Use a more natural guard for the callback definition
[kugel-rb.git] / apps / plugins / solitaire.c
blob87372756274658b7af5dd69be69f639c5ce28392
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 == COWON_D2_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 == PHILIPS_SA9200_PAD
399 # define SOL_QUIT BUTTON_POWER
400 # define SOL_UP BUTTON_UP
401 # define SOL_DOWN BUTTON_DOWN
402 # define SOL_LEFT BUTTON_PREV
403 # define SOL_RIGHT BUTTON_NEXT
404 # define SOL_MOVE_PRE BUTTON_PLAY
405 # define SOL_MOVE (BUTTON_PLAY | BUTTON_REL)
406 # define SOL_DRAW BUTTON_MENU
407 # define SOL_REM2CUR BUTTON_LEFT
408 # define SOL_CUR2STACK (BUTTON_PLAY | BUTTON_REPEAT)
409 # define SOL_REM2STACK BUTTON_RIGHT
410 # define HK_MOVE "PLAY"
411 # define HK_DRAW "MENU"
412 # define HK_REM2CUR "LEFT"
413 # define HK_CUR2STACK "PLAY..."
414 # define HK_REM2STACK "RIGHT"
416 #elif (CONFIG_KEYPAD == ONDAVX747_PAD) || \
417 (CONFIG_KEYPAD == ONDAVX777_PAD) || \
418 CONFIG_KEYPAD == MROBE500_PAD
419 # define SOL_QUIT BUTTON_POWER
421 #elif (CONFIG_KEYPAD == SAMSUNG_YH_PAD)
422 # define SOL_QUIT BUTTON_REC
423 # define SOL_UP BUTTON_UP
424 # define SOL_DOWN BUTTON_DOWN
425 # define SOL_LEFT_PRE BUTTON_LEFT
426 # define SOL_LEFT (BUTTON_LEFT | BUTTON_REW)
427 # define SOL_RIGHT_PRE BUTTON_RIGHT
428 # define SOL_RIGHT (BUTTON_RIGHT | BUTTON_REW)
429 # define SOL_MOVE BUTTON_PLAY
430 # define SOL_DRAW_PRE (BUTTON_PLAY | BUTTON_RIGHT)
431 # define SOL_DRAW (BUTTON_PLAY | BUTTON_LEFT)
432 # define SOL_REM2CUR BUTTON_FFWD
433 # define SOL_CUR2STACK BUTTON_REW
434 # define SOL_REM2STACK_PRE (BUTTON_FFWD | BUTTON_RIGHT)
435 # define SOL_REM2STACK (BUTTON_FFWD | BUTTON_LEFT)
436 # define HK_MOVE "PLAY"
437 # define HK_DRAW "REW.."
438 # define HK_REM2CUR "FFWD"
439 # define HK_CUR2STACK "REW"
440 # define HK_REM2STACK "FFWD.."
442 #elif CONFIG_KEYPAD == PBELL_VIBE500_PAD
443 # define SOL_QUIT BUTTON_REC
444 # define SOL_UP BUTTON_UP
445 # define SOL_DOWN BUTTON_DOWN
446 # define SOL_LEFT BUTTON_PREV
447 # define SOL_RIGHT BUTTON_NEXT
448 # define SOL_MOVE_PRE BUTTON_OK
449 # define SOL_MOVE (BUTTON_OK | BUTTON_REL)
450 # define SOL_DRAW BUTTON_MENU
451 # define SOL_REM2CUR BUTTON_CANCEL
452 # define SOL_CUR2STACK BUTTON_PLAY
453 # define SOL_REM2STACK (BUTTON_PLAY | BUTTON_REPEAT)
454 # define HK_MOVE "OK"
455 # define HK_DRAW "MENU"
456 # define HK_REM2CUR "CANCEL"
457 # define HK_CUR2STACK "PLAY"
458 # define HK_REM2STACK "PLAY..."
460 #else
461 #error No keymap defined!
462 #endif
464 #ifdef HAVE_TOUCHSCREEN
465 //#ifndef SOL_QUIT
466 //# define SOL_QUIT BUTTON_TOPLEFT
467 //endif
468 #ifndef SOL_UP
469 # define SOL_UP BUTTON_TOPMIDDLE
470 #endif
471 #ifndef SOL_DOWN
472 # define SOL_DOWN BUTTON_BOTTOMMIDDLE
473 #endif
474 #ifndef SOL_LEFT
475 # define SOL_LEFT BUTTON_MIDLEFT
476 #endif
477 #ifndef SOL_RIGHT
478 # define SOL_RIGHT BUTTON_MIDRIGHT
479 #endif
480 #ifndef SOL_MOVE
481 # define SOL_MOVE BUTTON_CENTER
482 # define HK_MOVE "CENTRE"
483 #endif
484 #ifndef SOL_DRAW
485 # define SOL_DRAW BUTTON_TOPLEFT
486 # define HK_DRAW "TOPLEFT"
487 #endif
488 #ifndef SOL_REM2CUR
489 # define SOL_REM2CUR BUTTON_TOPRIGHT
490 # define HK_REM2CUR "TOPRIGHT"
491 #endif
492 #ifndef SOL_CUR2STACK
493 # define SOL_CUR2STACK BUTTON_BOTTOMLEFT
494 # define HK_CUR2STACK "BOTTOMLEFT"
495 #endif
496 #ifndef SOL_REM2STACK
497 # define SOL_REM2STACK BUTTON_BOTTOMRIGHT
498 # define HK_REM2STACK "BOTTOMRIGHT"
499 #endif
501 #endif
503 #ifndef HK_LR
504 # define HK_LR "LEFT/RIGHT"
505 #endif
506 #ifndef HK_UD
507 # define HK_UD "UP/DOWN"
508 #endif
511 * Misc constants, graphics and other defines
514 #include "pluginbitmaps/card_back.h"
515 #include "pluginbitmaps/card_deck.h"
516 #include "pluginbitmaps/solitaire_suitsi.h"
518 #define CARD_GFX_WIDTH BMPWIDTH_card_back
519 #define CARD_GFX_HEIGHT BMPHEIGHT_card_back
520 #define CARD_WIDTH (BMPWIDTH_card_back+2)
521 #define CARD_HEIGHT (BMPHEIGHT_card_back+2)
523 #if LCD_WIDTH >= 640
524 # define MARGIN 4
525 # define LARGE_CARD
526 # define SYMBOL_HEIGHT 24
528 #elif LCD_WIDTH >= 320
529 # define MARGIN 4
530 # define LARGE_CARD
531 # define SYMBOL_HEIGHT 12
532 #elif LCD_WIDTH >= 220
533 # define MARGIN 3
534 # define LARGE_CARD
535 # define SYMBOL_HEIGHT 12
536 #elif LCD_WIDTH >= 160
537 # define MARGIN 2
538 # define SYMBOL_HEIGHT 11
539 #elif LCD_WIDTH >= 128
540 # define MARGIN 1
541 # define SYMBOL_HEIGHT 10
542 #else
543 # define MARGIN 0
544 # define SYMBOL_HEIGHT 8
545 #endif
547 #define CARD_START (CARD_HEIGHT+2*MARGIN+1)
549 /* background color */
550 #ifdef HAVE_LCD_COLOR
551 # define BACKGROUND_COLOR LCD_RGBPACK(0,157,0)
552 # define FRAME_COLOR LCD_RGBPACK(23,119,218)
553 #elif LCD_DEPTH > 1
554 # define BACKGROUND_COLOR LCD_WHITE
555 # define FRAME_COLOR LCD_BLACK
556 #endif
559 #define CONFIG_FILENAME "sol.cfg"
561 #define NOT_A_CARD -1
563 /* number of cards per suit */
564 #define CARDS_PER_SUIT 13
566 /* number of suits */
567 #define SUITS 4
569 #define NUM_CARDS ( CARDS_PER_SUIT * SUITS )
571 /* number of columns */
572 #define COL_NUM 7
574 /* pseudo column numbers to be used for cursor coordinates */
575 /* columns COL_NUM to COL_NUM + SUITS - 1 correspond to the final stacks */
576 #define STACKS_COL COL_NUM
577 /* column COL_NUM + SUITS corresponds to the remains' stack */
578 #define REM_COL (STACKS_COL + SUITS)
580 #define NOT_A_COL -1
582 typedef struct
584 signed char suit;
585 signed char num;
586 bool known : 1;
587 bool used : 1; /* this is what is used when dealing cards */
588 signed char next;
589 } card_t;
593 * LCD card drawing routines
596 static void draw_cursor( int x, int y )
598 rb->lcd_set_drawmode( DRMODE_COMPLEMENT );
599 rb->lcd_fillrect( x+1, y+1, CARD_GFX_WIDTH, CARD_GFX_HEIGHT );
600 #ifdef LARGE_CARD
601 rb->lcd_drawpixel( x+1, y+1 );
602 rb->lcd_drawpixel( x+1, y+CARD_HEIGHT-2 );
603 rb->lcd_drawpixel( x+CARD_WIDTH-2, y+1 );
604 rb->lcd_drawpixel( x+CARD_WIDTH-2, y+CARD_HEIGHT-2 );
605 #endif
606 rb->lcd_set_drawmode( DRMODE_SOLID );
609 /* Draw a card's border, select it if it's selected and draw the cursor
610 * if the cursor is currently over the card */
611 static void draw_card_ext( int x, int y, bool selected, bool cursor )
613 #if LCD_DEPTH > 1
614 int oldfg = rb->lcd_get_foreground();
616 rb->lcd_set_foreground( LCD_BLACK );
617 #endif
618 #ifdef LARGE_CARD
619 rb->lcd_hline( x+2, x+CARD_WIDTH-3, y );
620 rb->lcd_hline( x+2, x+CARD_WIDTH-3, y+CARD_HEIGHT-1 );
621 rb->lcd_vline( x, y+2, y+CARD_HEIGHT-3 );
622 rb->lcd_vline( x+CARD_WIDTH-1, y+2, y+CARD_HEIGHT-3 );
623 rb->lcd_drawpixel( x+1, y+1 );
624 rb->lcd_drawpixel( x+1, y+CARD_HEIGHT-2 );
625 rb->lcd_drawpixel( x+CARD_WIDTH-2, y+1 );
626 rb->lcd_drawpixel( x+CARD_WIDTH-2, y+CARD_HEIGHT-2 );
627 #else
628 rb->lcd_hline( x+1, x+CARD_WIDTH-2, y );
629 rb->lcd_hline( x+1, x+CARD_WIDTH-2, y+CARD_HEIGHT-1 );
630 rb->lcd_vline( x, y+1, y+CARD_HEIGHT-2 );
631 rb->lcd_vline( x+CARD_WIDTH-1, y+1, y+CARD_HEIGHT-2 );
632 #endif
634 if( selected )
636 #if LCD_DEPTH > 1
637 rb->lcd_set_foreground( FRAME_COLOR );
638 #endif
639 rb->lcd_drawrect( x+1, y+1, CARD_WIDTH-2, CARD_HEIGHT-2 );
640 #ifdef LARGE_CARD
641 rb->lcd_drawrect( x+2, y+2, CARD_WIDTH-4, CARD_HEIGHT-4 );
642 #endif
644 #if LCD_DEPTH > 1
645 rb->lcd_set_foreground( oldfg );
646 #endif
648 if( cursor )
650 draw_cursor( x, y );
654 /* Draw a card's inner graphics */
655 static void draw_card( card_t *card, int x, int y,
656 bool selected, bool cursor )
658 if( card->known )
660 rb->lcd_bitmap_part( card_deck, CARD_GFX_WIDTH * card->num,
661 CARD_GFX_HEIGHT * card->suit,
662 STRIDE(SCREEN_MAIN,
663 BMPWIDTH_card_deck, BMPHEIGHT_card_deck),
664 x+1, y+1, CARD_GFX_WIDTH, CARD_GFX_HEIGHT );
666 else
668 rb->lcd_bitmap( card_back, x+1, y+1,
669 CARD_GFX_WIDTH, CARD_GFX_HEIGHT );
671 draw_card_ext( x, y, selected, cursor );
674 /* Draw an empty stack */
675 static void draw_empty_stack( int s, int x, int y, bool cursor )
677 rb->lcd_bitmap_part( solitaire_suitsi, 0,
678 CARD_GFX_HEIGHT * s,
679 STRIDE( SCREEN_MAIN,
680 BMPWIDTH_solitaire_suitsi, BMPHEIGHT_solitaire_suitsi),
681 x+1, y+1, CARD_GFX_WIDTH, CARD_GFX_HEIGHT );
683 draw_card_ext( x, y, false, cursor );
686 /* Help */
687 static bool solitaire_help( void )
689 static char* help_text[] = {
690 "Solitaire", "", "Controls", "",
691 HK_LR ":", "Move", "the", "cursor", "to", "the",
692 "previous/", "next", "column.", "",
693 HK_UD ":", "Move", "the", "cursor", "up/", "down", "in", "the",
694 "column.", "",
695 HK_MOVE ":", "Select", "cards,", "move", "cards...", "",
696 HK_DRAW ":", "Deselect", "a", "card", "if", "it", "was", "selected.",
697 "Else", "draw", "new", "card(s)", "from", "the", "remains",
698 "stack.", "", "",
699 "Shortcuts", "",
700 HK_REM2CUR ":", "Put", "the", "card", "on", "top", "of", "the",
701 "remains", "stack", "on", "top", "of", "the", "cursor.", "",
702 HK_CUR2STACK ":", "Put", "the", "card", "under", "the", "cursor",
703 "on", "one", "of", "the", "4", "final", "stacks.", "",
704 HK_REM2STACK ":", "Put", "the", "card", "on", "top", "of", "the",
705 "remains", "stack", "on", "one", "of", "the", "4", "final",
706 "stacks."
708 static struct style_text formation[]={
709 { 0, TEXT_CENTER|TEXT_UNDERLINE },
710 { 2, C_RED },
711 { 48, C_RED },
712 LAST_STYLE_ITEM
714 if (display_text(ARRAYLEN(help_text), help_text, formation, NULL, true))
715 return true;
716 return false;
720 * Custom menu / options
723 #define CFGFILE_VERSION 0
725 struct sol_config {
726 int draw_type;
729 struct sol_config sol_disk = {0};
730 struct sol_config sol;
732 static struct configdata config[] = {
733 { TYPE_INT, 0, 1, { .int_p = &sol_disk.draw_type }, "draw_type", NULL }
736 static const struct opt_items drawcards[2] = {
737 { "Draw Three Cards", -1 },
738 { "Draw One Card", -1 },
741 void solitaire_init(void);
743 /* menu return codes */
744 enum { MENU_RESUME, MENU_SAVE_AND_QUIT, MENU_QUIT, MENU_USB };
746 static bool _ingame;
747 int solitaire_menu_cb(int action, const struct menu_item_ex *this_item)
749 int i = (intptr_t)this_item;
750 if( action == ACTION_REQUEST_MENUITEM )
752 if((!_ingame && (i==0 || i==5)) || ( _ingame && i==2 ))
753 return ACTION_EXIT_MENUITEM;
755 return action;
758 int solitaire_menu(bool in_game)
760 int selected = 0;
761 int result = -1;
763 MENUITEM_STRINGLIST(menu, "Solitaire Menu", solitaire_menu_cb,
764 "Resume Game", "Start New Game",
765 "Draw Cards Option",
766 "Help", "Playback Control",
767 "Save and Quit", "Quit");
768 _ingame = in_game;
770 while (result < 0)
772 switch (rb->do_menu(&menu, &selected, NULL, false))
774 default:
775 result = MENU_RESUME;
776 break;
778 case MENU_ATTACHED_USB:
779 result = MENU_USB;
780 break;
782 case 0:
783 result = MENU_RESUME;
784 break;
786 case 1:
787 solitaire_init();
788 result = MENU_RESUME;
789 break;
791 case 2:
792 if (rb->set_option("Draw Cards Option", &sol.draw_type,
793 INT, drawcards, 2, NULL))
794 result = MENU_USB;
795 break;
797 case 3:
798 if (solitaire_help())
799 result = MENU_USB;
800 break;
802 case 4:
803 playback_control(NULL);
804 break;
806 case 5:
807 result = MENU_SAVE_AND_QUIT;
808 break;
810 case 6:
811 result = MENU_QUIT;
812 break;
815 return result;
819 * Global variables
822 /* player's cursor */
823 int cur_card;
824 /* player's cursor column num */
825 int cur_col;
827 /* selected card */
828 int sel_card;
830 /* the deck */
831 card_t deck[ NUM_CARDS ];
833 /* the remaining cards */
834 /* first card of the remains' stack */
835 int rem;
836 /* upper visible card from the remains' stack */
837 int cur_rem;
838 /* number of cards drawn from the remains stack - 1 */
839 int count_rem;
840 /* number of cards per draw of the remains' stack */
841 int cards_per_draw;
843 /* the 7 game columns */
844 int cols[COL_NUM];
845 /* the 4 final stacks */
846 int stacks[SUITS];
849 * Card handling routines
852 int next_random_card( card_t *deck )
854 int i,r;
856 r = rb->rand()%(NUM_CARDS)+1;
857 i = 0;
859 while( r>0 )
861 i = (i + 1)%(NUM_CARDS);
862 if( !deck[i].used ) r--;
865 deck[i].used = true;
867 return i;
871 /* initialize the game */
872 void solitaire_init( void )
875 int c;
876 int i, j;
878 /* number of cards that are drawn on the remains' stack (by pressing F2) */
879 if( sol.draw_type == 0 )
881 cards_per_draw = 3;
883 else
885 cards_per_draw = 1;
888 /* init deck */
889 for( i=0; i<SUITS; i++ )
891 for( j=0; j<CARDS_PER_SUIT; j++ )
893 #define card deck[i*CARDS_PER_SUIT+j]
894 card.suit = i;
895 card.num = j;
896 card.known = true;
897 card.used = false;
898 card.next = NOT_A_CARD;
899 #undef card
903 /* deal the cards ... */
904 /* ... in the columns */
905 for( i=0; i<COL_NUM; i++ )
907 c = NOT_A_CARD;
908 for( j=0; j<=i; j++ )
910 if( c == NOT_A_CARD )
912 cols[i] = next_random_card( deck );
913 c = cols[i];
915 else
917 deck[c].next = next_random_card( deck );
918 c = deck[c].next;
920 if( j < i )
921 deck[c].known = false;
925 /* ... shuffle what's left of the deck */
926 rem = next_random_card(deck);
927 c = rem;
929 for( i=1; i < NUM_CARDS - COL_NUM * (COL_NUM + 1)/2; i++ )
931 deck[c].next = next_random_card( deck );
932 c = deck[c].next;
935 /* we now finished dealing the cards. The game can start ! (at last) */
937 /* init the stack */
938 for( i = 0; i<SUITS; i++ )
940 stacks[i] = NOT_A_CARD;
943 /* the cursor starts on upper left card */
944 cur_card = cols[0];
945 cur_col = 0;
947 /* no card is selected */
948 sel_card = NOT_A_CARD;
950 /* init the remainder */
951 cur_rem = NOT_A_CARD;
953 count_rem = -1;
956 /* find the column number in which 'card' can be found */
957 int find_card_col( int card )
959 int i;
960 int c;
962 if( card == NOT_A_CARD ) return NOT_A_COL;
964 for( i=0; i<COL_NUM; i++ )
966 c = cols[i];
967 while( c != NOT_A_CARD )
969 if( c == card ) return i;
970 c = deck[c].next;
974 for( i=0; i<SUITS; i++ )
976 c = stacks[i];
977 while( c != NOT_A_CARD )
979 if( c == card ) return STACKS_COL + i;
980 c = deck[c].next;
984 return REM_COL;
987 /* find the card preceding 'card' */
988 /* if it doesn't exist, return NOT_A_CARD */
989 int find_prev_card( int card ){
990 int i;
992 for( i=0; i < NUM_CARDS; i++ )
994 if( deck[i].next == card ) return i;
997 return NOT_A_CARD;
1000 /* find the last card of a given column */
1001 int find_last_card( int col )
1003 int c;
1005 if( col < COL_NUM )
1007 c = cols[col];
1009 else if( col < REM_COL )
1011 c = stacks[col - STACKS_COL];
1013 else
1015 c = cur_rem;
1018 if(c == NOT_A_CARD)
1019 return c;
1020 else
1022 while(deck[c].next != NOT_A_CARD)
1023 c = deck[c].next;
1024 return c;
1028 enum move { MOVE_OK, MOVE_NOT_OK };
1030 enum move move_card( int dest_col, int src_card )
1032 /* the column on which to take src_card */
1033 int src_col;
1035 /* the last card of dest_col */
1036 int dest_card;
1038 /* the card under src_card */
1039 int src_card_prev;
1041 /* you can't move no card (at least, it doesn't have any consequence) */
1042 if( src_card == NOT_A_CARD ) return MOVE_NOT_OK;
1043 /* you can't put a card back on the remains' stack */
1044 if( dest_col == REM_COL ) return MOVE_NOT_OK;
1045 /* you can't move an unknown card */
1046 if( !deck[src_card].known ) return MOVE_NOT_OK;
1048 src_col = find_card_col( src_card );
1049 dest_card = find_last_card( dest_col );
1050 src_card_prev = find_prev_card( src_card );
1052 /* you can't move more than one card at a time from the final stack */
1053 /* to the rest of the game */
1054 if( src_col >= COL_NUM && src_col < REM_COL
1055 && deck[src_card].next != NOT_A_CARD )
1057 return MOVE_NOT_OK;
1060 /* if we (that means dest) are on one of the 7 columns ... */
1061 if( dest_col < COL_NUM )
1063 /* ... check is we are on an empty color and that the src is a king */
1064 if( dest_card == NOT_A_CARD
1065 && deck[src_card].num == CARDS_PER_SUIT - 1 )
1067 /* this is a winning combination */
1068 cols[dest_col] = src_card;
1070 /* ... or check if the cards follow one another and have
1071 * different colorsuit */
1072 else if(( deck[dest_card].suit + deck[src_card].suit)%2==1
1073 && deck[dest_card].num == deck[src_card].num + 1 )
1075 /* this is a winning combination */
1076 deck[dest_card].next = src_card;
1078 /* ... or, humpf, well that's not good news */
1079 else
1081 /* this is not a winning combination */
1082 return MOVE_NOT_OK;
1085 /* if we are on one of the 4 final stacks ... */
1086 else if( dest_col < REM_COL )
1088 /* ... check if we are on an empty stack... */
1089 if( dest_card == NOT_A_CARD )
1091 /* ... and the src is an ace and this is the correct final stack */
1092 if( deck[src_card].num == 0
1093 && deck[src_card].suit == dest_col - STACKS_COL )
1095 /* this is a winning combination */
1096 stacks[dest_col - STACKS_COL] = src_card;
1098 else
1100 /* this is not a winning combination */
1101 return MOVE_NOT_OK;
1104 else /* non-empty stack */
1106 /* ...check if the cards follow one another, have the same suit and
1107 * {that src has no .next element or is from the remains' stack} */
1108 if( deck[dest_card].suit == deck[src_card].suit
1109 && deck[dest_card].num + 1 == deck[src_card].num
1110 && (deck[src_card].next == NOT_A_CARD || src_col == REM_COL) )
1112 /* this is a winning combination */
1113 deck[dest_card].next = src_card;
1115 /* ... or, well that's not good news */
1116 else
1118 /* this is not a winning combination */
1119 return MOVE_NOT_OK;
1123 /* if we are on the remains' stack */
1124 else
1126 /* you can't move a card back to the remains' stack */
1127 return MOVE_NOT_OK;
1130 /* if the src card is from the remains' stack, we don't want to take
1131 * the following cards */
1132 if( src_col == REM_COL )
1134 /* if src card is the first card from the stack */
1135 if( src_card_prev == NOT_A_CARD )
1137 rem = deck[src_card].next;
1139 /* if src card is not the first card from the stack */
1140 else
1142 deck[src_card_prev].next = deck[src_card].next;
1144 deck[src_card].next = NOT_A_CARD;
1145 cur_rem = src_card_prev;
1146 count_rem--;
1148 /* if the src card is from somewhere else, just take everything */
1149 else
1151 if( src_card_prev == NOT_A_CARD )
1153 if( src_col < COL_NUM )
1155 cols[src_col] = NOT_A_CARD;
1157 else
1159 stacks[src_col - STACKS_COL] = NOT_A_CARD;
1162 else
1164 deck[src_card_prev].next = NOT_A_CARD;
1165 deck[src_card_prev].known = true;
1168 sel_card = NOT_A_CARD;
1169 /* tada ! */
1170 return MOVE_OK;
1173 enum { SOLITAIRE_WIN, SOLITAIRE_SAVE_AND_QUIT, SOLITAIRE_QUIT, SOLITAIRE_USB };
1176 * Bouncing cards at the end of the game
1179 #define BC_ACCEL ((1<<16)*LCD_HEIGHT/128)
1180 #define BC_MYSPEED (6*BC_ACCEL)
1181 #define BC_MXSPEED (6*LCD_HEIGHT/128)
1183 int bouncing_cards( void )
1185 int i, j, x, vx, y, fp_y, fp_vy, button;
1187 /* flush the button queue */
1188 while( ( button = rb->button_get( false ) ) != BUTTON_NONE )
1190 if( rb->default_event_handler( button ) == SYS_USB_CONNECTED )
1191 return SOLITAIRE_USB;
1194 /* fun stuff :) */
1195 for( i = CARDS_PER_SUIT-1; i>=0; i-- )
1197 for( j = 0; j < SUITS; j++ )
1199 x = LCD_WIDTH-(CARD_WIDTH*4+4+MARGIN)+CARD_WIDTH*j+j+1;
1200 fp_y = MARGIN<<16;
1202 #if LCD_WIDTH > 200
1203 vx = rb->rand() % (4*BC_MXSPEED/3-2) - BC_MXSPEED;
1204 if( vx >= -1 )
1205 vx += 3;
1206 #else
1207 vx = rb->rand() % (4*BC_MXSPEED/3) - BC_MXSPEED;
1208 if( vx >= 0 )
1209 vx++;
1210 #endif
1212 fp_vy = -rb->rand() % BC_MYSPEED;
1214 while( x < LCD_WIDTH && x + CARD_WIDTH > 0 )
1216 fp_vy += BC_ACCEL;
1217 x += vx;
1218 fp_y += fp_vy;
1219 if( fp_y >= (LCD_HEIGHT-CARD_HEIGHT) << 16 )
1221 fp_vy = -fp_vy*4/5;
1222 fp_y = (LCD_HEIGHT-CARD_HEIGHT) << 16;
1224 y = fp_y >> 16;
1225 draw_card( &deck[j*CARDS_PER_SUIT+i], x, y,
1226 false, false );
1227 rb->lcd_update_rect( x<0?0:x, y<0?0:y,
1228 CARD_WIDTH, CARD_HEIGHT );
1230 button = rb->button_get_w_tmo( 2 );
1231 if( rb->default_event_handler( button ) == SYS_USB_CONNECTED )
1232 return SOLITAIRE_USB;
1233 if( button == SOL_QUIT || button == SOL_MOVE )
1234 return SOLITAIRE_WIN;
1238 return SOLITAIRE_WIN;
1242 * Game save/load routines
1244 void get_save_filename( char *buf )
1246 char *s;
1247 rb->strcpy( buf, rb->plugin_get_current_filename() );
1248 s = rb->strrchr( buf, '/' ) + 1;
1249 *s = '\0';
1250 rb->strcat( s, "sol.save" );
1253 int open_save_file( int flags )
1255 char buf[MAX_PATH];
1256 get_save_filename( buf );
1257 return rb->open( buf, flags );
1260 void delete_save_file( void )
1262 char buf[MAX_PATH];
1263 get_save_filename( buf );
1264 rb->remove( buf );
1267 #ifdef write
1268 # undef write
1269 #endif
1270 int save_write( int fd, const void *buf, size_t count, int *checksum )
1272 size_t i;
1273 if( rb->write( fd, buf, count ) < (ssize_t)count )
1274 return 1;
1275 for( i = 0; i < count; i++ )
1276 *checksum += (int)(((const char *)buf)[i]);
1277 return 0;
1280 #ifdef read
1281 # undef read
1282 #endif
1283 int save_read( int fd, void *buf, size_t count, int *checksum )
1285 size_t i;
1286 if( rb->read( fd, buf, count ) < (ssize_t)count )
1287 return 1;
1288 for( i = 0; i < count; i++ )
1289 *checksum -= (int)(((const char *)buf)[i]);
1290 return 0;
1293 int save_game( void )
1295 int fd = open_save_file( O_CREAT|O_WRONLY|O_TRUNC );
1296 int checksum = 42;
1297 if( fd < 0 )
1298 return -1;
1299 if( save_write( fd, &cur_card, sizeof( int ), &checksum )
1300 || save_write( fd, &cur_col, sizeof( int ), &checksum )
1301 || save_write( fd, &sel_card, sizeof( int ), &checksum )
1302 || save_write( fd, deck, NUM_CARDS * sizeof( card_t ), &checksum )
1303 || save_write( fd, &rem, sizeof( int ), &checksum )
1304 || save_write( fd, &cur_rem, sizeof( int ), &checksum )
1305 || save_write( fd, &count_rem, sizeof( int ), &checksum )
1306 || save_write( fd, &cards_per_draw, sizeof( int ), &checksum )
1307 || save_write( fd, cols, COL_NUM * sizeof( int ), &checksum )
1308 || save_write( fd, stacks, SUITS * sizeof( int ), &checksum )
1309 || ( rb->write( fd, &checksum, sizeof( int ) ) < (ssize_t)(sizeof( int ) ) ) )
1311 rb->close( fd );
1312 rb->splash( 2*HZ, "Error while saving game. Aborting." );
1313 return -2;
1315 rb->close( fd );
1316 return 0;
1319 int load_game( void )
1321 int checksum, retval;
1323 int fd = open_save_file( O_RDONLY );
1324 if( fd < 0 )
1325 return -1;
1327 retval = 0; /* Assume good case */
1328 if( ( rb->lseek( fd, -sizeof( int ), SEEK_END ) == -((ssize_t)sizeof( int ))-1 )
1329 || ( rb->read( fd, &checksum, sizeof( int ) ) < ((ssize_t)sizeof( int )) )
1330 || ( rb->lseek( fd, 0, SEEK_SET ) == -1 )
1331 || save_read( fd, &cur_card, sizeof( int ), &checksum )
1332 || save_read( fd, &cur_col, sizeof( int ), &checksum )
1333 || save_read( fd, &sel_card, sizeof( int ), &checksum )
1334 || save_read( fd, deck, NUM_CARDS * sizeof( card_t ), &checksum )
1335 || save_read( fd, &rem, sizeof( int ), &checksum )
1336 || save_read( fd, &cur_rem, sizeof( int ), &checksum )
1337 || save_read( fd, &count_rem, sizeof( int ), &checksum )
1338 || save_read( fd, &cards_per_draw, sizeof( int ), &checksum )
1339 || save_read( fd, cols, COL_NUM * sizeof( int ), &checksum )
1340 || save_read( fd, stacks, SUITS * sizeof( int ), &checksum ) )
1342 rb->splash( 2*HZ, "Error while loading saved game. Aborting." );
1343 retval = -2;
1345 else if( checksum != 42 )
1347 rb->splash( 2*HZ, "Save file was corrupted. Aborting." );
1348 retval = -3;
1351 rb->close( fd );
1352 delete_save_file();
1353 return retval;
1357 * The main game loop
1359 * If skipmenu is defined to SOLITAIRE_QUIT, the menu will be skipped and
1360 * game will resume.
1363 int solitaire( int skipmenu )
1366 int i,j;
1367 int button, lastbutton = 0;
1368 int c,h,prevcard;
1369 int biggest_col_length;
1371 rb->srand( *rb->current_tick );
1372 if( skipmenu != SOLITAIRE_QUIT )
1374 switch( solitaire_menu(false) )
1376 case MENU_QUIT:
1377 return SOLITAIRE_QUIT;
1379 case MENU_USB:
1380 return SOLITAIRE_USB;
1382 solitaire_init();
1385 while( true )
1387 rb->lcd_clear_display();
1389 /* get the biggest column length so that display can be "optimized" */
1390 biggest_col_length = 0;
1392 for(i=0;i<COL_NUM;i++)
1394 j = 0;
1395 c = cols[i];
1397 if( c != NOT_A_CARD )
1399 while( true )
1401 /* don't include the last card in the column length. */
1402 if( deck[c].next == NOT_A_CARD )
1404 break; /* no successor: get outta here. */
1406 else
1408 if( deck[c].known )
1409 j += 2;
1410 else
1411 j++;
1413 c = deck[c].next;
1415 /* make column distinguishable from an empty column,
1416 * and avoid division by zero while displaying */
1417 if( j == 0 )
1418 j = 1;
1420 if( j > biggest_col_length )
1421 biggest_col_length = j;
1424 /* check if there are cards remaining in the game. */
1425 /* if there aren't any, that means you won :) */
1426 if( biggest_col_length == 0 && rem == NOT_A_CARD )
1428 rb->lcd_update();
1429 rb->splash( HZ, "You Won :)" );
1430 return bouncing_cards();
1433 /* draw the columns */
1434 for( i = 0; i < COL_NUM; i++ )
1436 c = cols[i];
1437 j = CARD_START;
1438 while( true )
1440 if( c == NOT_A_CARD )
1442 /* draw the cursor on empty columns */
1443 if( cur_col == i )
1445 draw_cursor( MARGIN + i * (CARD_WIDTH
1446 +(LCD_WIDTH-COL_NUM*CARD_WIDTH-2*MARGIN)/(COL_NUM-1)),
1447 j );
1449 break;
1452 draw_card( &deck[c], MARGIN + i * (CARD_WIDTH
1453 +(LCD_WIDTH-COL_NUM*CARD_WIDTH-2*MARGIN)/(COL_NUM-1)),
1454 j, c == sel_card, c == cur_card );
1456 h = c;
1457 c = deck[c].next;
1458 if( c == NOT_A_CARD ) break;
1460 /* This is where we change the spacing between cards so that
1461 * they don't overflow out of the LCD */
1462 if( h == cur_card )
1463 j += SYMBOL_HEIGHT;
1464 else if( deck[h].known )
1465 j += min( SYMBOL_HEIGHT,
1466 2 * (LCD_HEIGHT - CARD_START - CARD_HEIGHT - MARGIN)
1467 / biggest_col_length );
1468 else
1469 j += min( SYMBOL_HEIGHT / 2,
1470 (LCD_HEIGHT - CARD_START - CARD_HEIGHT - MARGIN)
1471 / biggest_col_length );
1475 /* draw the stacks */
1476 for( i=0; i<SUITS; i++ )
1478 c = find_last_card( STACKS_COL + i );
1480 if( c != NOT_A_CARD )
1482 draw_card( &deck[c],
1483 LCD_WIDTH-(CARD_WIDTH*4+4+MARGIN)+CARD_WIDTH*i+i+1,
1484 MARGIN,
1485 c == sel_card, cur_col == STACKS_COL + i );
1487 else
1489 draw_empty_stack( i,
1490 LCD_WIDTH-(CARD_WIDTH*4+4+MARGIN)+CARD_WIDTH*i+i+1,
1491 MARGIN, cur_col == STACKS_COL + i );
1495 /* draw the remains */
1496 if( rem != NOT_A_CARD &&
1497 ( cur_rem == NOT_A_CARD || deck[cur_rem].next != NOT_A_CARD ) )
1499 /* gruik ! (we want to display a card back) */
1500 deck[rem].known = false;
1501 draw_card( &deck[rem], MARGIN, MARGIN, false, false );
1502 deck[rem].known = true;
1505 if( rem != NOT_A_CARD && cur_rem != NOT_A_CARD )
1507 if( count_rem < 0 )
1509 prevcard = rem;
1510 count_rem = 0;
1511 while( prevcard != cur_rem && count_rem < cards_per_draw-1 )
1513 prevcard = deck[prevcard].next;
1514 count_rem++;
1517 prevcard = cur_rem;
1518 j = CARD_WIDTH+2*MARGIN+1;
1519 for( i = 0; i < count_rem; i++ )
1520 prevcard = find_prev_card(prevcard);
1521 for( i = 0; i <= count_rem; i++ )
1523 draw_card( &deck[prevcard], j,
1524 MARGIN, sel_card == prevcard,
1525 cur_card == prevcard );
1526 prevcard = deck[prevcard].next;
1527 j += CARD_WIDTH/2;
1530 if( ( cur_rem == NOT_A_CARD || rem == NOT_A_CARD )
1531 && cur_col == REM_COL )
1533 draw_cursor( CARD_WIDTH+2*MARGIN+1, MARGIN );
1536 rb->lcd_update();
1538 /* what to do when a key is pressed ... */
1539 button = rb->button_get( true );
1540 #if (CONFIG_KEYPAD == SANSA_E200_PAD) || (CONFIG_KEYPAD == SANSA_FUZE_PAD)
1541 if (button&(BUTTON_SCROLL_BACK|BUTTON_SCROLL_FWD))
1542 button = button & (~BUTTON_REPEAT);
1543 #endif
1544 switch( button )
1546 /* move cursor to the last card of the previous column
1547 * or to the previous final stack
1548 * or to the remains stack */
1549 case SOL_RIGHT:
1550 #ifdef SOL_RIGHT_PRE
1551 if( lastbutton != SOL_RIGHT_PRE )
1552 break;
1553 #endif
1554 if( cur_col >= COL_NUM )
1556 cur_col = 0;
1558 else if( cur_col == COL_NUM - 1 )
1560 cur_col = REM_COL;
1562 else
1564 cur_col = (cur_col+1)%(REM_COL+1);
1566 if(cur_col == REM_COL)
1568 cur_card = cur_rem;
1569 break;
1571 cur_card = find_last_card( cur_col );
1572 break;
1574 /* move cursor to the last card of the next column
1575 * or to the next final stack
1576 * or to the remains stack */
1577 case SOL_LEFT:
1578 #ifdef SOL_LEFT_PRE
1579 if( lastbutton != SOL_LEFT_PRE )
1580 break;
1581 #endif
1582 if( cur_col == 0 )
1584 cur_col = REM_COL;
1586 else if( cur_col >= COL_NUM )
1588 cur_col = COL_NUM - 1;
1590 else
1592 cur_col = (cur_col + REM_COL)%(REM_COL+1);
1594 if( cur_col == REM_COL )
1596 cur_card = cur_rem;
1597 break;
1599 cur_card = find_last_card( cur_col );
1600 break;
1602 /* move cursor to card that's bellow */
1603 case SOL_DOWN:
1604 #ifdef SOL_DOWN_PRE
1605 if( lastbutton != SOL_DOWN_PRE )
1606 break;
1607 #else
1608 case SOL_DOWN|BUTTON_REPEAT:
1609 #endif
1610 if( cur_col >= COL_NUM )
1612 cur_col = (cur_col - COL_NUM + 1)%(SUITS + 1) + COL_NUM;
1613 if( cur_col == REM_COL )
1615 cur_card = cur_rem;
1617 else
1619 cur_card = find_last_card( cur_col );
1621 break;
1623 if( cur_card == NOT_A_CARD ) break;
1624 if( deck[cur_card].next != NOT_A_CARD )
1626 cur_card = deck[cur_card].next;
1628 else
1630 cur_card = cols[cur_col];
1631 while( !deck[ cur_card].known
1632 && deck[cur_card].next != NOT_A_CARD )
1634 cur_card = deck[cur_card].next;
1637 break;
1639 /* move cursor to card that's above */
1640 case SOL_UP:
1641 #ifdef SOL_UP_PRE
1642 if( lastbutton != SOL_UP_PRE )
1643 break;
1644 #else
1645 case SOL_UP|BUTTON_REPEAT:
1646 #endif
1647 if( cur_col >= COL_NUM )
1649 cur_col = (cur_col - COL_NUM + SUITS)%(SUITS + 1) + COL_NUM;
1650 if( cur_col == REM_COL )
1652 cur_card = cur_rem;
1654 else
1656 cur_card = find_last_card( cur_col );
1658 break;
1660 if( cur_card == NOT_A_CARD ) break;
1661 do {
1662 cur_card = find_prev_card( cur_card );
1663 if( cur_card == NOT_A_CARD )
1665 cur_card = find_last_card( cur_col );
1667 } while( deck[cur_card].next != NOT_A_CARD
1668 && !deck[cur_card].known );
1669 break;
1671 /* Try to put card under cursor on one of the stacks */
1672 case SOL_CUR2STACK:
1673 #ifdef SOL_CUR2STACK_PRE
1674 if( lastbutton != SOL_CUR2STACK_PRE )
1675 break;
1676 #endif
1677 move_card( deck[cur_card].suit + STACKS_COL, cur_card );
1678 break;
1680 /* Move cards arround, Uncover cards, ... */
1681 case SOL_MOVE:
1682 #ifdef SOL_MOVE_PRE
1683 if( lastbutton != SOL_MOVE_PRE )
1684 break;
1685 #endif
1687 if( sel_card == NOT_A_CARD )
1689 if( cur_card != NOT_A_CARD )
1691 if( deck[cur_card].next == NOT_A_CARD
1692 && !deck[cur_card].known )
1694 /* reveal a hidden card */
1695 deck[cur_card].known = true;
1697 else if( cur_col == REM_COL && cur_rem == NOT_A_CARD )
1699 break;
1701 else
1703 /* select a card */
1704 sel_card = cur_card;
1708 else if( sel_card == cur_card )
1710 /* unselect card or try putting card on
1711 * one of the 4 stacks */
1712 if( move_card( deck[sel_card].suit + COL_NUM, sel_card )
1713 == MOVE_OK && cur_col == REM_COL )
1715 cur_card = cur_rem;
1717 sel_card = NOT_A_CARD;
1719 else
1721 /* try moving cards */
1722 /* The flexible move must not be used from the remains stack. */
1723 if (find_card_col(sel_card) == REM_COL)
1725 if (move_card( cur_col, sel_card ) == MOVE_NOT_OK)
1726 sel_card = NOT_A_CARD;
1728 else
1730 do {
1731 if (move_card( cur_col, sel_card) == MOVE_OK)
1732 break;
1733 sel_card = find_prev_card(sel_card);
1734 } while (sel_card != NOT_A_CARD);
1737 break;
1739 /* If the card on the top of the remains can be put where
1740 * the cursor is, go ahead */
1741 case SOL_REM2CUR:
1742 #ifdef SOL_REM2CUR_PRE
1743 if( lastbutton != SOL_REM2CUR_PRE )
1744 break;
1745 #endif
1746 move_card( cur_col, cur_rem );
1747 break;
1749 /* If the card on top of the remains can be put on one
1750 * of the stacks, do so */
1751 case SOL_REM2STACK:
1752 #ifdef SOL_REM2STACK_PRE
1753 if( lastbutton != SOL_REM2STACK_PRE )
1754 break;
1755 #endif
1756 move_card( deck[cur_rem].suit + COL_NUM, cur_rem );
1757 break;
1759 #ifdef SOL_REM
1760 case SOL_REM:
1761 if( sel_card != NOT_A_CARD )
1763 /* unselect selected card */
1764 sel_card = NOT_A_CARD;
1765 break;
1767 if( rem != NOT_A_CARD && cur_rem != NOT_A_CARD )
1769 sel_card = cur_rem;
1770 break;
1772 break;
1773 #endif
1775 /* unselect selected card or ...
1776 * draw new cards from the remains of the deck */
1777 case SOL_DRAW:
1778 #ifdef SOL_DRAW_PRE
1779 if( lastbutton != SOL_DRAW_PRE )
1780 break;
1781 #endif
1782 if( sel_card != NOT_A_CARD )
1784 /* unselect selected card */
1785 sel_card = NOT_A_CARD;
1786 break;
1788 if( rem != NOT_A_CARD )
1790 int cur_rem_old = cur_rem;
1791 count_rem = -1;
1792 /* draw new cards form the remains of the deck */
1793 if( cur_rem == NOT_A_CARD )
1795 /*if the cursor card is null*/
1796 cur_rem = rem;
1797 i = cards_per_draw - 1;
1798 count_rem++;
1800 else
1802 i = cards_per_draw;
1805 while( i > 0 && deck[cur_rem].next != NOT_A_CARD )
1807 cur_rem = deck[cur_rem].next;
1808 i--;
1809 count_rem++;
1811 /* test if any cards are really left on
1812 * the remains' stack */
1813 if( i == cards_per_draw )
1815 cur_rem = NOT_A_CARD;
1816 count_rem = -1;
1818 /* if cursor was on remains' stack when new cards were
1819 * drawn, put cursor on top of remains' stack */
1820 if( cur_col == REM_COL && cur_card == cur_rem_old )
1822 cur_card = cur_rem;
1823 sel_card = NOT_A_CARD;
1826 break;
1828 /* Show the menu */
1829 #ifdef SOL_RC_QUIT
1830 case SOL_RC_QUIT:
1831 #endif
1832 case SOL_QUIT:
1833 switch( solitaire_menu(true) )
1835 case MENU_SAVE_AND_QUIT:
1836 return SOLITAIRE_SAVE_AND_QUIT;
1838 case MENU_QUIT:
1839 return SOLITAIRE_QUIT;
1841 case MENU_USB:
1842 return SOLITAIRE_USB;
1844 break;
1846 case SYS_POWEROFF:
1847 return SOLITAIRE_SAVE_AND_QUIT;
1849 default:
1850 if( rb->default_event_handler( button ) == SYS_USB_CONNECTED )
1851 return SOLITAIRE_USB;
1852 break;
1855 if( button != BUTTON_NONE )
1856 lastbutton = button;
1858 /* fix incoherences concerning cur_col and cur_card */
1859 c = find_card_col( cur_card );
1860 if( c != NOT_A_COL && c != cur_col )
1861 cur_card = find_last_card( cur_col );
1863 if( cur_card == NOT_A_CARD
1864 && find_last_card( cur_col ) != NOT_A_CARD )
1865 cur_card = find_last_card( cur_col );
1867 rb->yield();
1872 * Plugin entry point
1875 enum plugin_status plugin_start(const void* parameter )
1877 int result;
1879 /* plugin init */
1880 (void)parameter;
1882 configfile_load(CONFIG_FILENAME, config,
1883 sizeof(config) / sizeof(config[0]), CFGFILE_VERSION);
1884 rb->memcpy(&sol, &sol_disk, sizeof(sol)); /* copy to running config */
1886 if( load_game() == 0 )
1888 rb->splash( HZ, "Resuming saved game." );
1889 result = SOLITAIRE_QUIT;
1891 else
1892 result = SOLITAIRE_WIN;
1894 /* play the game :)
1895 * Keep playing if a game was won (that means display the menu after
1896 * winning instead of quiting) */
1897 while( ( result = solitaire( result ) ) == SOLITAIRE_WIN );
1899 if( result != SOLITAIRE_QUIT )
1900 /* result == SOLITAIRE_USB || result == SOLITAIRE_SAVE_AND_QUIT */
1901 save_game();
1903 if (rb->memcmp(&sol, &sol_disk, sizeof(sol))) /* save settings if changed */
1905 rb->memcpy(&sol_disk, &sol, sizeof(sol));
1906 configfile_save(CONFIG_FILENAME, config,
1907 sizeof(config) / sizeof(config[0]), CFGFILE_VERSION);
1910 /* Exit the plugin */
1911 return ( result == SOLITAIRE_USB ) ? PLUGIN_USB_CONNECTED : PLUGIN_OK;
1914 #endif