mirror of
https://github.com/DarkFlippers/unleashed-firmware
synced 2024-12-19 01:03:22 +00:00
28eb4d1060
Not full refactoring, only small issues is fixed and moved all plugins to furi mutex instead of valuemutex Many small issues was found and fixed due mutex upgrade OFW removed 60 lines of code and it was painful
575 lines
No EOL
21 KiB
C
575 lines
No EOL
21 KiB
C
#include <stdlib.h>
|
|
#include <dolphin/dolphin.h>
|
|
#include <furi.h>
|
|
#include <gui/canvas_i.h>
|
|
#include "defines.h"
|
|
#include "common/ui.h"
|
|
#include "Solitaire_icons.h"
|
|
#include <notification/notification.h>
|
|
#include <notification/notification_messages.h>
|
|
void init(GameState* game_state);
|
|
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) {
|
|
furi_assert(ctx);
|
|
const GameState* game_state = ctx;
|
|
furi_mutex_acquire(game_state->mutex, FuriWaitForever);
|
|
|
|
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;
|
|
}
|
|
|
|
furi_mutex_release(game_state->mutex);
|
|
}
|
|
|
|
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(where->disabled && b_letter != -1) return false;
|
|
|
|
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(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) {
|
|
DOLPHIN_DEED(DolphinDeedPluginGameWin);
|
|
game_state->state = GameStateAnimate;
|
|
return;
|
|
}
|
|
}
|
|
if(handleInput(game_state)) {
|
|
if(game_state->state == GameStatePlay) {
|
|
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->longPress &&
|
|
game_state->input == InputKeyOk) {
|
|
init(game_state);
|
|
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) {
|
|
init(game_state);
|
|
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;
|
|
game_state->mutex = furi_mutex_alloc(FuriMutexTypeNormal);
|
|
if(!game_state->mutex) {
|
|
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, game_state);
|
|
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(RECORD_GUI);
|
|
gui_add_view_port(gui, view_port, GuiLayerFullscreen);
|
|
|
|
AppEvent event;
|
|
|
|
// Call Dolphin deed on game start
|
|
DOLPHIN_DEED(DolphinDeedPluginGameStart);
|
|
|
|
for(bool processing = true; processing;) {
|
|
FuriStatus event_status = furi_message_queue_get(event_queue, &event, 150);
|
|
furi_mutex_acquire(game_state->mutex, FuriWaitForever);
|
|
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:
|
|
game_state->input = event.input.key;
|
|
break;
|
|
case InputKeyBack:
|
|
processing = false;
|
|
return_code = 1;
|
|
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 && game_state->state == GameStateStart) {
|
|
game_state->state = GameStatePlay;
|
|
init(game_state);
|
|
} else {
|
|
hadChange = true;
|
|
game_state->input = event.input.key;
|
|
}
|
|
break;
|
|
case InputKeyBack:
|
|
init(game_state);
|
|
processing = false;
|
|
return_code = 1;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
} else if(event.type == EventTypeTick) {
|
|
tick(game_state, notification);
|
|
processing = game_state->processing;
|
|
game_state->input = InputKeyMAX;
|
|
}
|
|
} else {
|
|
//FURI_LOG_W(APP_NAME, "osMessageQueue: event timeout");
|
|
// event timeout
|
|
}
|
|
if(hadChange || game_state->state == GameStateAnimate) view_port_update(view_port);
|
|
furi_mutex_release(game_state->mutex);
|
|
}
|
|
|
|
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);
|
|
furi_mutex_free(game_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;
|
|
} |