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(
  204. model->game.board, model->squareFrom, model->squareSelected)) {
  205. model->squareTo = model->squareSelected;
  206. model->turnState = 2;
  207. model->squareSelectedLast = model->squareSelected;
  208. } else {
  209. // Invalid move, reset state
  210. model->turnState = 0;
  211. SCL_squareSetClear(model->moveHighlight);
  212. }
  213. }
  214. if(model->turnState == 1 && model->squareFrom != 255) {
  215. if((model->game.board[model->squareFrom] != '.') &&
  216. (SCL_pieceIsWhite(model->game.board[model->squareFrom]) ==
  217. SCL_boardWhitesTurn(model->game.board))) {
  218. SCL_boardGetMoves(model->game.board, model->squareFrom, model->moveHighlight);
  219. }
  220. } else if(model->turnState == 2) {
  221. if(SCL_squareSetContains(model->moveHighlight, model->squareTo)) {
  222. moveType = FlipChessStatusMovePlayer;
  223. }
  224. model->turnState = 0;
  225. SCL_squareSetClear(model->moveHighlight);
  226. }
  227. } else {
  228. model->squareSelected = 255;
  229. flipchess_makeAIMove(
  230. model->game.board, &(model->squareFrom), &(model->squareTo), &movePromote, model);
  231. moveType = FlipChessStatusMoveAI;
  232. model->turnState = 0;
  233. }
  234. if(moveType == FlipChessStatusMovePlayer || moveType == FlipChessStatusMoveAI) {
  235. flipchess_shiftMessages(model);
  236. SCL_moveToString(
  237. model->game.board,
  238. model->squareFrom,
  239. model->squareTo,
  240. movePromote,
  241. model->moveString);
  242. SCL_gameMakeMove(&(model->game), model->squareFrom, model->squareTo, movePromote);
  243. SCL_squareSetClear(model->moveHighlight);
  244. SCL_squareSetAdd(model->moveHighlight, model->squareFrom);
  245. SCL_squareSetAdd(model->moveHighlight, model->squareTo);
  246. } else if(moveType == FlipChessStatusMoveUndo) {
  247. flipchess_shiftMessages(model);
  248. if(model->paramPlayerW != 0 || model->paramPlayerB != 0)
  249. SCL_gameUndoMove(&(model->game));
  250. SCL_gameUndoMove(&(model->game));
  251. SCL_squareSetClear(model->moveHighlight);
  252. }
  253. switch(model->game.state) {
  254. case SCL_GAME_STATE_WHITE_WIN:
  255. model->msg = "white wins";
  256. model->paramExit = FlipChessStatusReturn;
  257. break;
  258. case SCL_GAME_STATE_BLACK_WIN:
  259. model->msg = "black wins";
  260. model->paramExit = FlipChessStatusReturn;
  261. break;
  262. case SCL_GAME_STATE_DRAW_STALEMATE:
  263. model->msg = "stalemate";
  264. model->paramExit = FlipChessStatusReturn;
  265. break;
  266. case SCL_GAME_STATE_DRAW_REPETITION:
  267. model->msg = "draw-repetition";
  268. model->paramExit = FlipChessStatusReturn;
  269. break;
  270. case SCL_GAME_STATE_DRAW_DEAD:
  271. model->msg = "draw-dead pos.";
  272. model->paramExit = FlipChessStatusReturn;
  273. break;
  274. case SCL_GAME_STATE_DRAW:
  275. model->msg = "draw";
  276. model->paramExit = FlipChessStatusReturn;
  277. break;
  278. case SCL_GAME_STATE_DRAW_50:
  279. model->msg = "draw-50 moves";
  280. model->paramExit = FlipChessStatusReturn;
  281. break;
  282. default:
  283. if(model->game.ply > 0) {
  284. const uint8_t whitesTurn = SCL_boardWhitesTurn(model->game.board);
  285. if(SCL_boardCheck(model->game.board, whitesTurn)) {
  286. model->msg = (whitesTurn ? "black: check!" : "white: check!");
  287. } else {
  288. model->msg = (whitesTurn ? "black played" : "white played");
  289. }
  290. uint8_t s0, s1;
  291. char p;
  292. SCL_recordGetMove(model->game.record, model->game.ply - 1, &s0, &s1, &p);
  293. SCL_moveToString(model->game.board, s0, s1, p, model->moveString);
  294. }
  295. break;
  296. model->paramExit = moveType;
  297. }
  298. }
  299. model->thinking = 0;
  300. return model->paramExit;
  301. }
  302. void flipchess_scene_1_set_callback(
  303. FlipChessScene1* instance,
  304. FlipChessScene1Callback callback,
  305. void* context) {
  306. furi_assert(instance);
  307. furi_assert(callback);
  308. instance->callback = callback;
  309. instance->context = context;
  310. }
  311. void flipchess_scene_1_draw(Canvas* canvas, FlipChessScene1Model* model) {
  312. //UNUSED(model);
  313. canvas_clear(canvas);
  314. canvas_set_color(canvas, ColorBlack);
  315. //canvas_draw_icon(canvas, 0, 0, &I_FLIPR_128x64);
  316. // Frame
  317. canvas_draw_frame(canvas, 0, 0, 66, 64);
  318. // Message
  319. canvas_set_font(canvas, FontSecondary);
  320. if(model->thinking) {
  321. canvas_draw_str(canvas, 68, 10, "thinking...");
  322. } else {
  323. canvas_draw_str(canvas, 68, 10, model->msg);
  324. }
  325. canvas_draw_str(canvas, 68, 19, model->moveString);
  326. canvas_draw_str(canvas, 68, 31, model->msg2);
  327. canvas_draw_str(canvas, 68, 40, model->moveString2);
  328. canvas_draw_str(canvas, 68, 52, model->msg3);
  329. canvas_draw_str(canvas, 68, 61, model->moveString3);
  330. // Board
  331. for(uint16_t y = 0; y < SCL_BOARD_PICTURE_WIDTH; y++) {
  332. for(uint16_t x = 0; x < SCL_BOARD_PICTURE_WIDTH; x++) {
  333. if(!picture[x + (y * SCL_BOARD_PICTURE_WIDTH)]) {
  334. canvas_draw_dot(canvas, x + 1, y);
  335. }
  336. }
  337. }
  338. }
  339. static int flipchess_scene_1_model_init(
  340. FlipChessScene1Model* const model,
  341. const int white_mode,
  342. const int black_mode,
  343. char* import_game_text) {
  344. model->paramPlayerW = white_mode;
  345. model->paramPlayerB = black_mode;
  346. model->paramAnalyze = 255; // depth of analysis
  347. model->paramMoves = 0;
  348. model->paramInfo = 1;
  349. model->paramFlipBoard = 0;
  350. model->paramExit = FlipChessStatusNone;
  351. model->paramStep = 0;
  352. model->paramFEN = import_game_text;
  353. model->paramPGN = NULL;
  354. model->clockSeconds = -1;
  355. SCL_Board emptyStartState = SCL_BOARD_START_STATE;
  356. memcpy(model->startState, &emptyStartState, sizeof(SCL_Board));
  357. #if ENABLE_960
  358. model->random960PosNumber = -1;
  359. #endif
  360. model->squareSelected = 255;
  361. model->squareSelectedLast = 28; // start selector near middle
  362. model->msg = "init";
  363. model->moveString[0] = '\0';
  364. model->msg2 = "";
  365. model->moveString2[0] = '\0';
  366. model->msg3 = "";
  367. model->moveString3[0] = '\0';
  368. model->thinking = 0;
  369. SCL_SquareSet emptySquareSet = SCL_SQUARE_SET_EMPTY;
  370. memcpy(model->moveHighlight, &emptySquareSet, sizeof(SCL_SquareSet));
  371. model->squareFrom = 255;
  372. model->squareTo = 255;
  373. model->turnState = 0;
  374. SCL_randomBetterSeed(furi_hal_random_get());
  375. #if ENABLE_960
  376. #if SCL_960_CASTLING
  377. if(model->random960PosNumber < 0) model->random960PosNumber = SCL_randomBetter();
  378. #endif
  379. if(model->random960PosNumber >= 0) model->random960PosNumber %= 960;
  380. #endif
  381. if(model->paramFEN != NULL)
  382. SCL_boardFromFEN(model->startState, model->paramFEN);
  383. else if(model->paramPGN != NULL) {
  384. SCL_Record record;
  385. SCL_recordFromPGN(record, model->paramPGN);
  386. SCL_boardInit(model->startState);
  387. SCL_recordApply(record, model->startState, model->paramStep);
  388. }
  389. #if ENABLE_960
  390. #if SCL_960_CASTLING
  391. else
  392. SCL_boardInit960(model->startState, model->random960PosNumber);
  393. #endif
  394. #endif
  395. SCL_gameInit(&(model->game), model->startState);
  396. if(model->paramAnalyze != 255) {
  397. char p;
  398. uint8_t move[] = {0, 0};
  399. model->paramPlayerW = model->paramAnalyze;
  400. model->paramPlayerB = model->paramAnalyze;
  401. int16_t evaluation =
  402. flipchess_makeAIMove(model->game.board, &(move[0]), &(move[1]), &p, model);
  403. if(model->paramAnalyze == 0) evaluation = SCL_boardEvaluateStatic(model->game.board);
  404. char moveStr[5];
  405. moveStr[4] = 0;
  406. SCL_squareToString(move[0], moveStr);
  407. SCL_squareToString(move[1], moveStr + 2);
  408. //printf("%lf (%d)\n", ((double)evaluation) / ((double)SCL_VALUE_PAWN), evaluation);
  409. //puts(moveStr);
  410. return evaluation;
  411. }
  412. if(model->paramMoves) {
  413. char string[256];
  414. for(int i = 0; i < 64; ++i)
  415. if(model->game.board[i] != '.' &&
  416. SCL_pieceIsWhite(model->game.board[i]) == SCL_boardWhitesTurn(model->game.board)) {
  417. SCL_SquareSet possibleMoves = SCL_SQUARE_SET_EMPTY;
  418. SCL_boardGetMoves(model->game.board, i, possibleMoves);
  419. SCL_SQUARE_SET_ITERATE_BEGIN(possibleMoves)
  420. SCL_moveToString(model->game.board, i, iteratedSquare, 'q', string);
  421. //printf("%s ", string);
  422. SCL_SQUARE_SET_ITERATE_END
  423. }
  424. return FlipChessStatusReturn;
  425. }
  426. model->msg = (SCL_boardWhitesTurn(model->game.board) ? "white to move" : "black to move");
  427. // 0 = success
  428. return FlipChessStatusNone;
  429. }
  430. bool flipchess_scene_1_input(InputEvent* event, void* context) {
  431. furi_assert(context);
  432. FlipChessScene1* instance = context;
  433. FlipChess* app = instance->context;
  434. if(event->type == InputTypeRelease) {
  435. switch(event->key) {
  436. case InputKeyBack:
  437. with_view_model(
  438. instance->view,
  439. FlipChessScene1Model * model,
  440. {
  441. if(model->turnState == 1) {
  442. model->turnState = 0;
  443. SCL_squareSetClear(model->moveHighlight);
  444. flipchess_drawBoard(model);
  445. } else {
  446. instance->callback(FlipChessCustomEventScene1Back, instance->context);
  447. }
  448. },
  449. true);
  450. break;
  451. case InputKeyRight:
  452. with_view_model(
  453. instance->view,
  454. FlipChessScene1Model * model,
  455. {
  456. if(model->squareSelectedLast != 255 && model->squareSelected == 255) {
  457. model->squareSelected = model->squareSelectedLast;
  458. } else {
  459. model->squareSelected = (model->squareSelected + 1) % 64;
  460. }
  461. flipchess_drawBoard(model);
  462. },
  463. true);
  464. break;
  465. case InputKeyDown:
  466. with_view_model(
  467. instance->view,
  468. FlipChessScene1Model * model,
  469. {
  470. if(model->squareSelectedLast != 255 && model->squareSelected == 255) {
  471. model->squareSelected = model->squareSelectedLast;
  472. } else {
  473. model->squareSelected = (model->squareSelected + 56) % 64;
  474. }
  475. flipchess_drawBoard(model);
  476. },
  477. true);
  478. break;
  479. case InputKeyLeft:
  480. with_view_model(
  481. instance->view,
  482. FlipChessScene1Model * model,
  483. {
  484. if(model->squareSelectedLast != 255 && model->squareSelected == 255) {
  485. model->squareSelected = model->squareSelectedLast;
  486. } else {
  487. model->squareSelected = (model->squareSelected + 63) % 64;
  488. }
  489. flipchess_drawBoard(model);
  490. },
  491. true);
  492. break;
  493. case InputKeyUp:
  494. with_view_model(
  495. instance->view,
  496. FlipChessScene1Model * model,
  497. {
  498. if(model->squareSelectedLast != 255 && model->squareSelected == 255) {
  499. model->squareSelected = model->squareSelectedLast;
  500. } else {
  501. model->squareSelected = (model->squareSelected + 8) % 64;
  502. }
  503. flipchess_drawBoard(model);
  504. },
  505. true);
  506. break;
  507. case InputKeyOk:
  508. with_view_model(
  509. instance->view,
  510. FlipChessScene1Model * model,
  511. {
  512. // if(model->paramExit == FlipChessStatusReturn) {
  513. // instance->callback(FlipChessCustomEventScene1Back, instance->context);
  514. // break;
  515. // }
  516. if(!flipchess_isPlayerTurn(model)) {
  517. model->thinking = 1;
  518. }
  519. },
  520. true);
  521. furi_thread_flags_wait(0, FuriFlagWaitAny, THREAD_WAIT_TIME);
  522. with_view_model(
  523. instance->view,
  524. FlipChessScene1Model * model,
  525. {
  526. // first turn of round, probably player but could be AI
  527. if(flipchess_turn(model) == FlipChessStatusReturn) {
  528. if(app->sound == 1) flipchess_voice_a_strange_game();
  529. flipchess_play_long_bump(app);
  530. }
  531. flipchess_saveState(app, model);
  532. flipchess_drawBoard(model);
  533. },
  534. true);
  535. with_view_model(
  536. instance->view,
  537. FlipChessScene1Model * model,
  538. {
  539. if(!flipchess_isPlayerTurn(model)) {
  540. model->thinking = 1;
  541. }
  542. },
  543. true);
  544. furi_thread_flags_wait(0, FuriFlagWaitAny, THREAD_WAIT_TIME);
  545. with_view_model(
  546. instance->view,
  547. FlipChessScene1Model * model,
  548. {
  549. // if player played, let AI play
  550. if(!flipchess_isPlayerTurn(model)) {
  551. if(flipchess_turn(model) == FlipChessStatusReturn) {
  552. if(app->sound == 1) flipchess_voice_a_strange_game();
  553. flipchess_play_long_bump(app);
  554. }
  555. flipchess_saveState(app, model);
  556. flipchess_drawBoard(model);
  557. }
  558. },
  559. true);
  560. break;
  561. case InputKeyMAX:
  562. break;
  563. }
  564. }
  565. return true;
  566. }
  567. void flipchess_scene_1_exit(void* context) {
  568. furi_assert(context);
  569. FlipChessScene1* instance = (FlipChessScene1*)context;
  570. with_view_model(instance->view, FlipChessScene1Model * model, { model->paramExit = 0; }, true);
  571. }
  572. void flipchess_scene_1_enter(void* context) {
  573. furi_assert(context);
  574. FlipChessScene1* instance = (FlipChessScene1*)context;
  575. FlipChess* app = instance->context;
  576. flipchess_play_happy_bump(app);
  577. with_view_model(
  578. instance->view,
  579. FlipChessScene1Model * model,
  580. {
  581. // load imported game if applicable
  582. char* import_game_text = NULL;
  583. if(app->import_game == 1 && strlen(app->import_game_text) > 0) {
  584. import_game_text = app->import_game_text;
  585. } else {
  586. if(app->sound == 1) flipchess_voice_how_about_chess();
  587. }
  588. int init = flipchess_scene_1_model_init(
  589. model, app->white_mode, app->black_mode, import_game_text);
  590. if(init == FlipChessStatusNone) {
  591. // perform initial turn, sets up and lets white
  592. // AI play if applicable
  593. const uint8_t turn = flipchess_turn(model);
  594. if(turn == FlipChessStatusReturn) {
  595. init = turn;
  596. } else {
  597. flipchess_saveState(app, model);
  598. flipchess_drawBoard(model);
  599. }
  600. }
  601. // if return status, return from scene immediately
  602. // if(init == FlipChessStatusReturn) {
  603. // instance->callback(FlipChessCustomEventScene1Back, instance->context);
  604. // }
  605. },
  606. true);
  607. }
  608. FlipChessScene1* flipchess_scene_1_alloc() {
  609. FlipChessScene1* instance = malloc(sizeof(FlipChessScene1));
  610. instance->view = view_alloc();
  611. view_allocate_model(instance->view, ViewModelTypeLocking, sizeof(FlipChessScene1Model));
  612. view_set_context(instance->view, instance); // furi_assert crashes in events without this
  613. view_set_draw_callback(instance->view, (ViewDrawCallback)flipchess_scene_1_draw);
  614. view_set_input_callback(instance->view, flipchess_scene_1_input);
  615. view_set_enter_callback(instance->view, flipchess_scene_1_enter);
  616. view_set_exit_callback(instance->view, flipchess_scene_1_exit);
  617. return instance;
  618. }
  619. void flipchess_scene_1_free(FlipChessScene1* instance) {
  620. furi_assert(instance);
  621. with_view_model(instance->view, FlipChessScene1Model * model, { UNUSED(model); }, true);
  622. view_free(instance->view);
  623. free(instance);
  624. }
  625. View* flipchess_scene_1_get_view(FlipChessScene1* instance) {
  626. furi_assert(instance);
  627. return instance->view;
  628. }