mirror of
https://github.com/DarkFlippers/unleashed-firmware
synced 2024-12-23 19:23:09 +00:00
634 lines
20 KiB
C
634 lines
20 KiB
C
|
|
||
|
#include <gui/gui.h>
|
||
|
#include <stdlib.h>
|
||
|
#include <dolphin/dolphin.h>
|
||
|
#include <dialogs/dialogs.h>
|
||
|
#include <gui/canvas_i.h>
|
||
|
|
||
|
#include <math.h>
|
||
|
#include "util.h"
|
||
|
#include "defines.h"
|
||
|
#include "common/card.h"
|
||
|
#include "common/dml.h"
|
||
|
#include "common/queue.h"
|
||
|
#include "util.h"
|
||
|
#include "ui.h"
|
||
|
|
||
|
#include "Blackjack_icons.h"
|
||
|
|
||
|
#define DEALER_MAX 17
|
||
|
|
||
|
void start_round(GameState* game_state);
|
||
|
|
||
|
void init(GameState* game_state);
|
||
|
|
||
|
static void draw_ui(Canvas* const canvas, const GameState* game_state) {
|
||
|
draw_money(canvas, game_state->player_score);
|
||
|
|
||
|
draw_score(canvas, true, hand_count(game_state->player_cards, game_state->player_card_count));
|
||
|
|
||
|
if(!game_state->queue_state.running && game_state->state == GameStatePlay) {
|
||
|
render_menu(game_state->menu, canvas, 2, 47);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static void render_callback(Canvas* const canvas, void* ctx) {
|
||
|
const GameState* game_state = acquire_mutex((ValueMutex*)ctx, 25);
|
||
|
|
||
|
if(game_state == NULL) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
canvas_set_color(canvas, ColorBlack);
|
||
|
canvas_draw_frame(canvas, 0, 0, 128, 64);
|
||
|
|
||
|
if(game_state->state == GameStateStart) {
|
||
|
canvas_draw_icon(canvas, 0, 0, &I_blackjack);
|
||
|
}
|
||
|
if(game_state->state == GameStateGameOver) {
|
||
|
canvas_draw_icon(canvas, 0, 0, &I_endscreen);
|
||
|
}
|
||
|
|
||
|
if(game_state->state == GameStatePlay || game_state->state == GameStateDealer) {
|
||
|
if(game_state->state == GameStatePlay)
|
||
|
draw_player_scene(canvas, game_state);
|
||
|
else
|
||
|
draw_dealer_scene(canvas, game_state);
|
||
|
render_queue(&(game_state->queue_state), game_state, canvas);
|
||
|
draw_ui(canvas, game_state);
|
||
|
} else if(game_state->state == GameStateSettings) {
|
||
|
settings_page(canvas, game_state);
|
||
|
}
|
||
|
|
||
|
release_mutex((ValueMutex*)ctx, game_state);
|
||
|
}
|
||
|
|
||
|
//region card draw
|
||
|
Card draw_card(GameState* game_state) {
|
||
|
Card c = game_state->deck.cards[game_state->deck.index];
|
||
|
game_state->deck.index++;
|
||
|
return c;
|
||
|
}
|
||
|
|
||
|
void drawPlayerCard(void* ctx) {
|
||
|
GameState* game_state = ctx;
|
||
|
Card c = draw_card(game_state);
|
||
|
game_state->player_cards[game_state->player_card_count] = c;
|
||
|
game_state->player_card_count++;
|
||
|
if(game_state->player_score < game_state->settings.round_price || game_state->doubled) {
|
||
|
set_menu_state(game_state->menu, 0, false);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void drawDealerCard(void* ctx) {
|
||
|
GameState* game_state = ctx;
|
||
|
Card c = draw_card(game_state);
|
||
|
game_state->dealer_cards[game_state->dealer_card_count] = c;
|
||
|
game_state->dealer_card_count++;
|
||
|
}
|
||
|
//endregion
|
||
|
|
||
|
//region queue callbacks
|
||
|
void to_lose_state(const void* ctx, Canvas* const canvas) {
|
||
|
const GameState* game_state = ctx;
|
||
|
if(game_state->settings.message_duration == 0) return;
|
||
|
popup_frame(canvas);
|
||
|
elements_multiline_text_aligned(canvas, 64, 22, AlignCenter, AlignCenter, "You lost");
|
||
|
}
|
||
|
|
||
|
void to_bust_state(const void* ctx, Canvas* const canvas) {
|
||
|
const GameState* game_state = ctx;
|
||
|
if(game_state->settings.message_duration == 0) return;
|
||
|
popup_frame(canvas);
|
||
|
elements_multiline_text_aligned(canvas, 64, 22, AlignCenter, AlignCenter, "Busted!");
|
||
|
}
|
||
|
|
||
|
void to_draw_state(const void* ctx, Canvas* const canvas) {
|
||
|
const GameState* game_state = ctx;
|
||
|
if(game_state->settings.message_duration == 0) return;
|
||
|
popup_frame(canvas);
|
||
|
elements_multiline_text_aligned(canvas, 64, 22, AlignCenter, AlignCenter, "Draw");
|
||
|
}
|
||
|
|
||
|
void to_dealer_turn(const void* ctx, Canvas* const canvas) {
|
||
|
const GameState* game_state = ctx;
|
||
|
if(game_state->settings.message_duration == 0) return;
|
||
|
popup_frame(canvas);
|
||
|
elements_multiline_text_aligned(canvas, 64, 22, AlignCenter, AlignCenter, "Dealers turn");
|
||
|
}
|
||
|
|
||
|
void to_win_state(const void* ctx, Canvas* const canvas) {
|
||
|
const GameState* game_state = ctx;
|
||
|
if(game_state->settings.message_duration == 0) return;
|
||
|
popup_frame(canvas);
|
||
|
elements_multiline_text_aligned(canvas, 64, 22, AlignCenter, AlignCenter, "You win");
|
||
|
}
|
||
|
|
||
|
void to_start(const void* ctx, Canvas* const canvas) {
|
||
|
const GameState* game_state = ctx;
|
||
|
if(game_state->settings.message_duration == 0) return;
|
||
|
popup_frame(canvas);
|
||
|
elements_multiline_text_aligned(canvas, 64, 22, AlignCenter, AlignCenter, "Round started");
|
||
|
}
|
||
|
|
||
|
void before_start(void* ctx) {
|
||
|
GameState* game_state = ctx;
|
||
|
game_state->dealer_card_count = 0;
|
||
|
game_state->player_card_count = 0;
|
||
|
}
|
||
|
|
||
|
void start(void* ctx) {
|
||
|
GameState* game_state = ctx;
|
||
|
start_round(game_state);
|
||
|
}
|
||
|
|
||
|
void draw(void* ctx) {
|
||
|
GameState* game_state = ctx;
|
||
|
game_state->player_score += game_state->bet;
|
||
|
game_state->bet = 0;
|
||
|
enqueue(
|
||
|
&(game_state->queue_state),
|
||
|
game_state,
|
||
|
start,
|
||
|
before_start,
|
||
|
to_start,
|
||
|
game_state->settings.message_duration);
|
||
|
}
|
||
|
|
||
|
void game_over(void* ctx) {
|
||
|
GameState* game_state = ctx;
|
||
|
game_state->state = GameStateGameOver;
|
||
|
}
|
||
|
|
||
|
void lose(void* ctx) {
|
||
|
GameState* game_state = ctx;
|
||
|
game_state->state = GameStatePlay;
|
||
|
game_state->bet = 0;
|
||
|
if(game_state->player_score >= game_state->settings.round_price) {
|
||
|
enqueue(
|
||
|
&(game_state->queue_state),
|
||
|
game_state,
|
||
|
start,
|
||
|
before_start,
|
||
|
to_start,
|
||
|
game_state->settings.message_duration);
|
||
|
} else {
|
||
|
enqueue(&(game_state->queue_state), game_state, game_over, NULL, NULL, 0);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void win(void* ctx) {
|
||
|
GameState* game_state = ctx;
|
||
|
game_state->state = GameStatePlay;
|
||
|
game_state->player_score += game_state->bet * 2;
|
||
|
game_state->bet = 0;
|
||
|
enqueue(
|
||
|
&(game_state->queue_state),
|
||
|
game_state,
|
||
|
start,
|
||
|
before_start,
|
||
|
to_start,
|
||
|
game_state->settings.message_duration);
|
||
|
}
|
||
|
|
||
|
void dealerTurn(void* ctx) {
|
||
|
GameState* game_state = ctx;
|
||
|
game_state->state = GameStateDealer;
|
||
|
}
|
||
|
|
||
|
float animationTime(const GameState* game_state) {
|
||
|
return (float)(furi_get_tick() - game_state->queue_state.start) /
|
||
|
(float)(game_state->settings.animation_duration);
|
||
|
}
|
||
|
|
||
|
void dealer_card_animation(const void* ctx, Canvas* const canvas) {
|
||
|
const GameState* game_state = ctx;
|
||
|
float t = animationTime(game_state);
|
||
|
|
||
|
Card animatingCard = game_state->deck.cards[game_state->deck.index];
|
||
|
if(game_state->dealer_card_count > 1) {
|
||
|
Vector end = card_pos_at_index(game_state->dealer_card_count);
|
||
|
draw_card_animation(animatingCard, (Vector){0, 64}, (Vector){0, 32}, end, t, true, canvas);
|
||
|
} else {
|
||
|
draw_card_animation(
|
||
|
animatingCard,
|
||
|
(Vector){32, -CARD_HEIGHT},
|
||
|
(Vector){64, 32},
|
||
|
(Vector){2, 2},
|
||
|
t,
|
||
|
false,
|
||
|
canvas);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void dealer_back_card_animation(const void* ctx, Canvas* const canvas) {
|
||
|
const GameState* game_state = ctx;
|
||
|
float t = animationTime(game_state);
|
||
|
|
||
|
Vector currentPos =
|
||
|
quadratic_2d((Vector){32, -CARD_HEIGHT}, (Vector){64, 32}, (Vector){13, 5}, t);
|
||
|
draw_card_back_at(currentPos.x, currentPos.y, canvas);
|
||
|
}
|
||
|
|
||
|
void player_card_animation(const void* ctx, Canvas* const canvas) {
|
||
|
const GameState* game_state = ctx;
|
||
|
float t = animationTime(game_state);
|
||
|
|
||
|
Card animatingCard = game_state->deck.cards[game_state->deck.index];
|
||
|
Vector end = card_pos_at_index(game_state->player_card_count);
|
||
|
|
||
|
draw_card_animation(
|
||
|
animatingCard, (Vector){32, -CARD_HEIGHT}, (Vector){0, 32}, end, t, true, canvas);
|
||
|
}
|
||
|
//endregion
|
||
|
|
||
|
void player_tick(GameState* game_state) {
|
||
|
uint8_t score = hand_count(game_state->player_cards, game_state->player_card_count);
|
||
|
if((game_state->doubled && score <= 21) || score == 21) {
|
||
|
enqueue(
|
||
|
&(game_state->queue_state),
|
||
|
game_state,
|
||
|
dealerTurn,
|
||
|
NULL,
|
||
|
to_dealer_turn,
|
||
|
game_state->settings.message_duration);
|
||
|
} else if(score > 21) {
|
||
|
enqueue(
|
||
|
&(game_state->queue_state),
|
||
|
game_state,
|
||
|
lose,
|
||
|
NULL,
|
||
|
to_bust_state,
|
||
|
game_state->settings.message_duration);
|
||
|
} else {
|
||
|
if(game_state->selectDirection == DirectionUp ||
|
||
|
game_state->selectDirection == DirectionDown) {
|
||
|
move_menu(game_state->menu, game_state->selectDirection == DirectionUp ? -1 : 1);
|
||
|
}
|
||
|
|
||
|
if(game_state->selectDirection == Select) {
|
||
|
activate_menu(game_state->menu, game_state);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void dealer_tick(GameState* game_state) {
|
||
|
uint8_t dealer_score = hand_count(game_state->dealer_cards, game_state->dealer_card_count);
|
||
|
uint8_t player_score = hand_count(game_state->player_cards, game_state->player_card_count);
|
||
|
|
||
|
if(dealer_score >= DEALER_MAX) {
|
||
|
if(dealer_score > 21 || dealer_score < player_score) {
|
||
|
enqueue(
|
||
|
&(game_state->queue_state),
|
||
|
game_state,
|
||
|
win,
|
||
|
NULL,
|
||
|
to_win_state,
|
||
|
game_state->settings.message_duration);
|
||
|
} else if(dealer_score > player_score) {
|
||
|
enqueue(
|
||
|
&(game_state->queue_state),
|
||
|
game_state,
|
||
|
lose,
|
||
|
NULL,
|
||
|
to_lose_state,
|
||
|
game_state->settings.message_duration);
|
||
|
} else if(dealer_score == player_score) {
|
||
|
enqueue(
|
||
|
&(game_state->queue_state),
|
||
|
game_state,
|
||
|
draw,
|
||
|
NULL,
|
||
|
to_draw_state,
|
||
|
game_state->settings.message_duration);
|
||
|
}
|
||
|
} else {
|
||
|
enqueue(
|
||
|
&(game_state->queue_state),
|
||
|
game_state,
|
||
|
drawDealerCard,
|
||
|
NULL,
|
||
|
dealer_card_animation,
|
||
|
game_state->settings.animation_duration);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void settings_tick(GameState* game_state) {
|
||
|
if(game_state->selectDirection == DirectionDown && game_state->selectedMenu < 4) {
|
||
|
game_state->selectedMenu++;
|
||
|
}
|
||
|
if(game_state->selectDirection == DirectionUp && game_state->selectedMenu > 0) {
|
||
|
game_state->selectedMenu--;
|
||
|
}
|
||
|
|
||
|
if(game_state->selectDirection == DirectionLeft ||
|
||
|
game_state->selectDirection == DirectionRight) {
|
||
|
int nextScore = 0;
|
||
|
switch(game_state->selectedMenu) {
|
||
|
case 0:
|
||
|
nextScore = game_state->settings.starting_money;
|
||
|
if(game_state->selectDirection == DirectionLeft)
|
||
|
nextScore -= 10;
|
||
|
else
|
||
|
nextScore += 10;
|
||
|
if(nextScore >= (int)game_state->settings.round_price && nextScore < 400)
|
||
|
game_state->settings.starting_money = nextScore;
|
||
|
break;
|
||
|
case 1:
|
||
|
nextScore = game_state->settings.round_price;
|
||
|
if(game_state->selectDirection == DirectionLeft)
|
||
|
nextScore -= 10;
|
||
|
else
|
||
|
nextScore += 10;
|
||
|
if(nextScore >= 5 && nextScore <= (int)game_state->settings.starting_money)
|
||
|
game_state->settings.round_price = nextScore;
|
||
|
break;
|
||
|
case 2:
|
||
|
nextScore = game_state->settings.animation_duration;
|
||
|
if(game_state->selectDirection == DirectionLeft)
|
||
|
nextScore -= 100;
|
||
|
else
|
||
|
nextScore += 100;
|
||
|
if(nextScore >= 0 && nextScore < 2000)
|
||
|
game_state->settings.animation_duration = nextScore;
|
||
|
break;
|
||
|
case 3:
|
||
|
nextScore = game_state->settings.message_duration;
|
||
|
if(game_state->selectDirection == DirectionLeft)
|
||
|
nextScore -= 100;
|
||
|
else
|
||
|
nextScore += 100;
|
||
|
if(nextScore >= 0 && nextScore < 2000)
|
||
|
game_state->settings.message_duration = nextScore;
|
||
|
break;
|
||
|
case 4:
|
||
|
game_state->settings.sound_effects = !game_state->settings.sound_effects;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void tick(GameState* game_state) {
|
||
|
game_state->last_tick = furi_get_tick();
|
||
|
bool queue_ran = run_queue(&(game_state->queue_state), game_state);
|
||
|
|
||
|
switch(game_state->state) {
|
||
|
case GameStateGameOver:
|
||
|
case GameStateStart:
|
||
|
if(game_state->selectDirection == Select)
|
||
|
init(game_state);
|
||
|
else if(game_state->selectDirection == DirectionRight) {
|
||
|
game_state->selectedMenu = 0;
|
||
|
game_state->state = GameStateSettings;
|
||
|
}
|
||
|
break;
|
||
|
case GameStatePlay:
|
||
|
if(!game_state->started) {
|
||
|
game_state->selectedMenu = 0;
|
||
|
game_state->started = true;
|
||
|
enqueue(
|
||
|
&(game_state->queue_state),
|
||
|
game_state,
|
||
|
drawDealerCard,
|
||
|
NULL,
|
||
|
dealer_back_card_animation,
|
||
|
game_state->settings.animation_duration);
|
||
|
enqueue(
|
||
|
&(game_state->queue_state),
|
||
|
game_state,
|
||
|
drawPlayerCard,
|
||
|
NULL,
|
||
|
player_card_animation,
|
||
|
game_state->settings.animation_duration);
|
||
|
enqueue(
|
||
|
&(game_state->queue_state),
|
||
|
game_state,
|
||
|
drawDealerCard,
|
||
|
NULL,
|
||
|
dealer_card_animation,
|
||
|
game_state->settings.animation_duration);
|
||
|
enqueue(
|
||
|
&(game_state->queue_state),
|
||
|
game_state,
|
||
|
drawPlayerCard,
|
||
|
NULL,
|
||
|
player_card_animation,
|
||
|
game_state->settings.animation_duration);
|
||
|
}
|
||
|
if(!queue_ran) player_tick(game_state);
|
||
|
break;
|
||
|
case GameStateDealer:
|
||
|
if(!queue_ran) dealer_tick(game_state);
|
||
|
break;
|
||
|
case GameStateSettings:
|
||
|
settings_tick(game_state);
|
||
|
break;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
game_state->selectDirection = None;
|
||
|
}
|
||
|
|
||
|
void start_round(GameState* game_state) {
|
||
|
game_state->menu->current_menu = 1;
|
||
|
game_state->player_card_count = 0;
|
||
|
game_state->dealer_card_count = 0;
|
||
|
set_menu_state(game_state->menu, 0, true);
|
||
|
game_state->menu->enabled = true;
|
||
|
game_state->started = false;
|
||
|
game_state->doubled = false;
|
||
|
game_state->queue_state.running = true;
|
||
|
shuffle_deck(&(game_state->deck));
|
||
|
game_state->doubled = false;
|
||
|
game_state->bet = game_state->settings.round_price;
|
||
|
if(game_state->player_score < game_state->settings.round_price) {
|
||
|
game_state->state = GameStateGameOver;
|
||
|
} else {
|
||
|
game_state->player_score -= game_state->settings.round_price;
|
||
|
}
|
||
|
game_state->state = GameStatePlay;
|
||
|
}
|
||
|
|
||
|
void init(GameState* game_state) {
|
||
|
set_menu_state(game_state->menu, 0, true);
|
||
|
game_state->menu->enabled = true;
|
||
|
game_state->menu->current_menu = 1;
|
||
|
game_state->settings = load_settings();
|
||
|
game_state->last_tick = 0;
|
||
|
game_state->processing = true;
|
||
|
game_state->selectedMenu = 0;
|
||
|
game_state->player_score = game_state->settings.starting_money;
|
||
|
generate_deck(&(game_state->deck), 6);
|
||
|
start_round(game_state);
|
||
|
}
|
||
|
|
||
|
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);
|
||
|
}
|
||
|
|
||
|
void doubleAction(void* state) {
|
||
|
GameState* game_state = state;
|
||
|
if(!game_state->doubled && game_state->player_score >= game_state->settings.round_price) {
|
||
|
game_state->player_score -= game_state->settings.round_price;
|
||
|
game_state->bet += game_state->settings.round_price;
|
||
|
game_state->doubled = true;
|
||
|
enqueue(
|
||
|
&(game_state->queue_state),
|
||
|
game_state,
|
||
|
drawPlayerCard,
|
||
|
NULL,
|
||
|
player_card_animation,
|
||
|
game_state->settings.animation_duration);
|
||
|
game_state->player_cards[game_state->player_card_count] =
|
||
|
game_state->deck.cards[game_state->deck.index];
|
||
|
uint8_t score = hand_count(game_state->player_cards, game_state->player_card_count + 1);
|
||
|
if(score > 21) {
|
||
|
enqueue(
|
||
|
&(game_state->queue_state),
|
||
|
game_state,
|
||
|
lose,
|
||
|
NULL,
|
||
|
to_bust_state,
|
||
|
game_state->settings.message_duration);
|
||
|
} else {
|
||
|
enqueue(
|
||
|
&(game_state->queue_state),
|
||
|
game_state,
|
||
|
dealerTurn,
|
||
|
NULL,
|
||
|
to_dealer_turn,
|
||
|
game_state->settings.message_duration);
|
||
|
}
|
||
|
set_menu_state(game_state->menu, 0, false);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void hitAction(void* state) {
|
||
|
GameState* game_state = state;
|
||
|
enqueue(
|
||
|
&(game_state->queue_state),
|
||
|
game_state,
|
||
|
drawPlayerCard,
|
||
|
NULL,
|
||
|
player_card_animation,
|
||
|
game_state->settings.animation_duration);
|
||
|
}
|
||
|
void stayAction(void* state) {
|
||
|
GameState* game_state = state;
|
||
|
enqueue(
|
||
|
&(game_state->queue_state),
|
||
|
game_state,
|
||
|
dealerTurn,
|
||
|
NULL,
|
||
|
to_dealer_turn,
|
||
|
game_state->settings.message_duration);
|
||
|
}
|
||
|
|
||
|
int32_t blackjack_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));
|
||
|
game_state->menu = malloc(sizeof(Menu));
|
||
|
game_state->menu->menu_width = 40;
|
||
|
init(game_state);
|
||
|
add_menu(game_state->menu, "Double", doubleAction);
|
||
|
add_menu(game_state->menu, "Hit", hitAction);
|
||
|
add_menu(game_state->menu, "Stay", stayAction);
|
||
|
set_card_graphics(&I_card_graphics);
|
||
|
|
||
|
game_state->state = GameStateStart;
|
||
|
|
||
|
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;
|
||
|
}
|
||
|
|
||
|
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() / 25);
|
||
|
|
||
|
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, 100);
|
||
|
GameState* localstate = (GameState*)acquire_mutex_block(&state_mutex);
|
||
|
if(event_status == FuriStatusOk) {
|
||
|
if(event.type == EventTypeKey) {
|
||
|
if(event.input.type == InputTypePress) {
|
||
|
switch(event.input.key) {
|
||
|
case InputKeyUp:
|
||
|
localstate->selectDirection = DirectionUp;
|
||
|
break;
|
||
|
case InputKeyDown:
|
||
|
localstate->selectDirection = DirectionDown;
|
||
|
break;
|
||
|
case InputKeyRight:
|
||
|
localstate->selectDirection = DirectionRight;
|
||
|
break;
|
||
|
case InputKeyLeft:
|
||
|
localstate->selectDirection = DirectionLeft;
|
||
|
break;
|
||
|
case InputKeyBack:
|
||
|
if(localstate->state == GameStateSettings) {
|
||
|
localstate->state = GameStateStart;
|
||
|
save_settings(localstate->settings);
|
||
|
} else
|
||
|
processing = false;
|
||
|
break;
|
||
|
case InputKeyOk:
|
||
|
localstate->selectDirection = Select;
|
||
|
break;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
} else if(event.type == EventTypeTick) {
|
||
|
tick(localstate);
|
||
|
processing = localstate->processing;
|
||
|
}
|
||
|
} else {
|
||
|
//FURI_LOG_D(APP_NAME, "osMessageQueue: event timeout");
|
||
|
// event timeout
|
||
|
}
|
||
|
view_port_update(view_port);
|
||
|
release_mutex(&state_mutex, localstate);
|
||
|
}
|
||
|
|
||
|
furi_timer_free(timer);
|
||
|
view_port_enabled_set(view_port, false);
|
||
|
gui_remove_view_port(gui, view_port);
|
||
|
furi_record_close(RECORD_GUI);
|
||
|
view_port_free(view_port);
|
||
|
delete_mutex(&state_mutex);
|
||
|
|
||
|
free_and_exit:
|
||
|
free(game_state->deck.cards);
|
||
|
free_menu(game_state->menu);
|
||
|
queue_clear(&(game_state->queue_state));
|
||
|
free(game_state);
|
||
|
furi_message_queue_free(event_queue);
|
||
|
|
||
|
return return_code;
|
||
|
}
|