mirror of
https://github.com/DarkFlippers/unleashed-firmware
synced 2024-11-28 07:20:29 +00:00
0321717a86
Solitaire, Blackjack, HEX Viewer
192 lines
No EOL
5 KiB
C
192 lines
No EOL
5 KiB
C
#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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#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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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;
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//endregion
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void set_card_graphics(const Icon* graphics);
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/**
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* Gets card coordinates at the index (range: 0-20).
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*
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* @param index Index to check 0-20
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* @return Position of the card
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*/
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Vector card_pos_at_index(uint8_t index);
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/**
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* Draws card at a given coordinate (top-left corner)
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*
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* @param pos_x X position
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* @param pos_y Y position
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* @param pip Pip index 0:spades, 1:hearths, 2:diamonds, 3:clubs
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* @param character Letter [0-12] 0 is 2, 12 is A
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* @param canvas Pointer to Flipper's canvas object
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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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/**
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* Draws card at a given coordinate (top-left corner)
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*
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* @param pos_x X position
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* @param pos_y Y position
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* @param pip Pip index 0:spades, 1:hearths, 2:diamonds, 3:clubs
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* @param character Letter [0-12] 0 is 2, 12 is A
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* @param inverted Invert colors
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* @param canvas Pointer to Flipper's canvas object
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*/
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void draw_card_at_colored(
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int8_t pos_x,
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int8_t pos_y,
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uint8_t pip,
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uint8_t character,
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bool inverted,
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Canvas* const canvas);
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/**
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* Draws 'count' cards at the bottom right corner
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*
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* @param cards List of cards
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* @param count Count of cards
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* @param canvas Pointer to Flipper's canvas object
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*/
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void draw_deck(const Card* cards, uint8_t count, Canvas* const canvas);
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/**
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* Draws card back at a given coordinate (top-left corner)
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*
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* @param pos_x X coordinate
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* @param pos_y Y coordinate
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* @param canvas Pointer to Flipper's canvas object
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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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/**
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* Generates the deck
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*
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* @param deck_ptr Pointer to the deck
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* @param deck_count Number of decks
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*/
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void generate_deck(Deck* deck_ptr, uint8_t deck_count);
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/**
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* Shuffles the deck
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*
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* @param deck_ptr Pointer to the deck
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*/
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void shuffle_deck(Deck* deck_ptr);
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/**
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* Calculates the hand count for blackjack
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*
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* @param cards List of cards
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* @param count Count of cards
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* @return Hand value
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*/
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uint8_t hand_count(const Card* cards, uint8_t count);
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/**
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* Draws card animation
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*
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* @param animatingCard Card to animate
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* @param from Starting position
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* @param control Quadratic lerp control point
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* @param to End point
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* @param t Current time (0-1)
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* @param extra_margin Use extra margin at the end (arrives 0.2 unit before the end so it can stay there a bit)
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* @param canvas Pointer to Flipper's canvas object
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*/
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void draw_card_animation(
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Card animatingCard,
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Vector from,
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Vector control,
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Vector to,
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float t,
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bool extra_margin,
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Canvas* const canvas);
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/**
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* Init hand pointer
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* @param hand_ptr Pointer to hand
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* @param count Number of cards we want to store
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*/
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void init_hand(Hand* hand_ptr, uint8_t count);
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/**
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* Free hand resources
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* @param hand_ptr Pointer to hand
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*/
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void free_hand(Hand* hand_ptr);
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/**
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* Add card to hand
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* @param hand_ptr Pointer to hand
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* @param card Card to add
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*/
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void add_to_hand(Hand* hand_ptr, Card card);
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/**
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* Draw card placement position at coordinate
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* @param pos_x X coordinate
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* @param pos_y Y coordinate
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* @param highlighted Apply highlight effect
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* @param canvas Canvas object
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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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/**
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* Draws a column of card, displaying the last [max_cards] cards on the list
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* @param hand Hand object
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* @param pos_x X coordinate to draw
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* @param pos_y Y coordinate to draw
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* @param highlight Index to highlight, negative means no highlight
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* @param canvas Canvas object
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*/
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void draw_hand_column(
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Hand hand,
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int16_t pos_x,
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int16_t pos_y,
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int8_t highlight,
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Canvas* const canvas);
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/**
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* 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)
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* @param index Index to remove
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* @param deck Deck reference
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* @return The removed card
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*/
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Card remove_from_deck(uint16_t index, Deck* deck);
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int first_non_flipped_card(Hand hand);
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void extract_hand_region(Hand* hand, Hand* to, uint8_t start_index);
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void add_hand_region(Hand* to, Hand* from); |