diff --git a/applications/plugins/solitaire/application.fam b/applications/plugins/solitaire/application.fam new file mode 100644 index 000000000..986a597bb --- /dev/null +++ b/applications/plugins/solitaire/application.fam @@ -0,0 +1,13 @@ +App( + appid="solitaire", + name="Solitaire", + apptype=FlipperAppType.EXTERNAL, + entry_point="solitaire_app", + cdefines=["APP_SOLITAIRE"], + requires=["gui","storage","canvas"], + stack_size=2 * 1024, + order=30, + fap_icon="solitaire_10px.png", + fap_category="Games", + fap_icon_assets="assets" +) \ No newline at end of file diff --git a/applications/plugins/solitaire/assets/card_graphics.png b/applications/plugins/solitaire/assets/card_graphics.png new file mode 100644 index 000000000..8b00e351f Binary files /dev/null and b/applications/plugins/solitaire/assets/card_graphics.png differ diff --git a/applications/plugins/solitaire/assets/solitaire_main.png b/applications/plugins/solitaire/assets/solitaire_main.png new file mode 100644 index 000000000..996556d57 Binary files /dev/null and b/applications/plugins/solitaire/assets/solitaire_main.png differ diff --git a/applications/plugins/solitaire/common/card.c b/applications/plugins/solitaire/common/card.c new file mode 100644 index 000000000..cfa07a5d4 --- /dev/null +++ b/applications/plugins/solitaire/common/card.c @@ -0,0 +1,330 @@ +#include "card.h" +#include "dml.h" +#include "ui.h" + +#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 + +uint8_t pips[4][3] = { + {21, 10, 7}, //spades + {7, 10, 7}, //hearts + {0, 10, 7}, //diamonds + {14, 10, 7}, //clubs +}; +uint8_t letters[13][3] = { + {0, 0, 5}, + {5, 0, 5}, + {10, 0, 5}, + {15, 0, 5}, + {20, 0, 5}, + {25, 0, 5}, + {30, 0, 5}, + {0, 5, 5}, + {5, 5, 5}, + {10, 5, 5}, + {15, 5, 5}, + {20, 5, 5}, + {25, 5, 5}, +}; + +//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 +Icon *card_graphics = NULL; + +void set_card_graphics(const Icon *graphics) { + card_graphics = (Icon *) graphics; +} + +void +draw_card_at_colored(int8_t pos_x, int8_t pos_y, uint8_t pip, uint8_t character, bool inverted, Canvas *const canvas) { + DrawMode primary = inverted ? Black : White; + DrawMode secondary = inverted ? White : Black; + draw_rounded_box(canvas, pos_x, pos_y, CARD_WIDTH, CARD_HEIGHT, primary); + draw_rounded_box_frame(canvas, pos_x, pos_y, CARD_WIDTH, CARD_HEIGHT, Black); + + uint8_t *drawInfo = pips[pip]; + uint8_t px = drawInfo[0], py = drawInfo[1], s = drawInfo[2]; + + uint8_t left = pos_x + 2; + uint8_t right = (pos_x + CARD_WIDTH - s - 2); + uint8_t top = pos_y + 2; + uint8_t bottom = (pos_y + CARD_HEIGHT - s - 2); + + draw_icon_clip(canvas, card_graphics, right, top, px, py, s, s, + secondary); + draw_icon_clip_flipped(canvas, card_graphics, left, bottom, px, py, s, s, + secondary); + + drawInfo = letters[character]; + px = drawInfo[0], py = drawInfo[1], s = drawInfo[2]; + left = pos_x + 2; + right = (pos_x + CARD_WIDTH - s - 2); + top = pos_y + 2; + bottom = (pos_y + CARD_HEIGHT - s - 2); + + draw_icon_clip(canvas, card_graphics, left, top + 1, px, py, s, s, + secondary); + draw_icon_clip_flipped(canvas, card_graphics, right, bottom - 1, px, py, s, s, + secondary); +} + +void draw_card_at(int8_t pos_x, int8_t pos_y, uint8_t pip, uint8_t character, Canvas *const canvas) { + draw_card_at_colored(pos_x, pos_y, pip, character, false, canvas); +} + +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) { + draw_rounded_box(canvas, pos_x, pos_y, CARD_WIDTH, CARD_HEIGHT, White); + draw_rounded_box_frame(canvas, pos_x, pos_y, CARD_WIDTH, CARD_HEIGHT, Black); + + draw_icon_clip(canvas, card_graphics, pos_x + 1, pos_y + 1, 35, 0, 15, 21, Black); + +} + +void generate_deck(Deck *deck_ptr, uint8_t deck_count) { + uint16_t counter = 0; + if (deck_ptr->cards == NULL) { + deck_ptr->deck_count = deck_count; + deck_ptr->card_count = deck_count * 52; + deck_ptr->cards = malloc(sizeof(Card) * deck_ptr->card_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, false, false + }; + 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); + } +} + +void init_hand(Hand *hand_ptr, uint8_t count) { + hand_ptr->cards = malloc(sizeof(Card) * count); + hand_ptr->index = 0; + hand_ptr->max = count; +} + +void free_hand(Hand *hand_ptr) { + FURI_LOG_D("CARD", "Freeing hand"); + free(hand_ptr->cards); +} + +void add_to_hand(Hand *hand_ptr, Card card) { + FURI_LOG_D("CARD", "Adding to hand"); + if (hand_ptr->index < hand_ptr->max) { + hand_ptr->cards[hand_ptr->index] = card; + hand_ptr->index++; + } +} + +void draw_card_space(int16_t pos_x, int16_t pos_y, bool highlighted, Canvas *const canvas) { + if (highlighted) { + draw_rounded_box_frame(canvas, pos_x, pos_y, CARD_WIDTH, CARD_HEIGHT, Black); + draw_rounded_box_frame(canvas, pos_x + 2, pos_y + 2, CARD_WIDTH - 4, CARD_HEIGHT - 4, White); + } else { + draw_rounded_box(canvas, pos_x, pos_y, CARD_WIDTH, CARD_HEIGHT, Black); + draw_rounded_box_frame(canvas, pos_x + 2, pos_y + 2, CARD_WIDTH - 4, CARD_HEIGHT - 4, White); + } +} + +int first_non_flipped_card(Hand hand) { + for (int i = 0; i < hand.index; i++) { + if (!hand.cards[i].flipped) { + return i; + } + } + return hand.index; +} + +void draw_hand_column(Hand hand, int16_t pos_x, int16_t pos_y, int8_t highlight, Canvas *const canvas) { + if (hand.index == 0) { + draw_card_space(pos_x, pos_y, highlight > 0, canvas); + if(highlight==0) + draw_rounded_box(canvas, pos_x, pos_y, CARD_WIDTH, CARD_HEIGHT, + Inverse); + return; + } + + int loopEnd = hand.index; + int hStart = max(loopEnd-4, 0); + int pos = 0; + int first= first_non_flipped_card(hand); + bool wastop=false; + if(first>=0 && first<=hStart && highlight!=first){ + if(first>0){ + draw_card_back_at(pos_x, pos_y + pos, canvas); + pos+=4; + hStart++; + wastop=true; + } + draw_card_at_colored(pos_x, pos_y + pos, hand.cards[first].pip, hand.cards[first].character, + false, + canvas); + pos+=8; + hStart++; + } + if(hStart>highlight && highlight>=0){ + if(!wastop && first>0){ + draw_card_back_at(pos_x, pos_y + pos, canvas); + pos+=4; + hStart++; + } + draw_card_at_colored(pos_x, pos_y + pos, hand.cards[highlight].pip, hand.cards[highlight].character, + true, + canvas); + pos+=8; + hStart++; + } + for (int i = hStart; i < loopEnd; i++, pos+=4) { + if (hand.cards[i].flipped) { + draw_card_back_at(pos_x, pos_y + pos, canvas); + if(i==highlight) + draw_rounded_box(canvas, pos_x+1, pos_y + pos+1, CARD_WIDTH - 2, CARD_HEIGHT - 2, + Inverse); + } else { + draw_card_at_colored(pos_x, pos_y + pos, hand.cards[i].pip, hand.cards[i].character, + (i == highlight), + canvas); + if(i == highlight || i==first) pos+=4; + } + } +} + +Card remove_from_deck(uint16_t index, Deck *deck) { + FURI_LOG_D("CARD", "Removing from deck"); + Card result = {0, 0, true, false}; + if (deck->card_count > 0) { + deck->card_count--; + for (int i = 0, curr_index = 0; i <= deck->card_count; i++) { + if (i != index) { + deck->cards[curr_index] = deck->cards[i]; + curr_index++; + } else { + result = deck->cards[i]; + } + } + if (deck->index >= 0) { + deck->index--; + } + } + return result; +} + +void extract_hand_region(Hand *hand, Hand *to, uint8_t start_index) { + FURI_LOG_D("CARD", "Extracting hand region"); + if (start_index >= hand->index) return; + + for (uint8_t i = start_index; i < hand->index; i++) { + add_to_hand(to, hand->cards[i]); + } + hand->index = start_index; +} + +void add_hand_region(Hand *to, Hand *from) { + FURI_LOG_D("CARD", "Adding hand region"); + if ((to->index + from->index) <= to->max) { + for (int i = 0; i < from->index; i++) { + add_to_hand(to, from->cards[i]); + } + } +} \ No newline at end of file diff --git a/applications/plugins/solitaire/common/card.h b/applications/plugins/solitaire/common/card.h new file mode 100644 index 000000000..3d0b27117 --- /dev/null +++ b/applications/plugins/solitaire/common/card.h @@ -0,0 +1,177 @@ +#pragma once + +#include +#include +#include +#include "dml.h" + +#define CARD_HEIGHT 23 +#define CARD_HALF_HEIGHT 11 +#define CARD_WIDTH 17 +#define CARD_HALF_WIDTH 8 + +//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 + bool disabled; + bool flipped; +} Card; + +typedef struct { + uint8_t deck_count; //Number of decks used + Card *cards; //Cards in the deck + int card_count; + int index; //Card index (to know where we at in the deck) +} Deck; + +typedef struct { + Card *cards; //Cards in the deck + uint8_t index; //Current index + uint8_t max; //How many cards we want to store +} Hand; +//endregion + +void set_card_graphics(const Icon *graphics); + +/** + * 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 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); \ No newline at end of file diff --git a/applications/plugins/solitaire/common/dml.c b/applications/plugins/solitaire/common/dml.c new file mode 100644 index 000000000..5329a3be0 --- /dev/null +++ b/applications/plugins/solitaire/common/dml.c @@ -0,0 +1,60 @@ +#include "dml.h" +#include + +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; +} \ No newline at end of file diff --git a/applications/plugins/solitaire/common/dml.h b/applications/plugins/solitaire/common/dml.h new file mode 100644 index 000000000..25e19da7d --- /dev/null +++ b/applications/plugins/solitaire/common/dml.h @@ -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); diff --git a/applications/plugins/solitaire/common/menu.c b/applications/plugins/solitaire/common/menu.c new file mode 100644 index 000000000..a58b9bba3 --- /dev/null +++ b/applications/plugins/solitaire/common/menu.c @@ -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); + } + } + +} \ No newline at end of file diff --git a/applications/plugins/solitaire/common/menu.h b/applications/plugins/solitaire/common/menu.h new file mode 100644 index 000000000..519a7edad --- /dev/null +++ b/applications/plugins/solitaire/common/menu.h @@ -0,0 +1,76 @@ +#pragma once + +#include +#include + +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); \ No newline at end of file diff --git a/applications/plugins/solitaire/common/queue.c b/applications/plugins/solitaire/common/queue.c new file mode 100644 index 000000000..36171f3e3 --- /dev/null +++ b/applications/plugins/solitaire/common/queue.c @@ -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; +} \ No newline at end of file diff --git a/applications/plugins/solitaire/common/queue.h b/applications/plugins/solitaire/common/queue.h new file mode 100644 index 000000000..cf61cc6b5 --- /dev/null +++ b/applications/plugins/solitaire/common/queue.h @@ -0,0 +1,64 @@ +#pragma once + +#include +#include + +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); \ No newline at end of file diff --git a/applications/plugins/solitaire/common/ui.c b/applications/plugins/solitaire/common/ui.c new file mode 100644 index 000000000..b04b93674 --- /dev/null +++ b/applications/plugins/solitaire/common/ui.c @@ -0,0 +1,216 @@ +#include "ui.h" +#include +#include +#include +#include +#include +#include + +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); + } + } +} \ No newline at end of file diff --git a/applications/plugins/solitaire/common/ui.h b/applications/plugins/solitaire/common/ui.h new file mode 100644 index 000000000..06e38c4e3 --- /dev/null +++ b/applications/plugins/solitaire/common/ui.h @@ -0,0 +1,58 @@ +#pragma once + +#include +#include + +#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); \ No newline at end of file diff --git a/applications/plugins/solitaire/defines.h b/applications/plugins/solitaire/defines.h new file mode 100644 index 000000000..06a6b5f0e --- /dev/null +++ b/applications/plugins/solitaire/defines.h @@ -0,0 +1,61 @@ +#pragma once +#include +#include +#include +#include +#include +#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; \ No newline at end of file diff --git a/applications/plugins/solitaire/solitaire.c b/applications/plugins/solitaire/solitaire.c new file mode 100644 index 000000000..6b00ed76c --- /dev/null +++ b/applications/plugins/solitaire/solitaire.c @@ -0,0 +1,542 @@ +#include +#include +#include +#include +#include "defines.h" +#include "common/ui.h" +#include "solitaire_icons.h" +#include +#include + +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; +} \ No newline at end of file diff --git a/applications/plugins/solitaire/solitaire_10px.png b/applications/plugins/solitaire/solitaire_10px.png new file mode 100644 index 000000000..3c5669dd2 Binary files /dev/null and b/applications/plugins/solitaire/solitaire_10px.png differ