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solitaire/common/.gitsubtree

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-https://github.com/teeebor/flipper_helpers 4ef796c450428521fc576c8e5c993d027061414d /

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solitaire/common/LICENSE

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-MIT License
-
-Copyright (c) 2023 Tibor Tálosi
-
-Permission is hereby granted, free of charge, to any person obtaining a copy
-of this software and associated documentation files (the "Software"), to deal
-in the Software without restriction, including without limitation the rights
-to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-copies of the Software, and to permit persons to whom the Software is
-furnished to do so, subject to the following conditions:
-
-The above copyright notice and this permission notice shall be included in all
-copies or substantial portions of the Software.
-
-THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-SOFTWARE.

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solitaire/common/README.md

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-# Flipper helper functions
-
-A collection of methods my games are using. 
-
----
-
-## UI
-
-Extra methods for graphics. It can read/write/copy anything from the screen, create a buffer that you can swap with the one inside the canvas object and every flipper draw call should work with it.
-
-Call this at the end of your program
-```
-ui_cleanup();
-```
-
-### How to use it
-
-* To test if a pixel is black or not: ``test_pixel(canvas_buffer, pixel_x, pixel_y, screen_width)``
-* Convert Flippers icon to the same type to u8g2: ``uint8_t * result=image_data(canvas, icon);``
-* Flatten X/Y pixel coordinate to array index ``uint32_t result=pixel_index(x, y)``
-* Draw icon region with overlay/invert support: ``draw_icon_clip(canvas, icon, image_x, image_y, screen_x, screen_y, width, height, draw_mode)``
-* Draw flipped region icon with overlay/invert support: ``draw_icon_clip_flipped(canvas, icon, image_x, image_y, screen_x, screen_y, width, height, draw_mode)``
-* Draw rounded box: ``draw_rounded_box(canvas, x, y, width, heigth, draw_mode)``
-* Draw rounded box frame: ``draw_rounded_box_frame(canvas, x, y, width, heigth, draw_mode)``
-* Draw rectangle: ``draw_rectangle(canvas, x, y, width, heigth, draw_mode)``
-* Invert screen colors in a rectangle: ``invert_rectangle(canvas, x, y, width, height)``
-* Invert screen colors in a shape: ``invert_shape(canvas, image, x, y, width, height)``
-* Read pixel: ``read_pixel(canvas, x, y)``
-* Set pixel: ``set_pixel(canvas, x, y, draw_mode)``
-* Draw line: ``set_pixel(canvas, x1, y1, x2, y1, draw_mode)``
-* Test coordinate if it is in the screen: ``in_screen(x, y)``
-* Test coordinate if it is in the screen: ``in_screen(x, y)``
-* Get screen buffer: ``get_buffer(canvas)``
-* Create a new buffer: ``make_buffer()``
-* Clone buffer: ``clone_buffer(source_buffer, result_buffer)``
-
----
-## Math (dml)
-
-Some extra math functionality.
-
-### Vector math
-
-* Vector type
-* add 2 vectors together ``Vector result = vector_add(a, b);``
-* divide 2 vectors components from each other ``Vector result = vector_sub(a, b);``
-* Multiplying vector components together ``Vector result = vector_mul_components(a, b);``
-* Dividing vector components ``Vector result = vector_div_components(a, b);``
-* Get the magnitude of a vector ``float result = vector_magnitude(a);``
-* Normalize a vector (components add up to one) ``Vector result = vector_normalized(a);``
-* Distance between vectors ``Vector result = vector_distance(a, b);``
-* Get dot product ``float result = vector_distance(a, b);``
-
-### Linear Interpolation
-
-* Interpolate a single value ``float result = lerp(start_value, end_value, time);``
-* Interpolate Vector ``Vector result = lerp(start_vector, end_vector, time);``
-* Quadratic interpolation ``Vector result = quadratic_2d(start_vector, control_vector, end_vector, time);``
-
-
-### Extra
-
-* min macro ``min(a,b);``
-* max macro ``max(a,b);``
-* abs macro ``abs(value);``
-
----
-## Queue
-
-A basic queue functionality. Useful to chain your methods in order, so they can follow each other. Mainly used to state switching an animation state handling in my games.
-
-Currently it only supports one queue chain.
-### How to use it
-* Store a queue handler in your application state
-  ```c
-  typedef struct {
-      //...your game states
-      QueueState queue_state;
-  } AppState;
-  ```
-* To add a new queue item
-  ```c
-  //Needed functions
-  void done_callback(void *ctx) {
-     //Called when the item is being removed from the queue
-  }
-  void start_callback(void *ctx) {
-     //Called every tick when it is active
-  }
-  void render_callback(const void *ctx, Canvas *const canvas) {
-     //Called while rendering in case you want to render something
-  }
-  
-  //In your code somewhere
-  //Not needed callbacks can be set to NULL
-  enqueue(&(app_state->queue_state), app_state, done_callback, start_callback, render_callback, queue_run_duration)
-  ```
-* Required to run
-  ```c
-  //Put this in a place that runs every tick
-  bool queue_ran = run_queue(&(app_state->queue_state), app_state);
-  
-  //Put this in your render function
-  render_queue(&(app_state->queue_state), app_state, canvas);
-  ```
-* Clean up at the end of your program
-  ```c
-  queue_clear(&(app_state->queue_state));
-  ```
-
----
-## Card
-
-### Types
-* Card
-  - Stores data about one card from the deck
-  - Properties
-    - pip: the symbol (0: spades, 1: hearths, 2: diamonds, 3: clubs)
-    - character: the letter for the card (2 is 0, A is 12)
-    - disabled: can be used freely. I used it to hide the card during animation
-    - flipped: if this is set to true, instead of the card graphics the backside will be rendered
-* Deck
-  - Store a whole deck
-  - Properties
-    - deck_count: How many decks are added into this
-    - cards: contains the cards
-    - card_count: how many cards are in the deck
-    - index: useful to track your current index in the deck
-* Hand
-  - Store cards that are given for example to the player
-  - Properties
-    - Cards: cards in the hand
-    - index: to keep track of where we are in the hand
-    - max: how many cards can be in the hand
-
-### Usage
-
-Before you can use it, you have to load the card_graphics.png file in your games assets
-```c
-    set_card_graphics(&I_card_graphics);
-```
-
-- Draw a single card: ``draw_card_at(pos_x, pos_y, pip, character, canvas)``
-- Draw single card with invert support: ``draw_card_at_colored(pos_x, pos_y, pip, character, inverted, canvas)``
-- Draw the blackjack deck in the bottom right corner (it can stack up to 21 cards): ``draw_deck(cards, count, canvas)``
-- Draw the backside of the card: ``draw_card_back_at(pos_x, pos_y, canvas)``
-- Generate a deck: ``generate_deck(deck_pointer, how_many_decks)``
-- Blackjack hand calculation: ``hand_count(cards_array, how_many_cards)``
-- Draw card animation state: ``draw_card_animation(card, from_vector, control_vector, to_vector, current_phase, extra_time_margin, canvas)``
-- Create hand pointer: ``init_hand(hand_pointer, card_count)``
-- Free hand pointer: ``free_hand(hand_pointer)``
-- Add card to the hand: ``add_to_hand(hand_pointer, card)``
-- Draw an empty space (like the one in solitaire): ``draw_card_space(pos_x, pos_y, is_highlighted, canvas)``
-- Draw cards in a column: ``draw_hand_column(hand, pos_x, pos_y, selected_card, canvas)``
-- Remove card from the deck: ``remove_from_deck(index_to_remove, deck_pointer)``
-- Get first non flipped card index in a hand: ``first_non_flipped_card(hand)``
-- Move cards from one hand to another starting at index: ``extract_hand_region(from_hand, to_hand, start_index)``lipped card index in a hand: ``first_non_flipped_card(hand)``
-- Move the whole hand into another hand: ``add_hand_region(from_hand, to_hand)``
-
-## Menu
-
-Do not use it, it barely works and only used in blackjack.

+ 0 - 353
solitaire/common/card.c

@@ -1,353 +0,0 @@
-#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) {
-        free(deck_ptr->cards);
-    }
-
-    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]);
-        }
-    }
-}

+ 0 - 192
solitaire/common/card.h

@@ -1,192 +0,0 @@
-#pragma once
-
-#include <gui/gui.h>
-#include <math.h>
-#include <stdlib.h>
-#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);

BIN
solitaire/common/card_graphics.png


+ 0 - 53
solitaire/common/dml.c

@@ -1,53 +0,0 @@
-#include "dml.h"
-#include <math.h>
-
-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;
-}

+ 0 - 116
solitaire/common/dml.h

@@ -1,116 +0,0 @@
-//
-// 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);

+ 0 - 103
solitaire/common/menu.c

@@ -1,103 +0,0 @@
-#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);
-        }
-    }
-}

+ 0 - 77
solitaire/common/menu.h

@@ -1,77 +0,0 @@
-#pragma once
-
-#include <furi.h>
-#include <gui/gui.h>
-
-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);

+ 0 - 69
solitaire/common/queue.c

@@ -1,69 +0,0 @@
-#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;
-}

+ 0 - 70
solitaire/common/queue.h

@@ -1,70 +0,0 @@
-#pragma once
-
-#include <gui/gui.h>
-#include <furi.h>
-
-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);

+ 0 - 258
solitaire/common/ui.c

@@ -1,258 +0,0 @@
-#include "ui.h"
-#include <gui/canvas_i.h>
-#include <u8g2_glue.h>
-#include <gui/icon_animation_i.h>
-#include <gui/icon.h>
-#include <gui/icon_i.h>
-#include <furi_hal.h>
-
-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);
-        }
-    }
-}

+ 0 - 105
solitaire/common/ui.h

@@ -1,105 +0,0 @@
-#pragma once
-
-#include <furi.h>
-#include <gui/canvas.h>
-
-#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);