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- #include "dolphin_scene/items_i.h"
- #include <gui/elements.h>
- #include "applications.h"
- const Item TV = {
- .layer = 7,
- .timeout = 10,
- .x = 160,
- .y = 34,
- .icon = I_TV_20x24,
- .action_name = "Use",
- .draw = draw_tv,
- .callback = smash_tv};
- const Item Painting = {
- .layer = 3,
- .timeout = 20,
- .x = 160,
- .y = 10,
- .icon = I_Home_painting_17x20,
- .action_name = "Inspect",
- .draw = NULL,
- .callback = inspect_painting};
- const Item Sofa = {
- .layer = 4,
- .timeout = 100,
- .x = 250,
- .y = 34,
- .icon = I_Sofa_40x13,
- .action_name = "Sit",
- .draw = NULL,
- .callback = sofa_sit};
- const Item PC = {
- .layer = 4,
- .timeout = 100,
- .x = 400,
- .y = 10,
- .icon = I_PC_22x29,
- .action_name = "Use",
- .draw = NULL,
- .callback = pc_callback};
- const Item* Home[ITEMS_NUM] = {&TV, &Sofa, &Painting, &PC};
- const Item** Scenes[1] = {*&Home};
- const Item** get_scene(SceneState* state) {
- return Scenes[state->scene_id];
- }
- static void dolphin_scene_start_app(SceneState* state, const FlipperApplication* flipper_app) {
- furi_assert(state);
- furi_assert(flipper_app);
- state->scene_app_thread = furi_thread_alloc();
- furi_assert(flipper_app->app);
- furi_assert(flipper_app->name);
- furi_thread_set_name(state->scene_app_thread, flipper_app->name);
- furi_thread_set_stack_size(state->scene_app_thread, flipper_app->stack_size);
- furi_thread_set_callback(state->scene_app_thread, flipper_app->app);
- furi_thread_start(state->scene_app_thread);
- }
- const Item* is_nearby(SceneState* state) {
- furi_assert(state);
- uint8_t item = 0;
- bool found = false;
- const Item** current = get_scene(state);
- while(item < ITEMS_NUM) {
- int32_t rel =
- (DOLPHIN_CENTER + DOLPHIN_WIDTH / 2 -
- (current[item]->x - state->player_global.x) * PARALLAX(current[item]->layer));
- if(abs(rel) <= DOLPHIN_WIDTH / 2) {
- found = !found;
- break;
- }
- ++item;
- }
- return found ? current[item] : NULL;
- }
- void draw_tv(Canvas* canvas, void* state) {
- furi_assert(state);
- SceneState* s = state;
- canvas_set_color(canvas, ColorWhite);
- canvas_draw_box(
- canvas, (TV.x + 3 - s->player_global.x) * PARALLAX(TV.layer), TV.y + 4, 16, 20);
- canvas_set_color(canvas, ColorBlack);
- canvas_set_bitmap_mode(canvas, true);
- }
- void smash_tv(Canvas* canvas, void* state) {
- furi_assert(state);
- SceneState* s = state;
- s->player_flipped = true;
- canvas_set_bitmap_mode(canvas, true);
- canvas_draw_icon_name(
- canvas, ((TV.x - 5) - s->player_global.x) * PARALLAX(TV.layer), TV.y - 2, I_FX_Bang_32x6);
- canvas_set_bitmap_mode(canvas, false);
- if(s->action_timeout < TV.timeout - 2) {
- elements_multiline_text_framed(canvas, 80, 24, "Bang!");
- }
- }
- void sofa_sit(Canvas* canvas, void* state) {
- furi_assert(state);
- SceneState* s = state;
- // temp fix pos
- s->player_global.x = 154;
- s->dolphin_gfx = A_FX_Sitting_40x27;
- s->dolphin_gfx_b = I_FX_SittingB_40x27;
- }
- void inspect_painting(Canvas* canvas, void* state) {
- furi_assert(state);
- SceneState* s = state;
- if(s->use_pending) {
- dolphin_scene_start_app(s, &FLIPPER_SCENE_APPS[0]);
- }
- }
- void pc_callback(Canvas* canvas, void* state) {
- furi_assert(state);
- SceneState* s = state;
- if(s->use_pending) {
- dolphin_scene_start_app(s, &FLIPPER_SCENE_APPS[1]);
- }
- }
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