unleashed-firmware/applications/dolphin/scenes/assets/items.c

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#include <gui/elements.h>
#include "applications.h"
#include "items_i.h"
const Item TV = {
.layer = 7,
.timeout = 10,
.x = 160,
.y = 34,
.icon = I_TV_20x24,
.action_name = "Use",
.draw = draw_tv,
.callback = smash_tv};
const Item Painting = {
.layer = 3,
.timeout = 20,
.x = 160,
.y = 10,
.icon = I_Home_painting_17x20,
.action_name = "Inspect",
.draw = NULL,
.callback = inspect_painting};
const Item Sofa = {
.layer = 4,
.timeout = 100,
.x = 250,
.y = 34,
.icon = I_Sofa_40x13,
.action_name = "Sit",
.draw = NULL,
.callback = sofa_sit};
const Item PC = {
.layer = 4,
.timeout = 100,
.x = 400,
.y = 10,
.icon = I_PC_22x29,
.action_name = "Use",
.draw = NULL,
.callback = pc_callback};
const Item* Home[ITEMS_NUM] = {&TV, &Sofa, &Painting, &PC};
const Item** Scenes[1] = {*&Home};
const Item** get_scene(SceneState* state) {
return Scenes[state->scene_id];
}
static void dolphin_scene_start_app(SceneState* state, const FlipperApplication* flipper_app) {
furi_assert(state);
furi_assert(flipper_app);
state->scene_app_thread = furi_thread_alloc();
furi_assert(flipper_app->app);
furi_assert(flipper_app->name);
furi_thread_set_name(state->scene_app_thread, flipper_app->name);
furi_thread_set_stack_size(state->scene_app_thread, flipper_app->stack_size);
furi_thread_set_callback(state->scene_app_thread, flipper_app->app);
furi_thread_start(state->scene_app_thread);
}
const void scene_activate_item_callback(SceneState* state, Canvas* canvas) {
furi_assert(state);
furi_assert(canvas);
const Item* near = is_nearby(state);
if(near && state->use_pending == true) {
state->action_timeout = near->timeout;
near->callback(canvas, state);
state->use_pending = false;
} else if(near) {
near->callback(canvas, state);
}
}
const Item* is_nearby(SceneState* state) {
furi_assert(state);
uint8_t item = 0;
bool found = false;
const Item** current = get_scene(state);
while(item < ITEMS_NUM) {
int32_t rel =
(DOLPHIN_CENTER + DOLPHIN_WIDTH / 2 -
(current[item]->x - state->player_global.x) * PARALLAX(current[item]->layer));
if(abs(rel) <= DOLPHIN_WIDTH / 2) {
found = !found;
break;
}
++item;
}
return found ? current[item] : NULL;
}
void draw_tv(Canvas* canvas, void* state) {
furi_assert(state);
SceneState* s = state;
canvas_set_color(canvas, ColorWhite);
canvas_draw_box(
canvas, (TV.x + 3 - s->player_global.x) * PARALLAX(TV.layer), TV.y + 4, 16, 20);
canvas_set_color(canvas, ColorBlack);
canvas_set_bitmap_mode(canvas, true);
}
void smash_tv(Canvas* canvas, void* state) {
furi_assert(state);
SceneState* s = state;
s->player_flipped = true;
canvas_set_bitmap_mode(canvas, true);
canvas_draw_icon_name(
canvas, ((TV.x - 5) - s->player_global.x) * PARALLAX(TV.layer), TV.y - 2, I_FX_Bang_32x6);
canvas_set_bitmap_mode(canvas, false);
if(s->action_timeout < TV.timeout - 2) {
elements_multiline_text_framed(canvas, 80, 24, "Bang!");
}
}
void sofa_sit(Canvas* canvas, void* state) {
furi_assert(state);
SceneState* s = state;
// temp fix pos
s->player_global.x = 154;
s->dolphin_gfx = A_FX_Sitting_40x27;
s->dolphin_gfx_b = I_FX_SittingB_40x27;
}
void inspect_painting(Canvas* canvas, void* state) {
furi_assert(state);
SceneState* s = state;
if(s->use_pending) {
dolphin_scene_start_app(s, &FLIPPER_SCENE_APPS[0]);
}
}
void pc_callback(Canvas* canvas, void* state) {
furi_assert(state);
SceneState* s = state;
if(s->use_pending) {
dolphin_scene_start_app(s, &FLIPPER_SCENE_APPS[1]);
}
}