use lib display text to display help messages (FS#10099).
[kugel-rb.git] / apps / plugins / solitaire.c
blob668f0d5f96ff4b9fe70dc0474275d1fe5574cf13
1 /***************************************************************************
2 * __________ __ ___.
3 * Open \______ \ ____ ____ | | _\_ |__ _______ ___
4 * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
5 * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
6 * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
7 * \/ \/ \/ \/ \/
8 * $Id$
10 * Copyright (C) 2004-2007 Antoine Cellerier <dionoea @t videolan d.t org>
12 * This program is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU General Public License
14 * as published by the Free Software Foundation; either version 2
15 * of the License, or (at your option) any later version.
17 * This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
18 * KIND, either express or implied.
20 ****************************************************************************/
22 #include "plugin.h"
23 #include "lib/playback_control.h"
24 #include "lib/configfile.h"
25 #include "lib/display_text.h"
26 #include "button.h"
27 #include "lcd.h"
29 #ifdef HAVE_LCD_BITMAP
31 PLUGIN_HEADER
33 #define min(a,b) (a<b?a:b)
35 /**
36 * Key definitions
39 #if CONFIG_KEYPAD == RECORDER_PAD
40 # define SOL_QUIT BUTTON_OFF
41 # define SOL_UP BUTTON_UP
42 # define SOL_DOWN BUTTON_DOWN
43 # define SOL_LEFT BUTTON_LEFT
44 # define SOL_RIGHT BUTTON_RIGHT
45 # define SOL_MOVE BUTTON_ON
46 # define SOL_DRAW BUTTON_F1
47 # define SOL_REM2CUR BUTTON_PLAY
48 # define SOL_CUR2STACK BUTTON_F2
49 # define SOL_REM2STACK BUTTON_F3
50 # define HK_MOVE "ON"
51 # define HK_DRAW "F1"
52 # define HK_REM2CUR "PLAY"
53 # define HK_CUR2STACK "F2"
54 # define HK_REM2STACK "F3"
56 #elif CONFIG_KEYPAD == ARCHOS_AV300_PAD
57 # define SOL_QUIT BUTTON_OFF
58 # define SOL_UP BUTTON_UP
59 # define SOL_DOWN BUTTON_DOWN
60 # define SOL_LEFT BUTTON_LEFT
61 # define SOL_RIGHT BUTTON_RIGHT
62 # define SOL_MOVE BUTTON_ON
63 # define SOL_DRAW BUTTON_F1
64 # define SOL_REM2CUR BUTTON_SELECT
65 # define SOL_CUR2STACK BUTTON_F2
66 # define SOL_REM2STACK BUTTON_F3
67 # define HK_MOVE "ON"
68 # define HK_DRAW "F1"
69 # define HK_REM2CUR "SELECT"
70 # define HK_CUR2STACK "F2"
71 # define HK_REM2STACK "F3"
73 #elif CONFIG_KEYPAD == ONDIO_PAD
74 # define SOL_QUIT BUTTON_OFF
75 # define SOL_UP_PRE BUTTON_UP
76 # define SOL_UP (BUTTON_UP | BUTTON_REL)
77 # define SOL_DOWN_PRE BUTTON_DOWN
78 # define SOL_DOWN (BUTTON_DOWN | BUTTON_REL)
79 # define SOL_LEFT_PRE BUTTON_LEFT
80 # define SOL_LEFT (BUTTON_LEFT | BUTTON_REL)
81 # define SOL_RIGHT_PRE BUTTON_RIGHT
82 # define SOL_RIGHT (BUTTON_RIGHT | BUTTON_REL)
83 # define SOL_MOVE_PRE BUTTON_MENU
84 # define SOL_MOVE (BUTTON_MENU | BUTTON_REL)
85 # define SOL_DRAW_PRE BUTTON_MENU
86 # define SOL_DRAW (BUTTON_MENU | BUTTON_REPEAT)
87 # define SOL_REM2CUR_PRE BUTTON_DOWN
88 # define SOL_REM2CUR (BUTTON_DOWN | BUTTON_REPEAT)
89 # define SOL_CUR2STACK_PRE BUTTON_UP
90 # define SOL_CUR2STACK (BUTTON_UP | BUTTON_REPEAT)
91 # define SOL_REM2STACK_PRE BUTTON_RIGHT
92 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_REPEAT)
93 # define HK_MOVE "MODE"
94 # define HK_DRAW "MODE.."
95 # define HK_REM2CUR "DOWN.."
96 # define HK_CUR2STACK "UP.."
97 # define HK_REM2STACK "RIGHT.."
99 #elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
100 (CONFIG_KEYPAD == IRIVER_H300_PAD)
101 # define SOL_QUIT BUTTON_OFF
102 # define SOL_UP BUTTON_UP
103 # define SOL_DOWN BUTTON_DOWN
104 # define SOL_LEFT BUTTON_LEFT
105 # define SOL_RIGHT BUTTON_RIGHT
106 # define SOL_MOVE_PRE BUTTON_SELECT
107 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
108 # define SOL_DRAW BUTTON_MODE
109 # define SOL_REM2CUR (BUTTON_LEFT | BUTTON_ON)
110 # define SOL_CUR2STACK_PRE BUTTON_SELECT
111 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
112 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_ON)
113 # define SOL_REM BUTTON_REC
114 # define SOL_RC_QUIT BUTTON_RC_STOP
115 # define HK_MOVE "NAVI"
116 # define HK_DRAW "A-B"
117 # define HK_REM2CUR "PLAY+LEFT"
118 # define HK_CUR2STACK "NAVI.."
119 # define HK_REM2STACK "PLAY+RIGHT"
121 #elif (CONFIG_KEYPAD == IPOD_4G_PAD) || (CONFIG_KEYPAD == IPOD_3G_PAD) || \
122 (CONFIG_KEYPAD == IPOD_1G2G_PAD)
123 # define SOL_QUIT (BUTTON_SELECT | BUTTON_MENU)
124 # define SOL_UP BUTTON_SCROLL_BACK
125 # define SOL_DOWN BUTTON_SCROLL_FWD
126 # define SOL_LEFT_PRE BUTTON_LEFT
127 # define SOL_LEFT (BUTTON_LEFT | BUTTON_REL)
128 # define SOL_RIGHT_PRE BUTTON_RIGHT
129 # define SOL_RIGHT (BUTTON_RIGHT | BUTTON_REL)
130 # define SOL_MOVE_PRE BUTTON_SELECT
131 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
132 # define SOL_DRAW_PRE BUTTON_MENU
133 # define SOL_DRAW (BUTTON_MENU | BUTTON_REL)
134 # define SOL_REM2CUR BUTTON_PLAY
135 # define SOL_CUR2STACK_PRE BUTTON_MENU
136 # define SOL_CUR2STACK (BUTTON_MENU | BUTTON_REPEAT)
137 # define SOL_REM2STACK_PRE BUTTON_RIGHT
138 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_REPEAT)
139 # define HK_UD "SCROLL U/D"
140 # define HK_MOVE "SELECT"
141 # define HK_DRAW "MENU"
142 # define HK_REM2CUR "PLAY"
143 # define HK_CUR2STACK "MENU.."
144 # define HK_REM2STACK "RIGHT.."
146 #elif (CONFIG_KEYPAD == IAUDIO_X5M5_PAD)
147 # define SOL_QUIT BUTTON_POWER
148 # define SOL_UP BUTTON_UP
149 # define SOL_DOWN BUTTON_DOWN
150 # define SOL_LEFT BUTTON_LEFT
151 # define SOL_RIGHT BUTTON_RIGHT
152 # define SOL_MOVE_PRE BUTTON_SELECT
153 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
154 # define SOL_DRAW_PRE BUTTON_PLAY
155 # define SOL_DRAW (BUTTON_PLAY | BUTTON_REL)
156 # define SOL_REM2CUR_PRE BUTTON_PLAY
157 # define SOL_REM2CUR (BUTTON_PLAY | BUTTON_REPEAT)
158 # define SOL_CUR2STACK_PRE BUTTON_SELECT
159 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
160 # define SOL_REM2STACK BUTTON_REC
161 # define HK_MOVE "SELECT"
162 # define HK_DRAW "PLAY"
163 # define HK_REM2CUR "PLAY.."
164 # define HK_CUR2STACK "SELECT.."
165 # define HK_REM2STACK "REC"
167 #elif (CONFIG_KEYPAD == GIGABEAT_PAD)
168 # define SOL_QUIT BUTTON_POWER
169 # define SOL_UP BUTTON_UP
170 # define SOL_DOWN BUTTON_DOWN
171 # define SOL_LEFT BUTTON_LEFT
172 # define SOL_RIGHT BUTTON_RIGHT
173 # define SOL_MOVE_PRE BUTTON_SELECT
174 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
175 # define SOL_DRAW BUTTON_MENU
176 # define SOL_REM2CUR (BUTTON_LEFT | BUTTON_A)
177 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
178 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_A)
179 # define HK_MOVE "SELECT"
180 # define HK_DRAW "MENU"
181 # define HK_REM2CUR "A+LEFT"
182 # define HK_CUR2STACK "SELECT.."
183 # define HK_REM2STACK "A+RIGHT"
185 #elif (CONFIG_KEYPAD == SANSA_E200_PAD)
186 # define SOL_QUIT BUTTON_POWER
187 # define SOL_UP BUTTON_UP
188 # define SOL_DOWN BUTTON_DOWN
189 # define SOL_LEFT BUTTON_SCROLL_BACK
190 # define SOL_RIGHT BUTTON_SCROLL_FWD
191 # define SOL_MOVE BUTTON_SELECT
192 # define SOL_DRAW BUTTON_REC
193 # define SOL_REM2CUR BUTTON_LEFT
194 # define SOL_CUR2STACK_PRE BUTTON_REC
195 # define SOL_CUR2STACK (BUTTON_REC | BUTTON_RIGHT)
196 # define SOL_REM2STACK BUTTON_RIGHT
197 # define HK_MOVE "SELECT"
198 # define HK_DRAW "REC"
199 # define HK_REM2CUR "LEFT"
200 # define HK_CUR2STACK "DOUBLE SELECT"
201 # define HK_REM2STACK "RIGHT"
203 #elif (CONFIG_KEYPAD == SANSA_FUZE_PAD)
204 # define SOL_QUIT (BUTTON_HOME|BUTTON_REPEAT)
205 # define SOL_UP BUTTON_UP
206 # define SOL_DOWN BUTTON_DOWN
207 # define SOL_LEFT BUTTON_SCROLL_BACK
208 # define SOL_RIGHT BUTTON_SCROLL_FWD
209 # define SOL_MOVE (BUTTON_SELECT|BUTTON_REL)
210 # define SOL_DRAW (BUTTON_HOME|BUTTON_REL)
211 # define SOL_REM2CUR BUTTON_LEFT
212 # define SOL_CUR2STACK_PRE (BUTTON_RIGHT | BUTTON_REPEAT)
213 # define SOL_CUR2STACK BUTTON_RIGHT
214 # define SOL_REM2STACK (BUTTON_LEFT|BUTTON_REPEAT)
215 # define SOL_REM2STACK_PRE BUTTON_LEFT
216 # define HK_MOVE "SHORT SELECT"
217 # define HK_DRAW "SHORT HOME"
218 # define HK_REM2CUR "LEFT"
219 # define HK_CUR2STACK "DOUBLE SELECT"
220 # define HK_REM2STACK "LEFT"
222 #elif (CONFIG_KEYPAD == SANSA_C200_PAD)
223 # define SOL_QUIT BUTTON_POWER
224 # define SOL_UP BUTTON_UP
225 # define SOL_DOWN BUTTON_DOWN
226 # define SOL_LEFT BUTTON_LEFT
227 # define SOL_RIGHT BUTTON_RIGHT
228 # define SOL_MOVE_PRE BUTTON_SELECT
229 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
230 # define SOL_DRAW BUTTON_VOL_DOWN
231 # define SOL_REM2CUR BUTTON_REC
232 # define SOL_CUR2STACK_PRE BUTTON_SELECT
233 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
234 # define SOL_REM2STACK BUTTON_VOL_UP
235 # define HK_MOVE "SELECT"
236 # define HK_DRAW "REC"
237 # define HK_REM2CUR "LEFT"
238 # define HK_CUR2STACK "DOUBLE SELECT"
239 # define HK_REM2STACK "RIGHT"
241 #elif CONFIG_KEYPAD == SANSA_CLIP_PAD
242 # define SOL_QUIT BUTTON_POWER
243 # define SOL_UP BUTTON_UP
244 # define SOL_DOWN BUTTON_DOWN
245 # define SOL_LEFT BUTTON_LEFT
246 # define SOL_RIGHT BUTTON_RIGHT
247 # define SOL_MOVE_PRE BUTTON_SELECT
248 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
249 # define SOL_DRAW BUTTON_HOME
250 # define SOL_REM2CUR BUTTON_VOL_DOWN
251 # define SOL_CUR2STACK_PRE BUTTON_SELECT
252 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
253 # define SOL_REM2STACK BUTTON_VOL_UP
254 # define HK_MOVE "SELECT"
255 # define HK_DRAW "HOME"
256 # define HK_REM2CUR "LEFT"
257 # define HK_CUR2STACK "DOUBLE SELECT"
258 # define HK_REM2STACK "RIGHT"
260 #elif CONFIG_KEYPAD == SANSA_M200_PAD
261 # define SOL_QUIT BUTTON_POWER
262 # define SOL_UP BUTTON_UP
263 # define SOL_DOWN BUTTON_DOWN
264 # define SOL_LEFT BUTTON_LEFT
265 # define SOL_RIGHT BUTTON_RIGHT
266 # define SOL_MOVE_PRE BUTTON_SELECT
267 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
268 # define SOL_DRAW (BUTTON_SELECT | BUTTON_UP)
269 # define SOL_REM2CUR BUTTON_VOL_DOWN
270 # define SOL_CUR2STACK_PRE BUTTON_SELECT
271 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
272 # define SOL_REM2STACK BUTTON_VOL_UP
273 # define HK_MOVE "SELECT"
274 # define HK_DRAW "SELECT + UP"
275 # define HK_REM2CUR "LEFT"
276 # define HK_CUR2STACK "DOUBLE SELECT"
277 # define HK_REM2STACK "RIGHT"
279 #elif (CONFIG_KEYPAD == IRIVER_H10_PAD)
280 # define SOL_QUIT BUTTON_POWER
281 # define SOL_UP BUTTON_SCROLL_UP
282 # define SOL_DOWN BUTTON_SCROLL_DOWN
283 # define SOL_LEFT_PRE BUTTON_LEFT
284 # define SOL_LEFT (BUTTON_LEFT | BUTTON_REL)
285 # define SOL_RIGHT_PRE BUTTON_RIGHT
286 # define SOL_RIGHT (BUTTON_RIGHT | BUTTON_REL)
287 # define SOL_MOVE BUTTON_PLAY
288 # define SOL_DRAW_PRE BUTTON_LEFT
289 # define SOL_DRAW (BUTTON_LEFT | BUTTON_REPEAT)
290 # define SOL_REM2CUR BUTTON_FF
291 # define SOL_CUR2STACK BUTTON_REW
292 # define SOL_REM2STACK_PRE BUTTON_RIGHT
293 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_REPEAT)
294 # define HK_MOVE "PLAY"
295 # define HK_DRAW "LEFT.."
296 # define HK_REM2CUR "FF"
297 # define HK_CUR2STACK "REW"
298 # define HK_REM2STACK "RIGHT.."
300 #elif (CONFIG_KEYPAD == GIGABEAT_S_PAD)
301 # define SOL_QUIT BUTTON_BACK
302 # define SOL_UP BUTTON_UP
303 # define SOL_DOWN BUTTON_DOWN
304 # define SOL_LEFT BUTTON_LEFT
305 # define SOL_RIGHT BUTTON_RIGHT
306 # define SOL_MOVE_PRE BUTTON_SELECT
307 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
308 # define SOL_DRAW BUTTON_MENU
309 # define SOL_REM2CUR (BUTTON_LEFT | BUTTON_SELECT)
310 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
311 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_SELECT)
312 # define HK_MOVE "SELECT"
313 # define HK_DRAW "MENU"
314 # define HK_REM2CUR "SELECT+LEFT"
315 # define HK_CUR2STACK "SELECT.."
316 # define HK_REM2STACK "SELECT+RIGHT"
318 #elif (CONFIG_KEYPAD == MROBE100_PAD)
319 # define SOL_QUIT BUTTON_POWER
320 # define SOL_UP BUTTON_UP
321 # define SOL_DOWN BUTTON_DOWN
322 # define SOL_LEFT BUTTON_LEFT
323 # define SOL_RIGHT BUTTON_RIGHT
324 # define SOL_MOVE_PRE BUTTON_SELECT
325 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
326 # define SOL_DRAW BUTTON_MENU
327 # define SOL_REM2CUR (BUTTON_LEFT | BUTTON_DISPLAY)
328 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
329 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_DISPLAY)
330 # define HK_MOVE "SELECT"
331 # define HK_DRAW "MENU"
332 # define HK_REM2CUR "DISPLAY+LEFT"
333 # define HK_CUR2STACK "SELECT.."
334 # define HK_REM2STACK "DISPLAY+RIGHT"
336 #elif CONFIG_KEYPAD == IAUDIO_M3_PAD
337 # define SOL_QUIT BUTTON_RC_REC
338 # define SOL_UP BUTTON_RC_VOL_UP
339 # define SOL_DOWN BUTTON_RC_VOL_DOWN
340 # define SOL_LEFT BUTTON_RC_REW
341 # define SOL_RIGHT BUTTON_RC_FF
342 # define SOL_MOVE BUTTON_RC_PLAY
343 # define SOL_DRAW_PRE BUTTON_RC_MENU
344 # define SOL_DRAW (BUTTON_RC_MENU | BUTTON_REL)
345 # define SOL_REM2CUR_PRE BUTTON_RC_MENU
346 # define SOL_REM2CUR (BUTTON_RC_MENU | BUTTON_REPEAT)
347 # define SOL_CUR2STACK_PRE BUTTON_RC_MODE
348 # define SOL_CUR2STACK (BUTTON_RC_MODE | BUTTON_REL)
349 # define SOL_REM2STACK_PRE BUTTON_RC_MODE
350 # define SOL_REM2STACK (BUTTON_RC_MODE | BUTTON_REPEAT)
351 # define HK_LR "REW/FF"
352 # define HK_UD "VOL UP/DOWN"
353 # define HK_MOVE "PLAY"
354 # define HK_DRAW "MENU"
355 # define HK_REM2CUR "MENU.."
356 # define HK_CUR2STACK "MODE"
357 # define HK_REM2STACK "MODE.."
359 #elif (CONFIG_KEYPAD == COWOND2_PAD)
360 # define SOL_QUIT BUTTON_POWER
362 #elif CONFIG_KEYPAD == CREATIVEZVM_PAD
363 # define SOL_QUIT BUTTON_BACK
364 # define SOL_UP BUTTON_UP
365 # define SOL_DOWN BUTTON_DOWN
366 # define SOL_LEFT BUTTON_LEFT
367 # define SOL_RIGHT BUTTON_RIGHT
368 # define SOL_MOVE_PRE BUTTON_SELECT
369 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
370 # define SOL_DRAW BUTTON_MENU
371 # define SOL_REM2CUR (BUTTON_LEFT | BUTTON_SELECT)
372 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
373 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_SELECT)
374 # define HK_MOVE "MIDDLE"
375 # define HK_DRAW "MENU"
376 # define HK_REM2CUR "PLAY+LEFT"
377 # define HK_CUR2STACK "PLAY.."
378 # define HK_REM2STACK "PLAY+RIGHT"
380 #elif CONFIG_KEYPAD == PHILIPS_HDD1630_PAD
381 # define SOL_QUIT BUTTON_POWER
382 # define SOL_UP BUTTON_UP
383 # define SOL_DOWN BUTTON_DOWN
384 # define SOL_LEFT BUTTON_LEFT
385 # define SOL_RIGHT BUTTON_RIGHT
386 # define SOL_MOVE_PRE BUTTON_SELECT
387 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
388 # define SOL_DRAW BUTTON_MENU
389 # define SOL_REM2CUR (BUTTON_LEFT | BUTTON_VIEW)
390 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
391 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_VIEW)
392 # define HK_MOVE "SELECT"
393 # define HK_DRAW "MENU"
394 # define HK_REM2CUR "VIEW+LEFT"
395 # define HK_CUR2STACK "SELECT.."
396 # define HK_REM2STACK "VIEW+RIGHT"
398 #elif (CONFIG_KEYPAD == ONDAVX747_PAD) || CONFIG_KEYPAD == MROBE500_PAD
399 # define SOL_QUIT BUTTON_POWER
401 #else
402 #error No keymap defined!
403 #endif
405 #ifdef HAVE_TOUCHSCREEN
406 //#ifndef SOL_QUIT
407 //# define SOL_QUIT BUTTON_TOPLEFT
408 //endif
409 #ifndef SOL_UP
410 # define SOL_UP BUTTON_TOPMIDDLE
411 #endif
412 #ifndef SOL_DOWN
413 # define SOL_DOWN BUTTON_BOTTOMMIDDLE
414 #endif
415 #ifndef SOL_LEFT
416 # define SOL_LEFT BUTTON_MIDLEFT
417 #endif
418 #ifndef SOL_RIGHT
419 # define SOL_RIGHT BUTTON_MIDRIGHT
420 #endif
421 #ifndef SOL_MOVE
422 # define SOL_MOVE BUTTON_CENTER
423 # define HK_MOVE "CENTRE"
424 #endif
425 #ifndef SOL_DRAW
426 # define SOL_DRAW BUTTON_TOPLEFT
427 # define HK_DRAW "TOPLEFT"
428 #endif
429 #ifndef SOL_REM2CUR
430 # define SOL_REM2CUR BUTTON_TOPRIGHT
431 # define HK_REM2CUR "TOPRIGHT"
432 #endif
433 #ifndef SOL_CUR2STACK
434 # define SOL_CUR2STACK BUTTON_BOTTOMLEFT
435 # define HK_CUR2STACK "BOTTOMLEFT"
436 #endif
437 #ifndef SOL_REM2STACK
438 # define SOL_REM2STACK BUTTON_BOTTOMRIGHT
439 # define HK_REM2STACK "BOTTOMRIGHT"
440 #endif
442 #endif
444 #ifndef HK_LR
445 # define HK_LR "LEFT/RIGHT"
446 #endif
447 #ifndef HK_UD
448 # define HK_UD "UP/DOWN"
449 #endif
452 * Misc constants, graphics and other defines
455 #include "pluginbitmaps/card_back.h"
456 #include "pluginbitmaps/card_deck.h"
457 #include "pluginbitmaps/solitaire_suitsi.h"
459 #define CARD_GFX_WIDTH BMPWIDTH_card_back
460 #define CARD_GFX_HEIGHT BMPHEIGHT_card_back
461 #define CARD_WIDTH (BMPWIDTH_card_back+2)
462 #define CARD_HEIGHT (BMPHEIGHT_card_back+2)
464 #if LCD_WIDTH >= 320
465 # define MARGIN 4
466 # define LARGE_CARD
467 # define SYMBOL_HEIGHT 12
468 #elif LCD_WIDTH >= 220
469 # define MARGIN 3
470 # define LARGE_CARD
471 # define SYMBOL_HEIGHT 12
472 #elif LCD_WIDTH >= 160
473 # define MARGIN 2
474 # define SYMBOL_HEIGHT 11
475 #elif LCD_WIDTH >= 128
476 # define MARGIN 1
477 # define SYMBOL_HEIGHT 10
478 #else
479 # define MARGIN 0
480 # define SYMBOL_HEIGHT 8
481 #endif
483 #define CARD_START (CARD_HEIGHT+2*MARGIN+1)
485 /* background color */
486 #ifdef HAVE_LCD_COLOR
487 # define BACKGROUND_COLOR LCD_RGBPACK(0,157,0)
488 # define FRAME_COLOR LCD_RGBPACK(23,119,218)
489 #elif LCD_DEPTH > 1
490 # define BACKGROUND_COLOR LCD_WHITE
491 # define FRAME_COLOR LCD_BLACK
492 #endif
495 #define CONFIG_FILENAME "sol.cfg"
497 #define NOT_A_CARD -1
499 /* number of cards per suit */
500 #define CARDS_PER_SUIT 13
502 /* number of suits */
503 #define SUITS 4
505 #define NUM_CARDS ( CARDS_PER_SUIT * SUITS )
507 /* number of columns */
508 #define COL_NUM 7
510 /* pseudo column numbers to be used for cursor coordinates */
511 /* columns COL_NUM to COL_NUM + SUITS - 1 correspond to the final stacks */
512 #define STACKS_COL COL_NUM
513 /* column COL_NUM + SUITS corresponds to the remains' stack */
514 #define REM_COL (STACKS_COL + SUITS)
516 #define NOT_A_COL -1
518 typedef struct
520 signed char suit;
521 signed char num;
522 bool known : 1;
523 bool used : 1; /* this is what is used when dealing cards */
524 signed char next;
525 } card_t;
529 * LCD card drawing routines
532 static void draw_cursor( int x, int y )
534 rb->lcd_set_drawmode( DRMODE_COMPLEMENT );
535 rb->lcd_fillrect( x+1, y+1, CARD_GFX_WIDTH, CARD_GFX_HEIGHT );
536 #ifdef LARGE_CARD
537 rb->lcd_drawpixel( x+1, y+1 );
538 rb->lcd_drawpixel( x+1, y+CARD_HEIGHT-2 );
539 rb->lcd_drawpixel( x+CARD_WIDTH-2, y+1 );
540 rb->lcd_drawpixel( x+CARD_WIDTH-2, y+CARD_HEIGHT-2 );
541 #endif
542 rb->lcd_set_drawmode( DRMODE_SOLID );
545 /* Draw a card's border, select it if it's selected and draw the cursor
546 * if the cursor is currently over the card */
547 static void draw_card_ext( int x, int y, bool selected, bool cursor )
549 #if LCD_DEPTH > 1
550 int oldfg = rb->lcd_get_foreground();
552 rb->lcd_set_foreground( LCD_BLACK );
553 #endif
554 #ifdef LARGE_CARD
555 rb->lcd_hline( x+2, x+CARD_WIDTH-3, y );
556 rb->lcd_hline( x+2, x+CARD_WIDTH-3, y+CARD_HEIGHT-1 );
557 rb->lcd_vline( x, y+2, y+CARD_HEIGHT-3 );
558 rb->lcd_vline( x+CARD_WIDTH-1, y+2, y+CARD_HEIGHT-3 );
559 rb->lcd_drawpixel( x+1, y+1 );
560 rb->lcd_drawpixel( x+1, y+CARD_HEIGHT-2 );
561 rb->lcd_drawpixel( x+CARD_WIDTH-2, y+1 );
562 rb->lcd_drawpixel( x+CARD_WIDTH-2, y+CARD_HEIGHT-2 );
563 #else
564 rb->lcd_hline( x+1, x+CARD_WIDTH-2, y );
565 rb->lcd_hline( x+1, x+CARD_WIDTH-2, y+CARD_HEIGHT-1 );
566 rb->lcd_vline( x, y+1, y+CARD_HEIGHT-2 );
567 rb->lcd_vline( x+CARD_WIDTH-1, y+1, y+CARD_HEIGHT-2 );
568 #endif
570 if( selected )
572 #if LCD_DEPTH > 1
573 rb->lcd_set_foreground( FRAME_COLOR );
574 #endif
575 rb->lcd_drawrect( x+1, y+1, CARD_WIDTH-2, CARD_HEIGHT-2 );
576 #ifdef LARGE_CARD
577 rb->lcd_drawrect( x+2, y+2, CARD_WIDTH-4, CARD_HEIGHT-4 );
578 #endif
580 #if LCD_DEPTH > 1
581 rb->lcd_set_foreground( oldfg );
582 #endif
584 if( cursor )
586 draw_cursor( x, y );
590 /* Draw a card's inner graphics */
591 static void draw_card( card_t *card, int x, int y,
592 bool selected, bool cursor )
594 if( card->known )
596 rb->lcd_bitmap_part( card_deck, CARD_GFX_WIDTH * card->num,
597 CARD_GFX_HEIGHT * card->suit, BMPWIDTH_card_deck,
598 x+1, y+1, CARD_GFX_WIDTH, CARD_GFX_HEIGHT );
600 else
602 rb->lcd_bitmap( card_back, x+1, y+1,
603 CARD_GFX_WIDTH, CARD_GFX_HEIGHT );
605 draw_card_ext( x, y, selected, cursor );
608 /* Draw an empty stack */
609 static void draw_empty_stack( int s, int x, int y, bool cursor )
611 rb->lcd_bitmap_part( solitaire_suitsi, 0,
612 CARD_GFX_HEIGHT * s, BMPWIDTH_solitaire_suitsi,
613 x+1, y+1, CARD_GFX_WIDTH, CARD_GFX_HEIGHT );
615 draw_card_ext( x, y, false, cursor );
618 /* Help */
619 static bool solitaire_help( void )
621 int button;
622 #define WORDS (sizeof help_text / sizeof (char*))
623 static char* help_text[] = {
624 "Solitaire", "", "Controlls", "",
625 HK_LR ":", "Move", "the", "cursor", "to", "the",
626 "previous/", "next", "column.", "",
627 HK_UD ":", "Move", "the", "cursor", "up/", "down", "in", "the",
628 "column.", "",
629 HK_MOVE ":", "Select", "cards,", "move", "cards...", "",
630 HK_DRAW ":", "Deselect", "a", "card", "if", "it", "was", "selected.",
631 "Else", "draw", "new", "card(s)", "from", "the", "remains",
632 "stack.", "", "",
633 "Shortcuts", "",
634 HK_REM2CUR ":", "Put", "the", "card", "on", "top", "of", "the",
635 "remains", "stack", "on", "top", "of", "the", "cursor.", "",
636 HK_CUR2STACK ":", "Put", "the", "card", "under", "the", "cursor",
637 "on", "one", "of", "the", "4", "final", "stacks.", "",
638 HK_REM2STACK ":", "Put", "the", "card", "on", "top", "of", "the",
639 "remains", "stack", "on", "one", "of", "the", "4", "final",
640 "stacks."
643 if (display_text(WORDS, help_text, NULL, NULL))
644 return true;
645 do {
646 button = rb->button_get(true);
647 if ( rb->default_event_handler( button ) == SYS_USB_CONNECTED )
648 return true;
649 } while( ( button == BUTTON_NONE )
650 || ( button & (BUTTON_REL|BUTTON_REPEAT) ) );
652 return false;
656 * Custom menu / options
659 #define CFGFILE_VERSION 0
661 struct sol_config {
662 int draw_type;
665 struct sol_config sol_disk = {0};
666 struct sol_config sol;
668 static struct configdata config[] = {
669 { TYPE_INT, 0, 1, { .int_p = &sol_disk.draw_type }, "draw_type", NULL }
672 static const struct opt_items drawcards[2] = {
673 { "Draw Three Cards", -1 },
674 { "Draw One Card", -1 },
677 void solitaire_init(void);
679 /* menu return codes */
680 enum { MENU_RESUME, MENU_SAVE_AND_QUIT, MENU_QUIT, MENU_USB };
682 static bool _ingame;
683 int solitaire_menu_cb(int action, const struct menu_item_ex *this_item)
685 int i = (intptr_t)this_item;
686 if( action == ACTION_REQUEST_MENUITEM )
688 if((!_ingame && (i==0 || i==5)) || ( _ingame && i==2 ))
689 return ACTION_EXIT_MENUITEM;
691 return action;
694 int solitaire_menu(bool in_game)
696 int selected = 0;
697 int result = -1;
699 MENUITEM_STRINGLIST(menu, "Solitaire Menu", solitaire_menu_cb,
700 "Resume Game", "Start New Game",
701 "Draw Cards Option",
702 "Help", "Playback Control",
703 "Save and Quit", "Quit");
704 _ingame = in_game;
706 while (result < 0)
708 switch (rb->do_menu(&menu, &selected, NULL, false))
710 default:
711 result = MENU_RESUME;
712 break;
714 case MENU_ATTACHED_USB:
715 result = MENU_USB;
716 break;
718 case 0:
719 result = MENU_RESUME;
720 break;
722 case 1:
723 solitaire_init();
724 result = MENU_RESUME;
725 break;
727 case 2:
728 if (rb->set_option("Draw Cards Option", &sol.draw_type,
729 INT, drawcards, 2, NULL))
730 result = MENU_USB;
731 break;
733 case 3:
734 if (solitaire_help())
735 result = MENU_USB;
736 break;
738 case 4:
739 playback_control(NULL);
740 break;
742 case 5:
743 result = MENU_SAVE_AND_QUIT;
744 break;
746 case 6:
747 result = MENU_QUIT;
748 break;
751 return result;
755 * Global variables
758 /* player's cursor */
759 int cur_card;
760 /* player's cursor column num */
761 int cur_col;
763 /* selected card */
764 int sel_card;
766 /* the deck */
767 card_t deck[ NUM_CARDS ];
769 /* the remaining cards */
770 /* first card of the remains' stack */
771 int rem;
772 /* upper visible card from the remains' stack */
773 int cur_rem;
774 /* number of cards drawn from the remains stack - 1 */
775 int count_rem;
776 /* number of cards per draw of the remains' stack */
777 int cards_per_draw;
779 /* the 7 game columns */
780 int cols[COL_NUM];
781 /* the 4 final stacks */
782 int stacks[SUITS];
785 * Card handling routines
788 int next_random_card( card_t *deck )
790 int i,r;
792 r = rb->rand()%(NUM_CARDS)+1;
793 i = 0;
795 while( r>0 )
797 i = (i + 1)%(NUM_CARDS);
798 if( !deck[i].used ) r--;
801 deck[i].used = true;
803 return i;
807 /* initialize the game */
808 void solitaire_init( void )
811 int c;
812 int i, j;
814 /* number of cards that are drawn on the remains' stack (by pressing F2) */
815 if( sol.draw_type == 0 )
817 cards_per_draw = 3;
819 else
821 cards_per_draw = 1;
824 /* init deck */
825 for( i=0; i<SUITS; i++ )
827 for( j=0; j<CARDS_PER_SUIT; j++ )
829 #define card deck[i*CARDS_PER_SUIT+j]
830 card.suit = i;
831 card.num = j;
832 card.known = true;
833 card.used = false;
834 card.next = NOT_A_CARD;
835 #undef card
839 /* deal the cards ... */
840 /* ... in the columns */
841 for( i=0; i<COL_NUM; i++ )
843 c = NOT_A_CARD;
844 for( j=0; j<=i; j++ )
846 if( c == NOT_A_CARD )
848 cols[i] = next_random_card( deck );
849 c = cols[i];
851 else
853 deck[c].next = next_random_card( deck );
854 c = deck[c].next;
856 if( j < i )
857 deck[c].known = false;
861 /* ... shuffle what's left of the deck */
862 rem = next_random_card(deck);
863 c = rem;
865 for( i=1; i < NUM_CARDS - COL_NUM * (COL_NUM + 1)/2; i++ )
867 deck[c].next = next_random_card( deck );
868 c = deck[c].next;
871 /* we now finished dealing the cards. The game can start ! (at last) */
873 /* init the stack */
874 for( i = 0; i<SUITS; i++ )
876 stacks[i] = NOT_A_CARD;
879 /* the cursor starts on upper left card */
880 cur_card = cols[0];
881 cur_col = 0;
883 /* no card is selected */
884 sel_card = NOT_A_CARD;
886 /* init the remainder */
887 cur_rem = NOT_A_CARD;
889 count_rem = -1;
892 /* find the column number in which 'card' can be found */
893 int find_card_col( int card )
895 int i;
896 int c;
898 if( card == NOT_A_CARD ) return NOT_A_COL;
900 for( i=0; i<COL_NUM; i++ )
902 c = cols[i];
903 while( c != NOT_A_CARD )
905 if( c == card ) return i;
906 c = deck[c].next;
910 for( i=0; i<SUITS; i++ )
912 c = stacks[i];
913 while( c != NOT_A_CARD )
915 if( c == card ) return STACKS_COL + i;
916 c = deck[c].next;
920 return REM_COL;
923 /* find the card preceding 'card' */
924 /* if it doesn't exist, return NOT_A_CARD */
925 int find_prev_card( int card ){
926 int i;
928 for( i=0; i < NUM_CARDS; i++ )
930 if( deck[i].next == card ) return i;
933 return NOT_A_CARD;
936 /* find the last card of a given column */
937 int find_last_card( int col )
939 int c;
941 if( col < COL_NUM )
943 c = cols[col];
945 else if( col < REM_COL )
947 c = stacks[col - STACKS_COL];
949 else
951 c = cur_rem;
954 if(c == NOT_A_CARD)
955 return c;
956 else
958 while(deck[c].next != NOT_A_CARD)
959 c = deck[c].next;
960 return c;
964 enum move { MOVE_OK, MOVE_NOT_OK };
966 enum move move_card( int dest_col, int src_card )
968 /* the column on which to take src_card */
969 int src_col;
971 /* the last card of dest_col */
972 int dest_card;
974 /* the card under src_card */
975 int src_card_prev;
977 /* you can't move no card (at least, it doesn't have any consequence) */
978 if( src_card == NOT_A_CARD ) return MOVE_NOT_OK;
979 /* you can't put a card back on the remains' stack */
980 if( dest_col == REM_COL ) return MOVE_NOT_OK;
981 /* you can't move an unknown card */
982 if( !deck[src_card].known ) return MOVE_NOT_OK;
984 src_col = find_card_col( src_card );
985 dest_card = find_last_card( dest_col );
986 src_card_prev = find_prev_card( src_card );
988 /* you can't move more than one card at a time from the final stack */
989 /* to the rest of the game */
990 if( src_col >= COL_NUM && src_col < REM_COL
991 && deck[src_card].next != NOT_A_CARD )
993 return MOVE_NOT_OK;
996 /* if we (that means dest) are on one of the 7 columns ... */
997 if( dest_col < COL_NUM )
999 /* ... check is we are on an empty color and that the src is a king */
1000 if( dest_card == NOT_A_CARD
1001 && deck[src_card].num == CARDS_PER_SUIT - 1 )
1003 /* this is a winning combination */
1004 cols[dest_col] = src_card;
1006 /* ... or check if the cards follow one another and have
1007 * different colorsuit */
1008 else if(( deck[dest_card].suit + deck[src_card].suit)%2==1
1009 && deck[dest_card].num == deck[src_card].num + 1 )
1011 /* this is a winning combination */
1012 deck[dest_card].next = src_card;
1014 /* ... or, humpf, well that's not good news */
1015 else
1017 /* this is not a winning combination */
1018 return MOVE_NOT_OK;
1021 /* if we are on one of the 4 final stacks ... */
1022 else if( dest_col < REM_COL )
1024 /* ... check if we are on an empty stack... */
1025 if( dest_card == NOT_A_CARD )
1027 /* ... and the src is an ace and this is the correct final stack */
1028 if( deck[src_card].num == 0
1029 && deck[src_card].suit == dest_col - STACKS_COL )
1031 /* this is a winning combination */
1032 stacks[dest_col - STACKS_COL] = src_card;
1034 else
1036 /* this is not a winning combination */
1037 return MOVE_NOT_OK;
1040 else /* non-empty stack */
1042 /* ...check if the cards follow one another, have the same suit and
1043 * {that src has no .next element or is from the remains' stack} */
1044 if( deck[dest_card].suit == deck[src_card].suit
1045 && deck[dest_card].num + 1 == deck[src_card].num
1046 && (deck[src_card].next == NOT_A_CARD || src_col == REM_COL) )
1048 /* this is a winning combination */
1049 deck[dest_card].next = src_card;
1051 /* ... or, well that's not good news */
1052 else
1054 /* this is not a winning combination */
1055 return MOVE_NOT_OK;
1059 /* if we are on the remains' stack */
1060 else
1062 /* you can't move a card back to the remains' stack */
1063 return MOVE_NOT_OK;
1066 /* if the src card is from the remains' stack, we don't want to take
1067 * the following cards */
1068 if( src_col == REM_COL )
1070 /* if src card is the first card from the stack */
1071 if( src_card_prev == NOT_A_CARD )
1073 rem = deck[src_card].next;
1075 /* if src card is not the first card from the stack */
1076 else
1078 deck[src_card_prev].next = deck[src_card].next;
1080 deck[src_card].next = NOT_A_CARD;
1081 cur_rem = src_card_prev;
1082 count_rem--;
1084 /* if the src card is from somewhere else, just take everything */
1085 else
1087 if( src_card_prev == NOT_A_CARD )
1089 if( src_col < COL_NUM )
1091 cols[src_col] = NOT_A_CARD;
1093 else
1095 stacks[src_col - STACKS_COL] = NOT_A_CARD;
1098 else
1100 deck[src_card_prev].next = NOT_A_CARD;
1101 deck[src_card_prev].known = true;
1104 sel_card = NOT_A_CARD;
1105 /* tada ! */
1106 return MOVE_OK;
1109 enum { SOLITAIRE_WIN, SOLITAIRE_SAVE_AND_QUIT, SOLITAIRE_QUIT, SOLITAIRE_USB };
1112 * Bouncing cards at the end of the game
1115 #define BC_ACCEL ((1<<16)*LCD_HEIGHT/128)
1116 #define BC_MYSPEED (6*BC_ACCEL)
1117 #define BC_MXSPEED (6*LCD_HEIGHT/128)
1119 int bouncing_cards( void )
1121 int i, j, x, vx, y, fp_y, fp_vy, button;
1123 /* flush the button queue */
1124 while( ( button = rb->button_get( false ) ) != BUTTON_NONE )
1126 if( rb->default_event_handler( button ) == SYS_USB_CONNECTED )
1127 return SOLITAIRE_USB;
1130 /* fun stuff :) */
1131 for( i = CARDS_PER_SUIT-1; i>=0; i-- )
1133 for( j = 0; j < SUITS; j++ )
1135 x = LCD_WIDTH-(CARD_WIDTH*4+4+MARGIN)+CARD_WIDTH*j+j+1;
1136 fp_y = MARGIN<<16;
1138 #if LCD_WIDTH > 200
1139 vx = rb->rand() % (4*BC_MXSPEED/3-2) - BC_MXSPEED;
1140 if( vx >= -1 )
1141 vx += 3;
1142 #else
1143 vx = rb->rand() % (4*BC_MXSPEED/3) - BC_MXSPEED;
1144 if( vx >= 0 )
1145 vx++;
1146 #endif
1148 fp_vy = -rb->rand() % BC_MYSPEED;
1150 while( x < LCD_WIDTH && x + CARD_WIDTH > 0 )
1152 fp_vy += BC_ACCEL;
1153 x += vx;
1154 fp_y += fp_vy;
1155 if( fp_y >= (LCD_HEIGHT-CARD_HEIGHT) << 16 )
1157 fp_vy = -fp_vy*4/5;
1158 fp_y = (LCD_HEIGHT-CARD_HEIGHT) << 16;
1160 y = fp_y >> 16;
1161 draw_card( &deck[j*CARDS_PER_SUIT+i], x, y,
1162 false, false );
1163 rb->lcd_update_rect( x<0?0:x, y<0?0:y,
1164 CARD_WIDTH, CARD_HEIGHT );
1166 button = rb->button_get_w_tmo( 2 );
1167 if( rb->default_event_handler( button ) == SYS_USB_CONNECTED )
1168 return SOLITAIRE_USB;
1169 if( button == SOL_QUIT || button == SOL_MOVE )
1170 return SOLITAIRE_WIN;
1174 return SOLITAIRE_WIN;
1178 * Game save/load routines
1180 void get_save_filename( char *buf )
1182 char *s;
1183 rb->strcpy( buf, rb->plugin_get_current_filename() );
1184 s = rb->strrchr( buf, '/' ) + 1;
1185 *s = '\0';
1186 rb->strcat( s, "sol.save" );
1189 int open_save_file( int flags )
1191 char buf[MAX_PATH];
1192 get_save_filename( buf );
1193 return rb->open( buf, flags );
1196 void delete_save_file( void )
1198 char buf[MAX_PATH];
1199 get_save_filename( buf );
1200 rb->remove( buf );
1203 #ifdef write
1204 # undef write
1205 #endif
1206 int save_write( int fd, const void *buf, size_t count, int *checksum )
1208 size_t i;
1209 if( rb->write( fd, buf, count ) < (ssize_t)count )
1210 return 1;
1211 for( i = 0; i < count; i++ )
1212 *checksum += (int)(((const char *)buf)[i]);
1213 return 0;
1216 #ifdef read
1217 # undef read
1218 #endif
1219 int save_read( int fd, void *buf, size_t count, int *checksum )
1221 size_t i;
1222 if( rb->read( fd, buf, count ) < (ssize_t)count )
1223 return 1;
1224 for( i = 0; i < count; i++ )
1225 *checksum -= (int)(((const char *)buf)[i]);
1226 return 0;
1229 int save_game( void )
1231 int fd = open_save_file( O_CREAT|O_WRONLY|O_TRUNC );
1232 int checksum = 42;
1233 if( fd < 0 )
1234 return -1;
1235 if( save_write( fd, &cur_card, sizeof( int ), &checksum )
1236 || save_write( fd, &cur_col, sizeof( int ), &checksum )
1237 || save_write( fd, &sel_card, sizeof( int ), &checksum )
1238 || save_write( fd, deck, NUM_CARDS * sizeof( card_t ), &checksum )
1239 || save_write( fd, &rem, sizeof( int ), &checksum )
1240 || save_write( fd, &cur_rem, sizeof( int ), &checksum )
1241 || save_write( fd, &count_rem, sizeof( int ), &checksum )
1242 || save_write( fd, &cards_per_draw, sizeof( int ), &checksum )
1243 || save_write( fd, cols, COL_NUM * sizeof( int ), &checksum )
1244 || save_write( fd, stacks, SUITS * sizeof( int ), &checksum )
1245 || ( rb->write( fd, &checksum, sizeof( int ) ) < (ssize_t)(sizeof( int ) ) ) )
1247 rb->close( fd );
1248 rb->splash( 2*HZ, "Error while saving game. Aborting." );
1249 return -2;
1251 rb->close( fd );
1252 return 0;
1255 int load_game( void )
1257 int checksum, retval;
1259 int fd = open_save_file( O_RDONLY );
1260 if( fd < 0 )
1261 return -1;
1263 retval = 0; /* Assume good case */
1264 if( ( rb->lseek( fd, -sizeof( int ), SEEK_END ) == -((ssize_t)sizeof( int ))-1 )
1265 || ( rb->read( fd, &checksum, sizeof( int ) ) < ((ssize_t)sizeof( int )) )
1266 || ( rb->lseek( fd, 0, SEEK_SET ) == -1 )
1267 || save_read( fd, &cur_card, sizeof( int ), &checksum )
1268 || save_read( fd, &cur_col, sizeof( int ), &checksum )
1269 || save_read( fd, &sel_card, sizeof( int ), &checksum )
1270 || save_read( fd, deck, NUM_CARDS * sizeof( card_t ), &checksum )
1271 || save_read( fd, &rem, sizeof( int ), &checksum )
1272 || save_read( fd, &cur_rem, sizeof( int ), &checksum )
1273 || save_read( fd, &count_rem, sizeof( int ), &checksum )
1274 || save_read( fd, &cards_per_draw, sizeof( int ), &checksum )
1275 || save_read( fd, cols, COL_NUM * sizeof( int ), &checksum )
1276 || save_read( fd, stacks, SUITS * sizeof( int ), &checksum ) )
1278 rb->splash( 2*HZ, "Error while loading saved game. Aborting." );
1279 retval = -2;
1281 else if( checksum != 42 )
1283 rb->splash( 2*HZ, "Save file was corrupted. Aborting." );
1284 retval = -3;
1287 rb->close( fd );
1288 delete_save_file();
1289 return retval;
1293 * The main game loop
1295 * If skipmenu is defined to SOLITAIRE_QUIT, the menu will be skipped and
1296 * game will resume.
1299 int solitaire( int skipmenu )
1302 int i,j;
1303 int button, lastbutton = 0;
1304 int c,h,prevcard;
1305 int biggest_col_length;
1307 rb->srand( *rb->current_tick );
1308 if( skipmenu != SOLITAIRE_QUIT )
1310 switch( solitaire_menu(false) )
1312 case MENU_QUIT:
1313 return SOLITAIRE_QUIT;
1315 case MENU_USB:
1316 return SOLITAIRE_USB;
1318 solitaire_init();
1321 while( true )
1323 rb->lcd_clear_display();
1325 /* get the biggest column length so that display can be "optimized" */
1326 biggest_col_length = 0;
1328 for(i=0;i<COL_NUM;i++)
1330 j = 0;
1331 c = cols[i];
1333 if( c != NOT_A_CARD )
1335 while( true )
1337 /* don't include the last card in the column length. */
1338 if( deck[c].next == NOT_A_CARD )
1340 break; /* no successor: get outta here. */
1342 else
1344 if( deck[c].known )
1345 j += 2;
1346 else
1347 j++;
1349 c = deck[c].next;
1351 /* make column distinguishable from an empty column,
1352 * and avoid division by zero while displaying */
1353 if( j == 0 )
1354 j = 1;
1356 if( j > biggest_col_length )
1357 biggest_col_length = j;
1360 /* check if there are cards remaining in the game. */
1361 /* if there aren't any, that means you won :) */
1362 if( biggest_col_length == 0 && rem == NOT_A_CARD )
1364 rb->lcd_update();
1365 rb->splash( HZ, "You Won :)" );
1366 return bouncing_cards();
1369 /* draw the columns */
1370 for( i = 0; i < COL_NUM; i++ )
1372 c = cols[i];
1373 j = CARD_START;
1374 while( true )
1376 if( c == NOT_A_CARD )
1378 /* draw the cursor on empty columns */
1379 if( cur_col == i )
1381 draw_cursor( MARGIN + i * (CARD_WIDTH
1382 +(LCD_WIDTH-COL_NUM*CARD_WIDTH-2*MARGIN)/(COL_NUM-1)),
1383 j );
1385 break;
1388 draw_card( &deck[c], MARGIN + i * (CARD_WIDTH
1389 +(LCD_WIDTH-COL_NUM*CARD_WIDTH-2*MARGIN)/(COL_NUM-1)),
1390 j, c == sel_card, c == cur_card );
1392 h = c;
1393 c = deck[c].next;
1394 if( c == NOT_A_CARD ) break;
1396 /* This is where we change the spacing between cards so that
1397 * they don't overflow out of the LCD */
1398 if( h == cur_card )
1399 j += SYMBOL_HEIGHT;
1400 else if( deck[h].known )
1401 j += min( SYMBOL_HEIGHT,
1402 2 * (LCD_HEIGHT - CARD_START - CARD_HEIGHT - MARGIN)
1403 / biggest_col_length );
1404 else
1405 j += min( SYMBOL_HEIGHT / 2,
1406 (LCD_HEIGHT - CARD_START - CARD_HEIGHT - MARGIN)
1407 / biggest_col_length );
1411 /* draw the stacks */
1412 for( i=0; i<SUITS; i++ )
1414 c = find_last_card( STACKS_COL + i );
1416 if( c != NOT_A_CARD )
1418 draw_card( &deck[c],
1419 LCD_WIDTH-(CARD_WIDTH*4+4+MARGIN)+CARD_WIDTH*i+i+1,
1420 MARGIN,
1421 c == sel_card, cur_col == STACKS_COL + i );
1423 else
1425 draw_empty_stack( i,
1426 LCD_WIDTH-(CARD_WIDTH*4+4+MARGIN)+CARD_WIDTH*i+i+1,
1427 MARGIN, cur_col == STACKS_COL + i );
1431 /* draw the remains */
1432 if( rem != NOT_A_CARD &&
1433 ( cur_rem == NOT_A_CARD || deck[cur_rem].next != NOT_A_CARD ) )
1435 /* gruik ! (we want to display a card back) */
1436 deck[rem].known = false;
1437 draw_card( &deck[rem], MARGIN, MARGIN, false, false );
1438 deck[rem].known = true;
1441 if( rem != NOT_A_CARD && cur_rem != NOT_A_CARD )
1443 if( count_rem < 0 )
1445 prevcard = rem;
1446 count_rem = 0;
1447 while( prevcard != cur_rem && count_rem < cards_per_draw-1 )
1449 prevcard = deck[prevcard].next;
1450 count_rem++;
1453 prevcard = cur_rem;
1454 j = CARD_WIDTH+2*MARGIN+1;
1455 for( i = 0; i < count_rem; i++ )
1456 prevcard = find_prev_card(prevcard);
1457 for( i = 0; i <= count_rem; i++ )
1459 draw_card( &deck[prevcard], j,
1460 MARGIN, sel_card == prevcard,
1461 cur_card == prevcard );
1462 prevcard = deck[prevcard].next;
1463 j += CARD_WIDTH/2;
1466 if( ( cur_rem == NOT_A_CARD || rem == NOT_A_CARD )
1467 && cur_col == REM_COL )
1469 draw_cursor( CARD_WIDTH+2*MARGIN+1, MARGIN );
1472 rb->lcd_update();
1474 /* what to do when a key is pressed ... */
1475 button = rb->button_get( true );
1476 #if (CONFIG_KEYPAD == SANSA_E200_PAD) || (CONFIG_KEYPAD == SANSA_FUZE_PAD)
1477 if (button&(BUTTON_SCROLL_BACK|BUTTON_SCROLL_FWD))
1478 button = button & (~BUTTON_REPEAT);
1479 #endif
1480 switch( button )
1482 /* move cursor to the last card of the previous column
1483 * or to the previous final stack
1484 * or to the remains stack */
1485 case SOL_RIGHT:
1486 #ifdef SOL_RIGHT_PRE
1487 if( lastbutton != SOL_RIGHT_PRE )
1488 break;
1489 #endif
1490 if( cur_col >= COL_NUM )
1492 cur_col = 0;
1494 else if( cur_col == COL_NUM - 1 )
1496 cur_col = REM_COL;
1498 else
1500 cur_col = (cur_col+1)%(REM_COL+1);
1502 if(cur_col == REM_COL)
1504 cur_card = cur_rem;
1505 break;
1507 cur_card = find_last_card( cur_col );
1508 break;
1510 /* move cursor to the last card of the next column
1511 * or to the next final stack
1512 * or to the remains stack */
1513 case SOL_LEFT:
1514 #ifdef SOL_LEFT_PRE
1515 if( lastbutton != SOL_LEFT_PRE )
1516 break;
1517 #endif
1518 if( cur_col == 0 )
1520 cur_col = REM_COL;
1522 else if( cur_col >= COL_NUM )
1524 cur_col = COL_NUM - 1;
1526 else
1528 cur_col = (cur_col + REM_COL)%(REM_COL+1);
1530 if( cur_col == REM_COL )
1532 cur_card = cur_rem;
1533 break;
1535 cur_card = find_last_card( cur_col );
1536 break;
1538 /* move cursor to card that's bellow */
1539 case SOL_DOWN:
1540 #ifdef SOL_DOWN_PRE
1541 if( lastbutton != SOL_DOWN_PRE )
1542 break;
1543 #else
1544 case SOL_DOWN|BUTTON_REPEAT:
1545 #endif
1546 if( cur_col >= COL_NUM )
1548 cur_col = (cur_col - COL_NUM + 1)%(SUITS + 1) + COL_NUM;
1549 if( cur_col == REM_COL )
1551 cur_card = cur_rem;
1553 else
1555 cur_card = find_last_card( cur_col );
1557 break;
1559 if( cur_card == NOT_A_CARD ) break;
1560 if( deck[cur_card].next != NOT_A_CARD )
1562 cur_card = deck[cur_card].next;
1564 else
1566 cur_card = cols[cur_col];
1567 while( !deck[ cur_card].known
1568 && deck[cur_card].next != NOT_A_CARD )
1570 cur_card = deck[cur_card].next;
1573 break;
1575 /* move cursor to card that's above */
1576 case SOL_UP:
1577 #ifdef SOL_UP_PRE
1578 if( lastbutton != SOL_UP_PRE )
1579 break;
1580 #else
1581 case SOL_UP|BUTTON_REPEAT:
1582 #endif
1583 if( cur_col >= COL_NUM )
1585 cur_col = (cur_col - COL_NUM + SUITS)%(SUITS + 1) + COL_NUM;
1586 if( cur_col == REM_COL )
1588 cur_card = cur_rem;
1590 else
1592 cur_card = find_last_card( cur_col );
1594 break;
1596 if( cur_card == NOT_A_CARD ) break;
1597 do {
1598 cur_card = find_prev_card( cur_card );
1599 if( cur_card == NOT_A_CARD )
1601 cur_card = find_last_card( cur_col );
1603 } while( deck[cur_card].next != NOT_A_CARD
1604 && !deck[cur_card].known );
1605 break;
1607 /* Try to put card under cursor on one of the stacks */
1608 case SOL_CUR2STACK:
1609 #ifdef SOL_CUR2STACK_PRE
1610 if( lastbutton != SOL_CUR2STACK_PRE )
1611 break;
1612 #endif
1613 move_card( deck[cur_card].suit + STACKS_COL, cur_card );
1614 break;
1616 /* Move cards arround, Uncover cards, ... */
1617 case SOL_MOVE:
1618 #ifdef SOL_MOVE_PRE
1619 if( lastbutton != SOL_MOVE_PRE )
1620 break;
1621 #endif
1623 if( sel_card == NOT_A_CARD )
1625 if( cur_card != NOT_A_CARD )
1627 if( deck[cur_card].next == NOT_A_CARD
1628 && !deck[cur_card].known )
1630 /* reveal a hidden card */
1631 deck[cur_card].known = true;
1633 else if( cur_col == REM_COL && cur_rem == NOT_A_CARD )
1635 break;
1637 else
1639 /* select a card */
1640 sel_card = cur_card;
1644 else if( sel_card == cur_card )
1646 /* unselect card or try putting card on
1647 * one of the 4 stacks */
1648 if( move_card( deck[sel_card].suit + COL_NUM, sel_card )
1649 == MOVE_OK && cur_col == REM_COL )
1651 cur_card = cur_rem;
1653 sel_card = NOT_A_CARD;
1655 else
1657 /* try moving cards */
1658 /* The flexible move must not be used from the remains stack. */
1659 if (find_card_col(sel_card) == REM_COL)
1661 if (move_card( cur_col, sel_card ) == MOVE_NOT_OK)
1662 sel_card = NOT_A_CARD;
1664 else
1666 do {
1667 if (move_card( cur_col, sel_card) == MOVE_OK)
1668 break;
1669 sel_card = find_prev_card(sel_card);
1670 } while (sel_card != NOT_A_CARD);
1673 break;
1675 /* If the card on the top of the remains can be put where
1676 * the cursor is, go ahead */
1677 case SOL_REM2CUR:
1678 #ifdef SOL_REM2CUR_PRE
1679 if( lastbutton != SOL_REM2CUR_PRE )
1680 break;
1681 #endif
1682 move_card( cur_col, cur_rem );
1683 break;
1685 /* If the card on top of the remains can be put on one
1686 * of the stacks, do so */
1687 case SOL_REM2STACK:
1688 #ifdef SOL_REM2STACK_PRE
1689 if( lastbutton != SOL_REM2STACK_PRE )
1690 break;
1691 #endif
1692 move_card( deck[cur_rem].suit + COL_NUM, cur_rem );
1693 break;
1695 #ifdef SOL_REM
1696 case SOL_REM:
1697 if( sel_card != NOT_A_CARD )
1699 /* unselect selected card */
1700 sel_card = NOT_A_CARD;
1701 break;
1703 if( rem != NOT_A_CARD && cur_rem != NOT_A_CARD )
1705 sel_card = cur_rem;
1706 break;
1708 break;
1709 #endif
1711 /* unselect selected card or ...
1712 * draw new cards from the remains of the deck */
1713 case SOL_DRAW:
1714 #ifdef SOL_DRAW_PRE
1715 if( lastbutton != SOL_DRAW_PRE )
1716 break;
1717 #endif
1718 if( sel_card != NOT_A_CARD )
1720 /* unselect selected card */
1721 sel_card = NOT_A_CARD;
1722 break;
1724 if( rem != NOT_A_CARD )
1726 int cur_rem_old = cur_rem;
1727 count_rem = -1;
1728 /* draw new cards form the remains of the deck */
1729 if( cur_rem == NOT_A_CARD )
1731 /*if the cursor card is null*/
1732 cur_rem = rem;
1733 i = cards_per_draw - 1;
1734 count_rem++;
1736 else
1738 i = cards_per_draw;
1741 while( i > 0 && deck[cur_rem].next != NOT_A_CARD )
1743 cur_rem = deck[cur_rem].next;
1744 i--;
1745 count_rem++;
1747 /* test if any cards are really left on
1748 * the remains' stack */
1749 if( i == cards_per_draw )
1751 cur_rem = NOT_A_CARD;
1752 count_rem = -1;
1754 /* if cursor was on remains' stack when new cards were
1755 * drawn, put cursor on top of remains' stack */
1756 if( cur_col == REM_COL && cur_card == cur_rem_old )
1758 cur_card = cur_rem;
1759 sel_card = NOT_A_CARD;
1762 break;
1764 /* Show the menu */
1765 #ifdef SOL_RC_QUIT
1766 case SOL_RC_QUIT:
1767 #endif
1768 case SOL_QUIT:
1769 switch( solitaire_menu(true) )
1771 case MENU_SAVE_AND_QUIT:
1772 return SOLITAIRE_SAVE_AND_QUIT;
1774 case MENU_QUIT:
1775 return SOLITAIRE_QUIT;
1777 case MENU_USB:
1778 return SOLITAIRE_USB;
1780 break;
1782 case SYS_POWEROFF:
1783 return SOLITAIRE_SAVE_AND_QUIT;
1785 default:
1786 if( rb->default_event_handler( button ) == SYS_USB_CONNECTED )
1787 return SOLITAIRE_USB;
1788 break;
1791 if( button != BUTTON_NONE )
1792 lastbutton = button;
1794 /* fix incoherences concerning cur_col and cur_card */
1795 c = find_card_col( cur_card );
1796 if( c != NOT_A_COL && c != cur_col )
1797 cur_card = find_last_card( cur_col );
1799 if( cur_card == NOT_A_CARD
1800 && find_last_card( cur_col ) != NOT_A_CARD )
1801 cur_card = find_last_card( cur_col );
1803 rb->yield();
1808 * Plugin entry point
1811 enum plugin_status plugin_start(const void* parameter )
1813 int result;
1815 /* plugin init */
1816 (void)parameter;
1818 rb->splash( HZ, "Welcome to Solitaire!" );
1820 configfile_load(CONFIG_FILENAME, config,
1821 sizeof(config) / sizeof(config[0]), CFGFILE_VERSION);
1822 rb->memcpy(&sol, &sol_disk, sizeof(sol)); /* copy to running config */
1824 if( load_game() == 0 )
1826 rb->splash( HZ, "Resuming saved game." );
1827 result = SOLITAIRE_QUIT;
1829 else
1830 result = SOLITAIRE_WIN;
1832 /* play the game :)
1833 * Keep playing if a game was won (that means display the menu after
1834 * winning instead of quiting) */
1835 while( ( result = solitaire( result ) ) == SOLITAIRE_WIN );
1837 if( result != SOLITAIRE_QUIT )
1838 /* result == SOLITAIRE_USB || result == SOLITAIRE_SAVE_AND_QUIT */
1839 save_game();
1841 if (rb->memcmp(&sol, &sol_disk, sizeof(sol))) /* save settings if changed */
1843 rb->memcpy(&sol_disk, &sol, sizeof(sol));
1844 configfile_save(CONFIG_FILENAME, config,
1845 sizeof(config) / sizeof(config[0]), CFGFILE_VERSION);
1848 /* Exit the plugin */
1849 return ( result == SOLITAIRE_USB ) ? PLUGIN_USB_CONNECTED : PLUGIN_OK;
1852 #endif