#include #include #include #include #include #define TAG "Jetpack Joyride" typedef enum { GameStateLife, GameStateGameOver, } State; typedef struct { int points; State state; FuriMutex* mutex; } GameState; typedef enum { EventTypeTick, EventTypeKey, } EventType; typedef struct { EventType type; InputEvent input; } GameEvent; static void jetpack_game_state_init(GameState* const game_state) { UNUSED(game_state); } static void jetpack_game_state_free(GameState* const game_state) { free(game_state); } static void jetpack_game_tick(GameState* const game_state) { if(game_state->state == GameStateLife) { // Do jetpack things } } static void jetpack_game_render_callback(Canvas* const canvas, void* ctx) { furi_assert(ctx); const GameState* game_state = ctx; furi_mutex_acquire(game_state->mutex, FuriWaitForever); canvas_draw_frame(canvas, 0, 0, 128, 64); if(game_state->state == GameStateLife) { // Draw scene } if(game_state->state == GameStateGameOver) { // Show highscore } furi_mutex_release(game_state->mutex); } static void jetpack_game_input_callback(InputEvent* input_event, FuriMessageQueue* event_queue) { furi_assert(event_queue); GameEvent event = {.type = EventTypeKey, .input = *input_event}; furi_message_queue_put(event_queue, &event, FuriWaitForever); } static void jetpack_game_update_timer_callback(FuriMessageQueue* event_queue) { furi_assert(event_queue); GameEvent event = {.type = EventTypeTick}; furi_message_queue_put(event_queue, &event, 0); } int32_t jetpack_game_app(void* p) { UNUSED(p); int32_t return_code = 0; FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(GameEvent)); GameState* game_state = malloc(sizeof(GameState)); jetpack_game_state_init(game_state); game_state->mutex = furi_mutex_alloc(FuriMutexTypeNormal); if(!game_state->mutex) { FURI_LOG_E(TAG, "cannot create mutex\r\n"); return_code = 255; goto free_and_exit; } // Set system callbacks ViewPort* view_port = view_port_alloc(); view_port_draw_callback_set(view_port, jetpack_game_render_callback, game_state); view_port_input_callback_set(view_port, jetpack_game_input_callback, event_queue); FuriTimer* timer = furi_timer_alloc(jetpack_game_update_timer_callback, FuriTimerTypePeriodic, event_queue); furi_timer_start(timer, furi_kernel_get_tick_frequency() / 25); // Open GUI and register view_port Gui* gui = furi_record_open(RECORD_GUI); gui_add_view_port(gui, view_port, GuiLayerFullscreen); GameEvent event; for(bool processing = true; processing;) { FuriStatus event_status = furi_message_queue_get(event_queue, &event, 100); furi_mutex_acquire(game_state->mutex, FuriWaitForever); if(event_status == FuriStatusOk) { // press events if(event.type == EventTypeKey) { if(event.input.type == InputTypePress) { switch(event.input.key) { case InputKeyUp: break; case InputKeyDown: break; case InputKeyRight: break; case InputKeyLeft: break; case InputKeyOk: if(game_state->state == GameStateGameOver) { jetpack_game_state_init(game_state); } if(game_state->state == GameStateLife) { // Do something } break; case InputKeyBack: processing = false; break; default: break; } } } else if(event.type == EventTypeTick) { jetpack_game_tick(game_state); } } view_port_update(view_port); furi_mutex_release(game_state->mutex); } furi_timer_free(timer); view_port_enabled_set(view_port, false); gui_remove_view_port(gui, view_port); furi_record_close(RECORD_GUI); view_port_free(view_port); furi_mutex_free(game_state->mutex); free_and_exit: jetpack_game_state_free(game_state); furi_message_queue_free(event_queue); return return_code; }