table.cxx 6.7 KB

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  1. #include <toolbox/dir_walk.h>
  2. #include <toolbox/path.h>
  3. #include <toolbox/stream/stream.h>
  4. #include <toolbox/stream/file_stream.h>
  5. #include <toolbox/args.h>
  6. #include "pinball0.h"
  7. #include "graphics.h"
  8. #include "table.h"
  9. // #include "notifications.h"
  10. // Table defaults
  11. #define LIVES 3
  12. #define LIVES_POS Vec2(20, 20)
  13. void Lives::draw(Canvas* canvas) {
  14. // we don't draw the last one, as it's in play!
  15. constexpr float r = 20;
  16. if(display && value > 0) {
  17. float x = p.x;
  18. float y = p.y;
  19. float x_off = alignment == Align::Horizontal ? (2 * r) + r : 0;
  20. float y_off = alignment == Align::Vertical ? (2 * r) + r : 0;
  21. for(auto l = 0; l < value - 1; x += x_off, y += y_off, l++) {
  22. gfx_draw_disc(canvas, x + r, y + r, 20);
  23. }
  24. }
  25. }
  26. void Score::draw(Canvas* canvas) {
  27. if(display) {
  28. char buf[32];
  29. snprintf(buf, 32, "%d", value);
  30. gfx_draw_str(canvas, p.x, p.y, AlignRight, AlignTop, buf);
  31. }
  32. }
  33. Table::~Table() {
  34. for(size_t i = 0; i < objects.size(); i++) {
  35. delete objects[i];
  36. }
  37. if(plunger != nullptr) {
  38. delete plunger;
  39. }
  40. }
  41. void Table::draw(Canvas* canvas) {
  42. lives.draw(canvas);
  43. // da balls
  44. for(auto& b : balls) {
  45. b.draw(canvas);
  46. }
  47. // loop through objects on the table and draw them
  48. for(auto& o : objects) {
  49. o->draw(canvas);
  50. }
  51. for(auto& f : flippers) {
  52. f.draw(canvas);
  53. }
  54. if(plunger) {
  55. plunger->draw(canvas);
  56. }
  57. score.draw(canvas);
  58. }
  59. TableList::~TableList() {
  60. for(auto& mi : menu_items) {
  61. furi_string_free(mi.name);
  62. furi_string_free(mi.filename);
  63. }
  64. }
  65. Table* table_init_table_select(void* ctx) {
  66. UNUSED(ctx);
  67. Table* table = new Table();
  68. table->balls.push_back(Ball(Vec2(20, 880), 35));
  69. table->balls.back().add_velocity(Vec2(7, 0), .10f);
  70. table->balls.push_back(Ball(Vec2(610, 920), 30));
  71. table->balls.back().add_velocity(Vec2(-8, 0), .10f);
  72. table->balls.push_back(Ball(Vec2(250, 980), 20));
  73. table->balls.back().add_velocity(Vec2(10, 0), .10f);
  74. table->balls_released = true;
  75. Polygon* new_rail = new Polygon();
  76. new_rail->add_point({-1, 840});
  77. new_rail->add_point({-1, 1280});
  78. new_rail->finalize();
  79. new_rail->hidden = true;
  80. table->objects.push_back(new_rail);
  81. new_rail = new Polygon();
  82. new_rail->add_point({-1, 1280});
  83. new_rail->add_point({640, 1280});
  84. new_rail->finalize();
  85. new_rail->hidden = true;
  86. table->objects.push_back(new_rail);
  87. new_rail = new Polygon();
  88. new_rail->add_point({640, 1280});
  89. new_rail->add_point({640, 840});
  90. new_rail->finalize();
  91. new_rail->hidden = true;
  92. table->objects.push_back(new_rail);
  93. int gap = 8;
  94. int speed = 3;
  95. float top = 20;
  96. // right side
  97. table->objects.push_back(new Chaser(Vec2(32, top), Vec2(62, top), gap, speed));
  98. table->objects.push_back(new Chaser(Vec2(62, top), Vec2(62, 84), gap, speed));
  99. table->objects.push_back(new Chaser(Vec2(62, 84), Vec2(32, 84), gap, speed));
  100. // left side
  101. table->objects.push_back(new Chaser(Vec2(32, top), Vec2(1, top), gap, speed));
  102. table->objects.push_back(new Chaser(Vec2(1, top), Vec2(1, 84), gap, speed));
  103. table->objects.push_back(new Chaser(Vec2(1, 84), Vec2(32, 84), gap, speed));
  104. return table;
  105. }
  106. Table* table_init_table_error(void* ctx) {
  107. UNUSED(ctx);
  108. // PinballApp* pb = (PinballApp*)ctx;
  109. Table* table = new Table();
  110. table->balls.push_back(Ball(Vec2(20, 880), 30));
  111. table->balls.back().add_velocity(Vec2(7, 0), .10f);
  112. // table->balls.push_back(Ball(Vec2(610, 920), 30));
  113. // table->balls.back().add_velocity(Vec2(-8, 0), .10f);
  114. // table->balls.push_back(Ball(Vec2(250, 980), 20));
  115. // table->balls.back().add_velocity(Vec2(10, 0), .10f);
  116. table->balls_released = true;
  117. Polygon* new_rail = new Polygon();
  118. new_rail->add_point({-1, 840});
  119. new_rail->add_point({-1, 1280});
  120. new_rail->finalize();
  121. new_rail->hidden = true;
  122. table->objects.push_back(new_rail);
  123. new_rail = new Polygon();
  124. new_rail->add_point({-1, 1280});
  125. new_rail->add_point({640, 1280});
  126. new_rail->finalize();
  127. new_rail->hidden = true;
  128. table->objects.push_back(new_rail);
  129. new_rail = new Polygon();
  130. new_rail->add_point({640, 1280});
  131. new_rail->add_point({640, 840});
  132. new_rail->finalize();
  133. new_rail->hidden = true;
  134. table->objects.push_back(new_rail);
  135. int gap = 8;
  136. int speed = 3;
  137. float top = 20;
  138. table->objects.push_back(new Chaser(Vec2(2, top), Vec2(61, top), gap, speed, Chaser::SLASH));
  139. table->objects.push_back(new Chaser(Vec2(2, top), Vec2(2, 84), gap, speed, Chaser::SLASH));
  140. table->objects.push_back(new Chaser(Vec2(2, 84), Vec2(61, 84), gap, speed, Chaser::SLASH));
  141. table->objects.push_back(new Chaser(Vec2(61, top), Vec2(61, 84), gap, speed, Chaser::SLASH));
  142. return table;
  143. }
  144. Table* table_init_table_settings(void* ctx) {
  145. UNUSED(ctx);
  146. Table* table = new Table();
  147. // table->balls.push_back(Ball(Vec2(20, 880), 10));
  148. // table->balls.back().add_velocity(Vec2(7, 0), .10f);
  149. // table->balls.push_back(Ball(Vec2(610, 920), 10));
  150. // table->balls.back().add_velocity(Vec2(-8, 0), .10f);
  151. // table->balls.push_back(Ball(Vec2(250, 980), 10));
  152. // table->balls.back().add_velocity(Vec2(10, 0), .10f);
  153. table->balls_released = true;
  154. Polygon* new_rail = new Polygon();
  155. new_rail->add_point({-1, 840});
  156. new_rail->add_point({-1, 1280});
  157. new_rail->finalize();
  158. new_rail->hidden = true;
  159. table->objects.push_back(new_rail);
  160. new_rail = new Polygon();
  161. new_rail->add_point({-1, 1280});
  162. new_rail->add_point({640, 1280});
  163. new_rail->finalize();
  164. new_rail->hidden = true;
  165. table->objects.push_back(new_rail);
  166. new_rail = new Polygon();
  167. new_rail->add_point({640, 1280});
  168. new_rail->add_point({640, 840});
  169. new_rail->finalize();
  170. new_rail->hidden = true;
  171. table->objects.push_back(new_rail);
  172. return table;
  173. }
  174. bool table_load_table(void* ctx, size_t index) {
  175. PinballApp* pb = (PinballApp*)ctx;
  176. // read the index'th file in pb->table_list and allocate
  177. FURI_LOG_I(TAG, "Loading table %u", index);
  178. // if there's already a table loaded, free it
  179. if(pb->table) {
  180. delete pb->table;
  181. pb->table = nullptr;
  182. }
  183. pb->gameStarted = false;
  184. switch(index) {
  185. case TABLE_SELECT:
  186. pb->table = table_init_table_select(ctx);
  187. break;
  188. case TABLE_ERROR:
  189. pb->table = table_init_table_error(ctx);
  190. break;
  191. case TABLE_SETTINGS:
  192. pb->table = table_init_table_settings(ctx);
  193. break;
  194. default:
  195. pb->table = table_load_table_from_file(pb, index - TABLE_INDEX_OFFSET);
  196. break;
  197. }
  198. return pb->table != NULL;
  199. }