flipchess_scene_1.c 24 KB

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  1. #include "../flipchess.h"
  2. #include <furi.h>
  3. // #include <furi_hal.h>
  4. // #include <furi_hal_random.h>
  5. #include <input/input.h>
  6. #include <gui/elements.h>
  7. //#include <dolphin/dolphin.h>
  8. #include <string.h>
  9. //#include "flipchess_icons.h"
  10. #include "../helpers/flipchess_voice.h"
  11. #include "../helpers/flipchess_haptic.h"
  12. #define SCL_960_CASTLING 0 // setting to 1 compiles a 960 version of smolchess
  13. #define XBOARD_DEBUG 0 // will create files with xboard communication
  14. #define SCL_EVALUATION_FUNCTION SCL_boardEvaluateStatic
  15. #define SCL_DEBUG_AI 0
  16. #include "../chess/smallchesslib.h"
  17. #define ENABLE_960 0 // setting to 1 enables 960 chess
  18. #define MAX_TEXT_LEN 15 // 15 = max length of text
  19. #define MAX_TEXT_BUF (MAX_TEXT_LEN + 1) // max length of text + null terminator
  20. #define THREAD_WAIT_TIME 20 // time to wait for draw thread to finish
  21. struct FlipChessScene1 {
  22. View* view;
  23. FlipChessScene1Callback callback;
  24. void* context;
  25. };
  26. typedef struct {
  27. uint8_t paramPlayerW;
  28. uint8_t paramPlayerB;
  29. uint8_t paramAnalyze; // depth of analysis
  30. uint8_t paramMoves;
  31. uint8_t paramInfo;
  32. uint8_t paramFlipBoard;
  33. uint8_t paramExit;
  34. uint16_t paramStep;
  35. char* paramFEN;
  36. char* paramPGN;
  37. int clockSeconds;
  38. SCL_Game game;
  39. SCL_Board startState;
  40. #if ENABLE_960
  41. int16_t random960PosNumber;
  42. #endif
  43. //uint8_t picture[SCL_BOARD_PICTURE_WIDTH * SCL_BOARD_PICTURE_WIDTH];
  44. uint8_t squareSelected;
  45. uint8_t squareSelectedLast;
  46. char* msg;
  47. char* msg2;
  48. char* msg3;
  49. char moveString[MAX_TEXT_BUF];
  50. char moveString2[MAX_TEXT_BUF];
  51. char moveString3[MAX_TEXT_BUF];
  52. uint8_t thinking;
  53. SCL_SquareSet moveHighlight;
  54. uint8_t squareFrom;
  55. uint8_t squareTo;
  56. uint8_t turnState;
  57. } FlipChessScene1Model;
  58. static uint8_t picture[SCL_BOARD_PICTURE_WIDTH * SCL_BOARD_PICTURE_WIDTH];
  59. void flipchess_putImagePixel(uint8_t pixel, uint16_t index) {
  60. picture[index] = pixel;
  61. }
  62. uint8_t flipchess_stringsEqual(const char* s1, const char* s2, int max) {
  63. for(int i = 0; i < max; ++i) {
  64. if(*s1 != *s2) return 0;
  65. if(*s1 == 0) return 1;
  66. s1++;
  67. s2++;
  68. }
  69. return 1;
  70. }
  71. int16_t flipchess_makeAIMove(
  72. SCL_Board board,
  73. uint8_t* s0,
  74. uint8_t* s1,
  75. char* prom,
  76. FlipChessScene1Model* model) {
  77. uint8_t level = SCL_boardWhitesTurn(board) ? model->paramPlayerW : model->paramPlayerB;
  78. uint8_t depth = (level > 0) ? level : 1;
  79. uint8_t extraDepth = 3;
  80. uint8_t endgameDepth = 1;
  81. uint8_t randomness =
  82. model->game.ply < 2 ? 1 : 0; /* in first moves increase randomness for different
  83. openings */
  84. uint8_t rs0, rs1;
  85. SCL_gameGetRepetiotionMove(&(model->game), &rs0, &rs1);
  86. if(model->clockSeconds >= 0) // when using clock, choose AI params accordingly
  87. {
  88. if(model->clockSeconds <= 5) {
  89. depth = 1;
  90. extraDepth = 2;
  91. endgameDepth = 0;
  92. } else if(model->clockSeconds < 15) {
  93. depth = 2;
  94. extraDepth = 2;
  95. } else if(model->clockSeconds < 100) {
  96. depth = 2;
  97. } else if(model->clockSeconds < 5 * 60) {
  98. depth = 3;
  99. } else {
  100. depth = 3;
  101. extraDepth = 4;
  102. }
  103. }
  104. return SCL_getAIMove(
  105. board,
  106. depth,
  107. extraDepth,
  108. endgameDepth,
  109. SCL_boardEvaluateStatic,
  110. SCL_randomBetter,
  111. randomness,
  112. rs0,
  113. rs1,
  114. s0,
  115. s1,
  116. prom);
  117. }
  118. bool flipchess_isPlayerTurn(FlipChessScene1Model* model) {
  119. return (SCL_boardWhitesTurn(model->game.board) && model->paramPlayerW == 0) ||
  120. (!SCL_boardWhitesTurn(model->game.board) && model->paramPlayerB == 0);
  121. }
  122. void flipchess_shiftMessages(FlipChessScene1Model* model) {
  123. // shift messages
  124. model->msg3 = model->msg2;
  125. model->msg2 = model->msg;
  126. strncpy(model->moveString3, model->moveString2, MAX_TEXT_LEN);
  127. strncpy(model->moveString2, model->moveString, MAX_TEXT_LEN);
  128. }
  129. void flipchess_drawBoard(FlipChessScene1Model* model) {
  130. // draw chess board
  131. SCL_drawBoard(
  132. model->game.board,
  133. flipchess_putImagePixel,
  134. model->squareSelected,
  135. model->moveHighlight,
  136. model->paramFlipBoard);
  137. }
  138. uint8_t flipchess_saveState(FlipChess* app, FlipChessScene1Model* model) {
  139. for(uint8_t i = 0; i < SCL_FEN_MAX_LENGTH; i++) {
  140. app->import_game_text[i] = '\0';
  141. }
  142. const uint8_t res = SCL_boardToFEN(model->game.board, app->import_game_text);
  143. if(res > 0) {
  144. app->import_game = 1;
  145. }
  146. return res;
  147. }
  148. uint8_t flipchess_turn(FlipChessScene1Model* model) {
  149. // 0: none, 1: player, 2: AI, 3: undo
  150. uint8_t moveType = FlipChessStatusNone;
  151. // if(model->paramInfo) {
  152. // if(model->random960PosNumber >= 0)
  153. // printf("960 random position number: %d\n", model->random960PosNumber);
  154. // printf("ply number: %d\n", model->game.ply);
  155. // int16_t eval = SCL_boardEvaluateStatic(model->game.board);
  156. // printf(
  157. // "board static evaluation: %lf (%d)\n",
  158. // ((double)eval) / ((double)SCL_VALUE_PAWN),
  159. // eval);
  160. // printf("board hash: %u\n", SCL_boardHash32(model->game.board));
  161. // printf("phase: ");
  162. // switch(SCL_boardEstimatePhase(model->game.board)) {
  163. // case SCL_PHASE_OPENING:
  164. // puts("opening");
  165. // break;
  166. // case SCL_PHASE_ENDGAME:
  167. // puts("endgame");
  168. // break;
  169. // default:
  170. // puts("midgame");
  171. // break;
  172. // }
  173. // printf(
  174. // "en passant: %d\n",
  175. // ((model->game.board[SCL_BOARD_ENPASSANT_CASTLE_BYTE] & 0x0f) + 1) % 16);
  176. // printf(
  177. // "50 move rule count: %d\n", model->game.board[SCL_BOARD_MOVE_COUNT_BYTE]);
  178. // if(model->paramFEN == NULL && model->paramPGN == NULL) {
  179. // printf("PGN: ");
  180. // SCL_printPGN(model->game.record, putCharacter, startState);
  181. // putchar('\n');
  182. // }
  183. // }
  184. if(model->game.state != SCL_GAME_STATE_PLAYING) {
  185. model->paramExit = FlipChessStatusNone;
  186. } else {
  187. char movePromote = 'q';
  188. if(flipchess_isPlayerTurn(model)) {
  189. // if(stringsEqual(string, "undo", 5))
  190. // moveType = FlipChessStatusMoveUndo;
  191. // else if(stringsEqual(string, "quit", 5))
  192. // break;
  193. if(model->turnState == 0 && model->squareSelected != 255) {
  194. // Color check before allowing piece selection
  195. char piece = model->game.board[model->squareSelected];
  196. if(piece != '.' &&
  197. SCL_pieceIsWhite(piece) == SCL_boardWhitesTurn(model->game.board)) {
  198. model->squareFrom = model->squareSelected;
  199. model->turnState = 1;
  200. }
  201. } else if(model->turnState == 1 && model->squareSelected != 255) {
  202. // Validate before executing
  203. if(SCL_boardMoveIsLegal(model->game.board,
  204. model->squareFrom,
  205. model->squareSelected)) {
  206. model->squareTo = model->squareSelected;
  207. model->turnState = 2;
  208. model->squareSelectedLast = model->squareSelected;
  209. } else {
  210. // Invalid move, reset state
  211. model->turnState = 0;
  212. SCL_squareSetClear(model->moveHighlight);
  213. }
  214. }
  215. if(model->turnState == 1 && model->squareFrom != 255) {
  216. if((model->game.board[model->squareFrom] != '.') &&
  217. (SCL_pieceIsWhite(model->game.board[model->squareFrom]) ==
  218. SCL_boardWhitesTurn(model->game.board))) {
  219. SCL_boardGetMoves(model->game.board, model->squareFrom, model->moveHighlight);
  220. }
  221. } else if(model->turnState == 2) {
  222. if(SCL_squareSetContains(model->moveHighlight, model->squareTo)) {
  223. moveType = FlipChessStatusMovePlayer;
  224. }
  225. model->turnState = 0;
  226. SCL_squareSetClear(model->moveHighlight);
  227. }
  228. } else {
  229. model->squareSelected = 255;
  230. flipchess_makeAIMove(
  231. model->game.board, &(model->squareFrom), &(model->squareTo), &movePromote, model);
  232. moveType = FlipChessStatusMoveAI;
  233. model->turnState = 0;
  234. }
  235. if(moveType == FlipChessStatusMovePlayer || moveType == FlipChessStatusMoveAI) {
  236. flipchess_shiftMessages(model);
  237. SCL_moveToString(
  238. model->game.board,
  239. model->squareFrom,
  240. model->squareTo,
  241. movePromote,
  242. model->moveString);
  243. SCL_gameMakeMove(&(model->game), model->squareFrom, model->squareTo, movePromote);
  244. SCL_squareSetClear(model->moveHighlight);
  245. SCL_squareSetAdd(model->moveHighlight, model->squareFrom);
  246. SCL_squareSetAdd(model->moveHighlight, model->squareTo);
  247. } else if(moveType == FlipChessStatusMoveUndo) {
  248. flipchess_shiftMessages(model);
  249. if(model->paramPlayerW != 0 || model->paramPlayerB != 0)
  250. SCL_gameUndoMove(&(model->game));
  251. SCL_gameUndoMove(&(model->game));
  252. SCL_squareSetClear(model->moveHighlight);
  253. }
  254. switch(model->game.state) {
  255. case SCL_GAME_STATE_WHITE_WIN:
  256. model->msg = "white wins";
  257. model->paramExit = FlipChessStatusReturn;
  258. break;
  259. case SCL_GAME_STATE_BLACK_WIN:
  260. model->msg = "black wins";
  261. model->paramExit = FlipChessStatusReturn;
  262. break;
  263. case SCL_GAME_STATE_DRAW_STALEMATE:
  264. model->msg = "stalemate";
  265. model->paramExit = FlipChessStatusReturn;
  266. break;
  267. case SCL_GAME_STATE_DRAW_REPETITION:
  268. model->msg = "draw-repetition";
  269. model->paramExit = FlipChessStatusReturn;
  270. break;
  271. case SCL_GAME_STATE_DRAW_DEAD:
  272. model->msg = "draw-dead pos.";
  273. model->paramExit = FlipChessStatusReturn;
  274. break;
  275. case SCL_GAME_STATE_DRAW:
  276. model->msg = "draw";
  277. model->paramExit = FlipChessStatusReturn;
  278. break;
  279. case SCL_GAME_STATE_DRAW_50:
  280. model->msg = "draw-50 moves";
  281. model->paramExit = FlipChessStatusReturn;
  282. break;
  283. default:
  284. if(model->game.ply > 0) {
  285. const uint8_t whitesTurn = SCL_boardWhitesTurn(model->game.board);
  286. if(SCL_boardCheck(model->game.board, whitesTurn)) {
  287. model->msg = (whitesTurn ? "black: check!" : "white: check!");
  288. } else {
  289. model->msg = (whitesTurn ? "black played" : "white played");
  290. }
  291. uint8_t s0, s1;
  292. char p;
  293. SCL_recordGetMove(model->game.record, model->game.ply - 1, &s0, &s1, &p);
  294. SCL_moveToString(model->game.board, s0, s1, p, model->moveString);
  295. }
  296. break;
  297. model->paramExit = moveType;
  298. }
  299. }
  300. model->thinking = 0;
  301. return model->paramExit;
  302. }
  303. void flipchess_scene_1_set_callback(
  304. FlipChessScene1* instance,
  305. FlipChessScene1Callback callback,
  306. void* context) {
  307. furi_assert(instance);
  308. furi_assert(callback);
  309. instance->callback = callback;
  310. instance->context = context;
  311. }
  312. void flipchess_scene_1_draw(Canvas* canvas, FlipChessScene1Model* model) {
  313. //UNUSED(model);
  314. canvas_clear(canvas);
  315. canvas_set_color(canvas, ColorBlack);
  316. //canvas_draw_icon(canvas, 0, 0, &I_FLIPR_128x64);
  317. // Frame
  318. canvas_draw_frame(canvas, 0, 0, 66, 64);
  319. // Message
  320. canvas_set_font(canvas, FontSecondary);
  321. if(model->thinking) {
  322. canvas_draw_str(canvas, 68, 10, "thinking...");
  323. } else {
  324. canvas_draw_str(canvas, 68, 10, model->msg);
  325. }
  326. canvas_draw_str(canvas, 68, 19, model->moveString);
  327. canvas_draw_str(canvas, 68, 31, model->msg2);
  328. canvas_draw_str(canvas, 68, 40, model->moveString2);
  329. canvas_draw_str(canvas, 68, 52, model->msg3);
  330. canvas_draw_str(canvas, 68, 61, model->moveString3);
  331. // Board
  332. for(uint16_t y = 0; y < SCL_BOARD_PICTURE_WIDTH; y++) {
  333. for(uint16_t x = 0; x < SCL_BOARD_PICTURE_WIDTH; x++) {
  334. if(!picture[x + (y * SCL_BOARD_PICTURE_WIDTH)]) {
  335. canvas_draw_dot(canvas, x + 1, y);
  336. }
  337. }
  338. }
  339. }
  340. static int flipchess_scene_1_model_init(
  341. FlipChessScene1Model* const model,
  342. const int white_mode,
  343. const int black_mode,
  344. char* import_game_text) {
  345. model->paramPlayerW = white_mode;
  346. model->paramPlayerB = black_mode;
  347. model->paramAnalyze = 255; // depth of analysis
  348. model->paramMoves = 0;
  349. model->paramInfo = 1;
  350. model->paramFlipBoard = 0;
  351. model->paramExit = FlipChessStatusNone;
  352. model->paramStep = 0;
  353. model->paramFEN = import_game_text;
  354. model->paramPGN = NULL;
  355. model->clockSeconds = -1;
  356. SCL_Board emptyStartState = SCL_BOARD_START_STATE;
  357. memcpy(model->startState, &emptyStartState, sizeof(SCL_Board));
  358. #if ENABLE_960
  359. model->random960PosNumber = -1;
  360. #endif
  361. model->squareSelected = 255;
  362. model->squareSelectedLast = 28; // start selector near middle
  363. model->msg = "init";
  364. model->moveString[0] = '\0';
  365. model->msg2 = "";
  366. model->moveString2[0] = '\0';
  367. model->msg3 = "";
  368. model->moveString3[0] = '\0';
  369. model->thinking = 0;
  370. SCL_SquareSet emptySquareSet = SCL_SQUARE_SET_EMPTY;
  371. memcpy(model->moveHighlight, &emptySquareSet, sizeof(SCL_SquareSet));
  372. model->squareFrom = 255;
  373. model->squareTo = 255;
  374. model->turnState = 0;
  375. SCL_randomBetterSeed(furi_hal_random_get());
  376. #if ENABLE_960
  377. #if SCL_960_CASTLING
  378. if(model->random960PosNumber < 0) model->random960PosNumber = SCL_randomBetter();
  379. #endif
  380. if(model->random960PosNumber >= 0) model->random960PosNumber %= 960;
  381. #endif
  382. if(model->paramFEN != NULL)
  383. SCL_boardFromFEN(model->startState, model->paramFEN);
  384. else if(model->paramPGN != NULL) {
  385. SCL_Record record;
  386. SCL_recordFromPGN(record, model->paramPGN);
  387. SCL_boardInit(model->startState);
  388. SCL_recordApply(record, model->startState, model->paramStep);
  389. }
  390. #if ENABLE_960
  391. #if SCL_960_CASTLING
  392. else
  393. SCL_boardInit960(model->startState, model->random960PosNumber);
  394. #endif
  395. #endif
  396. SCL_gameInit(&(model->game), model->startState);
  397. if(model->paramAnalyze != 255) {
  398. char p;
  399. uint8_t move[] = {0, 0};
  400. model->paramPlayerW = model->paramAnalyze;
  401. model->paramPlayerB = model->paramAnalyze;
  402. int16_t evaluation =
  403. flipchess_makeAIMove(model->game.board, &(move[0]), &(move[1]), &p, model);
  404. if(model->paramAnalyze == 0) evaluation = SCL_boardEvaluateStatic(model->game.board);
  405. char moveStr[5];
  406. moveStr[4] = 0;
  407. SCL_squareToString(move[0], moveStr);
  408. SCL_squareToString(move[1], moveStr + 2);
  409. //printf("%lf (%d)\n", ((double)evaluation) / ((double)SCL_VALUE_PAWN), evaluation);
  410. //puts(moveStr);
  411. return evaluation;
  412. }
  413. if(model->paramMoves) {
  414. char string[256];
  415. for(int i = 0; i < 64; ++i)
  416. if(model->game.board[i] != '.' &&
  417. SCL_pieceIsWhite(model->game.board[i]) == SCL_boardWhitesTurn(model->game.board)) {
  418. SCL_SquareSet possibleMoves = SCL_SQUARE_SET_EMPTY;
  419. SCL_boardGetMoves(model->game.board, i, possibleMoves);
  420. SCL_SQUARE_SET_ITERATE_BEGIN(possibleMoves)
  421. SCL_moveToString(model->game.board, i, iteratedSquare, 'q', string);
  422. //printf("%s ", string);
  423. SCL_SQUARE_SET_ITERATE_END
  424. }
  425. return FlipChessStatusReturn;
  426. }
  427. model->msg = (SCL_boardWhitesTurn(model->game.board) ? "white to move" : "black to move");
  428. // 0 = success
  429. return FlipChessStatusNone;
  430. }
  431. bool flipchess_scene_1_input(InputEvent* event, void* context) {
  432. furi_assert(context);
  433. FlipChessScene1* instance = context;
  434. FlipChess* app = instance->context;
  435. if(event->type == InputTypeRelease) {
  436. switch(event->key) {
  437. case InputKeyBack:
  438. with_view_model(
  439. instance->view,
  440. FlipChessScene1Model * model,
  441. {
  442. if(model->turnState == 1) {
  443. model->turnState = 0;
  444. SCL_squareSetClear(model->moveHighlight);
  445. flipchess_drawBoard(model);
  446. } else {
  447. instance->callback(FlipChessCustomEventScene1Back, instance->context);
  448. }
  449. },
  450. true);
  451. break;
  452. case InputKeyRight:
  453. with_view_model(
  454. instance->view,
  455. FlipChessScene1Model * model,
  456. {
  457. if(model->squareSelectedLast != 255 && model->squareSelected == 255) {
  458. model->squareSelected = model->squareSelectedLast;
  459. } else {
  460. model->squareSelected = (model->squareSelected + 1) % 64;
  461. }
  462. flipchess_drawBoard(model);
  463. },
  464. true);
  465. break;
  466. case InputKeyDown:
  467. with_view_model(
  468. instance->view,
  469. FlipChessScene1Model * model,
  470. {
  471. if(model->squareSelectedLast != 255 && model->squareSelected == 255) {
  472. model->squareSelected = model->squareSelectedLast;
  473. } else {
  474. model->squareSelected = (model->squareSelected + 56) % 64;
  475. }
  476. flipchess_drawBoard(model);
  477. },
  478. true);
  479. break;
  480. case InputKeyLeft:
  481. with_view_model(
  482. instance->view,
  483. FlipChessScene1Model * model,
  484. {
  485. if(model->squareSelectedLast != 255 && model->squareSelected == 255) {
  486. model->squareSelected = model->squareSelectedLast;
  487. } else {
  488. model->squareSelected = (model->squareSelected + 63) % 64;
  489. }
  490. flipchess_drawBoard(model);
  491. },
  492. true);
  493. break;
  494. case InputKeyUp:
  495. with_view_model(
  496. instance->view,
  497. FlipChessScene1Model * model,
  498. {
  499. if(model->squareSelectedLast != 255 && model->squareSelected == 255) {
  500. model->squareSelected = model->squareSelectedLast;
  501. } else {
  502. model->squareSelected = (model->squareSelected + 8) % 64;
  503. }
  504. flipchess_drawBoard(model);
  505. },
  506. true);
  507. break;
  508. case InputKeyOk:
  509. with_view_model(
  510. instance->view,
  511. FlipChessScene1Model * model,
  512. {
  513. // if(model->paramExit == FlipChessStatusReturn) {
  514. // instance->callback(FlipChessCustomEventScene1Back, instance->context);
  515. // break;
  516. // }
  517. if(!flipchess_isPlayerTurn(model)) {
  518. model->thinking = 1;
  519. }
  520. },
  521. true);
  522. furi_thread_flags_wait(0, FuriFlagWaitAny, THREAD_WAIT_TIME);
  523. with_view_model(
  524. instance->view,
  525. FlipChessScene1Model * model,
  526. {
  527. // first turn of round, probably player but could be AI
  528. if(flipchess_turn(model) == FlipChessStatusReturn) {
  529. if(app->sound == 1) flipchess_voice_a_strange_game();
  530. flipchess_play_long_bump(app);
  531. }
  532. flipchess_saveState(app, model);
  533. flipchess_drawBoard(model);
  534. },
  535. true);
  536. with_view_model(
  537. instance->view,
  538. FlipChessScene1Model * model,
  539. {
  540. if(!flipchess_isPlayerTurn(model)) {
  541. model->thinking = 1;
  542. }
  543. },
  544. true);
  545. furi_thread_flags_wait(0, FuriFlagWaitAny, THREAD_WAIT_TIME);
  546. with_view_model(
  547. instance->view,
  548. FlipChessScene1Model * model,
  549. {
  550. // if player played, let AI play
  551. if(!flipchess_isPlayerTurn(model)) {
  552. if(flipchess_turn(model) == FlipChessStatusReturn) {
  553. if(app->sound == 1) flipchess_voice_a_strange_game();
  554. flipchess_play_long_bump(app);
  555. }
  556. flipchess_saveState(app, model);
  557. flipchess_drawBoard(model);
  558. }
  559. },
  560. true);
  561. break;
  562. case InputKeyMAX:
  563. break;
  564. }
  565. }
  566. return true;
  567. }
  568. void flipchess_scene_1_exit(void* context) {
  569. furi_assert(context);
  570. FlipChessScene1* instance = (FlipChessScene1*)context;
  571. with_view_model(
  572. instance->view, FlipChessScene1Model * model, { model->paramExit = 0; }, true);
  573. }
  574. void flipchess_scene_1_enter(void* context) {
  575. furi_assert(context);
  576. FlipChessScene1* instance = (FlipChessScene1*)context;
  577. FlipChess* app = instance->context;
  578. flipchess_play_happy_bump(app);
  579. with_view_model(
  580. instance->view,
  581. FlipChessScene1Model * model,
  582. {
  583. // load imported game if applicable
  584. char* import_game_text = NULL;
  585. if(app->import_game == 1 && strlen(app->import_game_text) > 0) {
  586. import_game_text = app->import_game_text;
  587. } else {
  588. if(app->sound == 1) flipchess_voice_how_about_chess();
  589. }
  590. int init = flipchess_scene_1_model_init(
  591. model, app->white_mode, app->black_mode, import_game_text);
  592. if(init == FlipChessStatusNone) {
  593. // perform initial turn, sets up and lets white
  594. // AI play if applicable
  595. const uint8_t turn = flipchess_turn(model);
  596. if(turn == FlipChessStatusReturn) {
  597. init = turn;
  598. } else {
  599. flipchess_saveState(app, model);
  600. flipchess_drawBoard(model);
  601. }
  602. }
  603. // if return status, return from scene immediately
  604. // if(init == FlipChessStatusReturn) {
  605. // instance->callback(FlipChessCustomEventScene1Back, instance->context);
  606. // }
  607. },
  608. true);
  609. }
  610. FlipChessScene1* flipchess_scene_1_alloc() {
  611. FlipChessScene1* instance = malloc(sizeof(FlipChessScene1));
  612. instance->view = view_alloc();
  613. view_allocate_model(instance->view, ViewModelTypeLocking, sizeof(FlipChessScene1Model));
  614. view_set_context(instance->view, instance); // furi_assert crashes in events without this
  615. view_set_draw_callback(instance->view, (ViewDrawCallback)flipchess_scene_1_draw);
  616. view_set_input_callback(instance->view, flipchess_scene_1_input);
  617. view_set_enter_callback(instance->view, flipchess_scene_1_enter);
  618. view_set_exit_callback(instance->view, flipchess_scene_1_exit);
  619. return instance;
  620. }
  621. void flipchess_scene_1_free(FlipChessScene1* instance) {
  622. furi_assert(instance);
  623. with_view_model(
  624. instance->view, FlipChessScene1Model * model, { UNUSED(model); }, true);
  625. view_free(instance->view);
  626. free(instance);
  627. }
  628. View* flipchess_scene_1_get_view(FlipChessScene1* instance) {
  629. furi_assert(instance);
  630. return instance->view;
  631. }