flipchess_scene_settings.c 3.3 KB

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  1. #include "../flipchess.h"
  2. #include <lib/toolbox/value_index.h>
  3. #define TEXT_LABEL_ON "ON"
  4. #define TEXT_LABEL_OFF "OFF"
  5. const char* const haptic_text[2] = {
  6. TEXT_LABEL_OFF,
  7. TEXT_LABEL_ON,
  8. };
  9. const uint32_t haptic_value[2] = {
  10. FlipChessHapticOff,
  11. FlipChessHapticOn,
  12. };
  13. const char* const player_mode_text[4] = {
  14. "Human",
  15. "CPU 1",
  16. "CPU 2",
  17. "CPU 3",
  18. };
  19. const uint32_t player_mode_value[4] = {
  20. FlipChessPlayerHuman,
  21. FlipChessPlayerAI1,
  22. FlipChessPlayerAI2,
  23. FlipChessPlayerAI3,
  24. };
  25. static void flipchess_scene_settings_set_haptic(VariableItem* item) {
  26. FlipChess* app = variable_item_get_context(item);
  27. uint8_t index = variable_item_get_current_value_index(item);
  28. variable_item_set_current_value_text(item, haptic_text[index]);
  29. app->haptic = haptic_value[index];
  30. }
  31. static void flipchess_scene_settings_set_white_mode(VariableItem* item) {
  32. FlipChess* app = variable_item_get_context(item);
  33. uint8_t index = variable_item_get_current_value_index(item);
  34. variable_item_set_current_value_text(item, player_mode_text[index]);
  35. app->white_mode = player_mode_value[index];
  36. }
  37. static void flipchess_scene_settings_set_black_mode(VariableItem* item) {
  38. FlipChess* app = variable_item_get_context(item);
  39. uint8_t index = variable_item_get_current_value_index(item);
  40. variable_item_set_current_value_text(item, player_mode_text[index]);
  41. app->black_mode = player_mode_value[index];
  42. }
  43. void flipchess_scene_settings_submenu_callback(void* context, uint32_t index) {
  44. FlipChess* app = context;
  45. view_dispatcher_send_custom_event(app->view_dispatcher, index);
  46. }
  47. void flipchess_scene_settings_on_enter(void* context) {
  48. FlipChess* app = context;
  49. VariableItem* item;
  50. uint8_t value_index;
  51. // White mode
  52. item = variable_item_list_add(
  53. app->variable_item_list, "White:", 4, flipchess_scene_settings_set_white_mode, app);
  54. value_index = value_index_uint32(app->white_mode, player_mode_value, 4);
  55. variable_item_set_current_value_index(item, value_index);
  56. variable_item_set_current_value_text(item, player_mode_text[value_index]);
  57. // Black mode
  58. item = variable_item_list_add(
  59. app->variable_item_list, "Black:", 4, flipchess_scene_settings_set_black_mode, app);
  60. value_index = value_index_uint32(app->black_mode, player_mode_value, 4);
  61. variable_item_set_current_value_index(item, value_index);
  62. variable_item_set_current_value_text(item, player_mode_text[value_index]);
  63. // Vibro on/off
  64. item = variable_item_list_add(
  65. app->variable_item_list, "Vibro/Haptic:", 2, flipchess_scene_settings_set_haptic, app);
  66. value_index = value_index_uint32(app->haptic, haptic_value, 2);
  67. variable_item_set_current_value_index(item, value_index);
  68. variable_item_set_current_value_text(item, haptic_text[value_index]);
  69. view_dispatcher_switch_to_view(app->view_dispatcher, FlipChessViewIdSettings);
  70. }
  71. bool flipchess_scene_settings_on_event(void* context, SceneManagerEvent event) {
  72. FlipChess* app = context;
  73. UNUSED(app);
  74. bool consumed = false;
  75. if(event.type == SceneManagerEventTypeCustom) {
  76. }
  77. return consumed;
  78. }
  79. void flipchess_scene_settings_on_exit(void* context) {
  80. FlipChess* app = context;
  81. variable_item_list_set_selected_item(app->variable_item_list, 0);
  82. variable_item_list_reset(app->variable_item_list);
  83. }