mirror of
https://github.com/Next-Flip/Momentum-Firmware.git
synced 2026-06-15 20:01:54 -07:00
Solitaire
This commit is contained in:
@@ -0,0 +1,13 @@
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App(
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appid="solitaire",
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name="Solitaire",
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apptype=FlipperAppType.EXTERNAL,
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entry_point="solitaire_app",
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cdefines=["APP_SOLITAIRE"],
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requires=["gui","storage","canvas"],
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stack_size=2 * 1024,
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order=30,
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fap_icon="solitaire_10px.png",
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fap_category="Games",
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fap_icon_assets="assets"
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)
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Binary file not shown.
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After Width: | Height: | Size: 409 B |
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After Width: | Height: | Size: 1.1 KiB |
@@ -0,0 +1,330 @@
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#include "card.h"
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#include "dml.h"
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#include "ui.h"
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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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uint8_t pips[4][3] = {
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{21, 10, 7}, //spades
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{7, 10, 7}, //hearts
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{0, 10, 7}, //diamonds
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{14, 10, 7}, //clubs
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};
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uint8_t letters[13][3] = {
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{0, 0, 5},
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{5, 0, 5},
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{10, 0, 5},
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{15, 0, 5},
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{20, 0, 5},
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{25, 0, 5},
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{30, 0, 5},
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{0, 5, 5},
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{5, 5, 5},
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{10, 5, 5},
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{15, 5, 5},
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{20, 5, 5},
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{25, 5, 5},
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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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Icon *card_graphics = NULL;
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void set_card_graphics(const Icon *graphics) {
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card_graphics = (Icon *) graphics;
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}
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void
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draw_card_at_colored(int8_t pos_x, int8_t pos_y, uint8_t pip, uint8_t character, bool inverted, Canvas *const canvas) {
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DrawMode primary = inverted ? Black : White;
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DrawMode secondary = inverted ? White : Black;
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draw_rounded_box(canvas, pos_x, pos_y, CARD_WIDTH, CARD_HEIGHT, primary);
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draw_rounded_box_frame(canvas, pos_x, pos_y, CARD_WIDTH, CARD_HEIGHT, Black);
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uint8_t *drawInfo = pips[pip];
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uint8_t px = drawInfo[0], py = drawInfo[1], s = drawInfo[2];
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uint8_t left = pos_x + 2;
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uint8_t right = (pos_x + CARD_WIDTH - s - 2);
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uint8_t top = pos_y + 2;
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uint8_t bottom = (pos_y + CARD_HEIGHT - s - 2);
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draw_icon_clip(canvas, card_graphics, right, top, px, py, s, s,
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secondary);
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draw_icon_clip_flipped(canvas, card_graphics, left, bottom, px, py, s, s,
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secondary);
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drawInfo = letters[character];
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px = drawInfo[0], py = drawInfo[1], s = drawInfo[2];
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left = pos_x + 2;
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right = (pos_x + CARD_WIDTH - s - 2);
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top = pos_y + 2;
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bottom = (pos_y + CARD_HEIGHT - s - 2);
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draw_icon_clip(canvas, card_graphics, left, top + 1, px, py, s, s,
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secondary);
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draw_icon_clip_flipped(canvas, card_graphics, right, bottom - 1, px, py, s, s,
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secondary);
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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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draw_card_at_colored(pos_x, pos_y, pip, character, false, canvas);
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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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draw_rounded_box(canvas, pos_x, pos_y, CARD_WIDTH, CARD_HEIGHT, White);
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draw_rounded_box_frame(canvas, pos_x, pos_y, CARD_WIDTH, CARD_HEIGHT, Black);
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draw_icon_clip(canvas, card_graphics, pos_x + 1, pos_y + 1, 35, 0, 15, 21, Black);
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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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if (deck_ptr->cards == NULL) {
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deck_ptr->deck_count = deck_count;
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deck_ptr->card_count = deck_count * 52;
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deck_ptr->cards = malloc(sizeof(Card) * deck_ptr->card_count);
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}
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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, false, false
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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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void init_hand(Hand *hand_ptr, uint8_t count) {
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hand_ptr->cards = malloc(sizeof(Card) * count);
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hand_ptr->index = 0;
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hand_ptr->max = count;
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}
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void free_hand(Hand *hand_ptr) {
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FURI_LOG_D("CARD", "Freeing hand");
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free(hand_ptr->cards);
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}
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void add_to_hand(Hand *hand_ptr, Card card) {
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FURI_LOG_D("CARD", "Adding to hand");
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if (hand_ptr->index < hand_ptr->max) {
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hand_ptr->cards[hand_ptr->index] = card;
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hand_ptr->index++;
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}
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}
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void draw_card_space(int16_t pos_x, int16_t pos_y, bool highlighted, Canvas *const canvas) {
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if (highlighted) {
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draw_rounded_box_frame(canvas, pos_x, pos_y, CARD_WIDTH, CARD_HEIGHT, Black);
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draw_rounded_box_frame(canvas, pos_x + 2, pos_y + 2, CARD_WIDTH - 4, CARD_HEIGHT - 4, White);
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} else {
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draw_rounded_box(canvas, pos_x, pos_y, CARD_WIDTH, CARD_HEIGHT, Black);
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draw_rounded_box_frame(canvas, pos_x + 2, pos_y + 2, CARD_WIDTH - 4, CARD_HEIGHT - 4, White);
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}
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}
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int first_non_flipped_card(Hand hand) {
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for (int i = 0; i < hand.index; i++) {
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if (!hand.cards[i].flipped) {
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return i;
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}
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}
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return hand.index;
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}
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void draw_hand_column(Hand hand, int16_t pos_x, int16_t pos_y, int8_t highlight, Canvas *const canvas) {
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if (hand.index == 0) {
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draw_card_space(pos_x, pos_y, highlight > 0, canvas);
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if(highlight==0)
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draw_rounded_box(canvas, pos_x, pos_y, CARD_WIDTH, CARD_HEIGHT,
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Inverse);
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return;
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}
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int loopEnd = hand.index;
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int hStart = max(loopEnd-4, 0);
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int pos = 0;
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int first= first_non_flipped_card(hand);
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bool wastop=false;
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if(first>=0 && first<=hStart && highlight!=first){
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if(first>0){
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draw_card_back_at(pos_x, pos_y + pos, canvas);
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pos+=4;
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hStart++;
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wastop=true;
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}
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draw_card_at_colored(pos_x, pos_y + pos, hand.cards[first].pip, hand.cards[first].character,
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false,
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canvas);
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pos+=8;
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hStart++;
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}
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if(hStart>highlight && highlight>=0){
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if(!wastop && first>0){
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draw_card_back_at(pos_x, pos_y + pos, canvas);
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pos+=4;
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hStart++;
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}
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draw_card_at_colored(pos_x, pos_y + pos, hand.cards[highlight].pip, hand.cards[highlight].character,
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true,
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canvas);
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pos+=8;
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hStart++;
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}
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for (int i = hStart; i < loopEnd; i++, pos+=4) {
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if (hand.cards[i].flipped) {
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draw_card_back_at(pos_x, pos_y + pos, canvas);
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if(i==highlight)
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draw_rounded_box(canvas, pos_x+1, pos_y + pos+1, CARD_WIDTH - 2, CARD_HEIGHT - 2,
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Inverse);
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} else {
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draw_card_at_colored(pos_x, pos_y + pos, hand.cards[i].pip, hand.cards[i].character,
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(i == highlight),
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canvas);
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if(i == highlight || i==first) pos+=4;
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}
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}
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}
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Card remove_from_deck(uint16_t index, Deck *deck) {
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FURI_LOG_D("CARD", "Removing from deck");
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Card result = {0, 0, true, false};
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if (deck->card_count > 0) {
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deck->card_count--;
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for (int i = 0, curr_index = 0; i <= deck->card_count; i++) {
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if (i != index) {
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deck->cards[curr_index] = deck->cards[i];
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curr_index++;
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} else {
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result = deck->cards[i];
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}
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}
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if (deck->index >= 0) {
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deck->index--;
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}
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}
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return result;
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}
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void extract_hand_region(Hand *hand, Hand *to, uint8_t start_index) {
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FURI_LOG_D("CARD", "Extracting hand region");
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if (start_index >= hand->index) return;
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for (uint8_t i = start_index; i < hand->index; i++) {
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add_to_hand(to, hand->cards[i]);
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}
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hand->index = start_index;
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}
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void add_hand_region(Hand *to, Hand *from) {
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FURI_LOG_D("CARD", "Adding hand region");
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if ((to->index + from->index) <= to->max) {
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for (int i = 0; i < from->index; i++) {
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add_to_hand(to, from->cards[i]);
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}
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}
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}
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@@ -0,0 +1,177 @@
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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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|
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#define CARD_HEIGHT 23
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#define CARD_HALF_HEIGHT 11
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#define CARD_WIDTH 17
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#define CARD_HALF_WIDTH 8
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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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bool disabled;
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bool flipped;
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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 card_count;
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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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||||
|
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typedef struct {
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||||
Card *cards; //Cards in the deck
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||||
uint8_t index; //Current index
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uint8_t max; //How many cards we want to store
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||||
} Hand;
|
||||
//endregion
|
||||
|
||||
void set_card_graphics(const Icon *graphics);
|
||||
|
||||
/**
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* Gets card coordinates at the index (range: 0-20).
|
||||
*
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||||
* @param index Index to check 0-20
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||||
* @return Position of the card
|
||||
*/
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||||
Vector card_pos_at_index(uint8_t index);
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||||
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||||
/**
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||||
* Draws card at a given coordinate (top-left corner)
|
||||
*
|
||||
* @param pos_x X position
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||||
* @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 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 inverted Invert colors
|
||||
* @param canvas Pointer to Flipper's canvas object
|
||||
*/
|
||||
void
|
||||
draw_card_at_colored(int8_t pos_x, int8_t pos_y, uint8_t pip, uint8_t character, bool inverted, 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);
|
||||
|
||||
/**
|
||||
* Init hand pointer
|
||||
* @param hand_ptr Pointer to hand
|
||||
* @param count Number of cards we want to store
|
||||
*/
|
||||
void init_hand(Hand *hand_ptr, uint8_t count);
|
||||
|
||||
/**
|
||||
* Free hand resources
|
||||
* @param hand_ptr Pointer to hand
|
||||
*/
|
||||
void free_hand(Hand *hand_ptr);
|
||||
|
||||
/**
|
||||
* Add card to hand
|
||||
* @param hand_ptr Pointer to hand
|
||||
* @param card Card to add
|
||||
*/
|
||||
void add_to_hand(Hand *hand_ptr, Card card);
|
||||
|
||||
/**
|
||||
* Draw card placement position at coordinate
|
||||
* @param pos_x X coordinate
|
||||
* @param pos_y Y coordinate
|
||||
* @param highlighted Apply highlight effect
|
||||
* @param canvas Canvas object
|
||||
*/
|
||||
void draw_card_space(int16_t pos_x, int16_t pos_y, bool highlighted, Canvas *const canvas);
|
||||
|
||||
/**
|
||||
* Draws a column of card, displaying the last [max_cards] cards on the list
|
||||
* @param hand Hand object
|
||||
* @param pos_x X coordinate to draw
|
||||
* @param pos_y Y coordinate to draw
|
||||
* @param highlight Index to highlight, negative means no highlight
|
||||
* @param canvas Canvas object
|
||||
*/
|
||||
void
|
||||
draw_hand_column(Hand hand, int16_t pos_x, int16_t pos_y, int8_t highlight, Canvas *const canvas);
|
||||
|
||||
/**
|
||||
* Removes a card from the deck (Be aware, if you remove the first item, the deck index will be at -1 so you have to handle that)
|
||||
* @param index Index to remove
|
||||
* @param deck Deck reference
|
||||
* @return The removed card
|
||||
*/
|
||||
Card remove_from_deck(uint16_t index, Deck *deck);
|
||||
|
||||
int first_non_flipped_card(Hand hand);
|
||||
|
||||
void extract_hand_region(Hand *hand, Hand *to, uint8_t start_index);
|
||||
|
||||
void add_hand_region(Hand *to, Hand *from);
|
||||
@@ -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;
|
||||
}
|
||||
@@ -0,0 +1,116 @@
|
||||
//
|
||||
// Doofy's Math library
|
||||
//
|
||||
|
||||
#pragma once
|
||||
|
||||
typedef struct {
|
||||
float x;
|
||||
float y;
|
||||
} Vector;
|
||||
|
||||
#define min(a,b) ((a)<(b)?(a):(b))
|
||||
#define max(a,b) ((a)>(b)?(a):(b))
|
||||
#define abs(x) ((x)>0?(x):-(x))
|
||||
|
||||
/**
|
||||
* 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);
|
||||
@@ -0,0 +1,216 @@
|
||||
#include "ui.h"
|
||||
#include <gui/canvas_i.h>
|
||||
#include <u8g2_glue.h>
|
||||
#include <gui/icon_animation_i.h>
|
||||
#include <gui/icon.h>
|
||||
#include <gui/icon_i.h>
|
||||
#include <furi_hal.h>
|
||||
|
||||
TileMap *tileMap;
|
||||
uint8_t tileMapCount = 0;
|
||||
|
||||
void ui_cleanup() {
|
||||
if (tileMap != NULL) {
|
||||
for (uint8_t i = 0; i < tileMapCount; i++) {
|
||||
if (tileMap[i].data != NULL)
|
||||
free(tileMap[i].data);
|
||||
}
|
||||
free(tileMap);
|
||||
}
|
||||
}
|
||||
|
||||
void add_new_tilemap(uint8_t *data, unsigned long iconId) {
|
||||
TileMap *old = tileMap;
|
||||
tileMapCount++;
|
||||
tileMap = malloc(sizeof(TileMap) * tileMapCount);
|
||||
if (tileMapCount > 1) {
|
||||
for (uint8_t i = 0; i < tileMapCount; i++)
|
||||
tileMap[i] = old[i];
|
||||
}
|
||||
tileMap[tileMapCount - 1] = (TileMap) {data, iconId};
|
||||
}
|
||||
|
||||
|
||||
uint8_t *get_tilemap(unsigned long icon_id) {
|
||||
for (uint8_t i = 0; i < tileMapCount; i++) {
|
||||
if (tileMap[i].iconId == icon_id)
|
||||
return tileMap[i].data;
|
||||
}
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
||||
uint32_t pixel_index(uint8_t x, uint8_t y) {
|
||||
return y * SCREEN_WIDTH + x;
|
||||
}
|
||||
|
||||
bool in_screen(int16_t x, int16_t y) {
|
||||
return x >= 0 && x < SCREEN_WIDTH && y >= 0 && y < SCREEN_HEIGHT;
|
||||
}
|
||||
|
||||
unsigned flipBit(uint8_t x, uint8_t bit) {
|
||||
return x ^ (1 << bit);
|
||||
}
|
||||
|
||||
unsigned setBit(uint8_t x, uint8_t bit) {
|
||||
return x | (1 << bit);
|
||||
}
|
||||
|
||||
unsigned unsetBit(uint8_t x, uint8_t bit) {
|
||||
return x & ~(1 << bit);
|
||||
}
|
||||
|
||||
bool test_pixel(uint8_t *data, uint8_t x, uint8_t y, uint8_t w) {
|
||||
uint8_t current_bit = (y % 8);
|
||||
uint8_t current_row = ((y - current_bit) / 8);
|
||||
uint8_t current_value = data[current_row * w + x];
|
||||
return current_value & (1 << current_bit);
|
||||
}
|
||||
|
||||
uint8_t* get_buffer(Canvas *const canvas){
|
||||
return canvas->fb.tile_buf_ptr;
|
||||
// return canvas_get_buffer(canvas);
|
||||
}
|
||||
uint8_t* make_buffer(){
|
||||
return malloc(sizeof(uint8_t) * 8 * 128);
|
||||
}
|
||||
void clone_buffer(uint8_t* canvas, uint8_t* data){
|
||||
for(int i=0;i<1024;i++){
|
||||
data[i]= canvas[i];
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
bool read_pixel(Canvas *const canvas, int16_t x, int16_t y) {
|
||||
if (in_screen(x, y)) {
|
||||
return test_pixel(get_buffer(canvas), x, y, SCREEN_WIDTH);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void set_pixel(Canvas *const canvas, int16_t x, int16_t y, DrawMode draw_mode) {
|
||||
if (in_screen(x, y)) {
|
||||
uint8_t current_bit = (y % 8);
|
||||
uint8_t current_row = ((y - current_bit) / 8);
|
||||
uint32_t i = pixel_index(x, current_row);
|
||||
uint8_t* buffer = get_buffer(canvas);
|
||||
|
||||
uint8_t current_value = buffer[i];
|
||||
if (draw_mode == Inverse) {
|
||||
buffer[i] = flipBit(current_value, current_bit);
|
||||
} else {
|
||||
if (draw_mode == White) {
|
||||
buffer[i] = unsetBit(current_value, current_bit);
|
||||
} else {
|
||||
buffer[i] = setBit(current_value, current_bit);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void draw_line(Canvas *const canvas, int16_t x1, int16_t y1, int16_t x2, int16_t y2, DrawMode draw_mode) {
|
||||
for (int16_t x = x2; x >= x1; x--) {
|
||||
for (int16_t y = y2; y >= y1; y--) {
|
||||
set_pixel(canvas, x, y, draw_mode);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void draw_rounded_box_frame(Canvas *const canvas, int16_t x, int16_t y, uint8_t w, uint8_t h, DrawMode draw_mode) {
|
||||
int16_t xMinCorner = x + 1;
|
||||
int16_t xMax = x + w - 1;
|
||||
int16_t xMaxCorner = x + w - 2;
|
||||
int16_t yMinCorner = y + 1;
|
||||
int16_t yMax = y + h - 1;
|
||||
int16_t yMaxCorner = y + h - 2;
|
||||
draw_line(canvas, xMinCorner, y, xMaxCorner, y, draw_mode);
|
||||
draw_line(canvas, xMinCorner, yMax, xMaxCorner, yMax, draw_mode);
|
||||
draw_line(canvas, x, yMinCorner, x, yMaxCorner, draw_mode);
|
||||
draw_line(canvas, xMax, yMinCorner, xMax, yMaxCorner, draw_mode);
|
||||
}
|
||||
|
||||
void draw_rounded_box(Canvas *const canvas, int16_t x, int16_t y, uint8_t w, uint8_t h, DrawMode draw_mode) {
|
||||
for (int16_t o = w - 2; o >= 1; o--) {
|
||||
for (int16_t p = h - 2; p >= 1; p--) {
|
||||
set_pixel(canvas, x + o, y + p, draw_mode);
|
||||
}
|
||||
}
|
||||
draw_rounded_box_frame(canvas, x, y, w, h, draw_mode);
|
||||
}
|
||||
|
||||
void invert_shape(Canvas *const canvas, uint8_t *data, int16_t x, int16_t y, uint8_t w, uint8_t h) {
|
||||
draw_pixels(canvas, data, x, y, w, h, Inverse);
|
||||
}
|
||||
|
||||
void draw_pixels(Canvas *const canvas, uint8_t *data, int16_t x, int16_t y, uint8_t w, uint8_t h, DrawMode drawMode) {
|
||||
for (int8_t o = 0; o < w; o++) {
|
||||
for (int8_t p = 0; p < h; p++) {
|
||||
if (in_screen(o + x, p + y) && data[p * w + o] == 1)
|
||||
set_pixel(canvas, o + x, p + y, drawMode);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void draw_rectangle(Canvas *const canvas, int16_t x, int16_t y, uint8_t w, uint8_t h, DrawMode drawMode) {
|
||||
for (int8_t o = 0; o < w; o++) {
|
||||
for (int8_t p = 0; p < h; p++) {
|
||||
if (in_screen(o + x, p + y)) {
|
||||
set_pixel(canvas, o + x, p + y, drawMode);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void invert_rectangle(Canvas *const canvas, int16_t x, int16_t y, uint8_t w, uint8_t h) {
|
||||
draw_rectangle(canvas, x, y, w, h, Inverse);
|
||||
}
|
||||
|
||||
uint8_t *image_data(Canvas *const canvas, const Icon *icon) {
|
||||
uint8_t *data = malloc(sizeof(uint8_t) * 8 * 128);
|
||||
uint8_t *screen = canvas->fb.tile_buf_ptr;
|
||||
canvas->fb.tile_buf_ptr = data;
|
||||
canvas_draw_icon(canvas, 0, 0, icon);
|
||||
canvas->fb.tile_buf_ptr = screen;
|
||||
return data;
|
||||
}
|
||||
|
||||
uint8_t *getOrAddIconData(Canvas *const canvas, const Icon *icon) {
|
||||
uint8_t *icon_data = get_tilemap((unsigned long) icon);
|
||||
if (icon_data == NULL) {
|
||||
icon_data = image_data(canvas, icon);
|
||||
add_new_tilemap(icon_data, (unsigned long) icon);
|
||||
}
|
||||
return icon_data;
|
||||
}
|
||||
|
||||
void draw_icon_clip(Canvas *const canvas, const Icon *icon, int16_t x, int16_t y, uint8_t left, uint8_t top, uint8_t w,
|
||||
uint8_t h, DrawMode drawMode) {
|
||||
uint8_t *icon_data = getOrAddIconData(canvas, icon);
|
||||
|
||||
for (int i = 0; i < w; i++) {
|
||||
for (int j = 0; j < h; j++) {
|
||||
bool on = test_pixel(icon_data, left + i, top + j, SCREEN_WIDTH);
|
||||
if (drawMode == Filled) {
|
||||
set_pixel(canvas, x + i, y + j, on ? Black : White);
|
||||
} else if (on)
|
||||
set_pixel(canvas, x + i, y + j, drawMode);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void draw_icon_clip_flipped(Canvas *const canvas, const Icon *icon, int16_t x, int16_t y, uint8_t left, uint8_t top,
|
||||
uint8_t w,
|
||||
uint8_t h, DrawMode drawMode) {
|
||||
uint8_t *icon_data = getOrAddIconData(canvas, icon);
|
||||
|
||||
for (int i = 0; i < w; i++) {
|
||||
for (int j = 0; j < h; j++) {
|
||||
bool on = test_pixel(icon_data, left + i, top + j, SCREEN_WIDTH);
|
||||
|
||||
if (drawMode == Filled) {
|
||||
set_pixel(canvas, x + w - i - 1, y + h - j - 1, on ? Black : White);
|
||||
} else if (on)
|
||||
set_pixel(canvas, x + w - i - 1, y + h - j - 1, drawMode);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,58 @@
|
||||
#pragma once
|
||||
|
||||
#include <furi.h>
|
||||
#include <gui/canvas.h>
|
||||
|
||||
#define SCREEN_WIDTH 128
|
||||
#define SCREEN_HEIGHT 64
|
||||
|
||||
typedef enum {
|
||||
Black,
|
||||
White,
|
||||
Inverse,
|
||||
Filled //Currently only for Icon clip drawing
|
||||
} DrawMode;
|
||||
|
||||
// size is the screen size
|
||||
|
||||
typedef struct {
|
||||
uint8_t *data;
|
||||
unsigned long iconId;
|
||||
} TileMap;
|
||||
|
||||
bool test_pixel(uint8_t *data, uint8_t x, uint8_t y, uint8_t w);
|
||||
|
||||
uint8_t *image_data(Canvas *const canvas, const Icon *icon);
|
||||
|
||||
uint32_t pixel_index(uint8_t x, uint8_t y);
|
||||
|
||||
void draw_icon_clip(Canvas *const canvas, const Icon *icon, int16_t x, int16_t y, uint8_t left, uint8_t top, uint8_t w,
|
||||
uint8_t h, DrawMode drawMode);
|
||||
|
||||
void draw_icon_clip_flipped(Canvas *const canvas, const Icon *icon, int16_t x, int16_t y, uint8_t left, uint8_t top, uint8_t w,
|
||||
uint8_t h, DrawMode drawMode);
|
||||
|
||||
void draw_rounded_box(Canvas *const canvas, int16_t x, int16_t y, uint8_t w, uint8_t h, DrawMode drawMode);
|
||||
|
||||
void draw_rounded_box_frame(Canvas *const canvas, int16_t x, int16_t y, uint8_t w, uint8_t h, DrawMode drawMode);
|
||||
|
||||
void draw_rectangle(Canvas *const canvas, int16_t x, int16_t y, uint8_t w, uint8_t h, DrawMode drawMode);
|
||||
|
||||
void invert_rectangle(Canvas *const canvas, int16_t x, int16_t y, uint8_t w, uint8_t h);
|
||||
|
||||
void invert_shape(Canvas *const canvas, uint8_t *data, int16_t x, int16_t y, uint8_t w, uint8_t h);
|
||||
|
||||
void draw_pixels(Canvas *const canvas, uint8_t *data, int16_t x, int16_t y, uint8_t w, uint8_t h, DrawMode drawMode);
|
||||
|
||||
bool read_pixel(Canvas *const canvas, int16_t x, int16_t y);
|
||||
|
||||
void set_pixel(Canvas *const canvas, int16_t x, int16_t y, DrawMode draw_mode);
|
||||
|
||||
void draw_line(Canvas *const canvas, int16_t x1, int16_t y1, int16_t x2, int16_t y2, DrawMode draw_mode);
|
||||
|
||||
bool in_screen(int16_t x, int16_t y);
|
||||
|
||||
void ui_cleanup();
|
||||
uint8_t* get_buffer(Canvas *const canvas);
|
||||
uint8_t* make_buffer();
|
||||
void clone_buffer(uint8_t* canvas, uint8_t* data);
|
||||
@@ -0,0 +1,61 @@
|
||||
#pragma once
|
||||
#include <furi.h>
|
||||
#include <input/input.h>
|
||||
#include <gui/elements.h>
|
||||
#include <flipper_format/flipper_format.h>
|
||||
#include <flipper_format/flipper_format_i.h>
|
||||
#include "common/card.h"
|
||||
#include "common/queue.h"
|
||||
|
||||
#define APP_NAME "Solitaire"
|
||||
|
||||
typedef enum {
|
||||
EventTypeTick,
|
||||
EventTypeKey,
|
||||
} EventType;
|
||||
|
||||
typedef struct {
|
||||
EventType type;
|
||||
InputEvent input;
|
||||
} AppEvent;
|
||||
|
||||
typedef enum {
|
||||
GameStateGameOver,
|
||||
GameStateStart,
|
||||
GameStatePlay,
|
||||
GameStateAnimate
|
||||
} PlayState;
|
||||
|
||||
typedef struct {
|
||||
uint8_t *buffer;
|
||||
Card card;
|
||||
int8_t deck;
|
||||
int indexes[4];
|
||||
float x;
|
||||
float y;
|
||||
float vx;
|
||||
float vy;
|
||||
bool started;
|
||||
} CardAnimation;
|
||||
|
||||
typedef struct {
|
||||
Deck deck;
|
||||
Hand bottom_columns[7];
|
||||
Card top_cards[4];
|
||||
bool dragging_deck;
|
||||
uint8_t dragging_column;
|
||||
Hand dragging_hand;
|
||||
|
||||
InputKey input;
|
||||
|
||||
bool started;
|
||||
bool processing;
|
||||
bool longPress;
|
||||
PlayState state;
|
||||
unsigned int last_tick;
|
||||
uint8_t selectRow;
|
||||
uint8_t selectColumn;
|
||||
int8_t selected_card;
|
||||
CardAnimation animation;
|
||||
uint8_t *buffer;
|
||||
} GameState;
|
||||
@@ -0,0 +1,542 @@
|
||||
#include <stdlib.h>
|
||||
#include <dolphin/dolphin.h>
|
||||
#include <furi.h>
|
||||
#include <gui/canvas_i.h>
|
||||
#include "defines.h"
|
||||
#include "common/ui.h"
|
||||
#include "solitaire_icons.h"
|
||||
#include <notification/notification.h>
|
||||
#include <notification/notification_messages.h>
|
||||
|
||||
const NotificationSequence sequence_fail = {
|
||||
&message_vibro_on,
|
||||
&message_note_c4,
|
||||
&message_delay_10,
|
||||
&message_vibro_off,
|
||||
&message_sound_off,
|
||||
&message_delay_10,
|
||||
|
||||
&message_vibro_on,
|
||||
&message_note_a3,
|
||||
&message_delay_10,
|
||||
&message_vibro_off,
|
||||
&message_sound_off,
|
||||
NULL,
|
||||
};
|
||||
int8_t columns[7][3] = {
|
||||
{1, 1, 25},
|
||||
{19, 1, 25},
|
||||
{37, 1, 25},
|
||||
{55, 1, 25},
|
||||
{73, 1, 25},
|
||||
{91, 1, 25},
|
||||
{109, 1, 25},
|
||||
};
|
||||
|
||||
bool can_place_card(Card where, Card what) {
|
||||
FURI_LOG_D(APP_NAME, "TESTING pip %i, letter %i with pip %i, letter %i", where.pip, where.character, what.pip,
|
||||
what.character);
|
||||
bool a_black = where.pip == 0 || where.pip == 3;
|
||||
bool b_black = what.pip == 0 || what.pip == 3;
|
||||
if (a_black == b_black) return false;
|
||||
|
||||
int8_t a_letter = (int8_t) where.character;
|
||||
int8_t b_letter = (int8_t) what.character;
|
||||
if (a_letter == 12) a_letter = -1;
|
||||
if (b_letter == 12) b_letter = -1;
|
||||
|
||||
return (a_letter - 1) == b_letter;
|
||||
}
|
||||
|
||||
static void draw_scene(Canvas *const canvas, const GameState *game_state) {
|
||||
int deckIndex = game_state->deck.index;
|
||||
if (game_state->dragging_deck)
|
||||
deckIndex--;
|
||||
|
||||
if ((game_state->deck.index < (game_state->deck.card_count - 1) || game_state->deck.index == -1) && game_state->deck.card_count>0) {
|
||||
draw_card_back_at(columns[0][0], columns[0][1], canvas);
|
||||
if (game_state->selectRow == 0 && game_state->selectColumn == 0) {
|
||||
draw_rounded_box(canvas, columns[0][0] + 1, columns[0][1] + 1, CARD_WIDTH - 2, CARD_HEIGHT - 2,
|
||||
Inverse);
|
||||
}
|
||||
} else
|
||||
draw_card_space(columns[0][0], columns[0][1],
|
||||
game_state->selectRow == 0 && game_state->selectColumn == 0,
|
||||
canvas);
|
||||
//deck side
|
||||
if (deckIndex >= 0) {
|
||||
Card c = game_state->deck.cards[deckIndex];
|
||||
draw_card_at_colored(columns[1][0], columns[1][1], c.pip, c.character,
|
||||
game_state->selectRow == 0 && game_state->selectColumn == 1, canvas);
|
||||
} else
|
||||
draw_card_space(columns[1][0], columns[1][1],
|
||||
game_state->selectRow == 0 && game_state->selectColumn == 1,
|
||||
canvas);
|
||||
|
||||
for (uint8_t i = 0; i < 4; i++) {
|
||||
Card current = game_state->top_cards[i];
|
||||
bool selected = game_state->selectRow == 0 && game_state->selectColumn == (i + 3);
|
||||
if (current.disabled) {
|
||||
draw_card_space(columns[i + 3][0], columns[i + 3][1], selected, canvas);
|
||||
} else {
|
||||
draw_card_at(columns[i + 3][0], columns[i + 3][1], current.pip, current.character, canvas);
|
||||
if (selected) {
|
||||
draw_rounded_box(canvas, columns[i + 3][0], columns[i + 3][1], CARD_WIDTH, CARD_HEIGHT,
|
||||
Inverse);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (uint8_t i = 0; i < 7; i++) {
|
||||
bool selected = game_state->selectRow == 1 && game_state->selectColumn == i;
|
||||
int8_t index= (game_state->bottom_columns[i].index - 1 - game_state->selected_card);
|
||||
if(index<0)index=0;
|
||||
draw_hand_column(game_state->bottom_columns[i], columns[i][0], columns[i][2],
|
||||
selected ? index : -1, canvas);
|
||||
}
|
||||
|
||||
int8_t pos[2] = {columns[game_state->selectColumn][0],
|
||||
columns[game_state->selectColumn][game_state->selectRow + 1]};
|
||||
|
||||
/* draw_icon_clip(canvas, &I_card_graphics, pos[0] + CARD_HALF_WIDTH, pos[1] + CARD_HALF_HEIGHT, 30, 5, 5, 5,
|
||||
Filled);*/
|
||||
|
||||
if (game_state->dragging_hand.index > 0) {
|
||||
draw_hand_column(game_state->dragging_hand,
|
||||
pos[0] + CARD_HALF_WIDTH + 3, pos[1] + CARD_HALF_HEIGHT + 3,
|
||||
-1, canvas);
|
||||
}
|
||||
}
|
||||
|
||||
static void draw_animation(Canvas *const canvas, const GameState *game_state) {
|
||||
if (!game_state->animation.started) {
|
||||
draw_scene(canvas, game_state);
|
||||
} else {
|
||||
clone_buffer(game_state->animation.buffer, get_buffer(canvas));
|
||||
|
||||
draw_card_at((int8_t) game_state->animation.x, (int8_t) game_state->animation.y, game_state->animation.card.pip,
|
||||
game_state->animation.card.character, canvas);
|
||||
|
||||
}
|
||||
|
||||
clone_buffer(get_buffer(canvas), game_state->animation.buffer);
|
||||
}
|
||||
|
||||
static void render_callback(Canvas *const canvas, void *ctx) {
|
||||
const GameState *game_state = acquire_mutex((ValueMutex *) ctx, 25);
|
||||
if (game_state == NULL) {
|
||||
return;
|
||||
}
|
||||
|
||||
switch (game_state->state) {
|
||||
case GameStateAnimate:
|
||||
draw_animation(canvas, game_state);
|
||||
break;
|
||||
case GameStateStart:
|
||||
canvas_draw_icon(canvas, 0, 0, &I_solitaire_main);
|
||||
break;
|
||||
case GameStatePlay:
|
||||
draw_scene(canvas, game_state);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
release_mutex((ValueMutex *) ctx, game_state);
|
||||
|
||||
}
|
||||
|
||||
void remove_drag(GameState *game_state) {
|
||||
if (game_state->dragging_deck) {
|
||||
remove_from_deck(game_state->deck.index, &(game_state->deck));
|
||||
game_state->dragging_deck = false;
|
||||
} else if (game_state->dragging_column < 7) {
|
||||
game_state->dragging_column = 8;
|
||||
}
|
||||
game_state->dragging_hand.index = 0;
|
||||
}
|
||||
|
||||
bool handleInput(GameState *game_state) {
|
||||
Hand currentHand = game_state->bottom_columns[game_state->selectColumn];
|
||||
switch (game_state->input) {
|
||||
case InputKeyUp:
|
||||
if (game_state->selectRow > 0) {
|
||||
int first = first_non_flipped_card(currentHand);
|
||||
first = currentHand.index - first;
|
||||
if ((first - 1) > game_state->selected_card && game_state->dragging_hand.index == 0 &&
|
||||
!game_state->longPress) {
|
||||
game_state->selected_card++;
|
||||
} else {
|
||||
game_state->selectRow--;
|
||||
game_state->selected_card = 0;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case InputKeyDown:
|
||||
if (game_state->selectRow < 1) {
|
||||
game_state->selectRow++;
|
||||
game_state->selected_card = 0;
|
||||
} else {
|
||||
if (game_state->selected_card > 0) {
|
||||
if (game_state->longPress)
|
||||
game_state->selected_card = 0;
|
||||
else
|
||||
game_state->selected_card--;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case InputKeyRight:
|
||||
if (game_state->selectColumn < 6) {
|
||||
game_state->selectColumn++;
|
||||
game_state->selected_card = 0;
|
||||
}
|
||||
break;
|
||||
case InputKeyLeft:
|
||||
if (game_state->selectColumn > 0) {
|
||||
game_state->selectColumn--;
|
||||
game_state->selected_card = 0;
|
||||
}
|
||||
break;
|
||||
case InputKeyOk:
|
||||
return true;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
if (game_state->selectRow == 0 && game_state->selectColumn == 2) {
|
||||
if (game_state->input == InputKeyRight)
|
||||
game_state->selectColumn++;
|
||||
else
|
||||
game_state->selectColumn--;
|
||||
}
|
||||
if (game_state->dragging_hand.index > 0)
|
||||
game_state->selected_card = 0;
|
||||
return false;
|
||||
}
|
||||
|
||||
bool place_on_top(Card *where, Card what) {
|
||||
if (where->disabled && what.character == 12) {
|
||||
where->disabled = what.disabled;
|
||||
where->pip = what.pip;
|
||||
where->character = what.character;
|
||||
return true;
|
||||
} else if (where->pip == what.pip) {
|
||||
int8_t a_letter = (int8_t) where->character;
|
||||
int8_t b_letter = (int8_t) what.character;
|
||||
if (a_letter == 12) a_letter = -1;
|
||||
if (b_letter == 12) b_letter = -1;
|
||||
if ((a_letter + 1) == b_letter) {
|
||||
where->disabled = what.disabled;
|
||||
where->pip = what.pip;
|
||||
where->character = what.character;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void tick(GameState *game_state, NotificationApp *notification) {
|
||||
game_state->last_tick = furi_get_tick();
|
||||
uint8_t row = game_state->selectRow;
|
||||
uint8_t column = game_state->selectColumn;
|
||||
if (game_state->state != GameStatePlay && game_state->state != GameStateAnimate) return;
|
||||
bool wasAction = false;
|
||||
|
||||
if (handleInput(game_state)) {
|
||||
if (game_state->state == GameStatePlay) {
|
||||
|
||||
if(game_state->top_cards[0].character==11 && game_state->top_cards[1].character==11 && game_state->top_cards[2].character==11 && game_state->top_cards[3].character==11){
|
||||
game_state->state=GameStateAnimate;
|
||||
return;
|
||||
}
|
||||
if (game_state->longPress && game_state->dragging_hand.index == 1) {
|
||||
for (uint8_t i = 0; i < 4; i++) {
|
||||
if (place_on_top(&(game_state->top_cards[i]), game_state->dragging_hand.cards[0])) {
|
||||
remove_drag(game_state);
|
||||
wasAction = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (row == 0 && column == 0 && game_state->dragging_hand.index == 0) {
|
||||
FURI_LOG_D(APP_NAME, "Drawing card");
|
||||
game_state->deck.index++;
|
||||
wasAction = true;
|
||||
if (game_state->deck.index >= (game_state->deck.card_count))
|
||||
game_state->deck.index = -1;
|
||||
}
|
||||
//pick/place from deck
|
||||
else if (row == 0 && column == 1) {
|
||||
//place
|
||||
if (game_state->dragging_deck) {
|
||||
wasAction = true;
|
||||
game_state->dragging_deck = false;
|
||||
game_state->dragging_hand.index = 0;
|
||||
}
|
||||
//pick
|
||||
else {
|
||||
if (game_state->dragging_hand.index == 0 && game_state->deck.index >= 0) {
|
||||
wasAction = true;
|
||||
game_state->dragging_deck = true;
|
||||
add_to_hand(&(game_state->dragging_hand), game_state->deck.cards[game_state->deck.index]);
|
||||
}
|
||||
}
|
||||
}
|
||||
//place on top row
|
||||
else if (row == 0 && game_state->dragging_hand.index == 1) {
|
||||
column -= 3;
|
||||
Card currCard = game_state->dragging_hand.cards[0];
|
||||
wasAction = place_on_top(&(game_state->top_cards[column]), currCard);
|
||||
if (wasAction)
|
||||
remove_drag(game_state);
|
||||
}
|
||||
//pick/place from bottom
|
||||
else if (row == 1) {
|
||||
Hand *curr_hand = &(game_state->bottom_columns[column]);
|
||||
//pick up
|
||||
if (game_state->dragging_hand.index == 0) {
|
||||
Card curr_card = curr_hand->cards[curr_hand->index - 1];
|
||||
if (curr_card.flipped) {
|
||||
curr_hand->cards[curr_hand->index - 1].flipped = false;
|
||||
wasAction = true;
|
||||
} else {
|
||||
if (curr_hand->index > 0) {
|
||||
extract_hand_region(curr_hand, &(game_state->dragging_hand),
|
||||
curr_hand->index - game_state->selected_card - 1);
|
||||
game_state->selected_card = 0;
|
||||
game_state->dragging_column = column;
|
||||
wasAction = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
//place
|
||||
else {
|
||||
Card first = game_state->dragging_hand.cards[0];
|
||||
if (game_state->dragging_column == column ||
|
||||
(curr_hand->index == 0 && first.character == 11) ||
|
||||
can_place_card(curr_hand->cards[curr_hand->index - 1], first)
|
||||
) {
|
||||
add_hand_region(curr_hand, &(game_state->dragging_hand));
|
||||
remove_drag(game_state);
|
||||
wasAction = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (!wasAction) {
|
||||
notification_message(notification, &sequence_fail);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (game_state->state == GameStateAnimate) {
|
||||
if (game_state->animation.started)
|
||||
game_state->state = GameStateStart;
|
||||
|
||||
game_state->animation.started = true;
|
||||
if (game_state->animation.x < -20 || game_state->animation.x > 128) {
|
||||
game_state->animation.deck++;
|
||||
if (game_state->animation.deck > 3)
|
||||
game_state->animation.deck = 0;
|
||||
int8_t cardIndex = 11 - game_state->animation.indexes[game_state->animation.deck];
|
||||
|
||||
if (game_state->animation.indexes[0] == 13 &&
|
||||
game_state->animation.indexes[1] == 13 &&
|
||||
game_state->animation.indexes[2] == 13 &&
|
||||
game_state->animation.indexes[3] == 13) {
|
||||
game_state->state = GameStateStart;
|
||||
return;
|
||||
}
|
||||
|
||||
if (cardIndex == -1)
|
||||
cardIndex = 12;
|
||||
game_state->animation.card = (Card) {
|
||||
game_state->top_cards[game_state->animation.deck].pip,
|
||||
cardIndex,
|
||||
false, false
|
||||
};
|
||||
game_state->animation.indexes[game_state->animation.deck]++;
|
||||
game_state->animation.vx = -(rand() % 3 + 1) * (rand() % 2 == 1 ? 1 : -1);
|
||||
game_state->animation.vy = (rand() % 3 + 1);
|
||||
game_state->animation.x = columns[game_state->animation.deck + 3][0];
|
||||
game_state->animation.y = columns[game_state->animation.deck + 3][1];
|
||||
}
|
||||
game_state->animation.x += game_state->animation.vx;
|
||||
game_state->animation.y -= game_state->animation.vy;
|
||||
game_state->animation.vy -= 1;
|
||||
if (game_state->animation.vy < -10)game_state->animation.vy = -10;
|
||||
|
||||
if (game_state->animation.y > 41) {
|
||||
game_state->animation.y = 41;
|
||||
game_state->animation.vy = -(game_state->animation.vy * 0.7f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void init(GameState *game_state) {
|
||||
game_state->selectColumn = 0;
|
||||
game_state->selected_card = 0;
|
||||
game_state->selectRow = 0;
|
||||
generate_deck(&(game_state->deck), 1);
|
||||
shuffle_deck(&(game_state->deck));
|
||||
game_state->dragging_deck = false;
|
||||
game_state->animation.started = false;
|
||||
game_state->animation.deck = -1;
|
||||
game_state->animation.x = -21;
|
||||
game_state->state = GameStatePlay;
|
||||
game_state->dragging_column = 8;
|
||||
|
||||
for (uint8_t i = 0; i < 7; i++) {
|
||||
free_hand(&(game_state->bottom_columns[i]));
|
||||
init_hand(&(game_state->bottom_columns[i]), 21);
|
||||
game_state->bottom_columns[i].index = 0;
|
||||
for (uint8_t j = 0; j <= i; j++) {
|
||||
Card cur = remove_from_deck(0, &(game_state->deck));
|
||||
cur.flipped = i != j;
|
||||
add_to_hand(&(game_state->bottom_columns[i]), cur);
|
||||
}
|
||||
}
|
||||
|
||||
for (uint8_t i = 0; i < 4; i++) {
|
||||
game_state->animation.indexes[i] = 0;
|
||||
game_state->top_cards[i] = (Card) {0, 0, true, false};
|
||||
}
|
||||
game_state->deck.index = -1;
|
||||
}
|
||||
|
||||
void init_start(GameState *game_state) {
|
||||
game_state->input = InputKeyMAX;
|
||||
for (uint8_t i = 0; i < 7; i++)
|
||||
init_hand(&(game_state->bottom_columns[i]), 21);
|
||||
|
||||
init_hand(&(game_state->dragging_hand), 13);
|
||||
game_state->animation.buffer = make_buffer();
|
||||
|
||||
}
|
||||
|
||||
|
||||
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) {
|
||||
furi_assert(event_queue);
|
||||
AppEvent event = {.type = EventTypeTick};
|
||||
furi_message_queue_put(event_queue, &event, 0);
|
||||
}
|
||||
|
||||
int32_t solitaire_app(void *p) {
|
||||
UNUSED(p);
|
||||
int32_t return_code = 0;
|
||||
FuriMessageQueue *event_queue = furi_message_queue_alloc(8, sizeof(AppEvent));
|
||||
GameState *game_state = malloc(sizeof(GameState));
|
||||
init_start(game_state);
|
||||
set_card_graphics(&I_card_graphics);
|
||||
|
||||
game_state->state = GameStateStart;
|
||||
|
||||
game_state->processing = true;
|
||||
ValueMutex state_mutex;
|
||||
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;
|
||||
}
|
||||
NotificationApp *notification = furi_record_open(RECORD_NOTIFICATION);
|
||||
|
||||
notification_message_block(notification, &sequence_display_backlight_enforce_on);
|
||||
|
||||
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);
|
||||
furi_timer_start(timer, furi_kernel_get_tick_frequency() / 30);
|
||||
|
||||
Gui *gui = furi_record_open("gui");
|
||||
gui_add_view_port(gui, view_port, GuiLayerFullscreen);
|
||||
|
||||
AppEvent event;
|
||||
for (bool processing = true; processing;) {
|
||||
FuriStatus event_status = furi_message_queue_get(event_queue, &event, 150);
|
||||
GameState *localstate = (GameState *) acquire_mutex_block(&state_mutex);
|
||||
bool hadChange = false;
|
||||
if (event_status == FuriStatusOk) {
|
||||
if (event.type == EventTypeKey) {
|
||||
if (event.input.type == InputTypeLong) {
|
||||
game_state->longPress = true;
|
||||
switch (event.input.key) {
|
||||
case InputKeyUp:
|
||||
case InputKeyDown:
|
||||
case InputKeyRight:
|
||||
case InputKeyLeft:
|
||||
case InputKeyOk:
|
||||
localstate->input = event.input.key;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
} else if (event.input.type == InputTypePress) {
|
||||
game_state->longPress = false;
|
||||
switch (event.input.key) {
|
||||
case InputKeyUp:
|
||||
case InputKeyDown:
|
||||
case InputKeyRight:
|
||||
case InputKeyLeft:
|
||||
case InputKeyOk:
|
||||
if (event.input.key == InputKeyOk && localstate->state == GameStateStart) {
|
||||
localstate->state = GameStatePlay;
|
||||
init(game_state);
|
||||
}
|
||||
else {
|
||||
hadChange = true;
|
||||
localstate->input = event.input.key;
|
||||
}
|
||||
break;
|
||||
case InputKeyBack:
|
||||
processing = false;
|
||||
return_code = 1;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
} else if (event.type == EventTypeTick) {
|
||||
tick(localstate, notification);
|
||||
processing = localstate->processing;
|
||||
localstate->input = InputKeyMAX;
|
||||
}
|
||||
} else {
|
||||
FURI_LOG_W(APP_NAME, "osMessageQueue: event timeout");
|
||||
// event timeout
|
||||
}
|
||||
if (hadChange || game_state->state == GameStateAnimate)
|
||||
view_port_update(view_port);
|
||||
release_mutex(&state_mutex, localstate);
|
||||
}
|
||||
|
||||
|
||||
notification_message_block(notification, &sequence_display_backlight_enforce_auto);
|
||||
furi_timer_free(timer);
|
||||
view_port_enabled_set(view_port, false);
|
||||
gui_remove_view_port(gui, view_port);
|
||||
furi_record_close(RECORD_GUI);
|
||||
furi_record_close(RECORD_NOTIFICATION);
|
||||
view_port_free(view_port);
|
||||
delete_mutex(&state_mutex);
|
||||
|
||||
free_and_exit:
|
||||
free(game_state->animation.buffer);
|
||||
ui_cleanup();
|
||||
for (uint8_t i = 0; i < 7; i++)
|
||||
free_hand(&(game_state->bottom_columns[i]));
|
||||
|
||||
free(game_state->deck.cards);
|
||||
free(game_state);
|
||||
furi_message_queue_free(event_queue);
|
||||
return return_code;
|
||||
}
|
||||
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Reference in New Issue
Block a user