sudoku.c 18 KB

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  1. #include <stdio.h>
  2. #include <furi.h>
  3. #include <furi_hal.h>
  4. #include <gui/gui.h>
  5. #include <input/input.h>
  6. #include <notification/notification_messages.h>
  7. #include <dolphin/dolphin.h>
  8. #define TAG "sudoku"
  9. #define BOARD_SIZE 9
  10. #define BOARD_SIZE_3 BOARD_SIZE / 3
  11. #define FONT_SIZE 6
  12. #define VALUE_MASK 0x0F
  13. #define FLAGS_MASK ~VALUE_MASK
  14. #define USER_INPUT_FLAG 0x80
  15. static_assert(USER_INPUT_FLAG > VALUE_MASK);
  16. #define EASY_GAPS 37
  17. #define NORMAL_GAPS 44
  18. #define HARD_GAPS 51
  19. typedef enum {
  20. GameStateRunning,
  21. GameStatePaused,
  22. GameStateWin,
  23. } GameState;
  24. typedef struct {
  25. FuriMutex* mutex;
  26. uint8_t board[BOARD_SIZE][BOARD_SIZE];
  27. int8_t cursorX;
  28. int8_t cursorY;
  29. uint16_t horizontalFlags;
  30. uint16_t vertivalFlags;
  31. GameState state;
  32. int8_t menuCursor;
  33. } SudokuState;
  34. #define MENU_ITEMS_COUNT 5
  35. const char* MENU_ITEMS[] = {
  36. "Continue",
  37. "Easy game",
  38. "Nornal game",
  39. "Hard game",
  40. "Exit",
  41. };
  42. /*
  43. Fontname: -Raccoon-Fixed4x6-Medium-R-Normal--6-60-75-75-P-40-ISO10646-1
  44. Copyright:
  45. Glyphs: 95/203
  46. BBX Build Mode: 0
  47. */
  48. const uint8_t u8g2_font_tom_thumb_4x6_tr[725] =
  49. "_\0\2\2\2\3\3\4\4\3\6\0\377\5\377\5\0\0\352\1\330\2\270 \5\340\315\0!\6\265\310"
  50. "\254\0\42\6\213\313$\25#\10\227\310\244\241\206\12$\10\227\310\215\70b\2%\10\227\310d\324F\1"
  51. "&\10\227\310(\65R\22'\5\251\313\10(\6\266\310\251\62)\10\226\310\304\224\24\0*\6\217\312\244"
  52. "\16+\7\217\311\245\225\0,\6\212\310)\0-\5\207\312\14.\5\245\310\4/\7\227\310Ve\4\60"
  53. "\7\227\310-k\1\61\6\226\310\255\6\62\10\227\310h\220\312\1\63\11\227\310h\220\62X\0\64\10\227"
  54. "\310$\65b\1\65\10\227\310\214\250\301\2\66\10\227\310\315\221F\0\67\10\227\310\314TF\0\70\10\227"
  55. "\310\214\64\324\10\71\10\227\310\214\64\342\2:\6\255\311\244\0;\7\222\310e\240\0<\10\227\310\246\32"
  56. "d\20=\6\217\311l\60>\11\227\310d\220A*\1\77\10\227\310\314\224a\2@\10\227\310UC\3"
  57. "\1A\10\227\310UC\251\0B\10\227\310\250\264\322\2C\7\227\310\315\32\10D\10\227\310\250d-\0"
  58. "E\10\227\310\214\70\342\0F\10\227\310\214\70b\4G\10\227\310\315\221\222\0H\10\227\310$\65\224\12"
  59. "I\7\227\310\254X\15J\7\227\310\226\252\2K\10\227\310$\265\222\12L\7\227\310\304\346\0M\10\227"
  60. "\310\244\61\224\12N\10\227\310\244q\250\0O\7\227\310UV\5P\10\227\310\250\264b\4Q\10\227\310"
  61. "Uj$\1R\10\227\310\250\64V\1S\10\227\310m\220\301\2T\7\227\310\254\330\2U\7\227\310$"
  62. "W\22V\10\227\310$\253L\0W\10\227\310$\65\206\12X\10\227\310$\325R\1Y\10\227\310$U"
  63. "V\0Z\7\227\310\314T\16[\7\227\310\214X\16\134\10\217\311d\220A\0]\7\227\310\314r\4^"
  64. "\5\213\313\65_\5\207\310\14`\6\212\313\304\0a\7\223\310\310\65\2b\10\227\310D\225\324\2c\7"
  65. "\223\310\315\14\4d\10\227\310\246\245\222\0e\6\223\310\235\2f\10\227\310\246\264b\2g\10\227\307\35"
  66. "\61%\0h\10\227\310D\225\254\0i\6\265\310\244\1j\10\233\307f\30U\5k\10\227\310\304\264T"
  67. "\1l\7\227\310\310\326\0m\7\223\310<R\0n\7\223\310\250d\5o\7\223\310U\252\2p\10\227"
  68. "\307\250\244V\4q\10\227\307-\225d\0r\6\223\310\315\22s\10\223\310\215\70\22\0t\10\227\310\245"
  69. "\25\243\0u\7\223\310$+\11v\10\223\310$\65R\2w\7\223\310\244q\4x\7\223\310\244\62\25"
  70. "y\11\227\307$\225dJ\0z\7\223\310\254\221\6{\10\227\310\251\32D\1|\6\265\310(\1}\11"
  71. "\227\310\310\14RR\0~\6\213\313\215\4\0\0\0\4\377\377\0";
  72. // inspired by game_2048
  73. static void gray_canvas(Canvas* const canvas) {
  74. canvas_set_color(canvas, ColorWhite);
  75. for(int x = 0, mx = canvas_width(canvas); x < mx; x += 2) {
  76. for(int y = 0, my = canvas_height(canvas); y != my; y++) {
  77. canvas_draw_dot(canvas, x + (y % 2 == 1 ? 0 : 1), y);
  78. }
  79. }
  80. }
  81. static void draw_callback(Canvas* canvas, void* ctx) {
  82. SudokuState* state = ctx;
  83. furi_mutex_acquire(state->mutex, FuriWaitForever);
  84. canvas_clear(canvas);
  85. canvas_set_custom_u8g2_font(canvas, u8g2_font_tom_thumb_4x6_tr);
  86. int gapX = 0;
  87. int xOffset = 2;
  88. int yOffset = -2;
  89. for(int i = 0; i != BOARD_SIZE; ++i) {
  90. int gapY = 0;
  91. bool vflag = state->vertivalFlags & (1 << i);
  92. if((i % 3) == 0) gapX += 2;
  93. if(vflag) {
  94. // draw vertical hint line
  95. canvas_set_color(canvas, ColorBlack);
  96. canvas_draw_line(
  97. canvas,
  98. i * FONT_SIZE + gapX + xOffset - 1,
  99. 0,
  100. i * FONT_SIZE + gapX + xOffset + FONT_SIZE - 3,
  101. 0);
  102. }
  103. for(int j = 0; j != BOARD_SIZE; ++j) {
  104. if((j % 3) == 0) gapY += 4;
  105. canvas_set_color(canvas, ColorBlack);
  106. if(i == 0) {
  107. bool hflag = state->horizontalFlags & (1 << j);
  108. if(hflag) {
  109. // draw horizontal hint line
  110. canvas_draw_line(
  111. canvas,
  112. 0,
  113. j * FONT_SIZE + gapY + yOffset + 1,
  114. 0,
  115. j * FONT_SIZE + gapY + yOffset + FONT_SIZE - 1);
  116. }
  117. }
  118. bool userInput = state->board[i][j] & USER_INPUT_FLAG;
  119. bool cursor = i == state->cursorX && j == state->cursorY;
  120. if(!userInput) {
  121. int xBoxOffset = cursor ? -1 : 0;
  122. // draw black box around the locked number
  123. canvas_draw_box(
  124. canvas,
  125. i * FONT_SIZE + gapX - 1 + xBoxOffset + xOffset,
  126. j * FONT_SIZE + gapY + yOffset,
  127. FONT_SIZE - 1 - xBoxOffset * 2,
  128. FONT_SIZE + 1);
  129. // text will be white
  130. canvas_set_color(canvas, ColorXOR);
  131. } else if(cursor) {
  132. // draw frame around the cursor
  133. canvas_draw_frame(
  134. canvas,
  135. i * FONT_SIZE + gapX - 2 + xOffset,
  136. j * FONT_SIZE + gapY + yOffset,
  137. FONT_SIZE + 1,
  138. FONT_SIZE + 1);
  139. }
  140. int value = state->board[i][j] & VALUE_MASK;
  141. if(value != 0) {
  142. canvas_draw_glyph(
  143. canvas,
  144. i * FONT_SIZE + gapX + xOffset,
  145. (j + 1) * FONT_SIZE + gapY + yOffset,
  146. '0' + value);
  147. }
  148. }
  149. }
  150. canvas_set_color(canvas, ColorBlack);
  151. gapX = 0;
  152. int gapY = 0;
  153. yOffset = 2;
  154. for(int i = 1; i != BOARD_SIZE / 3; ++i) {
  155. gapX += i;
  156. gapY += i * 2;
  157. // vertical lines
  158. canvas_draw_line(
  159. canvas,
  160. i * FONT_SIZE * 3 + xOffset + gapX,
  161. yOffset,
  162. i * FONT_SIZE * 3 + xOffset + gapX,
  163. FONT_SIZE * BOARD_SIZE + 8 + yOffset);
  164. // horizontal lines
  165. canvas_draw_line(
  166. canvas,
  167. xOffset,
  168. i * FONT_SIZE * 3 + gapY + yOffset,
  169. FONT_SIZE * BOARD_SIZE + xOffset + 3,
  170. i * FONT_SIZE * 3 + gapY + yOffset);
  171. }
  172. if(state->state == GameStateWin || state->state == GameStatePaused) {
  173. gray_canvas(canvas);
  174. canvas_set_color(canvas, ColorWhite);
  175. int w = canvas_width(canvas);
  176. int h = canvas_height(canvas);
  177. int winW = 58;
  178. int winH = 48;
  179. int winX = (w - winW) / 2;
  180. int winY = (h - winH) / 2;
  181. canvas_draw_rbox(canvas, winX, winY, winW, winH, 4);
  182. canvas_set_color(canvas, ColorBlack);
  183. canvas_draw_rframe(canvas, winX, winY, winW, winH, 4);
  184. int offX = 6;
  185. int offY = 3;
  186. int itemH = FONT_SIZE + 2;
  187. for(int i = 0; i < MENU_ITEMS_COUNT; i++) {
  188. if(i == state->menuCursor) {
  189. canvas_set_color(canvas, ColorBlack);
  190. canvas_draw_box(
  191. canvas, winX + offX, winY + offY + itemH * i, winW - offX * 2, itemH);
  192. }
  193. canvas_set_color(canvas, i == state->menuCursor ? ColorWhite : ColorBlack);
  194. canvas_draw_str_aligned(
  195. canvas,
  196. w / 2,
  197. winY + offY + itemH * i + itemH / 2,
  198. AlignCenter,
  199. AlignCenter,
  200. i == 0 && state->state == GameStateWin ? "VICTORY!" : MENU_ITEMS[i]);
  201. }
  202. }
  203. furi_mutex_release(state->mutex);
  204. }
  205. static void input_callback(InputEvent* input_event, void* ctx) {
  206. FuriMessageQueue* event_queue = ctx;
  207. furi_message_queue_put(event_queue, input_event, FuriWaitForever);
  208. }
  209. static void init_board(SudokuState* state) {
  210. for(int i = 0; i != BOARD_SIZE; ++i) {
  211. for(int j = 0; j != BOARD_SIZE; ++j) {
  212. state->board[i][j] = 1 + (i * BOARD_SIZE_3 + i % BOARD_SIZE_3 + j) % 9;
  213. }
  214. }
  215. }
  216. static void shuffle_board(SudokuState* state, int times) {
  217. uint8_t tmp[BOARD_SIZE];
  218. for(int t = 0; t < times; ++t) {
  219. // swap numbers
  220. int swapX, swapY;
  221. do {
  222. swapX = 1 + furi_hal_random_get() % BOARD_SIZE;
  223. swapY = 1 + furi_hal_random_get() % BOARD_SIZE;
  224. } while(swapX == swapY);
  225. for(int i = 0; i != BOARD_SIZE; ++i) {
  226. for(int j = 0; j != BOARD_SIZE; ++j) {
  227. if(state->board[i][j] == swapX) {
  228. state->board[i][j] = swapY;
  229. } else if(state->board[i][j] == swapY) {
  230. state->board[i][j] = swapX;
  231. }
  232. }
  233. }
  234. // swap columns
  235. for(int i = 0; i != BOARD_SIZE_3; ++i) {
  236. int swapX, swapY;
  237. int offset = i * BOARD_SIZE_3;
  238. do {
  239. swapX = offset + furi_hal_random_get() % BOARD_SIZE_3;
  240. swapY = offset + furi_hal_random_get() % BOARD_SIZE_3;
  241. } while(swapX == swapY);
  242. memcpy(tmp, state->board[swapX], BOARD_SIZE);
  243. memcpy(state->board[swapX], state->board[swapY], BOARD_SIZE);
  244. memcpy(state->board[swapY], tmp, BOARD_SIZE);
  245. }
  246. // swap rows
  247. for(int i = 0; i != BOARD_SIZE_3; ++i) {
  248. int swapX, swapY;
  249. int offset = i * BOARD_SIZE_3;
  250. do {
  251. swapX = offset + furi_hal_random_get() % BOARD_SIZE_3;
  252. swapY = offset + furi_hal_random_get() % BOARD_SIZE_3;
  253. } while(swapX == swapY);
  254. for(int k = 0; k != BOARD_SIZE; ++k) {
  255. FURI_SWAP(state->board[k][swapX], state->board[k][swapY]);
  256. }
  257. }
  258. }
  259. }
  260. static void add_gaps(SudokuState* state, int inputCells) {
  261. for(int i = 0; i < inputCells; ++i) {
  262. int x, y;
  263. do {
  264. x = furi_hal_random_get() % BOARD_SIZE;
  265. y = furi_hal_random_get() % BOARD_SIZE;
  266. } while(state->board[x][y] & USER_INPUT_FLAG);
  267. state->board[x][y] = USER_INPUT_FLAG;
  268. }
  269. }
  270. static bool validate_board(SudokuState* state) {
  271. bool res = true;
  272. // check vertical lines for duplicates
  273. state->vertivalFlags = 0;
  274. for(int i = 0; i != BOARD_SIZE; ++i) {
  275. uint flags = 0;
  276. bool ok = true;
  277. for(int j = 0; j != BOARD_SIZE; ++j) {
  278. int value = state->board[i][j] & VALUE_MASK;
  279. if(value == 0) {
  280. ok = false;
  281. res = false;
  282. }
  283. if(flags & (1 << value)) {
  284. ok = false;
  285. res = false;
  286. }
  287. flags |= 1 << value;
  288. }
  289. if(ok) {
  290. state->vertivalFlags |= 1 << i;
  291. }
  292. }
  293. // check horizontal lines for duplicates
  294. state->horizontalFlags = 0;
  295. for(int i = 0; i != BOARD_SIZE; ++i) {
  296. bool ok = true;
  297. uint flags = 0;
  298. for(int j = 0; j != BOARD_SIZE; ++j) {
  299. int value = state->board[j][i] & VALUE_MASK;
  300. if(value == 0) {
  301. ok = false;
  302. res = false;
  303. }
  304. if(flags & (1 << value)) {
  305. ok = false;
  306. res = false;
  307. }
  308. flags |= 1 << value;
  309. }
  310. if(ok) {
  311. state->horizontalFlags |= 1 << i;
  312. }
  313. }
  314. if(!res) {
  315. return res;
  316. }
  317. // check 3x3 squares for duplicates
  318. for(int i = 0; i != BOARD_SIZE_3; ++i) {
  319. for(int j = 0; j != BOARD_SIZE_3; ++j) {
  320. uint flags = 0;
  321. for(int k = 0; k != BOARD_SIZE_3; ++k) {
  322. for(int l = 0; l != BOARD_SIZE_3; ++l) {
  323. int value = state->board[i * BOARD_SIZE_3 + k][j * BOARD_SIZE_3 + l] &
  324. VALUE_MASK;
  325. if(flags & (1 << value)) {
  326. return false;
  327. }
  328. flags |= 1 << value;
  329. }
  330. }
  331. }
  332. }
  333. return true;
  334. }
  335. static bool start_game(SudokuState* state, int inputCells) {
  336. state->cursorX = 0;
  337. state->cursorY = 0;
  338. init_board(state);
  339. shuffle_board(state, 10);
  340. add_gaps(state, inputCells);
  341. return validate_board(state);
  342. }
  343. int32_t sudoku_main(void* p) {
  344. UNUSED(p);
  345. InputEvent event;
  346. FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(InputEvent));
  347. SudokuState* state = malloc(sizeof(SudokuState));
  348. state->mutex = furi_mutex_alloc(FuriMutexTypeNormal);
  349. furi_check(state->mutex, "mutex alloc failed");
  350. state->state = GameStateRunning;
  351. state->menuCursor = 0;
  352. start_game(state, NORMAL_GAPS);
  353. ViewPort* view_port = view_port_alloc();
  354. view_port_draw_callback_set(view_port, draw_callback, state);
  355. view_port_input_callback_set(view_port, input_callback, event_queue);
  356. view_port_set_orientation(view_port, ViewPortOrientationVertical);
  357. Gui* gui = furi_record_open(RECORD_GUI);
  358. gui_add_view_port(gui, view_port, GuiLayerFullscreen);
  359. dolphin_deed(DolphinDeedPluginGameStart);
  360. while(true) {
  361. furi_check(furi_message_queue_get(event_queue, &event, FuriWaitForever) == FuriStatusOk);
  362. furi_mutex_acquire(state->mutex, FuriWaitForever);
  363. if(state->state == GameStatePaused || state->state == GameStateWin) {
  364. bool exit = false;
  365. if(event.type == InputTypePress || event.type == InputTypeLong ||
  366. event.type == InputTypeRepeat) {
  367. switch(event.key) {
  368. case InputKeyLeft:
  369. case InputKeyUp:
  370. state->menuCursor =
  371. (state->menuCursor + MENU_ITEMS_COUNT - 1) % MENU_ITEMS_COUNT;
  372. break;
  373. case InputKeyRight:
  374. case InputKeyDown:
  375. state->menuCursor = (state->menuCursor + 1) % MENU_ITEMS_COUNT;
  376. break;
  377. case InputKeyOk:
  378. if(state->state == GameStatePaused && state->menuCursor == 0) {
  379. state->state = GameStateRunning;
  380. } else if(state->menuCursor >= 1 && state->menuCursor <= 3) {
  381. state->state = GameStateRunning;
  382. int gaps = state->menuCursor == 1 ? EASY_GAPS :
  383. state->menuCursor == 2 ? NORMAL_GAPS :
  384. HARD_GAPS;
  385. start_game(state, gaps);
  386. state->menuCursor = 0;
  387. } else if(state->menuCursor == 4) {
  388. exit = true;
  389. break;
  390. }
  391. break;
  392. default:
  393. break;
  394. }
  395. }
  396. if(exit) {
  397. furi_mutex_release(state->mutex);
  398. break;
  399. }
  400. } else if(state->state == GameStateRunning) {
  401. bool invalidField = false;
  402. bool userInput = state->board[state->cursorX][state->cursorY] & USER_INPUT_FLAG;
  403. if(event.key == InputKeyBack) {
  404. if(event.type == InputTypeLong) {
  405. state->state = GameStatePaused;
  406. } else if(userInput && event.type == InputTypeShort) {
  407. invalidField = state->board[state->cursorX][state->cursorY] & VALUE_MASK;
  408. state->board[state->cursorX][state->cursorY] &= FLAGS_MASK;
  409. }
  410. }
  411. if(event.type == InputTypePress || event.type == InputTypeLong ||
  412. event.type == InputTypeRepeat) {
  413. switch(event.key) {
  414. case InputKeyLeft:
  415. state->cursorX = (state->cursorX + BOARD_SIZE - 1) % BOARD_SIZE;
  416. break;
  417. case InputKeyRight:
  418. state->cursorX = (state->cursorX + 1) % BOARD_SIZE;
  419. break;
  420. case InputKeyUp:
  421. state->cursorY = (state->cursorY + BOARD_SIZE - 1) % BOARD_SIZE;
  422. break;
  423. case InputKeyDown:
  424. state->cursorY = (state->cursorY + 1) % BOARD_SIZE;
  425. break;
  426. case InputKeyOk:
  427. if(userInput) {
  428. int flags = state->board[state->cursorX][state->cursorY] & FLAGS_MASK;
  429. int value = state->board[state->cursorX][state->cursorY] & VALUE_MASK;
  430. state->board[state->cursorX][state->cursorY] = flags | ((value + 1) % 10);
  431. invalidField = true;
  432. }
  433. break;
  434. default:
  435. break;
  436. }
  437. }
  438. if(invalidField && validate_board(state)) {
  439. dolphin_deed(DolphinDeedPluginGameWin);
  440. state->state = GameStateWin;
  441. state->menuCursor = 0;
  442. for(int i = 0; i != BOARD_SIZE; ++i) {
  443. for(int j = 0; j != BOARD_SIZE; ++j) {
  444. state->board[i][j] &= ~USER_INPUT_FLAG;
  445. }
  446. }
  447. }
  448. }
  449. furi_mutex_release(state->mutex);
  450. view_port_update(view_port);
  451. }
  452. furi_message_queue_free(event_queue);
  453. view_port_enabled_set(view_port, false);
  454. gui_remove_view_port(gui, view_port);
  455. view_port_free(view_port);
  456. furi_record_close(RECORD_GUI);
  457. furi_mutex_free(state->mutex);
  458. free(state);
  459. return 0;
  460. }