *menu, const char *name, void (*callback)(void *)) {
|
||||
MenuItem *items = menu->items;
|
||||
|
||||
menu->items = malloc(sizeof(MenuItem) * (menu->menu_count + 1));
|
||||
for (uint8_t i = 0; i < menu->menu_count; i++) {
|
||||
menu->items[i] = items[i];
|
||||
}
|
||||
free(items);
|
||||
|
||||
menu->items[menu->menu_count] = (MenuItem) {name, true, callback};
|
||||
menu->menu_count++;
|
||||
}
|
||||
|
||||
void free_menu(Menu *menu) {
|
||||
free(menu->items);
|
||||
free(menu);
|
||||
}
|
||||
|
||||
void set_menu_state(Menu *menu, uint8_t index, bool state) {
|
||||
if (menu->menu_count > index) {
|
||||
menu->items[index].enabled = state;
|
||||
}
|
||||
if(!state && menu->current_menu==index)
|
||||
move_menu(menu, 1);
|
||||
}
|
||||
|
||||
void move_menu(Menu *menu, int8_t direction) {
|
||||
if (!menu->enabled) return;
|
||||
int max = menu->menu_count;
|
||||
for (int8_t i = 0; i < max; i++) {
|
||||
FURI_LOG_D("MENU", "Iteration %i, current %i, direction %i, state %i", i, menu->current_menu,direction,menu->items[menu->current_menu].enabled?1:0);
|
||||
if (direction < 0 && menu->current_menu == 0) {
|
||||
menu->current_menu = menu->menu_count - 1;
|
||||
} else {
|
||||
menu->current_menu = (menu->current_menu + direction) % menu->menu_count;
|
||||
}
|
||||
FURI_LOG_D("MENU", "After process current %i, direction %i, state %i", menu->current_menu,direction,menu->items[menu->current_menu].enabled?1:0);
|
||||
if (menu->items[menu->current_menu].enabled) {
|
||||
FURI_LOG_D("MENU", "Next menu %i", menu->current_menu);
|
||||
return;
|
||||
}
|
||||
}
|
||||
FURI_LOG_D("MENU", "Not found, setting false");
|
||||
menu->enabled = false;
|
||||
}
|
||||
|
||||
void activate_menu(Menu *menu, void *state) {
|
||||
if (!menu->enabled) return;
|
||||
menu->items[menu->current_menu].callback(state);
|
||||
}
|
||||
|
||||
void render_menu(Menu *menu, Canvas *canvas, uint8_t pos_x, uint8_t pos_y) {
|
||||
if (!menu->enabled) return;
|
||||
canvas_set_color(canvas, ColorWhite);
|
||||
canvas_draw_rbox(canvas, pos_x, pos_y, menu->menu_width + 2, 10, 2);
|
||||
|
||||
uint8_t w = pos_x+menu->menu_width;
|
||||
uint8_t h = pos_y+10;
|
||||
uint8_t p1x = pos_x+2;
|
||||
uint8_t p2x = pos_x+menu->menu_width-2;
|
||||
uint8_t p1y = pos_y+2;
|
||||
uint8_t p2y = pos_y+8;
|
||||
|
||||
canvas_set_color(canvas, ColorBlack);
|
||||
canvas_draw_line(canvas, p1x, pos_y, p2x, pos_y);
|
||||
canvas_draw_line(canvas, p1x, h, p2x, h);
|
||||
canvas_draw_line(canvas, pos_x, p1y, pos_x, p2y);
|
||||
canvas_draw_line(canvas, w, p1y, w, p2y);
|
||||
canvas_draw_dot(canvas, pos_x+1, pos_y+1);
|
||||
canvas_draw_dot(canvas, w-1, pos_y+1);
|
||||
canvas_draw_dot(canvas, w-1, h-1);
|
||||
canvas_draw_dot(canvas, pos_x+1, h-1);
|
||||
|
||||
// canvas_draw_rbox(canvas, pos_x, pos_y, menu->menu_width + 2, 10, 2);
|
||||
canvas_set_font(canvas, FontSecondary);
|
||||
canvas_draw_str_aligned(canvas, pos_x + menu->menu_width / 2, pos_y + 6, AlignCenter, AlignCenter,
|
||||
menu->items[menu->current_menu].name);
|
||||
//9*5
|
||||
int center = pos_x + menu->menu_width / 2;
|
||||
for(uint8_t i=0;i<4;i++){
|
||||
for(int8_t j = -i; j<=i;j++){
|
||||
canvas_draw_dot(canvas, center+j, pos_y-4+i);
|
||||
canvas_draw_dot(canvas, center+j, pos_y+14-i);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,76 @@
|
||||
#pragma once
|
||||
|
||||
#include <furi.h>
|
||||
#include <gui/gui.h>
|
||||
|
||||
typedef struct {
|
||||
const char *name; //Name of the menu
|
||||
bool enabled; //Is the menu item enabled (it will not render, you cannot select it)
|
||||
|
||||
void (*callback)(void *state); //Callback for when the activate_menu is called while this menu is selected
|
||||
} MenuItem;
|
||||
|
||||
typedef struct {
|
||||
MenuItem *items; //list of menu items
|
||||
uint8_t menu_count; //count of menu items (do not change)
|
||||
uint8_t current_menu; //currently selected menu item
|
||||
uint8_t menu_width; //width of the menu
|
||||
bool enabled; //is the menu enabled (it will not render and accept events when disabled)
|
||||
} Menu;
|
||||
|
||||
/**
|
||||
* Cleans up the pointers used by the menu
|
||||
*
|
||||
* @param menu Pointer of the menu to clean up
|
||||
*/
|
||||
void free_menu(Menu *menu);
|
||||
|
||||
/**
|
||||
* Add a new menu item
|
||||
*
|
||||
* @param menu Pointer of the menu
|
||||
* @param name Name of the menu item
|
||||
* @param callback Callback called on activation
|
||||
*/
|
||||
void add_menu(Menu *menu, const char *name, void (*callback)(void *));
|
||||
|
||||
/**
|
||||
* Setting menu item to be enabled/disabled
|
||||
*
|
||||
* @param menu Pointer of the menu
|
||||
* @param index Menu index to set
|
||||
* @param state Enabled (true), Disabled(false)
|
||||
*/
|
||||
void set_menu_state(Menu *menu, uint8_t index, bool state);
|
||||
|
||||
/**
|
||||
* Moves selection up or down
|
||||
*
|
||||
* @param menu Pointer of the menu
|
||||
* @param direction Direction to move -1 down, 1 up
|
||||
*/
|
||||
void move_menu(Menu *menu, int8_t direction);
|
||||
|
||||
/**
|
||||
* Triggers the current menu callback
|
||||
*
|
||||
* @param menu Pointer of the menu
|
||||
* @param state Usually your application state
|
||||
*/
|
||||
void activate_menu(Menu *menu, void *state);
|
||||
|
||||
/**
|
||||
* Renders the menu at a coordinate (call it in your render function).
|
||||
*
|
||||
* Keep in mind that Flipper has a 128x64 pixel screen resolution and the coordinate
|
||||
* you give is the menu's rectangle top-left corner (arrows not included).
|
||||
* The rectangle height is 10 px, the arrows have a 4 pixel height. Space needed is 18px.
|
||||
* The width of the menu can be configured in the menu object.
|
||||
*
|
||||
*
|
||||
* @param menu Pointer of the menu
|
||||
* @param canvas Flippers Canvas pointer
|
||||
* @param pos_x X position to draw
|
||||
* @param pos_y Y position to draw
|
||||
*/
|
||||
void render_menu(Menu *menu, Canvas *canvas, uint8_t pos_x, uint8_t pos_y);
|
||||
@@ -0,0 +1,66 @@
|
||||
#include "queue.h"
|
||||
|
||||
|
||||
void render_queue(const QueueState *queue_state, const void *app_state, Canvas *const canvas) {
|
||||
if (queue_state->current != NULL && queue_state->current->render != NULL)
|
||||
((QueueItem *) queue_state->current)->render(app_state, canvas);
|
||||
}
|
||||
|
||||
bool run_queue(QueueState *queue_state, void *app_state) {
|
||||
if (queue_state->current != NULL) {
|
||||
queue_state->running = true;
|
||||
if ((furi_get_tick() - queue_state->start) >= queue_state->current->duration)
|
||||
dequeue(queue_state, app_state);
|
||||
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void dequeue(QueueState *queue_state, void *app_state) {
|
||||
((QueueItem *) queue_state->current)->callback(app_state);
|
||||
QueueItem *f = queue_state->current;
|
||||
queue_state->current = f->next;
|
||||
free(f);
|
||||
if (queue_state->current != NULL) {
|
||||
if (queue_state->current->start != NULL)
|
||||
queue_state->current->start(app_state);
|
||||
queue_state->start = furi_get_tick();
|
||||
}else{
|
||||
queue_state->running = false;
|
||||
}
|
||||
}
|
||||
|
||||
void queue_clear(QueueState *queue_state) {
|
||||
queue_state->running = false;
|
||||
QueueItem *curr = queue_state->current;
|
||||
while (curr != NULL) {
|
||||
QueueItem *f = curr;
|
||||
curr = curr->next;
|
||||
free(f);
|
||||
}
|
||||
}
|
||||
|
||||
void enqueue(QueueState *queue_state, void *app_state,
|
||||
void(*done)(void *state), void(*start)(void *state),
|
||||
void (*render)(const void *state, Canvas *const canvas), uint32_t duration) {
|
||||
QueueItem *next;
|
||||
if (queue_state->current == NULL) {
|
||||
queue_state->start = furi_get_tick();
|
||||
queue_state->current = malloc(sizeof(QueueItem));
|
||||
next = queue_state->current;
|
||||
if (next->start != NULL)
|
||||
next->start(app_state);
|
||||
|
||||
} else {
|
||||
next = queue_state->current;
|
||||
while (next->next != NULL) { next = (QueueItem *) (next->next); }
|
||||
next->next = malloc(sizeof(QueueItem));
|
||||
next = next->next;
|
||||
}
|
||||
next->callback = done;
|
||||
next->render = render;
|
||||
next->start = start;
|
||||
next->duration = duration;
|
||||
next->next = NULL;
|
||||
}
|
||||
@@ -0,0 +1,64 @@
|
||||
#pragma once
|
||||
|
||||
#include <gui/gui.h>
|
||||
#include <furi.h>
|
||||
|
||||
typedef struct {
|
||||
void (*callback)(void *state); //Callback for when the item is dequeued
|
||||
void (*render)(const void *state, Canvas *const canvas); //Callback for the rendering loop while this item is running
|
||||
void (*start)(void *state); //Callback when this item is started running
|
||||
void *next; //Pointer to the next item
|
||||
uint32_t duration; //duration of the item
|
||||
} QueueItem;
|
||||
|
||||
typedef struct {
|
||||
unsigned int start; //current queue item start time
|
||||
QueueItem *current; //current queue item
|
||||
bool running; //is the queue running
|
||||
} QueueState;
|
||||
|
||||
/**
|
||||
* Enqueue a new item.
|
||||
*
|
||||
* @param queue_state The queue state pointer
|
||||
* @param app_state Your app state
|
||||
* @param done Callback for dequeue event
|
||||
* @param start Callback for when the item is activated
|
||||
* @param render Callback to render loop if needed
|
||||
* @param duration Length of the item
|
||||
*/
|
||||
void enqueue(QueueState *queue_state, void *app_state,
|
||||
void(*done)(void *state), void(*start)(void *state),
|
||||
void (*render)(const void *state, Canvas *const canvas), uint32_t duration);
|
||||
/**
|
||||
* Clears all queue items
|
||||
*
|
||||
* @param queue_state The queue state pointer
|
||||
*/
|
||||
void queue_clear(QueueState *queue_state);
|
||||
|
||||
/**
|
||||
* Dequeues the active queue item. Usually you don't need to call it directly.
|
||||
*
|
||||
* @param queue_state The queue state pointer
|
||||
* @param app_state Your application state
|
||||
*/
|
||||
void dequeue(QueueState *queue_state, void *app_state);
|
||||
|
||||
/**
|
||||
* Runs the queue logic (place it in your tick function)
|
||||
*
|
||||
* @param queue_state The queue state pointer
|
||||
* @param app_state Your application state
|
||||
* @return FALSE when there is nothing to run, TRUE otherwise
|
||||
*/
|
||||
bool run_queue(QueueState *queue_state, void *app_state);
|
||||
|
||||
/**
|
||||
* Calls the currently active queue items render callback (if there is any)
|
||||
*
|
||||
* @param queue_state The queue state pointer
|
||||
* @param app_state Your application state
|
||||
* @param canvas Pointer to Flipper's canvas object
|
||||
*/
|
||||
void render_queue(const QueueState *queue_state, const void *app_state, Canvas *const canvas);
|
||||
Reference in New Issue
Block a user