flipchess_scene_1.c 23 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. model->squareFrom = model->squareSelected;
  195. model->turnState = 1;
  196. } else if(model->turnState == 1 && model->squareSelected != 255) {
  197. model->squareTo = model->squareSelected;
  198. model->turnState = 2;
  199. model->squareSelectedLast = model->squareSelected;
  200. //model->squareSelected = 255;
  201. }
  202. if(model->turnState == 1 && model->squareFrom != 255) {
  203. if((model->game.board[model->squareFrom] != '.') &&
  204. (SCL_pieceIsWhite(model->game.board[model->squareFrom]) ==
  205. SCL_boardWhitesTurn(model->game.board))) {
  206. SCL_boardGetMoves(model->game.board, model->squareFrom, model->moveHighlight);
  207. }
  208. } else if(model->turnState == 2) {
  209. if(SCL_squareSetContains(model->moveHighlight, model->squareTo)) {
  210. moveType = FlipChessStatusMovePlayer;
  211. }
  212. model->turnState = 0;
  213. SCL_squareSetClear(model->moveHighlight);
  214. }
  215. } else {
  216. model->squareSelected = 255;
  217. flipchess_makeAIMove(
  218. model->game.board, &(model->squareFrom), &(model->squareTo), &movePromote, model);
  219. moveType = FlipChessStatusMoveAI;
  220. model->turnState = 0;
  221. }
  222. if(moveType == FlipChessStatusMovePlayer || moveType == FlipChessStatusMoveAI) {
  223. flipchess_shiftMessages(model);
  224. SCL_moveToString(
  225. model->game.board,
  226. model->squareFrom,
  227. model->squareTo,
  228. movePromote,
  229. model->moveString);
  230. SCL_gameMakeMove(&(model->game), model->squareFrom, model->squareTo, movePromote);
  231. SCL_squareSetClear(model->moveHighlight);
  232. SCL_squareSetAdd(model->moveHighlight, model->squareFrom);
  233. SCL_squareSetAdd(model->moveHighlight, model->squareTo);
  234. } else if(moveType == FlipChessStatusMoveUndo) {
  235. flipchess_shiftMessages(model);
  236. if(model->paramPlayerW != 0 || model->paramPlayerB != 0)
  237. SCL_gameUndoMove(&(model->game));
  238. SCL_gameUndoMove(&(model->game));
  239. SCL_squareSetClear(model->moveHighlight);
  240. }
  241. switch(model->game.state) {
  242. case SCL_GAME_STATE_WHITE_WIN:
  243. model->msg = "white wins";
  244. model->paramExit = FlipChessStatusReturn;
  245. break;
  246. case SCL_GAME_STATE_BLACK_WIN:
  247. model->msg = "black wins";
  248. model->paramExit = FlipChessStatusReturn;
  249. break;
  250. case SCL_GAME_STATE_DRAW_STALEMATE:
  251. model->msg = "stalemate";
  252. model->paramExit = FlipChessStatusReturn;
  253. break;
  254. case SCL_GAME_STATE_DRAW_REPETITION:
  255. model->msg = "draw-repetition";
  256. model->paramExit = FlipChessStatusReturn;
  257. break;
  258. case SCL_GAME_STATE_DRAW_DEAD:
  259. model->msg = "draw-dead pos.";
  260. model->paramExit = FlipChessStatusReturn;
  261. break;
  262. case SCL_GAME_STATE_DRAW:
  263. model->msg = "draw";
  264. model->paramExit = FlipChessStatusReturn;
  265. break;
  266. case SCL_GAME_STATE_DRAW_50:
  267. model->msg = "draw-50 moves";
  268. model->paramExit = FlipChessStatusReturn;
  269. break;
  270. default:
  271. if(model->game.ply > 0) {
  272. const uint8_t whitesTurn = SCL_boardWhitesTurn(model->game.board);
  273. if(SCL_boardCheck(model->game.board, whitesTurn)) {
  274. model->msg = (whitesTurn ? "black: check!" : "white: check!");
  275. } else {
  276. model->msg = (whitesTurn ? "black played" : "white played");
  277. }
  278. uint8_t s0, s1;
  279. char p;
  280. SCL_recordGetMove(model->game.record, model->game.ply - 1, &s0, &s1, &p);
  281. SCL_moveToString(model->game.board, s0, s1, p, model->moveString);
  282. }
  283. break;
  284. model->paramExit = moveType;
  285. }
  286. }
  287. model->thinking = 0;
  288. return model->paramExit;
  289. }
  290. void flipchess_scene_1_set_callback(
  291. FlipChessScene1* instance,
  292. FlipChessScene1Callback callback,
  293. void* context) {
  294. furi_assert(instance);
  295. furi_assert(callback);
  296. instance->callback = callback;
  297. instance->context = context;
  298. }
  299. void flipchess_scene_1_draw(Canvas* canvas, FlipChessScene1Model* model) {
  300. //UNUSED(model);
  301. canvas_clear(canvas);
  302. canvas_set_color(canvas, ColorBlack);
  303. //canvas_draw_icon(canvas, 0, 0, &I_FLIPR_128x64);
  304. // Frame
  305. canvas_draw_frame(canvas, 0, 0, 66, 64);
  306. // Message
  307. canvas_set_font(canvas, FontSecondary);
  308. if(model->thinking) {
  309. canvas_draw_str(canvas, 68, 10, "thinking...");
  310. } else {
  311. canvas_draw_str(canvas, 68, 10, model->msg);
  312. }
  313. canvas_draw_str(canvas, 68, 19, model->moveString);
  314. canvas_draw_str(canvas, 68, 31, model->msg2);
  315. canvas_draw_str(canvas, 68, 40, model->moveString2);
  316. canvas_draw_str(canvas, 68, 52, model->msg3);
  317. canvas_draw_str(canvas, 68, 61, model->moveString3);
  318. // Board
  319. for(uint16_t y = 0; y < SCL_BOARD_PICTURE_WIDTH; y++) {
  320. for(uint16_t x = 0; x < SCL_BOARD_PICTURE_WIDTH; x++) {
  321. if(!picture[x + (y * SCL_BOARD_PICTURE_WIDTH)]) {
  322. canvas_draw_dot(canvas, x + 1, y);
  323. }
  324. }
  325. }
  326. }
  327. static int flipchess_scene_1_model_init(
  328. FlipChessScene1Model* const model,
  329. const int white_mode,
  330. const int black_mode,
  331. char* import_game_text) {
  332. model->paramPlayerW = white_mode;
  333. model->paramPlayerB = black_mode;
  334. model->paramAnalyze = 255; // depth of analysis
  335. model->paramMoves = 0;
  336. model->paramInfo = 1;
  337. model->paramFlipBoard = 0;
  338. model->paramExit = FlipChessStatusNone;
  339. model->paramStep = 0;
  340. model->paramFEN = import_game_text;
  341. model->paramPGN = NULL;
  342. model->clockSeconds = -1;
  343. SCL_Board emptyStartState = SCL_BOARD_START_STATE;
  344. memcpy(model->startState, &emptyStartState, sizeof(SCL_Board));
  345. #if ENABLE_960
  346. model->random960PosNumber = -1;
  347. #endif
  348. model->squareSelected = 255;
  349. model->squareSelectedLast = 28; // start selector near middle
  350. model->msg = "init";
  351. model->moveString[0] = '\0';
  352. model->msg2 = "";
  353. model->moveString2[0] = '\0';
  354. model->msg3 = "";
  355. model->moveString3[0] = '\0';
  356. model->thinking = 0;
  357. SCL_SquareSet emptySquareSet = SCL_SQUARE_SET_EMPTY;
  358. memcpy(model->moveHighlight, &emptySquareSet, sizeof(SCL_SquareSet));
  359. model->squareFrom = 255;
  360. model->squareTo = 255;
  361. model->turnState = 0;
  362. SCL_randomBetterSeed(furi_hal_random_get());
  363. #if ENABLE_960
  364. #if SCL_960_CASTLING
  365. if(model->random960PosNumber < 0) model->random960PosNumber = SCL_randomBetter();
  366. #endif
  367. if(model->random960PosNumber >= 0) model->random960PosNumber %= 960;
  368. #endif
  369. if(model->paramFEN != NULL)
  370. SCL_boardFromFEN(model->startState, model->paramFEN);
  371. else if(model->paramPGN != NULL) {
  372. SCL_Record record;
  373. SCL_recordFromPGN(record, model->paramPGN);
  374. SCL_boardInit(model->startState);
  375. SCL_recordApply(record, model->startState, model->paramStep);
  376. }
  377. #if ENABLE_960
  378. #if SCL_960_CASTLING
  379. else
  380. SCL_boardInit960(model->startState, model->random960PosNumber);
  381. #endif
  382. #endif
  383. SCL_gameInit(&(model->game), model->startState);
  384. if(model->paramAnalyze != 255) {
  385. char p;
  386. uint8_t move[] = {0, 0};
  387. model->paramPlayerW = model->paramAnalyze;
  388. model->paramPlayerB = model->paramAnalyze;
  389. int16_t evaluation =
  390. flipchess_makeAIMove(model->game.board, &(move[0]), &(move[1]), &p, model);
  391. if(model->paramAnalyze == 0) evaluation = SCL_boardEvaluateStatic(model->game.board);
  392. char moveStr[5];
  393. moveStr[4] = 0;
  394. SCL_squareToString(move[0], moveStr);
  395. SCL_squareToString(move[1], moveStr + 2);
  396. //printf("%lf (%d)\n", ((double)evaluation) / ((double)SCL_VALUE_PAWN), evaluation);
  397. //puts(moveStr);
  398. return evaluation;
  399. }
  400. if(model->paramMoves) {
  401. char string[256];
  402. for(int i = 0; i < 64; ++i)
  403. if(model->game.board[i] != '.' &&
  404. SCL_pieceIsWhite(model->game.board[i]) == SCL_boardWhitesTurn(model->game.board)) {
  405. SCL_SquareSet possibleMoves = SCL_SQUARE_SET_EMPTY;
  406. SCL_boardGetMoves(model->game.board, i, possibleMoves);
  407. SCL_SQUARE_SET_ITERATE_BEGIN(possibleMoves)
  408. SCL_moveToString(model->game.board, i, iteratedSquare, 'q', string);
  409. //printf("%s ", string);
  410. SCL_SQUARE_SET_ITERATE_END
  411. }
  412. return FlipChessStatusReturn;
  413. }
  414. model->msg = (SCL_boardWhitesTurn(model->game.board) ? "white to move" : "black to move");
  415. // 0 = success
  416. return FlipChessStatusNone;
  417. }
  418. bool flipchess_scene_1_input(InputEvent* event, void* context) {
  419. furi_assert(context);
  420. FlipChessScene1* instance = context;
  421. FlipChess* app = instance->context;
  422. if(event->type == InputTypeRelease) {
  423. switch(event->key) {
  424. case InputKeyBack:
  425. with_view_model(
  426. instance->view,
  427. FlipChessScene1Model * model,
  428. {
  429. if(model->turnState == 1) {
  430. model->turnState = 0;
  431. SCL_squareSetClear(model->moveHighlight);
  432. flipchess_drawBoard(model);
  433. } else {
  434. instance->callback(FlipChessCustomEventScene1Back, instance->context);
  435. }
  436. },
  437. true);
  438. break;
  439. case InputKeyRight:
  440. with_view_model(
  441. instance->view,
  442. FlipChessScene1Model * model,
  443. {
  444. if(model->squareSelectedLast != 255 && model->squareSelected == 255) {
  445. model->squareSelected = model->squareSelectedLast;
  446. } else {
  447. model->squareSelected = (model->squareSelected + 1) % 64;
  448. }
  449. flipchess_drawBoard(model);
  450. },
  451. true);
  452. break;
  453. case InputKeyDown:
  454. with_view_model(
  455. instance->view,
  456. FlipChessScene1Model * model,
  457. {
  458. if(model->squareSelectedLast != 255 && model->squareSelected == 255) {
  459. model->squareSelected = model->squareSelectedLast;
  460. } else {
  461. model->squareSelected = (model->squareSelected + 56) % 64;
  462. }
  463. flipchess_drawBoard(model);
  464. },
  465. true);
  466. break;
  467. case InputKeyLeft:
  468. with_view_model(
  469. instance->view,
  470. FlipChessScene1Model * model,
  471. {
  472. if(model->squareSelectedLast != 255 && model->squareSelected == 255) {
  473. model->squareSelected = model->squareSelectedLast;
  474. } else {
  475. model->squareSelected = (model->squareSelected + 63) % 64;
  476. }
  477. flipchess_drawBoard(model);
  478. },
  479. true);
  480. break;
  481. case InputKeyUp:
  482. with_view_model(
  483. instance->view,
  484. FlipChessScene1Model * model,
  485. {
  486. if(model->squareSelectedLast != 255 && model->squareSelected == 255) {
  487. model->squareSelected = model->squareSelectedLast;
  488. } else {
  489. model->squareSelected = (model->squareSelected + 8) % 64;
  490. }
  491. flipchess_drawBoard(model);
  492. },
  493. true);
  494. break;
  495. case InputKeyOk:
  496. with_view_model(
  497. instance->view,
  498. FlipChessScene1Model * model,
  499. {
  500. // if(model->paramExit == FlipChessStatusReturn) {
  501. // instance->callback(FlipChessCustomEventScene1Back, instance->context);
  502. // break;
  503. // }
  504. if(!flipchess_isPlayerTurn(model)) {
  505. model->thinking = 1;
  506. }
  507. },
  508. true);
  509. furi_thread_flags_wait(0, FuriFlagWaitAny, THREAD_WAIT_TIME);
  510. with_view_model(
  511. instance->view,
  512. FlipChessScene1Model * model,
  513. {
  514. // first turn of round, probably player but could be AI
  515. if(flipchess_turn(model) == FlipChessStatusReturn) {
  516. if(app->sound == 1) flipchess_voice_a_strange_game();
  517. flipchess_play_long_bump(app);
  518. }
  519. flipchess_saveState(app, model);
  520. flipchess_drawBoard(model);
  521. },
  522. true);
  523. with_view_model(
  524. instance->view,
  525. FlipChessScene1Model * model,
  526. {
  527. if(!flipchess_isPlayerTurn(model)) {
  528. model->thinking = 1;
  529. }
  530. },
  531. true);
  532. furi_thread_flags_wait(0, FuriFlagWaitAny, THREAD_WAIT_TIME);
  533. with_view_model(
  534. instance->view,
  535. FlipChessScene1Model * model,
  536. {
  537. // if player played, let AI play
  538. if(!flipchess_isPlayerTurn(model)) {
  539. if(flipchess_turn(model) == FlipChessStatusReturn) {
  540. if(app->sound == 1) flipchess_voice_a_strange_game();
  541. flipchess_play_long_bump(app);
  542. }
  543. flipchess_saveState(app, model);
  544. flipchess_drawBoard(model);
  545. }
  546. },
  547. true);
  548. break;
  549. case InputKeyMAX:
  550. break;
  551. }
  552. }
  553. return true;
  554. }
  555. void flipchess_scene_1_exit(void* context) {
  556. furi_assert(context);
  557. FlipChessScene1* instance = (FlipChessScene1*)context;
  558. with_view_model(
  559. instance->view, FlipChessScene1Model * model, { model->paramExit = 0; }, true);
  560. }
  561. void flipchess_scene_1_enter(void* context) {
  562. furi_assert(context);
  563. FlipChessScene1* instance = (FlipChessScene1*)context;
  564. FlipChess* app = instance->context;
  565. flipchess_play_happy_bump(app);
  566. with_view_model(
  567. instance->view,
  568. FlipChessScene1Model * model,
  569. {
  570. // load imported game if applicable
  571. char* import_game_text = NULL;
  572. if(app->import_game == 1 && strlen(app->import_game_text) > 0) {
  573. import_game_text = app->import_game_text;
  574. } else {
  575. if(app->sound == 1) flipchess_voice_how_about_chess();
  576. }
  577. int init = flipchess_scene_1_model_init(
  578. model, app->white_mode, app->black_mode, import_game_text);
  579. if(init == FlipChessStatusNone) {
  580. // perform initial turn, sets up and lets white
  581. // AI play if applicable
  582. const uint8_t turn = flipchess_turn(model);
  583. if(turn == FlipChessStatusReturn) {
  584. init = turn;
  585. } else {
  586. flipchess_saveState(app, model);
  587. flipchess_drawBoard(model);
  588. }
  589. }
  590. // if return status, return from scene immediately
  591. // if(init == FlipChessStatusReturn) {
  592. // instance->callback(FlipChessCustomEventScene1Back, instance->context);
  593. // }
  594. },
  595. true);
  596. }
  597. FlipChessScene1* flipchess_scene_1_alloc() {
  598. FlipChessScene1* instance = malloc(sizeof(FlipChessScene1));
  599. instance->view = view_alloc();
  600. view_allocate_model(instance->view, ViewModelTypeLocking, sizeof(FlipChessScene1Model));
  601. view_set_context(instance->view, instance); // furi_assert crashes in events without this
  602. view_set_draw_callback(instance->view, (ViewDrawCallback)flipchess_scene_1_draw);
  603. view_set_input_callback(instance->view, flipchess_scene_1_input);
  604. view_set_enter_callback(instance->view, flipchess_scene_1_enter);
  605. view_set_exit_callback(instance->view, flipchess_scene_1_exit);
  606. return instance;
  607. }
  608. void flipchess_scene_1_free(FlipChessScene1* instance) {
  609. furi_assert(instance);
  610. with_view_model(
  611. instance->view, FlipChessScene1Model * model, { UNUSED(model); }, true);
  612. view_free(instance->view);
  613. free(instance);
  614. }
  615. View* flipchess_scene_1_get_view(FlipChessScene1* instance) {
  616. furi_assert(instance);
  617. return instance->view;
  618. }