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@@ -0,0 +1,562 @@
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+#include <stdlib.h>
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+#include <dolphin/dolphin.h>
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+#include <furi.h>
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+#include <gui/canvas_i.h>
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+#include "defines.h"
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+#include "common/ui.h"
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+#include "solitaire_icons.h"
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+#include <notification/notification.h>
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+#include <notification/notification_messages.h>
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+void init(GameState *game_state);
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+
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+const NotificationSequence sequence_fail = {
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+ &message_vibro_on,
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+ &message_note_c4,
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+ &message_delay_10,
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+ &message_vibro_off,
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+ &message_sound_off,
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+ &message_delay_10,
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+
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+ &message_vibro_on,
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+ &message_note_a3,
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+ &message_delay_10,
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+ &message_vibro_off,
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+ &message_sound_off,
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+ NULL,
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+};
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+int8_t columns[7][3] = {
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+ {1, 1, 25},
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+ {19, 1, 25},
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+ {37, 1, 25},
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+ {55, 1, 25},
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+ {73, 1, 25},
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+ {91, 1, 25},
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+ {109, 1, 25},
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+};
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+
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+bool can_place_card(Card where, Card what) {
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+ bool a_black = where.pip == 0 || where.pip == 3;
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+ bool b_black = what.pip == 0 || what.pip == 3;
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+ if (a_black == b_black) return false;
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+
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+ int8_t a_letter = (int8_t) where.character;
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+ int8_t b_letter = (int8_t) what.character;
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+ if (a_letter == 12) a_letter = -1;
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+ if (b_letter == 12) b_letter = -1;
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+
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+ return (a_letter - 1) == b_letter;
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+}
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+
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+static void draw_scene(Canvas *const canvas, const GameState *game_state) {
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+
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+ if(game_state->had_change){
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+ int deckIndex = game_state->deck.index;
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+ if (game_state->dragging_deck)
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+ deckIndex--;
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+
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+ if ((game_state->deck.index < (game_state->deck.card_count - 1) || game_state->deck.index == -1) && game_state->deck.card_count>0) {
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+ draw_card_back_at(columns[0][0], columns[0][1], canvas);
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+ if (game_state->selectRow == 0 && game_state->selectColumn == 0) {
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+ draw_rounded_box(canvas, columns[0][0] + 1, columns[0][1] + 1, CARD_WIDTH - 2, CARD_HEIGHT - 2,
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+ Inverse);
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+ }
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+ } else
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+ draw_card_space(columns[0][0], columns[0][1],
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+ game_state->selectRow == 0 && game_state->selectColumn == 0,
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+ canvas);
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+ //deck side
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+ if (deckIndex >= 0) {
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+ Card c = game_state->deck.cards[deckIndex];
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+ draw_card_at_colored(columns[1][0], columns[1][1], c.pip, c.character,
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+ game_state->selectRow == 0 && game_state->selectColumn == 1, canvas);
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+ } else
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+ draw_card_space(columns[1][0], columns[1][1],
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+ game_state->selectRow == 0 && game_state->selectColumn == 1,
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+ canvas);
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+
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+ for (uint8_t i = 0; i < 4; i++) {
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+ Card current = game_state->top_cards[i];
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+ bool selected = game_state->selectRow == 0 && game_state->selectColumn == (i + 3);
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+ if (current.disabled) {
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+ draw_card_space(columns[i + 3][0], columns[i + 3][1], selected, canvas);
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+ } else {
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+ draw_card_at(columns[i + 3][0], columns[i + 3][1], current.pip, current.character, canvas);
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+ if (selected) {
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+ draw_rounded_box(canvas, columns[i + 3][0], columns[i + 3][1], CARD_WIDTH, CARD_HEIGHT,
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+ Inverse);
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+ }
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+ }
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+ }
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+
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+ for (uint8_t i = 0; i < 7; i++) {
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+ bool selected = game_state->selectRow == 1 && game_state->selectColumn == i;
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+ int8_t index= (game_state->bottom_columns[i].index - 1 - game_state->selected_card);
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+ if(index<0)index=0;
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+ draw_hand_column(game_state->bottom_columns[i], columns[i][0], columns[i][2],
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+ selected ? index : -1, canvas);
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+ }
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+
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+ int8_t pos[2] = {columns[game_state->selectColumn][0],
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+ columns[game_state->selectColumn][game_state->selectRow + 1]};
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+
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+ /* draw_icon_clip(canvas, &I_card_graphics, pos[0] + CARD_HALF_WIDTH, pos[1] + CARD_HALF_HEIGHT, 30, 5, 5, 5,
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+ Filled);*/
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+
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+ if (game_state->dragging_hand.index > 0) {
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+ draw_hand_column(game_state->dragging_hand,
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+ pos[0] + CARD_HALF_WIDTH + 3, pos[1] + CARD_HALF_HEIGHT + 3,
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+ -1, canvas);
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+ }
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+
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+ clone_buffer(get_buffer(canvas), game_state->animation.buffer);
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+ }else{
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+ clone_buffer(game_state->animation.buffer, get_buffer(canvas));
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+ }
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+}
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+
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+static void draw_animation(Canvas *const canvas, const GameState *game_state) {
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+ if (!game_state->animation.started) {
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+ draw_scene(canvas, game_state);
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+ } else {
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+ clone_buffer(game_state->animation.buffer, get_buffer(canvas));
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+
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+ draw_card_at((int8_t) game_state->animation.x, (int8_t) game_state->animation.y, game_state->animation.card.pip,
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+ game_state->animation.card.character, canvas);
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+
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+ }
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+
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+ clone_buffer(get_buffer(canvas), game_state->animation.buffer);
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+}
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+
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+static void render_callback(Canvas *const canvas, void *ctx) {
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+ const GameState *game_state = ctx;
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+ furi_mutex_acquire(game_state->mutex, 25);
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+ if (game_state == NULL) {
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+ return;
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+ }
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+
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+ switch (game_state->state) {
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+ case GameStateAnimate:
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+ draw_animation(canvas, game_state);
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+ break;
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+ case GameStateStart:
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+ canvas_draw_icon(canvas, 0, 0, &I_solitaire_main);
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+ break;
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+ case GameStatePlay:
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+ draw_scene(canvas, game_state);
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+ break;
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+ default:
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+ break;
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+ }
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+
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+ furi_mutex_release(game_state->mutex);
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+
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+}
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+
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+void remove_drag(GameState *game_state) {
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+ if (game_state->dragging_deck) {
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+ remove_from_deck(game_state->deck.index, &(game_state->deck));
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+ game_state->dragging_deck = false;
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+ } else if (game_state->dragging_column < 7) {
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+ game_state->dragging_column = 8;
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+ }
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+ game_state->dragging_hand.index = 0;
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+}
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+
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+bool handleInput(GameState *game_state) {
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+ Hand currentHand = game_state->bottom_columns[game_state->selectColumn];
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+ switch (game_state->input) {
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+ case InputKeyUp:
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+ if (game_state->selectRow > 0) {
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+ int first = first_non_flipped_card(currentHand);
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+ first = currentHand.index - first;
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+ if ((first - 1) > game_state->selected_card && game_state->dragging_hand.index == 0 &&
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+ !game_state->longPress) {
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+ game_state->selected_card++;
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+ } else {
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+ game_state->selectRow--;
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+ game_state->selected_card = 0;
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+ }
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+ }
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+ break;
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+ case InputKeyDown:
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+ if (game_state->selectRow < 1) {
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+ game_state->selectRow++;
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+ game_state->selected_card = 0;
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+ } else {
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+ if (game_state->selected_card > 0) {
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+ if (game_state->longPress)
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+ game_state->selected_card = 0;
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+ else
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+ game_state->selected_card--;
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+ }
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+ }
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+ break;
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+ case InputKeyRight:
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+ if (game_state->selectColumn < 6) {
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+ game_state->selectColumn++;
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+ game_state->selected_card = 0;
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+ }
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+ break;
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+ case InputKeyLeft:
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+ if (game_state->selectColumn > 0) {
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+ game_state->selectColumn--;
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+ game_state->selected_card = 0;
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+ }
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+ break;
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+ case InputKeyOk:
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+ return true;
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+ break;
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+ default:
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+ break;
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+ }
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+ if (game_state->selectRow == 0 && game_state->selectColumn == 2) {
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+ if (game_state->input == InputKeyRight)
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+ game_state->selectColumn++;
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+ else
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+ game_state->selectColumn--;
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+ }
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+ if (game_state->dragging_hand.index > 0)
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+ game_state->selected_card = 0;
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+ return false;
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+}
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+
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+bool place_on_top(Card *where, Card what) {
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+ if (where->disabled && what.character == 12) {
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+ where->disabled = what.disabled;
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+ where->pip = what.pip;
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+ where->character = what.character;
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+ return true;
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+ } else if (where->pip == what.pip) {
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+ int8_t a_letter = (int8_t) where->character;
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+ int8_t b_letter = (int8_t) what.character;
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+ if (a_letter == 12) a_letter = -1;
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+ if (b_letter == 12) b_letter = -1;
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+ if(where->disabled && b_letter!=-1)
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+ return false;
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+
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+ if ((a_letter + 1) == b_letter) {
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+ where->disabled = what.disabled;
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+ where->pip = what.pip;
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+ where->character = what.character;
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+ return true;
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+ }
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+ }
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+ return false;
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+}
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+
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+void tick(GameState *game_state, NotificationApp *notification) {
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+ game_state->last_tick = furi_get_tick();
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+ uint8_t row = game_state->selectRow;
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+ uint8_t column = game_state->selectColumn;
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+ if (game_state->state != GameStatePlay && game_state->state != GameStateAnimate) return;
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+ bool wasAction = false;
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+ if (game_state->state == GameStatePlay) {
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+ if (game_state->top_cards[0].character == 11 && game_state->top_cards[1].character == 11 &&
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+ game_state->top_cards[2].character == 11 && game_state->top_cards[3].character == 11) {
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+ game_state->state = GameStateAnimate;
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+ game_state->had_change=true;
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+ dolphin_deed(DolphinDeedPluginGameWin);
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+
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+ return;
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+ }
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+ }
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+ if (handleInput(game_state)) {
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+ if (game_state->state == GameStatePlay) {
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+ if (game_state->longPress && game_state->dragging_hand.index == 1) {
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+ for (uint8_t i = 0; i < 4; i++) {
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+ if (place_on_top(&(game_state->top_cards[i]), game_state->dragging_hand.cards[0])) {
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+ remove_drag(game_state);
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+ wasAction = true;
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+ break;
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+ }
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+ }
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+ } else {
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+ if (row == 0 && column == 0 && game_state->dragging_hand.index == 0) {
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+ FURI_LOG_D(APP_NAME, "Drawing card");
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+ game_state->deck.index++;
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+ wasAction = true;
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+ if (game_state->deck.index >= (game_state->deck.card_count))
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+ game_state->deck.index = -1;
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+ }
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+ //pick/place from deck
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+ else if (row == 0 && column == 1) {
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+ //place
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+ if (game_state->dragging_deck) {
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+ wasAction = true;
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+ game_state->dragging_deck = false;
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+ game_state->dragging_hand.index = 0;
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+ }
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+ //pick
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+ else {
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+ if (game_state->dragging_hand.index == 0 && game_state->deck.index >= 0) {
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+ wasAction = true;
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+ game_state->dragging_deck = true;
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+ add_to_hand(&(game_state->dragging_hand), game_state->deck.cards[game_state->deck.index]);
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+ }
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+ }
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+ }
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+ //place on top row
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+ else if (row == 0 && game_state->dragging_hand.index == 1) {
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+ column -= 3;
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+ Card currCard = game_state->dragging_hand.cards[0];
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+ wasAction = place_on_top(&(game_state->top_cards[column]), currCard);
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+ if (wasAction)
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+ remove_drag(game_state);
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+ }
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+ //pick/place from bottom
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+ else if (row == 1) {
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+ Hand *curr_hand = &(game_state->bottom_columns[column]);
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+ //pick up
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+ if (game_state->dragging_hand.index == 0) {
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+ Card curr_card = curr_hand->cards[curr_hand->index - 1];
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+ if (curr_card.flipped) {
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+ curr_hand->cards[curr_hand->index - 1].flipped = false;
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+ wasAction = true;
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+ } else {
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+ if (curr_hand->index > 0) {
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+ extract_hand_region(curr_hand, &(game_state->dragging_hand),
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+ curr_hand->index - game_state->selected_card - 1);
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+ game_state->selected_card = 0;
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+ game_state->dragging_column = column;
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+ wasAction = true;
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+ }
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+ }
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+ }
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+ //place
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+ else {
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+ Card first = game_state->dragging_hand.cards[0];
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+ if (game_state->dragging_column == column ||
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+ (curr_hand->index == 0 && first.character == 11) ||
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+ can_place_card(curr_hand->cards[curr_hand->index - 1], first)
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+ ) {
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+ add_hand_region(curr_hand, &(game_state->dragging_hand));
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+ remove_drag(game_state);
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+ wasAction = true;
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+ }
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+ }
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+ }
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+ }
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+
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+
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+ if (!wasAction) {
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+ notification_message(notification, &sequence_fail);
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+ }
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+ }
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+ }
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+ if (game_state->state == GameStateAnimate) {
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+ if (game_state->animation.started && !game_state->longPress && game_state->input==InputKeyOk) {
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+ init(game_state);
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+ game_state->state = GameStateStart;
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+ }
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+
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+ game_state->animation.started = true;
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+ if (game_state->animation.x < -20 || game_state->animation.x > 128) {
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+ game_state->animation.deck++;
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+ if (game_state->animation.deck > 3)
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+ game_state->animation.deck = 0;
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+ int8_t cardIndex = 11 - game_state->animation.indexes[game_state->animation.deck];
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+
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+ if (game_state->animation.indexes[0] == 13 &&
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+ game_state->animation.indexes[1] == 13 &&
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+ game_state->animation.indexes[2] == 13 &&
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+ game_state->animation.indexes[3] == 13) {
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+ init(game_state);
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+ game_state->state = GameStateStart;
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+ return;
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+ }
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+
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+ if (cardIndex == -1)
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+ cardIndex = 12;
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+ game_state->animation.card = (Card) {
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+ game_state->top_cards[game_state->animation.deck].pip,
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+ cardIndex,
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+ false, false
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+ };
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+ game_state->animation.indexes[game_state->animation.deck]++;
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+ game_state->animation.vx = -(rand() % 3 + 1) * (rand() % 2 == 1 ? 1 : -1);
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+ game_state->animation.vy = (rand() % 3 + 1);
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+ game_state->animation.x = columns[game_state->animation.deck + 3][0];
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+ game_state->animation.y = columns[game_state->animation.deck + 3][1];
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+ }
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+ game_state->animation.x += game_state->animation.vx;
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+ game_state->animation.y -= game_state->animation.vy;
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|
+ 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) {
|
|
|
+ dolphin_deed(DolphinDeedPluginGameStart);
|
|
|
+ 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("gui");
|
|
|
+ gui_add_view_port(gui, view_port, GuiLayerFullscreen);
|
|
|
+
|
|
|
+ AppEvent event;
|
|
|
+ for (bool processing = true; processing;) {
|
|
|
+ FuriStatus event_status = furi_message_queue_get(event_queue, &event, 150);
|
|
|
+ furi_mutex_acquire(game_state->mutex, FuriWaitForever);
|
|
|
+ game_state->had_change = false;
|
|
|
+ if (event_status == FuriStatusOk) {
|
|
|
+ if (event.type == EventTypeKey) {
|
|
|
+ game_state->had_change = true;
|
|
|
+ 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 {
|
|
|
+ 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;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ furi_mutex_release(game_state->mutex);
|
|
|
+ view_port_update(view_port);
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ 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;
|
|
|
+}
|