flipchess_scene_1.c 22 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_haptic.h"
  11. #define SCL_960_CASTLING 0 // setting to 1 compiles a 960 version of smolchess
  12. #define XBOARD_DEBUG 0 // will create files with xboard communication
  13. #define SCL_EVALUATION_FUNCTION SCL_boardEvaluateStatic
  14. #define SCL_DEBUG_AI 0
  15. #include "../chess/smallchesslib.h"
  16. #define ENABLE_960 0 // setting to 1 enables 960 chess
  17. #define MAX_TEXT_LEN 15 // 15 = max length of text
  18. #define MAX_TEXT_BUF (MAX_TEXT_LEN + 1) // max length of text + null terminator
  19. #define THREAD_WAIT_TIME 20 // time to wait for draw thread to finish
  20. struct FlipChessScene1 {
  21. View* view;
  22. FlipChessScene1Callback callback;
  23. void* context;
  24. };
  25. typedef struct {
  26. uint8_t paramPlayerW;
  27. uint8_t paramPlayerB;
  28. uint8_t paramAnalyze; // depth of analysis
  29. uint8_t paramMoves;
  30. uint8_t paramInfo;
  31. uint8_t paramFlipBoard;
  32. uint8_t paramExit;
  33. uint16_t paramStep;
  34. char* paramFEN;
  35. char* paramPGN;
  36. int clockSeconds;
  37. SCL_Game game;
  38. SCL_Board startState;
  39. #if ENABLE_960
  40. int16_t random960PosNumber;
  41. #endif
  42. //uint8_t picture[SCL_BOARD_PICTURE_WIDTH * SCL_BOARD_PICTURE_WIDTH];
  43. uint8_t squareSelected;
  44. uint8_t squareSelectedLast;
  45. char* msg;
  46. char* msg2;
  47. char* msg3;
  48. char moveString[MAX_TEXT_BUF];
  49. char moveString2[MAX_TEXT_BUF];
  50. char moveString3[MAX_TEXT_BUF];
  51. uint8_t thinking;
  52. SCL_SquareSet moveHighlight;
  53. uint8_t squareFrom;
  54. uint8_t squareTo;
  55. uint8_t turnState;
  56. } FlipChessScene1Model;
  57. static uint8_t picture[SCL_BOARD_PICTURE_WIDTH * SCL_BOARD_PICTURE_WIDTH];
  58. void flipchess_putImagePixel(uint8_t pixel, uint16_t index) {
  59. picture[index] = pixel;
  60. }
  61. uint8_t flipchess_stringsEqual(const char* s1, const char* s2, int max) {
  62. for(int i = 0; i < max; ++i) {
  63. if(*s1 != *s2) return 0;
  64. if(*s1 == 0) return 1;
  65. s1++;
  66. s2++;
  67. }
  68. return 1;
  69. }
  70. int16_t flipchess_makeAIMove(
  71. SCL_Board board,
  72. uint8_t* s0,
  73. uint8_t* s1,
  74. char* prom,
  75. FlipChessScene1Model* model) {
  76. uint8_t level = SCL_boardWhitesTurn(board) ? model->paramPlayerW : model->paramPlayerB;
  77. uint8_t depth = (level > 0) ? level : 1;
  78. uint8_t extraDepth = 3;
  79. uint8_t endgameDepth = 1;
  80. uint8_t randomness =
  81. model->game.ply < 2 ? 1 : 0; /* in first moves increase randomness for different
  82. openings */
  83. uint8_t rs0, rs1;
  84. SCL_gameGetRepetiotionMove(&(model->game), &rs0, &rs1);
  85. if(model->clockSeconds >= 0) // when using clock, choose AI params accordingly
  86. {
  87. if(model->clockSeconds <= 5) {
  88. depth = 1;
  89. extraDepth = 2;
  90. endgameDepth = 0;
  91. } else if(model->clockSeconds < 15) {
  92. depth = 2;
  93. extraDepth = 2;
  94. } else if(model->clockSeconds < 100) {
  95. depth = 2;
  96. } else if(model->clockSeconds < 5 * 60) {
  97. depth = 3;
  98. } else {
  99. depth = 3;
  100. extraDepth = 4;
  101. }
  102. }
  103. return SCL_getAIMove(
  104. board,
  105. depth,
  106. extraDepth,
  107. endgameDepth,
  108. SCL_boardEvaluateStatic,
  109. SCL_randomBetter,
  110. randomness,
  111. rs0,
  112. rs1,
  113. s0,
  114. s1,
  115. prom);
  116. }
  117. bool flipchess_isPlayerTurn(FlipChessScene1Model* model) {
  118. return (SCL_boardWhitesTurn(model->game.board) && model->paramPlayerW == 0) ||
  119. (!SCL_boardWhitesTurn(model->game.board) && model->paramPlayerB == 0);
  120. }
  121. void flipchess_shiftMessages(FlipChessScene1Model* model) {
  122. // shift messages
  123. model->msg3 = model->msg2;
  124. model->msg2 = model->msg;
  125. strncpy(model->moveString3, model->moveString2, MAX_TEXT_LEN);
  126. strncpy(model->moveString2, model->moveString, MAX_TEXT_LEN);
  127. }
  128. void flipchess_drawBoard(FlipChessScene1Model* model) {
  129. // draw chess board
  130. SCL_drawBoard(
  131. model->game.board,
  132. flipchess_putImagePixel,
  133. model->squareSelected,
  134. model->moveHighlight,
  135. model->paramFlipBoard);
  136. }
  137. uint8_t flipchess_turn(FlipChessScene1Model* model) {
  138. // 0: none, 1: player, 2: AI, 3: undo
  139. uint8_t moveType = 0;
  140. // if(model->paramInfo) {
  141. // if(model->random960PosNumber >= 0)
  142. // printf("960 random position number: %d\n", model->random960PosNumber);
  143. // printf("ply number: %d\n", model->game.ply);
  144. // SCL_boardToFEN(model->game.board, string);
  145. // printf("FEN: %s\n", string);
  146. // int16_t eval = SCL_boardEvaluateStatic(model->game.board);
  147. // printf(
  148. // "board static evaluation: %lf (%d)\n",
  149. // ((double)eval) / ((double)SCL_VALUE_PAWN),
  150. // eval);
  151. // printf("board hash: %u\n", SCL_boardHash32(model->game.board));
  152. // printf("phase: ");
  153. // switch(SCL_boardEstimatePhase(model->game.board)) {
  154. // case SCL_PHASE_OPENING:
  155. // puts("opening");
  156. // break;
  157. // case SCL_PHASE_ENDGAME:
  158. // puts("endgame");
  159. // break;
  160. // default:
  161. // puts("midgame");
  162. // break;
  163. // }
  164. // printf(
  165. // "en passant: %d\n",
  166. // ((model->game.board[SCL_BOARD_ENPASSANT_CASTLE_BYTE] & 0x0f) + 1) % 16);
  167. // printf(
  168. // "50 move rule count: %d\n", model->game.board[SCL_BOARD_MOVE_COUNT_BYTE]);
  169. // if(model->paramFEN == NULL && model->paramPGN == NULL) {
  170. // printf("PGN: ");
  171. // SCL_printPGN(model->game.record, putCharacter, startState);
  172. // putchar('\n');
  173. // }
  174. // }
  175. if(model->game.state != SCL_GAME_STATE_PLAYING) {
  176. model->paramExit = FlipChessStatusReturn;
  177. return model->paramExit;
  178. }
  179. char movePromote = 'q';
  180. if(flipchess_isPlayerTurn(model)) {
  181. // if(stringsEqual(string, "undo", 5))
  182. // moveType = 3;
  183. // else if(stringsEqual(string, "quit", 5))
  184. // break;
  185. if(model->turnState == 0 && model->squareSelected != 255) {
  186. model->squareFrom = model->squareSelected;
  187. model->turnState = 1;
  188. } else if(model->turnState == 1 && model->squareSelected != 255) {
  189. model->squareTo = model->squareSelected;
  190. model->turnState = 2;
  191. model->squareSelectedLast = model->squareSelected;
  192. //model->squareSelected = 255;
  193. }
  194. if(model->turnState == 1 && model->squareFrom != 255) {
  195. if((model->game.board[model->squareFrom] != '.') &&
  196. (SCL_pieceIsWhite(model->game.board[model->squareFrom]) ==
  197. SCL_boardWhitesTurn(model->game.board))) {
  198. SCL_boardGetMoves(model->game.board, model->squareFrom, model->moveHighlight);
  199. }
  200. } else if(model->turnState == 2) {
  201. if(SCL_squareSetContains(model->moveHighlight, model->squareTo)) {
  202. moveType = 1;
  203. }
  204. model->turnState = 0;
  205. SCL_squareSetClear(model->moveHighlight);
  206. }
  207. } else {
  208. model->squareSelected = 255;
  209. flipchess_makeAIMove(
  210. model->game.board, &(model->squareFrom), &(model->squareTo), &movePromote, model);
  211. moveType = 2;
  212. model->turnState = 0;
  213. }
  214. if(moveType == 1 || moveType == 2) {
  215. flipchess_shiftMessages(model);
  216. SCL_moveToString(
  217. model->game.board, model->squareFrom, model->squareTo, movePromote, model->moveString);
  218. SCL_gameMakeMove(&(model->game), model->squareFrom, model->squareTo, movePromote);
  219. SCL_squareSetClear(model->moveHighlight);
  220. SCL_squareSetAdd(model->moveHighlight, model->squareFrom);
  221. SCL_squareSetAdd(model->moveHighlight, model->squareTo);
  222. } else if(moveType == 3) {
  223. flipchess_shiftMessages(model);
  224. if(model->paramPlayerW != 0 || model->paramPlayerB != 0) SCL_gameUndoMove(&(model->game));
  225. SCL_gameUndoMove(&(model->game));
  226. SCL_squareSetClear(model->moveHighlight);
  227. }
  228. switch(model->game.state) {
  229. case SCL_GAME_STATE_WHITE_WIN:
  230. model->msg = "white wins";
  231. model->paramExit = FlipChessStatusReturn;
  232. break;
  233. case SCL_GAME_STATE_BLACK_WIN:
  234. model->msg = "black wins";
  235. model->paramExit = FlipChessStatusReturn;
  236. break;
  237. case SCL_GAME_STATE_DRAW_STALEMATE:
  238. model->msg = "draw (stalemate)";
  239. model->paramExit = FlipChessStatusReturn;
  240. break;
  241. case SCL_GAME_STATE_DRAW_REPETITION:
  242. model->msg = "draw (repetition)";
  243. model->paramExit = FlipChessStatusReturn;
  244. break;
  245. case SCL_GAME_STATE_DRAW_DEAD:
  246. model->msg = "draw (dead pos.)";
  247. model->paramExit = FlipChessStatusReturn;
  248. break;
  249. case SCL_GAME_STATE_DRAW:
  250. model->msg = "draw";
  251. model->paramExit = FlipChessStatusReturn;
  252. break;
  253. case SCL_GAME_STATE_DRAW_50:
  254. model->msg = "draw (50 moves)";
  255. model->paramExit = FlipChessStatusReturn;
  256. break;
  257. default:
  258. if(model->game.ply > 0) {
  259. model->msg =
  260. (SCL_boardWhitesTurn(model->game.board) ? "black played" : "white played");
  261. uint8_t s0, s1;
  262. char p;
  263. SCL_recordGetMove(model->game.record, model->game.ply - 1, &s0, &s1, &p);
  264. SCL_moveToString(model->game.board, s0, s1, p, model->moveString);
  265. }
  266. break;
  267. model->paramExit = moveType;
  268. }
  269. model->thinking = 0;
  270. return model->paramExit;
  271. }
  272. void flipchess_scene_1_set_callback(
  273. FlipChessScene1* instance,
  274. FlipChessScene1Callback callback,
  275. void* context) {
  276. furi_assert(instance);
  277. furi_assert(callback);
  278. instance->callback = callback;
  279. instance->context = context;
  280. }
  281. void flipchess_scene_1_draw(Canvas* canvas, FlipChessScene1Model* model) {
  282. //UNUSED(model);
  283. canvas_clear(canvas);
  284. canvas_set_color(canvas, ColorBlack);
  285. // Frame
  286. canvas_draw_frame(canvas, 0, 0, 66, 64);
  287. // Message
  288. canvas_set_font(canvas, FontSecondary);
  289. if(model->thinking) {
  290. canvas_draw_str(canvas, 68, 10, "thinking...");
  291. } else {
  292. canvas_draw_str(canvas, 68, 10, model->msg);
  293. }
  294. canvas_draw_str(canvas, 68, 19, model->moveString);
  295. canvas_draw_str(canvas, 68, 31, model->msg2);
  296. canvas_draw_str(canvas, 68, 40, model->moveString2);
  297. canvas_draw_str(canvas, 68, 52, model->msg3);
  298. canvas_draw_str(canvas, 68, 61, model->moveString3);
  299. // Board
  300. for(uint16_t y = 0; y < SCL_BOARD_PICTURE_WIDTH; y++) {
  301. for(uint16_t x = 0; x < SCL_BOARD_PICTURE_WIDTH; x++) {
  302. if(!picture[x + (y * SCL_BOARD_PICTURE_WIDTH)]) {
  303. canvas_draw_dot(canvas, x + 1, y);
  304. }
  305. }
  306. }
  307. }
  308. static int flipchess_scene_1_model_init(
  309. FlipChessScene1Model* const model,
  310. const int white_mode,
  311. const int black_mode,
  312. char* import_game_text) {
  313. model->paramPlayerW = white_mode;
  314. model->paramPlayerB = black_mode;
  315. model->paramAnalyze = 255; // depth of analysis
  316. model->paramMoves = 0;
  317. model->paramInfo = 1;
  318. model->paramFlipBoard = 0;
  319. model->paramExit = FlipChessStatusSuccess;
  320. model->paramStep = 0;
  321. model->paramFEN = import_game_text;
  322. model->paramPGN = NULL;
  323. model->clockSeconds = -1;
  324. SCL_Board emptyStartState = SCL_BOARD_START_STATE;
  325. memcpy(model->startState, &emptyStartState, sizeof(SCL_Board));
  326. #if ENABLE_960
  327. model->random960PosNumber = -1;
  328. #endif
  329. model->squareSelected = 255;
  330. model->squareSelectedLast = 28; // start selector near middle
  331. model->msg = "init";
  332. model->moveString[0] = '\0';
  333. model->msg2 = "";
  334. model->moveString2[0] = '\0';
  335. model->msg3 = "";
  336. model->moveString3[0] = '\0';
  337. model->thinking = 0;
  338. SCL_SquareSet emptySquareSet = SCL_SQUARE_SET_EMPTY;
  339. memcpy(model->moveHighlight, &emptySquareSet, sizeof(SCL_SquareSet));
  340. model->squareFrom = 255;
  341. model->squareTo = 255;
  342. model->turnState = 0;
  343. SCL_randomBetterSeed(furi_hal_random_get());
  344. #if ENABLE_960
  345. #if SCL_960_CASTLING
  346. if(model->random960PosNumber < 0) model->random960PosNumber = SCL_randomBetter();
  347. #endif
  348. if(model->random960PosNumber >= 0) model->random960PosNumber %= 960;
  349. #endif
  350. if(model->paramFEN != NULL)
  351. SCL_boardFromFEN(model->startState, model->paramFEN);
  352. else if(model->paramPGN != NULL) {
  353. SCL_Record record;
  354. SCL_recordFromPGN(record, model->paramPGN);
  355. SCL_boardInit(model->startState);
  356. SCL_recordApply(record, model->startState, model->paramStep);
  357. }
  358. #if ENABLE_960
  359. #if SCL_960_CASTLING
  360. else
  361. SCL_boardInit960(model->startState, model->random960PosNumber);
  362. #endif
  363. #endif
  364. SCL_gameInit(&(model->game), model->startState);
  365. if(model->paramAnalyze != 255) {
  366. char p;
  367. uint8_t move[] = {0, 0};
  368. model->paramPlayerW = model->paramAnalyze;
  369. model->paramPlayerB = model->paramAnalyze;
  370. int16_t evaluation =
  371. flipchess_makeAIMove(model->game.board, &(move[0]), &(move[1]), &p, model);
  372. if(model->paramAnalyze == 0) evaluation = SCL_boardEvaluateStatic(model->game.board);
  373. char moveStr[5];
  374. moveStr[4] = 0;
  375. SCL_squareToString(move[0], moveStr);
  376. SCL_squareToString(move[1], moveStr + 2);
  377. //printf("%lf (%d)\n", ((double)evaluation) / ((double)SCL_VALUE_PAWN), evaluation);
  378. //puts(moveStr);
  379. return evaluation;
  380. }
  381. if(model->paramMoves) {
  382. char string[256];
  383. for(int i = 0; i < 64; ++i)
  384. if(model->game.board[i] != '.' &&
  385. SCL_pieceIsWhite(model->game.board[i]) == SCL_boardWhitesTurn(model->game.board)) {
  386. SCL_SquareSet possibleMoves = SCL_SQUARE_SET_EMPTY;
  387. SCL_boardGetMoves(model->game.board, i, possibleMoves);
  388. SCL_SQUARE_SET_ITERATE_BEGIN(possibleMoves)
  389. SCL_moveToString(model->game.board, i, iteratedSquare, 'q', string);
  390. //printf("%s ", string);
  391. SCL_SQUARE_SET_ITERATE_END
  392. }
  393. return FlipChessStatusReturn;
  394. }
  395. model->msg = (SCL_boardWhitesTurn(model->game.board) ? "white to move" : "black to move");
  396. // 0 = success
  397. return FlipChessStatusSuccess;
  398. }
  399. bool flipchess_scene_1_input(InputEvent* event, void* context) {
  400. furi_assert(context);
  401. FlipChessScene1* instance = context;
  402. FlipChess* app = instance->context;
  403. if(event->type == InputTypeRelease) {
  404. switch(event->key) {
  405. case InputKeyBack:
  406. with_view_model(
  407. instance->view,
  408. FlipChessScene1Model * model,
  409. {
  410. if(model->turnState == 1) {
  411. model->turnState = 0;
  412. SCL_squareSetClear(model->moveHighlight);
  413. flipchess_drawBoard(model);
  414. } else {
  415. instance->callback(FlipChessCustomEventScene1Back, instance->context);
  416. }
  417. },
  418. true);
  419. break;
  420. case InputKeyRight:
  421. with_view_model(
  422. instance->view,
  423. FlipChessScene1Model * model,
  424. {
  425. if(model->squareSelectedLast != 255 && model->squareSelected == 255) {
  426. model->squareSelected = model->squareSelectedLast;
  427. } else {
  428. model->squareSelected = (model->squareSelected + 1) % 64;
  429. }
  430. flipchess_drawBoard(model);
  431. },
  432. true);
  433. break;
  434. case InputKeyDown:
  435. with_view_model(
  436. instance->view,
  437. FlipChessScene1Model * model,
  438. {
  439. if(model->squareSelectedLast != 255 && model->squareSelected == 255) {
  440. model->squareSelected = model->squareSelectedLast;
  441. } else {
  442. model->squareSelected = (model->squareSelected + 56) % 64;
  443. }
  444. flipchess_drawBoard(model);
  445. },
  446. true);
  447. break;
  448. case InputKeyLeft:
  449. with_view_model(
  450. instance->view,
  451. FlipChessScene1Model * model,
  452. {
  453. if(model->squareSelectedLast != 255 && model->squareSelected == 255) {
  454. model->squareSelected = model->squareSelectedLast;
  455. } else {
  456. model->squareSelected = (model->squareSelected + 63) % 64;
  457. }
  458. flipchess_drawBoard(model);
  459. },
  460. true);
  461. break;
  462. case InputKeyUp:
  463. with_view_model(
  464. instance->view,
  465. FlipChessScene1Model * model,
  466. {
  467. if(model->squareSelectedLast != 255 && model->squareSelected == 255) {
  468. model->squareSelected = model->squareSelectedLast;
  469. } else {
  470. model->squareSelected = (model->squareSelected + 8) % 64;
  471. }
  472. flipchess_drawBoard(model);
  473. },
  474. true);
  475. break;
  476. case InputKeyOk:
  477. with_view_model(
  478. instance->view,
  479. FlipChessScene1Model * model,
  480. {
  481. // if(model->paramExit == FlipChessStatusReturn) {
  482. // instance->callback(FlipChessCustomEventScene1Back, instance->context);
  483. // break;
  484. // }
  485. if(!flipchess_isPlayerTurn(model)) {
  486. model->thinking = 1;
  487. }
  488. },
  489. true);
  490. furi_thread_flags_wait(0, FuriFlagWaitAny, THREAD_WAIT_TIME);
  491. with_view_model(
  492. instance->view,
  493. FlipChessScene1Model * model,
  494. {
  495. // first turn of round, probably player but could be AI
  496. flipchess_turn(model);
  497. SCL_boardToFEN(model->game.board, app->import_game_text);
  498. app->import_game = 1;
  499. flipchess_drawBoard(model);
  500. },
  501. true);
  502. with_view_model(
  503. instance->view,
  504. FlipChessScene1Model * model,
  505. {
  506. if(!flipchess_isPlayerTurn(model)) {
  507. model->thinking = 1;
  508. }
  509. },
  510. true);
  511. furi_thread_flags_wait(0, FuriFlagWaitAny, THREAD_WAIT_TIME);
  512. with_view_model(
  513. instance->view,
  514. FlipChessScene1Model * model,
  515. {
  516. // if player played, let AI play
  517. if(!flipchess_isPlayerTurn(model)) {
  518. flipchess_turn(model);
  519. SCL_boardToFEN(model->game.board, app->import_game_text);
  520. app->import_game = 1;
  521. flipchess_drawBoard(model);
  522. }
  523. },
  524. true);
  525. break;
  526. case InputKeyMAX:
  527. break;
  528. }
  529. }
  530. return true;
  531. }
  532. void flipchess_scene_1_exit(void* context) {
  533. furi_assert(context);
  534. FlipChessScene1* instance = (FlipChessScene1*)context;
  535. with_view_model(
  536. instance->view, FlipChessScene1Model * model, { model->paramExit = 0; }, true);
  537. }
  538. void flipchess_scene_1_enter(void* context) {
  539. furi_assert(context);
  540. FlipChessScene1* instance = (FlipChessScene1*)context;
  541. FlipChess* app = instance->context;
  542. flipchess_play_happy_bump(app);
  543. with_view_model(
  544. instance->view,
  545. FlipChessScene1Model * model,
  546. {
  547. // load imported game if applicable
  548. char* import_game_text = NULL;
  549. if(app->import_game == 1 && strlen(app->import_game_text) > 0) {
  550. import_game_text = app->import_game_text;
  551. }
  552. int init = flipchess_scene_1_model_init(
  553. model, app->white_mode, app->black_mode, import_game_text);
  554. // nonzero status
  555. if(init == FlipChessStatusSuccess) {
  556. // perform initial turn, sets up and lets white
  557. // AI play if applicable
  558. const uint8_t turn = flipchess_turn(model);
  559. if(turn == FlipChessStatusReturn) {
  560. init = turn;
  561. } else {
  562. SCL_boardToFEN(model->game.board, app->import_game_text);
  563. app->import_game = 1;
  564. flipchess_drawBoard(model);
  565. }
  566. }
  567. // if return status, return from scene immediately
  568. if(init == FlipChessStatusReturn) {
  569. instance->callback(FlipChessCustomEventScene1Back, instance->context);
  570. }
  571. },
  572. true);
  573. }
  574. FlipChessScene1* flipchess_scene_1_alloc() {
  575. FlipChessScene1* instance = malloc(sizeof(FlipChessScene1));
  576. instance->view = view_alloc();
  577. view_allocate_model(instance->view, ViewModelTypeLocking, sizeof(FlipChessScene1Model));
  578. view_set_context(instance->view, instance); // furi_assert crashes in events without this
  579. view_set_draw_callback(instance->view, (ViewDrawCallback)flipchess_scene_1_draw);
  580. view_set_input_callback(instance->view, flipchess_scene_1_input);
  581. view_set_enter_callback(instance->view, flipchess_scene_1_enter);
  582. view_set_exit_callback(instance->view, flipchess_scene_1_exit);
  583. return instance;
  584. }
  585. void flipchess_scene_1_free(FlipChessScene1* instance) {
  586. furi_assert(instance);
  587. with_view_model(
  588. instance->view, FlipChessScene1Model * model, { UNUSED(model); }, true);
  589. view_free(instance->view);
  590. free(instance);
  591. }
  592. View* flipchess_scene_1_get_view(FlipChessScene1* instance) {
  593. furi_assert(instance);
  594. return instance->view;
  595. }