trexrunner.c 3.8 KB

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  1. #include <furi.h>
  2. #include <furi_hal.h>
  3. #include <gui/gui.h>
  4. #include <gui/icon_i.h>
  5. #include <input/input.h>
  6. #include <stdlib.h>
  7. #include "assets_icons.h"
  8. #define DINO_START_X 0
  9. #define DINO_START_Y 42
  10. #define FPS 60
  11. #define DINO_RUNNING_TICKS 15
  12. typedef enum {
  13. EventTypeTick,
  14. EventTypeKey,
  15. } EventType;
  16. typedef struct {
  17. EventType type;
  18. InputEvent input;
  19. } PluginEvent;
  20. typedef struct {
  21. FuriTimer* timer;
  22. const Icon* dino_icon;
  23. int dino_tick;
  24. } GameState;
  25. static void timer_callback(void* ctx) {
  26. GameState* game_state = acquire_mutex((ValueMutex*)ctx, 25);
  27. if (game_state == NULL) {
  28. return;
  29. }
  30. // game update
  31. game_state->dino_tick++;
  32. // TODO: switch by dino state
  33. if (game_state->dino_tick >= DINO_RUNNING_TICKS) {
  34. if (game_state->dino_icon == &I_DinoRun0) {
  35. game_state->dino_icon = &I_DinoRun1;
  36. } else {
  37. game_state->dino_icon = &I_DinoRun0;
  38. }
  39. game_state->dino_tick = 0;
  40. }
  41. release_mutex((ValueMutex*)ctx, game_state);
  42. }
  43. static void input_callback(InputEvent* input_event, FuriMessageQueue* event_queue) {
  44. furi_assert(event_queue);
  45. PluginEvent event = {.type = EventTypeKey, .input = *input_event};
  46. furi_message_queue_put(event_queue, &event, FuriWaitForever);
  47. }
  48. static void render_callback(Canvas* const canvas, void* ctx) {
  49. const GameState* game_state = acquire_mutex((ValueMutex*)ctx, 25);
  50. if (game_state == NULL) {
  51. return;
  52. }
  53. // canvas_draw_xbm(canvas, 0, 0, dino_width, dino_height, dino_bits);
  54. canvas_draw_icon(canvas, DINO_START_X, DINO_START_Y, game_state->dino_icon);
  55. release_mutex((ValueMutex*)ctx, game_state);
  56. }
  57. static void game_state_init(GameState* const game_state) {
  58. game_state->dino_tick = 0;
  59. game_state->dino_icon = &I_Dino;
  60. }
  61. int32_t trexrunner_app(void* p) {
  62. UNUSED(p);
  63. FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(PluginEvent));
  64. GameState* game_state = malloc(sizeof(GameState));
  65. game_state_init(game_state);
  66. ValueMutex state_mutex;
  67. if (!init_mutex(&state_mutex, game_state, sizeof(game_state))) {
  68. FURI_LOG_E("T-rex runner", "cannot create mutex\r\n");
  69. free(game_state);
  70. return 255;
  71. }
  72. // BEGIN IMPLEMENTATION
  73. // Set system callbacks
  74. ViewPort* view_port = view_port_alloc();
  75. view_port_draw_callback_set(view_port, render_callback, &state_mutex);
  76. view_port_input_callback_set(view_port, input_callback, event_queue);
  77. game_state->timer = furi_timer_alloc(timer_callback, FuriTimerTypePeriodic, &state_mutex);
  78. furi_timer_start(game_state->timer, (uint32_t) furi_kernel_get_tick_frequency() / FPS);
  79. // Open GUI and register view_port
  80. Gui* gui = furi_record_open("gui");
  81. gui_add_view_port(gui, view_port, GuiLayerFullscreen);
  82. PluginEvent event;
  83. for (bool processing = true; processing;) {
  84. FuriStatus event_status = furi_message_queue_get(event_queue, &event, 100);
  85. // Minesweeper* minesweeper_state = (Minesweeper*)acquire_mutex_block(&state_mutex);
  86. if (event_status == FuriStatusOk) {
  87. // press events
  88. if (event.type == EventTypeKey) {
  89. if (event.input.type == InputTypeShort) {
  90. switch (event.input.key) {
  91. case InputKeyUp: break;
  92. case InputKeyDown: break;
  93. case InputKeyLeft: break;
  94. case InputKeyRight: break;
  95. case InputKeyOk: break;
  96. case InputKeyBack:
  97. // Exit the app
  98. processing = false;
  99. break;
  100. }
  101. }
  102. }
  103. } else {
  104. // event timeout
  105. ;
  106. }
  107. view_port_update(view_port);
  108. release_mutex(&state_mutex, game_state);
  109. }
  110. view_port_enabled_set(view_port, false);
  111. gui_remove_view_port(gui, view_port);
  112. furi_record_close("gui");
  113. view_port_free(view_port);
  114. furi_message_queue_free(event_queue);
  115. delete_mutex(&state_mutex);
  116. furi_timer_free(game_state->timer);
  117. free(game_state);
  118. return 0;
  119. }