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+/* Copyright (C) 2023 Salvatore Sanfilippo -- All Rights Reserved
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+ * See the LICENSE file for information about the license. */
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+
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+#include <furi.h>
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+#include <furi_hal.h>
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+#include <input/input.h>
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+#include <gui/gui.h>
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+#include <stdlib.h>
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+#include <gui/gui.h>
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+#include <gui/view_dispatcher.h>
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+#include <gui/scene_manager.h>
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+#include <math.h>
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+
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+#define TAG "Asteroids" // Used for logging
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+#define DEBUG_MSG 1
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+#define SCREEN_XRES 128
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+#define SCREEN_YRES 64
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+
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+#define MAXBUL 10
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+typedef struct AsteroidsApp {
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+ /* GUI */
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+ Gui *gui;
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+ ViewPort *view_port; /* We just use a raw viewport and we render
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+ everything into the low level canvas. */
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+ FuriMessageQueue *event_queue; /* Keypress events go here. */
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+
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+ /* Game state. */
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+ int running; /* Once false exists the app. */
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+ uint32_t ticks; /* Game ticks. Increments at each refresh. */
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+ float shipx; /* Ship x position. */
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+ float shipy; /* Ship y position. */
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+ float shipa; /* Ship current angle, 2*PI is a full rotation. */
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+ float shipvx; /* x velocity. */
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+ float shipvy; /* y velocity. */
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+ float bulletsx[MAXBUL]; /* Bullets x position. */
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+ float bulletsy[MAXBUL]; /* Bullets y position. */
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+ int bullets; /* Active bullets. */
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+ uint32_t last_bullet_tick; /* Tick the last bullet was fired. */
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+ float asteroidsx[MAXBUL]; /* Asteroids x position. */
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+ float asteroidsy[MAXBUL]; /* Asteroids y position. */
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+ int asteroids; /* Active asteroids. */
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+} AsteroidsApp;
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+
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+/* Rotate the point X,Y by an angle 'a', with center 0,0. */
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+void rot2D(float x, float y, float *rx, float *ry, float a) {
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+ *rx = x*(float)cos(a)-y*(float)sin(a),
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+ *ry = y*(float)cos(a)+x*(float)sin(a);
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+}
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+
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+/* Render the ship at the current position, and rotated by the current
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+ * angle. */
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+void render_ship(Canvas *const canvas, float x, float y, float a) {
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+ struct { float x; float y; } shape[3] = {
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+ {-3,3}, {0,-6}, {3,3}
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+ };
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+ for (int j =0; j < 3; j++) {
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+ float nx, ny;
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+ rot2D(shape[j].x, shape[j].y, &nx, &ny, a);
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+ shape[j].x = nx;
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+ shape[j].y = ny;
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+ }
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+
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+ canvas_set_color(canvas, ColorBlack);
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+ for (int j =0; j < 4; j++) {
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+ int a = j%3;
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+ int b = (j+1)%3;
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+ canvas_draw_line(canvas,x+shape[a].x,y+shape[a].y,
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+ x+shape[b].x,y+shape[b].y);
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+ }
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+}
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+
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+/* Render the current game screen. */
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+static void render_callback(Canvas *const canvas, void *ctx) {
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+ AsteroidsApp *app = ctx;
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+
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+ /* Clear screen. */
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+ canvas_set_color(canvas, ColorWhite);
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+ canvas_draw_box(canvas, 0, 0, 127, 63);
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+ render_ship(canvas,app->shipx,app->shipy,app->shipa);
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+}
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+
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+/* Here all we do is putting the events into the queue that will be handled
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+ * in the while() loop of the app entry point function. */
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+static void input_callback(InputEvent* input_event, void* ctx)
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+{
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+ AsteroidsApp *app = ctx;
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+ furi_message_queue_put(app->event_queue,input_event,FuriWaitForever);
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+}
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+
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+/* Allocate the application state and initialize a number of stuff.
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+ * This is called in the entry point to create the application state. */
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+AsteroidsApp* asteroids_app_alloc() {
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+ AsteroidsApp *app = malloc(sizeof(AsteroidsApp));
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+
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+ app->gui = furi_record_open(RECORD_GUI);
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+ app->view_port = view_port_alloc();
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+ view_port_draw_callback_set(app->view_port, render_callback, app);
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+ view_port_input_callback_set(app->view_port, input_callback, app);
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+ gui_add_view_port(app->gui, app->view_port, GuiLayerFullscreen);
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+ app->event_queue = furi_message_queue_alloc(8, sizeof(InputEvent));
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+
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+ app->running = 1;
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+ app->ticks = 0;
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+ app->shipx = SCREEN_XRES / 2;
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+ app->shipy = SCREEN_YRES / 2;
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+ app->shipa = 0;
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+ app->shipvx = 0;
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+ app->shipvy = 0;
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+ app->bullets = 0;
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+ app->last_bullet_tick = 0;
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+ app->asteroids = 0;
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+ return app;
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+}
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+
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+/* Free what the application allocated. It is not clear to me if the
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+ * Flipper OS, once the application exits, will be able to reclaim space
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+ * even if we forget to free something here. */
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+void asteroids_app_free(AsteroidsApp *app) {
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+ furi_assert(app);
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+
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+ // View related.
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+ view_port_enabled_set(app->view_port, false);
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+ gui_remove_view_port(app->gui, app->view_port);
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+ view_port_free(app->view_port);
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+ furi_record_close(RECORD_GUI);
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+ furi_message_queue_free(app->event_queue);
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+ app->gui = NULL;
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+
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+ free(app);
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+}
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+
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+/* Called periodically. Do signal processing here. Data we process here
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+ * will be later displayed by the render callback. The side effect of this
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+ * function is to scan for signals and set DetectedSamples. */
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+static void timer_callback(void *ctx) {
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+ AsteroidsApp *app = ctx;
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+
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+ UNUSED(app);
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+}
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+
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+/* Handle keys interaction. */
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+void asteroids_process_keypress(AsteroidsApp *app, InputEvent input) {
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+ UNUSED(app);
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+ UNUSED(input);
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+}
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+
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+int32_t asteroids_app_entry(void* p) {
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+ UNUSED(p);
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+ AsteroidsApp *app = asteroids_app_alloc();
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+
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+ /* Create a timer. We do data analysis in the callback. */
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+ FuriTimer *timer = furi_timer_alloc(timer_callback, FuriTimerTypePeriodic, app);
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+ furi_timer_start(timer, furi_kernel_get_tick_frequency() / 4);
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+
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+ /* This is the main event loop: here we get the events that are pushed
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+ * in the queue by input_callback(), and process them one after the
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+ * other. The timeout is 100 milliseconds, so if not input is received
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+ * before such time, we exit the queue_get() function and call
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+ * view_port_update() in order to refresh our screen content. */
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+ InputEvent input;
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+ while(app->running) {
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+ FuriStatus qstat = furi_message_queue_get(app->event_queue, &input, 100);
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+ if (qstat == FuriStatusOk) {
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+ if (DEBUG_MSG) FURI_LOG_E(TAG, "Main Loop - Input: type %d key %u",
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+ input.type, input.key);
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+
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+ /* Handle navigation here. Then handle view-specific inputs
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+ * in the view specific handling function. */
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+ if (input.type == InputTypeShort &&
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+ input.key == InputKeyBack)
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+ {
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+ app->running = 0;
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+ } else {
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+ asteroids_process_keypress(app,input);
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+ }
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+ } else {
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+ /* Useful to understand if the app is still alive when it
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+ * does not respond because of bugs. */
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+ if (DEBUG_MSG) {
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+ static int c = 0; c++;
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+ if (!(c % 20)) FURI_LOG_E(TAG, "Loop timeout");
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+ }
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+ }
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+ view_port_update(app->view_port);
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+ }
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+
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+ furi_timer_free(timer);
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+ asteroids_app_free(app);
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+ return 0;
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+}
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