#include "flipchess.h" #include "helpers/flipchess_haptic.h" bool flipchess_custom_event_callback(void* context, uint32_t event) { furi_assert(context); FlipChess* app = context; return scene_manager_handle_custom_event(app->scene_manager, event); } void flipchess_tick_event_callback(void* context) { furi_assert(context); FlipChess* app = context; scene_manager_handle_tick_event(app->scene_manager); } //leave app if back button pressed bool flipchess_navigation_event_callback(void* context) { furi_assert(context); FlipChess* app = context; return scene_manager_handle_back_event(app->scene_manager); } static void text_input_callback(void* context) { furi_assert(context); FlipChess* app = context; bool handled = false; // check that there is text in the input if(strlen(app->input_text) > 0) { if(app->input_state == FlipChessTextInputGame) { if(app->import_game == 1) { strncpy(app->import_game_text, app->input_text, TEXT_SIZE); uint8_t status = FlipChessStatusNone; if(status == FlipChessStatusNone) { //notification_message(app->notification, &sequence_blink_cyan_100); flipchess_play_happy_bump(app); } else { //notification_message(app->notification, &sequence_blink_red_100); flipchess_play_long_bump(app); } } // reset input state app->input_state = FlipChessTextInputDefault; handled = true; view_dispatcher_switch_to_view(app->view_dispatcher, FlipChessViewIdMenu); } } if(!handled) { // reset input state app->input_state = FlipChessTextInputDefault; view_dispatcher_switch_to_view(app->view_dispatcher, FlipChessViewIdMenu); } } FlipChess* flipchess_app_alloc() { FlipChess* app = malloc(sizeof(FlipChess)); app->gui = furi_record_open(RECORD_GUI); app->notification = furi_record_open(RECORD_NOTIFICATION); //Turn backlight on, believe me this makes testing your app easier notification_message(app->notification, &sequence_display_backlight_on); //Scene additions app->view_dispatcher = view_dispatcher_alloc(); app->scene_manager = scene_manager_alloc(&flipchess_scene_handlers, app); view_dispatcher_set_event_callback_context(app->view_dispatcher, app); view_dispatcher_set_navigation_event_callback( app->view_dispatcher, flipchess_navigation_event_callback); view_dispatcher_set_tick_event_callback( app->view_dispatcher, flipchess_tick_event_callback, 100); view_dispatcher_set_custom_event_callback( app->view_dispatcher, flipchess_custom_event_callback); // Settings app->haptic = FlipChessHapticOn; app->white_mode = FlipChessPlayerHuman; app->black_mode = FlipChessPlayerAI1; // Startscreen app->sound = 0; // Main menu app->import_game = 0; // Text input app->input_state = FlipChessTextInputDefault; app->submenu = submenu_alloc(); view_dispatcher_add_view( app->view_dispatcher, FlipChessViewIdMenu, submenu_get_view(app->submenu)); app->flipchess_startscreen = flipchess_startscreen_alloc(); view_dispatcher_add_view( app->view_dispatcher, FlipChessViewIdStartscreen, flipchess_startscreen_get_view(app->flipchess_startscreen)); app->flipchess_scene_1 = flipchess_scene_1_alloc(); view_dispatcher_add_view( app->view_dispatcher, FlipChessViewIdScene1, flipchess_scene_1_get_view(app->flipchess_scene_1)); app->variable_item_list = variable_item_list_alloc(); view_dispatcher_add_view( app->view_dispatcher, FlipChessViewIdSettings, variable_item_list_get_view(app->variable_item_list)); app->text_input = text_input_alloc(); text_input_set_result_callback( app->text_input, text_input_callback, (void*)app, app->input_text, TEXT_BUFFER_SIZE, //clear default text true); text_input_set_header_text(app->text_input, "Input"); view_dispatcher_add_view( app->view_dispatcher, FlipChessViewIdTextInput, text_input_get_view(app->text_input)); //End Scene Additions return app; } void flipchess_app_free(FlipChess* app) { furi_assert(app); // Scene manager scene_manager_free(app->scene_manager); // View Dispatcher view_dispatcher_remove_view(app->view_dispatcher, FlipChessViewIdMenu); submenu_free(app->submenu); view_dispatcher_remove_view(app->view_dispatcher, FlipChessViewIdStartscreen); flipchess_startscreen_free(app->flipchess_startscreen); view_dispatcher_remove_view(app->view_dispatcher, FlipChessViewIdScene1); flipchess_scene_1_free(app->flipchess_scene_1); view_dispatcher_remove_view(app->view_dispatcher, FlipChessViewIdSettings); variable_item_list_free(app->variable_item_list); view_dispatcher_remove_view(app->view_dispatcher, FlipChessViewIdTextInput); text_input_free(app->text_input); view_dispatcher_free(app->view_dispatcher); furi_record_close(RECORD_GUI); app->gui = NULL; app->notification = NULL; //Remove whatever is left //memzero(app, sizeof(FlipChess)); free(app); } int32_t flipchess_app(void* p) { UNUSED(p); FlipChess* app = flipchess_app_alloc(); // Disabled because causes exit on custom firmwares such as RM /*if(!furi_hal_region_is_provisioned()) { flipchess_app_free(app); return 1; }*/ view_dispatcher_attach_to_gui(app->view_dispatcher, app->gui, ViewDispatcherTypeFullscreen); scene_manager_next_scene( app->scene_manager, FlipChessSceneStartscreen); //Start with start screen //scene_manager_next_scene(app->scene_manager, FlipChessSceneMenu); //if you want to directly start with Menu furi_hal_random_init(); // furi_hal_power_suppress_charge_enter(); view_dispatcher_run(app->view_dispatcher); // furi_hal_power_suppress_charge_exit(); flipchess_app_free(app); return 0; }