more for BJ

This commit is contained in:
RogueMaster
2022-10-24 16:39:14 -04:00
parent 16a6dcfa14
commit 460d989aa7
8 changed files with 803 additions and 0 deletions
@@ -0,0 +1,236 @@
#include "card.h"
#include "dml.h"
#define CORNER_MARGIN 3
#define CARD_DRAW_X_START 108
#define CARD_DRAW_Y_START 38
#define CARD_DRAW_X_SPACE 10
#define CARD_DRAW_Y_SPACE 8
#define CARD_DRAW_X_OFFSET 4
#define CARD_DRAW_FIRST_ROW_LENGTH 7
bool pips[4][49] =
{
{
//spades
0, 0, 0, 1, 0, 0, 0,
0, 0, 1, 1, 1, 0, 0,
0, 1, 1, 1, 1, 1, 0,
1, 1, 1, 1, 1, 1, 1,
1, 1, 0, 1, 0, 1, 1,
0, 0, 0, 1, 0, 0, 0,
0, 0, 1, 1, 1, 0, 0
},
{
//hearts
0, 1, 0, 0, 0, 1, 0,
1, 1, 1, 0, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1,
0, 1, 1, 1, 1, 1, 0,
0, 0, 1, 1, 1, 0, 0,
0, 0, 0, 1, 0, 0, 0,
},
{
//diamonds
0, 0, 0, 1, 0, 0, 0,
0, 0, 1, 1, 1, 0, 0,
0, 1, 1, 1, 1, 1, 0,
1, 1, 1, 1, 1, 1, 1,
0, 1, 1, 1, 1, 1, 0,
0, 0, 1, 1, 1, 0, 0,
0, 0, 0, 1, 0, 0, 0
},
{
//clubs
0, 0, 1, 1, 1, 0, 0,
0, 0, 1, 1, 1, 0, 0,
1, 1, 0, 1, 0, 1, 1,
1, 1, 1, 1, 1, 1, 1,
1, 1, 0, 1, 0, 1, 1,
0, 0, 0, 1, 0, 0, 0,
0, 0, 1, 1, 1, 0, 0
}
};
//region Player card positions
uint8_t playerCardPositions[22][4] = {
//first row
{108, 38},
{98, 38},
{88, 38},
{78, 38},
{68, 38},
{58, 38},
{48, 38},
{38, 38},
//second row
{104, 26},
{94, 26},
{84, 26},
{74, 26},
{64, 26},
{54, 26},
{44, 26},
//third row
{99, 14},
{89, 14},
{79, 14},
{69, 14},
{59, 14},
{49, 14},
};
//endregion
bool get_pip_pixel(uint8_t pip, uint8_t x, uint8_t y) {
return pips[pip][x + y * 7];
}
void draw_card_at(int8_t pos_x, int8_t pos_y, uint8_t pip, uint8_t character, Canvas *const canvas) {
canvas_set_color(canvas, ColorWhite);
canvas_draw_box(canvas, pos_x, pos_y, CARD_WIDTH, CARD_HEIGHT);
canvas_set_color(canvas, ColorBlack);
canvas_draw_frame(canvas, pos_x, pos_y, CARD_WIDTH, CARD_HEIGHT);
uint8_t left = pos_x + CORNER_MARGIN;
uint8_t right = (pos_x + CARD_WIDTH - CORNER_MARGIN - 7);
uint8_t top = pos_y + CORNER_MARGIN;
uint8_t bottom = (pos_y + CARD_HEIGHT - CORNER_MARGIN - 7);
for (uint8_t x = 0; x < 7; x++) {
for (uint8_t y = 0; y < 7; y++) {
if (get_pip_pixel(pip, x, y)) {
canvas_draw_dot(canvas, right + x + 1, top + y);
canvas_draw_dot(canvas, left + x - 1, bottom + y);
}
}
}
canvas_set_font(canvas, FontSecondary);
char drawChar[3];
if (character < 9)
snprintf(drawChar, sizeof(drawChar), "%i", character + 2);
else {
if (character == 9)
snprintf(drawChar, sizeof(drawChar), "J");
else if (character == 10)
snprintf(drawChar, sizeof(drawChar), "Q");
else if (character == 11)
snprintf(drawChar, sizeof(drawChar), "K");
else if (character == 12)
snprintf(drawChar, sizeof(drawChar), "A");
}
canvas_set_font_direction(canvas, CanvasDirectionLeftToRight);
canvas_draw_str_aligned(canvas, left + 2, top + 3, AlignCenter, AlignCenter, drawChar);
canvas_set_font_direction(canvas, CanvasDirectionRightToLeft);
//flipper crashes on non center aligned text when upside down
uint8_t margin = 9;
if (character == 8) //10 needs bigger margin
margin = 12;
canvas_draw_str_aligned(canvas, right + margin, bottom - 3, AlignCenter, AlignCenter, drawChar);
canvas_set_font_direction(canvas, CanvasDirectionLeftToRight);
}
void draw_deck(const Card *cards, uint8_t count, Canvas *const canvas) {
for (int i = count-1; i >= 0; i--) {
draw_card_at(playerCardPositions[i][0], playerCardPositions[i][1], cards[i].pip, cards[i].character, canvas);
}
}
Vector card_pos_at_index(uint8_t index) {
return (Vector) {
playerCardPositions[index][0],
playerCardPositions[index][1]
};
}
void draw_card_back_at(int8_t pos_x, int8_t pos_y, Canvas *const canvas) {
canvas_set_color(canvas, ColorWhite);
canvas_draw_box(canvas, pos_x, pos_y, CARD_WIDTH, CARD_HEIGHT);
canvas_set_color(canvas, ColorBlack);
canvas_draw_frame(canvas, pos_x, pos_y, CARD_WIDTH, CARD_HEIGHT);
for (uint8_t x = 0; x < CARD_WIDTH - 2; x++) {
for (uint8_t y = 0; y < CARD_HEIGHT - 2; y++) {
if ((x + y) % 2 == 1) {
canvas_draw_dot(canvas, pos_x + x + 1, pos_y + y + 1);
}
}
}
}
void generate_deck(Deck *deck_ptr, uint8_t deck_count) {
uint16_t counter = 0;
deck_ptr->deck_count=deck_count;
deck_ptr->cards=malloc(sizeof(Card) * 52 * deck_count);
for (uint8_t deck = 0; deck < deck_count; deck++) {
for (uint8_t pip = 0; pip < 4; pip++) {
for (uint8_t label = 0; label < 13; label++) {
deck_ptr->cards[counter] = (Card)
{
pip, label
};
counter++;
}
}
}
}
void shuffle_deck(Deck *deck_ptr) {
srand(DWT->CYCCNT);
deck_ptr->index = 0;
int max = deck_ptr->deck_count * 52;
for (int i = 0; i < max; i++) {
int r = i + (rand() % (max - i));
Card tmp = deck_ptr->cards[i];
deck_ptr->cards[i] = deck_ptr->cards[r];
deck_ptr->cards[r] = tmp;
}
}
uint8_t hand_count(const Card *cards, uint8_t count) {
uint8_t aceCount = 0;
uint8_t score = 0;
for (uint8_t i = 0; i < count; i++) {
if (cards[i].character == 12)
aceCount++;
else {
if (cards[i].character > 8)
score += 10;
else
score += cards[i].character + 2;
}
}
for (uint8_t i = 0; i < aceCount; i++) {
if ((score + 11) <= 21) score += 11;
else score++;
}
return score;
}
void draw_card_animation(Card animatingCard, Vector from, Vector control, Vector to, float t, bool extra_margin,
Canvas *const canvas) {
float time = t;
if (extra_margin) {
time += 0.2;
}
Vector currentPos = quadratic_2d(from, control, to, time);
if (t > 1) {
draw_card_at(currentPos.x, currentPos.y, animatingCard.pip,
animatingCard.character, canvas);
} else {
if (t < 0.5)
draw_card_back_at(currentPos.x, currentPos.y, canvas);
else
draw_card_at(currentPos.x, currentPos.y, animatingCard.pip,
animatingCard.character, canvas);
}
}
@@ -0,0 +1,100 @@
#pragma once
#include <gui/gui.h>
#include <math.h>
#include <stdlib.h>
#include "dml.h"
#define CARD_HEIGHT 24
#define CARD_HALF_HEIGHT CARD_HEIGHT/2
#define CARD_WIDTH 18
#define CARD_HALF_WIDTH CARD_WIDTH/2
//region types
typedef struct {
uint8_t pip; //Pip index 0:spades, 1:hearths, 2:diamonds, 3:clubs
uint8_t character; //Card letter [0-12], 0 means 2, 12 is Ace
} Card;
typedef struct {
uint8_t deck_count; //Number of decks used
Card *cards; //Cards in the deck
int index; //Card index (to know where we at in the deck)
} Deck;
//endregion
/**
* Gets card coordinates at the index (range: 0-20).
*
* @param index Index to check 0-20
* @return Position of the card
*/
Vector card_pos_at_index(uint8_t index);
/**
* Draws card at a given coordinate (top-left corner)
*
* @param pos_x X position
* @param pos_y Y position
* @param pip Pip index 0:spades, 1:hearths, 2:diamonds, 3:clubs
* @param character Letter [0-12] 0 is 2, 12 is A
* @param canvas Pointer to Flipper's canvas object
*/
void draw_card_at(int8_t pos_x, int8_t pos_y, uint8_t pip, uint8_t character, Canvas *const canvas);
/**
* Draws 'count' cards at the bottom right corner
*
* @param cards List of cards
* @param count Count of cards
* @param canvas Pointer to Flipper's canvas object
*/
void draw_deck(const Card *cards, uint8_t count, Canvas *const canvas);
/**
* Draws card back at a given coordinate (top-left corner)
*
* @param pos_x X coordinate
* @param pos_y Y coordinate
* @param canvas Pointer to Flipper's canvas object
*/
void draw_card_back_at(int8_t pos_x, int8_t pos_y, Canvas *const canvas);
/**
* Generates the deck
*
* @param deck_ptr Pointer to the deck
* @param deck_count Number of decks
*/
void generate_deck(Deck *deck_ptr, uint8_t deck_count);
/**
* Shuffles the deck
*
* @param deck_ptr Pointer to the deck
*/
void shuffle_deck(Deck *deck_ptr);
/**
* Calculates the hand count for blackjack
*
* @param cards List of cards
* @param count Count of cards
* @return Hand value
*/
uint8_t hand_count(const Card *cards, uint8_t count);
/**
* Draws card animation
*
* @param animatingCard Card to animate
* @param from Starting position
* @param control Quadratic lerp control point
* @param to End point
* @param t Current time (0-1)
* @param extra_margin Use extra margin at the end (arrives 0.2 unit before the end so it can stay there a bit)
* @param canvas Pointer to Flipper's canvas object
*/
void draw_card_animation(Card animatingCard, Vector from, Vector control, Vector to, float t, bool extra_margin,
Canvas *const canvas);
@@ -0,0 +1,60 @@
#include "dml.h"
#include <math.h>
float lerp(float v0, float v1, float t) {
if (t > 1) return v1;
return (1 - t) * v0 + t * v1;
}
Vector lerp_2d(Vector start, Vector end, float t) {
return (Vector) {
lerp(start.x, end.x, t),
lerp(start.y, end.y, t),
};
}
Vector quadratic_2d(Vector start, Vector control, Vector end, float t) {
return lerp_2d(
lerp_2d(start, control, t),
lerp_2d(control, end, t),
t
);
}
Vector vector_add(Vector a, Vector b) {
return (Vector) {a.x + b.x, a.y + b.y};
}
Vector vector_sub(Vector a, Vector b) {
return (Vector) {a.x - b.x, a.y - b.y};
}
Vector vector_mul_components(Vector a, Vector b) {
return (Vector) {a.x * b.x, a.y * b.y};
}
Vector vector_div_components(Vector a, Vector b) {
return (Vector) {a.x / b.x, a.y / b.y};
}
Vector vector_normalized(Vector a) {
float length = vector_magnitude(a);
return (Vector) {
a.x / length,
a.y / length
};
}
float vector_magnitude(Vector a) {
return sqrt(a.x * a.x + a.y * a.y);
}
float vector_distance(Vector a, Vector b) {
return vector_magnitude(vector_sub(a, b));
}
float vector_dot(Vector a, Vector b) {
Vector _a = vector_normalized(a);
Vector _b = vector_normalized(b);
return _a.x * _b.x + _a.y * _b.y;
}
+112
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@@ -0,0 +1,112 @@
//
// Doofy's Math library
//
#pragma once
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
*/
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);