1 /***************************************************************************
3 * Open \______ \ ____ ____ | | _\_ |__ _______ ___
4 * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
5 * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
6 * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
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 ****************************************************************************/
23 #include "lib/playback_control.h"
24 #include "lib/configfile.h"
25 #include "lib/display_text.h"
29 #define min(a,b) (a<b?a:b)
35 #if CONFIG_KEYPAD == RECORDER_PAD
36 # define SOL_QUIT BUTTON_OFF
37 # define SOL_UP BUTTON_UP
38 # define SOL_DOWN BUTTON_DOWN
39 # define SOL_LEFT BUTTON_LEFT
40 # define SOL_RIGHT BUTTON_RIGHT
41 # define SOL_MOVE BUTTON_ON
42 # define SOL_DRAW BUTTON_F1
43 # define SOL_REM2CUR BUTTON_PLAY
44 # define SOL_CUR2STACK BUTTON_F2
45 # define SOL_REM2STACK BUTTON_F3
48 # define HK_REM2CUR "PLAY"
49 # define HK_CUR2STACK "F2"
50 # define HK_REM2STACK "F3"
52 #elif CONFIG_KEYPAD == ARCHOS_AV300_PAD
53 # define SOL_QUIT BUTTON_OFF
54 # define SOL_UP BUTTON_UP
55 # define SOL_DOWN BUTTON_DOWN
56 # define SOL_LEFT BUTTON_LEFT
57 # define SOL_RIGHT BUTTON_RIGHT
58 # define SOL_MOVE BUTTON_ON
59 # define SOL_DRAW BUTTON_F1
60 # define SOL_REM2CUR BUTTON_SELECT
61 # define SOL_CUR2STACK BUTTON_F2
62 # define SOL_REM2STACK BUTTON_F3
65 # define HK_REM2CUR "SELECT"
66 # define HK_CUR2STACK "F2"
67 # define HK_REM2STACK "F3"
69 #elif CONFIG_KEYPAD == ONDIO_PAD
70 # define SOL_QUIT BUTTON_OFF
71 # define SOL_UP_PRE BUTTON_UP
72 # define SOL_UP (BUTTON_UP | BUTTON_REL)
73 # define SOL_DOWN_PRE BUTTON_DOWN
74 # define SOL_DOWN (BUTTON_DOWN | BUTTON_REL)
75 # define SOL_LEFT_PRE BUTTON_LEFT
76 # define SOL_LEFT (BUTTON_LEFT | BUTTON_REL)
77 # define SOL_RIGHT_PRE BUTTON_RIGHT
78 # define SOL_RIGHT (BUTTON_RIGHT | BUTTON_REL)
79 # define SOL_MOVE_PRE BUTTON_MENU
80 # define SOL_MOVE (BUTTON_MENU | BUTTON_REL)
81 # define SOL_DRAW_PRE BUTTON_MENU
82 # define SOL_DRAW (BUTTON_MENU | BUTTON_REPEAT)
83 # define SOL_REM2CUR_PRE BUTTON_DOWN
84 # define SOL_REM2CUR (BUTTON_DOWN | BUTTON_REPEAT)
85 # define SOL_CUR2STACK_PRE BUTTON_UP
86 # define SOL_CUR2STACK (BUTTON_UP | BUTTON_REPEAT)
87 # define SOL_REM2STACK_PRE BUTTON_RIGHT
88 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_REPEAT)
89 # define HK_MOVE "MODE"
90 # define HK_DRAW "MODE.."
91 # define HK_REM2CUR "DOWN.."
92 # define HK_CUR2STACK "UP.."
93 # define HK_REM2STACK "RIGHT.."
95 #elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
96 (CONFIG_KEYPAD == IRIVER_H300_PAD)
97 # define SOL_QUIT BUTTON_OFF
98 # define SOL_UP BUTTON_UP
99 # define SOL_DOWN BUTTON_DOWN
100 # define SOL_LEFT BUTTON_LEFT
101 # define SOL_RIGHT BUTTON_RIGHT
102 # define SOL_MOVE_PRE BUTTON_SELECT
103 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
104 # define SOL_DRAW BUTTON_MODE
105 # define SOL_REM2CUR (BUTTON_LEFT | BUTTON_ON)
106 # define SOL_CUR2STACK_PRE BUTTON_SELECT
107 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
108 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_ON)
109 # define SOL_REM BUTTON_REC
110 # define SOL_RC_QUIT BUTTON_RC_STOP
111 # define HK_MOVE "NAVI"
112 # define HK_DRAW "A-B"
113 # define HK_REM2CUR "PLAY+LEFT"
114 # define HK_CUR2STACK "NAVI.."
115 # define HK_REM2STACK "PLAY+RIGHT"
117 #elif (CONFIG_KEYPAD == IPOD_4G_PAD) || (CONFIG_KEYPAD == IPOD_3G_PAD) || \
118 (CONFIG_KEYPAD == IPOD_1G2G_PAD)
119 # define SOL_QUIT (BUTTON_SELECT | BUTTON_MENU)
120 # define SOL_UP BUTTON_SCROLL_BACK
121 # define SOL_DOWN BUTTON_SCROLL_FWD
122 # define SOL_LEFT_PRE BUTTON_LEFT
123 # define SOL_LEFT (BUTTON_LEFT | BUTTON_REL)
124 # define SOL_RIGHT_PRE BUTTON_RIGHT
125 # define SOL_RIGHT (BUTTON_RIGHT | BUTTON_REL)
126 # define SOL_MOVE_PRE BUTTON_SELECT
127 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
128 # define SOL_DRAW_PRE BUTTON_MENU
129 # define SOL_DRAW (BUTTON_MENU | BUTTON_REL)
130 # define SOL_REM2CUR BUTTON_PLAY
131 # define SOL_CUR2STACK_PRE BUTTON_MENU
132 # define SOL_CUR2STACK (BUTTON_MENU | BUTTON_REPEAT)
133 # define SOL_REM2STACK_PRE BUTTON_RIGHT
134 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_REPEAT)
135 # define HK_UD "SCROLL U/D"
136 # define HK_MOVE "SELECT"
137 # define HK_DRAW "MENU"
138 # define HK_REM2CUR "PLAY"
139 # define HK_CUR2STACK "MENU.."
140 # define HK_REM2STACK "RIGHT.."
142 #elif (CONFIG_KEYPAD == IAUDIO_X5M5_PAD)
143 # define SOL_QUIT BUTTON_POWER
144 # define SOL_UP BUTTON_UP
145 # define SOL_DOWN BUTTON_DOWN
146 # define SOL_LEFT BUTTON_LEFT
147 # define SOL_RIGHT BUTTON_RIGHT
148 # define SOL_MOVE_PRE BUTTON_SELECT
149 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
150 # define SOL_DRAW_PRE BUTTON_PLAY
151 # define SOL_DRAW (BUTTON_PLAY | BUTTON_REL)
152 # define SOL_REM2CUR_PRE BUTTON_PLAY
153 # define SOL_REM2CUR (BUTTON_PLAY | BUTTON_REPEAT)
154 # define SOL_CUR2STACK_PRE BUTTON_SELECT
155 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
156 # define SOL_REM2STACK BUTTON_REC
157 # define HK_MOVE "SELECT"
158 # define HK_DRAW "PLAY"
159 # define HK_REM2CUR "PLAY.."
160 # define HK_CUR2STACK "SELECT.."
161 # define HK_REM2STACK "REC"
163 #elif (CONFIG_KEYPAD == GIGABEAT_PAD)
164 # define SOL_QUIT BUTTON_POWER
165 # define SOL_UP BUTTON_UP
166 # define SOL_DOWN BUTTON_DOWN
167 # define SOL_LEFT BUTTON_LEFT
168 # define SOL_RIGHT BUTTON_RIGHT
169 # define SOL_MOVE_PRE BUTTON_SELECT
170 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
171 # define SOL_DRAW BUTTON_MENU
172 # define SOL_REM2CUR (BUTTON_LEFT | BUTTON_A)
173 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
174 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_A)
175 # define HK_MOVE "SELECT"
176 # define HK_DRAW "MENU"
177 # define HK_REM2CUR "A+LEFT"
178 # define HK_CUR2STACK "SELECT.."
179 # define HK_REM2STACK "A+RIGHT"
181 #elif (CONFIG_KEYPAD == SANSA_E200_PAD)
182 # define SOL_QUIT BUTTON_POWER
183 # define SOL_UP BUTTON_UP
184 # define SOL_DOWN BUTTON_DOWN
185 # define SOL_LEFT BUTTON_SCROLL_BACK
186 # define SOL_RIGHT BUTTON_SCROLL_FWD
187 # define SOL_MOVE BUTTON_SELECT
188 # define SOL_DRAW BUTTON_REC
189 # define SOL_REM2CUR BUTTON_LEFT
190 # define SOL_CUR2STACK_PRE BUTTON_REC
191 # define SOL_CUR2STACK (BUTTON_REC | BUTTON_RIGHT)
192 # define SOL_REM2STACK BUTTON_RIGHT
193 # define HK_MOVE "SELECT"
194 # define HK_DRAW "REC"
195 # define HK_REM2CUR "LEFT"
196 # define HK_CUR2STACK "DOUBLE SELECT"
197 # define HK_REM2STACK "RIGHT"
199 #elif (CONFIG_KEYPAD == SANSA_FUZE_PAD)
200 # define SOL_QUIT (BUTTON_HOME|BUTTON_REPEAT)
201 # define SOL_UP BUTTON_UP
202 # define SOL_DOWN BUTTON_DOWN
203 # define SOL_LEFT BUTTON_SCROLL_BACK
204 # define SOL_RIGHT BUTTON_SCROLL_FWD
205 # define SOL_MOVE (BUTTON_SELECT|BUTTON_REL)
206 # define SOL_DRAW (BUTTON_HOME|BUTTON_REL)
207 # define SOL_REM2CUR BUTTON_LEFT
208 # define SOL_CUR2STACK_PRE (BUTTON_RIGHT | BUTTON_REPEAT)
209 # define SOL_CUR2STACK BUTTON_RIGHT
210 # define SOL_REM2STACK (BUTTON_LEFT|BUTTON_REPEAT)
211 # define SOL_REM2STACK_PRE BUTTON_LEFT
212 # define HK_MOVE "SHORT SELECT"
213 # define HK_DRAW "SHORT HOME"
214 # define HK_REM2CUR "LEFT"
215 # define HK_CUR2STACK "DOUBLE SELECT"
216 # define HK_REM2STACK "LEFT"
218 #elif (CONFIG_KEYPAD == SANSA_C200_PAD)
219 # define SOL_QUIT BUTTON_POWER
220 # define SOL_UP BUTTON_UP
221 # define SOL_DOWN BUTTON_DOWN
222 # define SOL_LEFT BUTTON_LEFT
223 # define SOL_RIGHT BUTTON_RIGHT
224 # define SOL_MOVE_PRE BUTTON_SELECT
225 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
226 # define SOL_DRAW BUTTON_VOL_DOWN
227 # define SOL_REM2CUR BUTTON_REC
228 # define SOL_CUR2STACK_PRE BUTTON_SELECT
229 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
230 # define SOL_REM2STACK BUTTON_VOL_UP
231 # define HK_MOVE "SELECT"
232 # define HK_DRAW "REC"
233 # define HK_REM2CUR "LEFT"
234 # define HK_CUR2STACK "DOUBLE SELECT"
235 # define HK_REM2STACK "RIGHT"
237 #elif CONFIG_KEYPAD == SANSA_CLIP_PAD
238 # define SOL_QUIT BUTTON_POWER
239 # define SOL_UP BUTTON_UP
240 # define SOL_DOWN BUTTON_DOWN
241 # define SOL_LEFT BUTTON_LEFT
242 # define SOL_RIGHT BUTTON_RIGHT
243 # define SOL_MOVE_PRE BUTTON_SELECT
244 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
245 # define SOL_DRAW BUTTON_HOME
246 # define SOL_REM2CUR BUTTON_VOL_DOWN
247 # define SOL_CUR2STACK_PRE BUTTON_SELECT
248 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
249 # define SOL_REM2STACK BUTTON_VOL_UP
250 # define HK_MOVE "SELECT"
251 # define HK_DRAW "HOME"
252 # define HK_REM2CUR "LEFT"
253 # define HK_CUR2STACK "DOUBLE SELECT"
254 # define HK_REM2STACK "RIGHT"
256 #elif CONFIG_KEYPAD == SANSA_M200_PAD
257 # define SOL_QUIT BUTTON_POWER
258 # define SOL_UP BUTTON_UP
259 # define SOL_DOWN BUTTON_DOWN
260 # define SOL_LEFT BUTTON_LEFT
261 # define SOL_RIGHT BUTTON_RIGHT
262 # define SOL_MOVE_PRE BUTTON_SELECT
263 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
264 # define SOL_DRAW (BUTTON_SELECT | BUTTON_UP)
265 # define SOL_REM2CUR BUTTON_VOL_DOWN
266 # define SOL_CUR2STACK_PRE BUTTON_SELECT
267 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
268 # define SOL_REM2STACK BUTTON_VOL_UP
269 # define HK_MOVE "SELECT"
270 # define HK_DRAW "SELECT + UP"
271 # define HK_REM2CUR "LEFT"
272 # define HK_CUR2STACK "DOUBLE SELECT"
273 # define HK_REM2STACK "RIGHT"
275 #elif (CONFIG_KEYPAD == IRIVER_H10_PAD)
276 # define SOL_QUIT BUTTON_POWER
277 # define SOL_UP BUTTON_SCROLL_UP
278 # define SOL_DOWN BUTTON_SCROLL_DOWN
279 # define SOL_LEFT_PRE BUTTON_LEFT
280 # define SOL_LEFT (BUTTON_LEFT | BUTTON_REL)
281 # define SOL_RIGHT_PRE BUTTON_RIGHT
282 # define SOL_RIGHT (BUTTON_RIGHT | BUTTON_REL)
283 # define SOL_MOVE BUTTON_PLAY
284 # define SOL_DRAW_PRE BUTTON_LEFT
285 # define SOL_DRAW (BUTTON_LEFT | BUTTON_REPEAT)
286 # define SOL_REM2CUR BUTTON_FF
287 # define SOL_CUR2STACK BUTTON_REW
288 # define SOL_REM2STACK_PRE BUTTON_RIGHT
289 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_REPEAT)
290 # define HK_MOVE "PLAY"
291 # define HK_DRAW "LEFT.."
292 # define HK_REM2CUR "FF"
293 # define HK_CUR2STACK "REW"
294 # define HK_REM2STACK "RIGHT.."
296 #elif (CONFIG_KEYPAD == GIGABEAT_S_PAD)
297 # define SOL_QUIT BUTTON_BACK
298 # define SOL_UP BUTTON_UP
299 # define SOL_DOWN BUTTON_DOWN
300 # define SOL_LEFT BUTTON_LEFT
301 # define SOL_RIGHT BUTTON_RIGHT
302 # define SOL_MOVE_PRE BUTTON_SELECT
303 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
304 # define SOL_DRAW BUTTON_MENU
305 # define SOL_REM2CUR (BUTTON_LEFT | BUTTON_SELECT)
306 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
307 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_SELECT)
308 # define HK_MOVE "SELECT"
309 # define HK_DRAW "MENU"
310 # define HK_REM2CUR "SELECT+LEFT"
311 # define HK_CUR2STACK "SELECT.."
312 # define HK_REM2STACK "SELECT+RIGHT"
314 #elif (CONFIG_KEYPAD == MROBE100_PAD)
315 # define SOL_QUIT BUTTON_POWER
316 # define SOL_UP BUTTON_UP
317 # define SOL_DOWN BUTTON_DOWN
318 # define SOL_LEFT BUTTON_LEFT
319 # define SOL_RIGHT BUTTON_RIGHT
320 # define SOL_MOVE_PRE BUTTON_SELECT
321 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
322 # define SOL_DRAW BUTTON_MENU
323 # define SOL_REM2CUR (BUTTON_LEFT | BUTTON_DISPLAY)
324 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
325 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_DISPLAY)
326 # define HK_MOVE "SELECT"
327 # define HK_DRAW "MENU"
328 # define HK_REM2CUR "DISPLAY+LEFT"
329 # define HK_CUR2STACK "SELECT.."
330 # define HK_REM2STACK "DISPLAY+RIGHT"
332 #elif CONFIG_KEYPAD == IAUDIO_M3_PAD
333 # define SOL_QUIT BUTTON_RC_REC
334 # define SOL_UP BUTTON_RC_VOL_UP
335 # define SOL_DOWN BUTTON_RC_VOL_DOWN
336 # define SOL_LEFT BUTTON_RC_REW
337 # define SOL_RIGHT BUTTON_RC_FF
338 # define SOL_MOVE BUTTON_RC_PLAY
339 # define SOL_DRAW_PRE BUTTON_RC_MENU
340 # define SOL_DRAW (BUTTON_RC_MENU | BUTTON_REL)
341 # define SOL_REM2CUR_PRE BUTTON_RC_MENU
342 # define SOL_REM2CUR (BUTTON_RC_MENU | BUTTON_REPEAT)
343 # define SOL_CUR2STACK_PRE BUTTON_RC_MODE
344 # define SOL_CUR2STACK (BUTTON_RC_MODE | BUTTON_REL)
345 # define SOL_REM2STACK_PRE BUTTON_RC_MODE
346 # define SOL_REM2STACK (BUTTON_RC_MODE | BUTTON_REPEAT)
347 # define HK_LR "REW/FF"
348 # define HK_UD "VOL UP/DOWN"
349 # define HK_MOVE "PLAY"
350 # define HK_DRAW "MENU"
351 # define HK_REM2CUR "MENU.."
352 # define HK_CUR2STACK "MODE"
353 # define HK_REM2STACK "MODE.."
355 #elif (CONFIG_KEYPAD == COWON_D2_PAD)
356 # define SOL_QUIT BUTTON_POWER
358 #elif CONFIG_KEYPAD == CREATIVEZVM_PAD
359 # define SOL_QUIT BUTTON_BACK
360 # define SOL_UP BUTTON_UP
361 # define SOL_DOWN BUTTON_DOWN
362 # define SOL_LEFT BUTTON_LEFT
363 # define SOL_RIGHT BUTTON_RIGHT
364 # define SOL_MOVE_PRE BUTTON_SELECT
365 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
366 # define SOL_DRAW BUTTON_MENU
367 # define SOL_REM2CUR (BUTTON_LEFT | BUTTON_SELECT)
368 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
369 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_SELECT)
370 # define HK_MOVE "MIDDLE"
371 # define HK_DRAW "MENU"
372 # define HK_REM2CUR "PLAY+LEFT"
373 # define HK_CUR2STACK "PLAY.."
374 # define HK_REM2STACK "PLAY+RIGHT"
376 #elif CONFIG_KEYPAD == PHILIPS_HDD1630_PAD
377 # define SOL_QUIT BUTTON_POWER
378 # define SOL_UP BUTTON_UP
379 # define SOL_DOWN BUTTON_DOWN
380 # define SOL_LEFT BUTTON_LEFT
381 # define SOL_RIGHT BUTTON_RIGHT
382 # define SOL_MOVE_PRE BUTTON_SELECT
383 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
384 # define SOL_DRAW BUTTON_MENU
385 # define SOL_REM2CUR (BUTTON_LEFT | BUTTON_VIEW)
386 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
387 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_VIEW)
388 # define HK_MOVE "SELECT"
389 # define HK_DRAW "MENU"
390 # define HK_REM2CUR "VIEW+LEFT"
391 # define HK_CUR2STACK "SELECT.."
392 # define HK_REM2STACK "VIEW+RIGHT"
394 #elif CONFIG_KEYPAD == PHILIPS_HDD6330_PAD
395 # define SOL_QUIT BUTTON_POWER
396 # define SOL_UP BUTTON_UP
397 # define SOL_DOWN BUTTON_DOWN
398 # define SOL_LEFT BUTTON_PREV
399 # define SOL_RIGHT BUTTON_NEXT
400 # define SOL_MOVE_PRE BUTTON_PLAY
401 # define SOL_MOVE (BUTTON_PLAY | BUTTON_REL)
402 # define SOL_DRAW BUTTON_MENU
403 # define SOL_REM2CUR BUTTON_LEFT
404 # define SOL_CUR2STACK (BUTTON_PLAY | BUTTON_REPEAT)
405 # define SOL_REM2STACK BUTTON_RIGHT
406 # define HK_MOVE "PLAY"
407 # define HK_DRAW "MENU"
408 # define HK_REM2CUR "LEFT"
409 # define HK_CUR2STACK "PLAY.."
410 # define HK_REM2STACK "RIGHT"
412 #elif CONFIG_KEYPAD == PHILIPS_SA9200_PAD
413 # define SOL_QUIT BUTTON_POWER
414 # define SOL_UP BUTTON_UP
415 # define SOL_DOWN BUTTON_DOWN
416 # define SOL_LEFT BUTTON_PREV
417 # define SOL_RIGHT BUTTON_NEXT
418 # define SOL_MOVE_PRE BUTTON_PLAY
419 # define SOL_MOVE (BUTTON_PLAY | BUTTON_REL)
420 # define SOL_DRAW BUTTON_MENU
421 # define SOL_REM2CUR BUTTON_LEFT
422 # define SOL_CUR2STACK (BUTTON_PLAY | BUTTON_REPEAT)
423 # define SOL_REM2STACK BUTTON_RIGHT
424 # define HK_MOVE "PLAY"
425 # define HK_DRAW "MENU"
426 # define HK_REM2CUR "LEFT"
427 # define HK_CUR2STACK "PLAY..."
428 # define HK_REM2STACK "RIGHT"
430 #elif (CONFIG_KEYPAD == ONDAVX747_PAD) || \
431 (CONFIG_KEYPAD == ONDAVX777_PAD) || \
432 CONFIG_KEYPAD == MROBE500_PAD
433 # define SOL_QUIT BUTTON_POWER
435 #elif (CONFIG_KEYPAD == SAMSUNG_YH_PAD)
436 # define SOL_QUIT BUTTON_REC
437 # define SOL_UP BUTTON_UP
438 # define SOL_DOWN BUTTON_DOWN
439 # define SOL_LEFT_PRE BUTTON_LEFT
440 # define SOL_LEFT (BUTTON_LEFT | BUTTON_REW)
441 # define SOL_RIGHT_PRE BUTTON_RIGHT
442 # define SOL_RIGHT (BUTTON_RIGHT | BUTTON_REW)
443 # define SOL_MOVE BUTTON_PLAY
444 # define SOL_DRAW_PRE (BUTTON_PLAY | BUTTON_RIGHT)
445 # define SOL_DRAW (BUTTON_PLAY | BUTTON_LEFT)
446 # define SOL_REM2CUR BUTTON_FFWD
447 # define SOL_CUR2STACK BUTTON_REW
448 # define SOL_REM2STACK_PRE (BUTTON_FFWD | BUTTON_RIGHT)
449 # define SOL_REM2STACK (BUTTON_FFWD | BUTTON_LEFT)
450 # define HK_MOVE "PLAY"
451 # define HK_DRAW "REW.."
452 # define HK_REM2CUR "FFWD"
453 # define HK_CUR2STACK "REW"
454 # define HK_REM2STACK "FFWD.."
456 #elif CONFIG_KEYPAD == PBELL_VIBE500_PAD
457 # define SOL_QUIT BUTTON_REC
458 # define SOL_UP BUTTON_UP
459 # define SOL_DOWN BUTTON_DOWN
460 # define SOL_LEFT BUTTON_PREV
461 # define SOL_RIGHT BUTTON_NEXT
462 # define SOL_MOVE_PRE BUTTON_OK
463 # define SOL_MOVE (BUTTON_OK | BUTTON_REL)
464 # define SOL_DRAW BUTTON_MENU
465 # define SOL_REM2CUR BUTTON_CANCEL
466 # define SOL_CUR2STACK BUTTON_PLAY
467 # define SOL_REM2STACK (BUTTON_PLAY | BUTTON_REPEAT)
468 # define HK_MOVE "OK"
469 # define HK_DRAW "MENU"
470 # define HK_REM2CUR "CANCEL"
471 # define HK_CUR2STACK "PLAY"
472 # define HK_REM2STACK "PLAY..."
474 #elif CONFIG_KEYPAD == MPIO_HD200_PAD
475 # define SOL_QUIT (BUTTON_REC | BUTTON_PLAY)
476 # define SOL_UP BUTTON_REW
477 # define SOL_DOWN BUTTON_FF
478 # define SOL_LEFT BUTTON_VOL_DOWN
479 # define SOL_RIGHT BUTTON_VOL_UP
480 # define SOL_MOVE_PRE BUTTON_FUNC
481 # define SOL_MOVE (BUTTON_FUNC | BUTTON_REL)
482 # define SOL_DRAW BUTTON_REC
483 # define SOL_REM2CUR (BUTTON_REC | BUTTON_REPEAT)
484 # define SOL_CUR2STACK BUTTON_PLAY
485 # define SOL_REM2STACK (BUTTON_PLAY | BUTTON_REPEAT)
486 # define HK_MOVE "FUNC"
487 # define HK_DRAW "REC"
488 # define HK_REM2CUR "REC.."
489 # define HK_CUR2STACK "PLAY"
490 # define HK_REM2STACK "PLAY...."
492 #elif CONFIG_KEYPAD == MPIO_HD300_PAD
493 # define SOL_QUIT BUTTON_REC
494 # define SOL_UP BUTTON_UP
495 # define SOL_DOWN BUTTON_DOWN
496 # define SOL_LEFT BUTTON_MENU
497 # define SOL_RIGHT BUTTON_ENTER
498 # define SOL_MOVE_PRE BUTTON_REW
499 # define SOL_MOVE BUTTON_FF
500 # define SOL_DRAW (BUTTON_ENTER | BUTTON_PLAY)
501 # define SOL_REM2CUR (BUTTON_MENU | BUTTON_REPEAT)
502 # define SOL_CUR2STACK BUTTON_PLAY
503 # define SOL_REM2STACK (BUTTON_PLAY | BUTTON_REPEAT)
504 # define HK_MOVE "FF"
505 # define HK_DRAW "ENTER + PLAY"
506 # define HK_REM2CUR "EMNU.."
507 # define HK_CUR2STACK "PLAY"
508 # define HK_REM2STACK "PLAY...."
511 #error No keymap defined!
514 #ifdef HAVE_TOUCHSCREEN
516 //# define SOL_QUIT BUTTON_TOPLEFT
519 # define SOL_UP BUTTON_TOPMIDDLE
522 # define SOL_DOWN BUTTON_BOTTOMMIDDLE
525 # define SOL_LEFT BUTTON_MIDLEFT
528 # define SOL_RIGHT BUTTON_MIDRIGHT
531 # define SOL_MOVE BUTTON_CENTER
532 # define HK_MOVE "CENTRE"
535 # define SOL_DRAW BUTTON_TOPLEFT
536 # define HK_DRAW "TOPLEFT"
539 # define SOL_REM2CUR BUTTON_TOPRIGHT
540 # define HK_REM2CUR "TOPRIGHT"
542 #ifndef SOL_CUR2STACK
543 # define SOL_CUR2STACK BUTTON_BOTTOMLEFT
544 # define HK_CUR2STACK "BOTTOMLEFT"
546 #ifndef SOL_REM2STACK
547 # define SOL_REM2STACK BUTTON_BOTTOMRIGHT
548 # define HK_REM2STACK "BOTTOMRIGHT"
554 # define HK_LR "LEFT/RIGHT"
557 # define HK_UD "UP/DOWN"
561 * Misc constants, graphics and other defines
564 #include "pluginbitmaps/card_back.h"
565 #include "pluginbitmaps/card_deck.h"
566 #include "pluginbitmaps/solitaire_suitsi.h"
568 #define CARD_GFX_WIDTH BMPWIDTH_card_back
569 #define CARD_GFX_HEIGHT BMPHEIGHT_card_back
570 #define CARD_WIDTH (BMPWIDTH_card_back+2)
571 #define CARD_HEIGHT (BMPHEIGHT_card_back+2)
576 # define SYMBOL_HEIGHT 24
578 #elif LCD_WIDTH >= 320
581 # define SYMBOL_HEIGHT 12
582 #elif LCD_WIDTH >= 220
585 # define SYMBOL_HEIGHT 12
586 #elif LCD_WIDTH >= 160
588 # define SYMBOL_HEIGHT 11
589 #elif LCD_WIDTH >= 128
591 # define SYMBOL_HEIGHT 10
594 # define SYMBOL_HEIGHT 8
597 #define CARD_START (CARD_HEIGHT+2*MARGIN+1)
599 /* background color */
600 #ifdef HAVE_LCD_COLOR
601 # define BACKGROUND_COLOR LCD_RGBPACK(0,157,0)
602 # define FRAME_COLOR LCD_RGBPACK(23,119,218)
604 # define BACKGROUND_COLOR LCD_WHITE
605 # define FRAME_COLOR LCD_BLACK
609 #define CONFIG_FILENAME "sol.cfg"
611 #define NOT_A_CARD -1
613 /* number of cards per suit */
614 #define CARDS_PER_SUIT 13
616 /* number of suits */
619 #define NUM_CARDS ( CARDS_PER_SUIT * SUITS )
621 /* number of columns */
624 /* pseudo column numbers to be used for cursor coordinates */
625 /* columns COL_NUM to COL_NUM + SUITS - 1 correspond to the final stacks */
626 #define STACKS_COL COL_NUM
627 /* column COL_NUM + SUITS corresponds to the remains' stack */
628 #define REM_COL (STACKS_COL + SUITS)
632 #if defined(SOL_LEFT_PRE) || defined(SOL_RIGHT_PRE) || \
633 defined(SOL_DOWN_PRE) || defined(SOL_UP_PRE) || \
634 defined(SOL_CUR2STACK_PRE) || defined(SOL_MOVE_PRE) || \
635 defined(SOL_REM2CUR_PRE) || defined(SOL_REM2STACK_PRE) || \
636 defined(SOL_DRAW_PRE)
637 # define NEED_LASTBUTTON_VAR
645 bool used
: 1; /* this is what is used when dealing cards */
651 * LCD card drawing routines
654 static void draw_cursor( int x
, int y
)
656 rb
->lcd_set_drawmode( DRMODE_COMPLEMENT
);
657 rb
->lcd_fillrect( x
+1, y
+1, CARD_GFX_WIDTH
, CARD_GFX_HEIGHT
);
659 rb
->lcd_drawpixel( x
+1, y
+1 );
660 rb
->lcd_drawpixel( x
+1, y
+CARD_HEIGHT
-2 );
661 rb
->lcd_drawpixel( x
+CARD_WIDTH
-2, y
+1 );
662 rb
->lcd_drawpixel( x
+CARD_WIDTH
-2, y
+CARD_HEIGHT
-2 );
664 rb
->lcd_set_drawmode( DRMODE_SOLID
);
667 /* Draw a card's border, select it if it's selected and draw the cursor
668 * if the cursor is currently over the card */
669 static void draw_card_ext( int x
, int y
, bool selected
, bool cursor
)
672 int oldfg
= rb
->lcd_get_foreground();
674 rb
->lcd_set_foreground( LCD_BLACK
);
677 rb
->lcd_hline( x
+2, x
+CARD_WIDTH
-3, y
);
678 rb
->lcd_hline( x
+2, x
+CARD_WIDTH
-3, y
+CARD_HEIGHT
-1 );
679 rb
->lcd_vline( x
, y
+2, y
+CARD_HEIGHT
-3 );
680 rb
->lcd_vline( x
+CARD_WIDTH
-1, y
+2, y
+CARD_HEIGHT
-3 );
681 rb
->lcd_drawpixel( x
+1, y
+1 );
682 rb
->lcd_drawpixel( x
+1, y
+CARD_HEIGHT
-2 );
683 rb
->lcd_drawpixel( x
+CARD_WIDTH
-2, y
+1 );
684 rb
->lcd_drawpixel( x
+CARD_WIDTH
-2, y
+CARD_HEIGHT
-2 );
686 rb
->lcd_hline( x
+1, x
+CARD_WIDTH
-2, y
);
687 rb
->lcd_hline( x
+1, x
+CARD_WIDTH
-2, y
+CARD_HEIGHT
-1 );
688 rb
->lcd_vline( x
, y
+1, y
+CARD_HEIGHT
-2 );
689 rb
->lcd_vline( x
+CARD_WIDTH
-1, y
+1, y
+CARD_HEIGHT
-2 );
695 rb
->lcd_set_foreground( FRAME_COLOR
);
697 rb
->lcd_drawrect( x
+1, y
+1, CARD_WIDTH
-2, CARD_HEIGHT
-2 );
699 rb
->lcd_drawrect( x
+2, y
+2, CARD_WIDTH
-4, CARD_HEIGHT
-4 );
703 rb
->lcd_set_foreground( oldfg
);
712 /* Draw a card's inner graphics */
713 static void draw_card( card_t
*card
, int x
, int y
,
714 bool selected
, bool cursor
)
718 rb
->lcd_bitmap_part( card_deck
, CARD_GFX_WIDTH
* card
->num
,
719 CARD_GFX_HEIGHT
* card
->suit
,
721 BMPWIDTH_card_deck
, BMPHEIGHT_card_deck
),
722 x
+1, y
+1, CARD_GFX_WIDTH
, CARD_GFX_HEIGHT
);
726 rb
->lcd_bitmap( card_back
, x
+1, y
+1,
727 CARD_GFX_WIDTH
, CARD_GFX_HEIGHT
);
729 draw_card_ext( x
, y
, selected
, cursor
);
732 /* Draw an empty stack */
733 static void draw_empty_stack( int s
, int x
, int y
, bool cursor
)
735 rb
->lcd_bitmap_part( solitaire_suitsi
, 0,
738 BMPWIDTH_solitaire_suitsi
, BMPHEIGHT_solitaire_suitsi
),
739 x
+1, y
+1, CARD_GFX_WIDTH
, CARD_GFX_HEIGHT
);
741 draw_card_ext( x
, y
, false, cursor
);
745 static bool solitaire_help( void )
747 static char* help_text
[] = {
748 "Solitaire", "", "Controls", "",
749 HK_LR
":", "Move", "the", "cursor", "to", "the",
750 "previous/", "next", "column.", "",
751 HK_UD
":", "Move", "the", "cursor", "up/", "down", "in", "the",
753 HK_MOVE
":", "Select", "cards,", "move", "cards...", "",
754 HK_DRAW
":", "Deselect", "a", "card", "if", "it", "was", "selected.",
755 "Else", "draw", "new", "card(s)", "from", "the", "remains",
758 HK_REM2CUR
":", "Put", "the", "card", "on", "top", "of", "the",
759 "remains", "stack", "on", "top", "of", "the", "cursor.", "",
760 HK_CUR2STACK
":", "Put", "the", "card", "under", "the", "cursor",
761 "on", "one", "of", "the", "4", "final", "stacks.", "",
762 HK_REM2STACK
":", "Put", "the", "card", "on", "top", "of", "the",
763 "remains", "stack", "on", "one", "of", "the", "4", "final",
766 static struct style_text formation
[]={
767 { 0, TEXT_CENTER
|TEXT_UNDERLINE
},
772 if (display_text(ARRAYLEN(help_text
), help_text
, formation
, NULL
, true))
778 * Custom menu / options
781 #define CFGFILE_VERSION 0
787 struct sol_config sol_disk
= {0};
788 struct sol_config sol
;
790 static struct configdata config
[] = {
791 { TYPE_INT
, 0, 1, { .int_p
= &sol_disk
.draw_type
}, "draw_type", NULL
}
794 static const struct opt_items drawcards
[2] = {
795 { "Draw Three Cards", -1 },
796 { "Draw One Card", -1 },
799 void solitaire_init(void);
801 /* menu return codes */
802 enum { MENU_RESUME
, MENU_SAVE_AND_QUIT
, MENU_QUIT
, MENU_USB
};
805 int solitaire_menu_cb(int action
, const struct menu_item_ex
*this_item
)
807 int i
= (intptr_t)this_item
;
808 if( action
== ACTION_REQUEST_MENUITEM
)
810 if((!_ingame
&& (i
==0 || i
==5)) || ( _ingame
&& i
==2 ))
811 return ACTION_EXIT_MENUITEM
;
816 int solitaire_menu(bool in_game
)
821 MENUITEM_STRINGLIST(menu
, "Solitaire Menu", solitaire_menu_cb
,
822 "Resume Game", "Start New Game",
824 "Help", "Playback Control",
825 "Save and Quit", "Quit");
830 switch (rb
->do_menu(&menu
, &selected
, NULL
, false))
833 result
= MENU_RESUME
;
836 case MENU_ATTACHED_USB
:
841 result
= MENU_RESUME
;
846 result
= MENU_RESUME
;
850 if (rb
->set_option("Draw Cards Option", &sol
.draw_type
,
851 INT
, drawcards
, 2, NULL
))
856 if (solitaire_help())
861 playback_control(NULL
);
865 result
= MENU_SAVE_AND_QUIT
;
880 /* player's cursor */
882 /* player's cursor column num */
889 card_t deck
[ NUM_CARDS
];
891 /* the remaining cards */
892 /* first card of the remains' stack */
894 /* upper visible card from the remains' stack */
896 /* number of cards drawn from the remains stack - 1 */
898 /* number of cards per draw of the remains' stack */
901 /* the 7 game columns */
903 /* the 4 final stacks */
907 * Card handling routines
910 int next_random_card( card_t
*deck
)
914 r
= rb
->rand()%(NUM_CARDS
)+1;
919 i
= (i
+ 1)%(NUM_CARDS
);
920 if( !deck
[i
].used
) r
--;
929 /* initialize the game */
930 void solitaire_init( void )
936 /* number of cards that are drawn on the remains' stack (by pressing F2) */
937 if( sol
.draw_type
== 0 )
947 for( i
=0; i
<SUITS
; i
++ )
949 for( j
=0; j
<CARDS_PER_SUIT
; j
++ )
951 #define card deck[i*CARDS_PER_SUIT+j]
956 card
.next
= NOT_A_CARD
;
961 /* deal the cards ... */
962 /* ... in the columns */
963 for( i
=0; i
<COL_NUM
; i
++ )
966 for( j
=0; j
<=i
; j
++ )
968 if( c
== NOT_A_CARD
)
970 cols
[i
] = next_random_card( deck
);
975 deck
[c
].next
= next_random_card( deck
);
979 deck
[c
].known
= false;
983 /* ... shuffle what's left of the deck */
984 rem
= next_random_card(deck
);
987 for( i
=1; i
< NUM_CARDS
- COL_NUM
* (COL_NUM
+ 1)/2; i
++ )
989 deck
[c
].next
= next_random_card( deck
);
993 /* we now finished dealing the cards. The game can start ! (at last) */
996 for( i
= 0; i
<SUITS
; i
++ )
998 stacks
[i
] = NOT_A_CARD
;
1001 /* the cursor starts on upper left card */
1005 /* no card is selected */
1006 sel_card
= NOT_A_CARD
;
1008 /* init the remainder */
1009 cur_rem
= NOT_A_CARD
;
1014 /* find the column number in which 'card' can be found */
1015 int find_card_col( int card
)
1020 if( card
== NOT_A_CARD
) return NOT_A_COL
;
1022 for( i
=0; i
<COL_NUM
; i
++ )
1025 while( c
!= NOT_A_CARD
)
1027 if( c
== card
) return i
;
1032 for( i
=0; i
<SUITS
; i
++ )
1035 while( c
!= NOT_A_CARD
)
1037 if( c
== card
) return STACKS_COL
+ i
;
1045 /* find the card preceding 'card' */
1046 /* if it doesn't exist, return NOT_A_CARD */
1047 int find_prev_card( int card
){
1050 for( i
=0; i
< NUM_CARDS
; i
++ )
1052 if( deck
[i
].next
== card
) return i
;
1058 /* find the last card of a given column */
1059 int find_last_card( int col
)
1067 else if( col
< REM_COL
)
1069 c
= stacks
[col
- STACKS_COL
];
1080 while(deck
[c
].next
!= NOT_A_CARD
)
1086 enum move
{ MOVE_OK
, MOVE_NOT_OK
};
1088 enum move
move_card( int dest_col
, int src_card
)
1090 /* the column on which to take src_card */
1093 /* the last card of dest_col */
1096 /* the card under src_card */
1099 /* you can't move no card (at least, it doesn't have any consequence) */
1100 if( src_card
== NOT_A_CARD
) return MOVE_NOT_OK
;
1101 /* you can't put a card back on the remains' stack */
1102 if( dest_col
== REM_COL
) return MOVE_NOT_OK
;
1103 /* you can't move an unknown card */
1104 if( !deck
[src_card
].known
) return MOVE_NOT_OK
;
1106 src_col
= find_card_col( src_card
);
1107 dest_card
= find_last_card( dest_col
);
1108 src_card_prev
= find_prev_card( src_card
);
1110 /* you can't move more than one card at a time from the final stack */
1111 /* to the rest of the game */
1112 if( src_col
>= COL_NUM
&& src_col
< REM_COL
1113 && deck
[src_card
].next
!= NOT_A_CARD
)
1118 /* if we (that means dest) are on one of the 7 columns ... */
1119 if( dest_col
< COL_NUM
)
1121 /* ... check is we are on an empty color and that the src is a king */
1122 if( dest_card
== NOT_A_CARD
1123 && deck
[src_card
].num
== CARDS_PER_SUIT
- 1 )
1125 /* this is a winning combination */
1126 cols
[dest_col
] = src_card
;
1128 /* ... or check if the cards follow one another and have
1129 * different colorsuit */
1130 else if(( deck
[dest_card
].suit
+ deck
[src_card
].suit
)%2==1
1131 && deck
[dest_card
].num
== deck
[src_card
].num
+ 1 )
1133 /* this is a winning combination */
1134 deck
[dest_card
].next
= src_card
;
1136 /* ... or, humpf, well that's not good news */
1139 /* this is not a winning combination */
1143 /* if we are on one of the 4 final stacks ... */
1144 else if( dest_col
< REM_COL
)
1146 /* ... check if we are on an empty stack... */
1147 if( dest_card
== NOT_A_CARD
)
1149 /* ... and the src is an ace and this is the correct final stack */
1150 if( deck
[src_card
].num
== 0
1151 && deck
[src_card
].suit
== dest_col
- STACKS_COL
)
1153 /* this is a winning combination */
1154 stacks
[dest_col
- STACKS_COL
] = src_card
;
1158 /* this is not a winning combination */
1162 else /* non-empty stack */
1164 /* ...check if the cards follow one another, have the same suit and
1165 * {that src has no .next element or is from the remains' stack} */
1166 if( deck
[dest_card
].suit
== deck
[src_card
].suit
1167 && deck
[dest_card
].num
+ 1 == deck
[src_card
].num
1168 && (deck
[src_card
].next
== NOT_A_CARD
|| src_col
== REM_COL
) )
1170 /* this is a winning combination */
1171 deck
[dest_card
].next
= src_card
;
1173 /* ... or, well that's not good news */
1176 /* this is not a winning combination */
1181 /* if we are on the remains' stack */
1184 /* you can't move a card back to the remains' stack */
1188 /* if the src card is from the remains' stack, we don't want to take
1189 * the following cards */
1190 if( src_col
== REM_COL
)
1192 /* if src card is the first card from the stack */
1193 if( src_card_prev
== NOT_A_CARD
)
1195 rem
= deck
[src_card
].next
;
1197 /* if src card is not the first card from the stack */
1200 deck
[src_card_prev
].next
= deck
[src_card
].next
;
1202 deck
[src_card
].next
= NOT_A_CARD
;
1203 cur_rem
= src_card_prev
;
1206 /* if the src card is from somewhere else, just take everything */
1209 if( src_card_prev
== NOT_A_CARD
)
1211 if( src_col
< COL_NUM
)
1213 cols
[src_col
] = NOT_A_CARD
;
1217 stacks
[src_col
- STACKS_COL
] = NOT_A_CARD
;
1222 deck
[src_card_prev
].next
= NOT_A_CARD
;
1223 deck
[src_card_prev
].known
= true;
1226 sel_card
= NOT_A_CARD
;
1231 enum { SOLITAIRE_WIN
, SOLITAIRE_SAVE_AND_QUIT
, SOLITAIRE_QUIT
, SOLITAIRE_USB
};
1234 * Bouncing cards at the end of the game
1237 #define BC_ACCEL ((1<<16)*LCD_HEIGHT/128)
1238 #define BC_MYSPEED (6*BC_ACCEL)
1239 #define BC_MXSPEED (6*LCD_HEIGHT/128)
1241 int bouncing_cards( void )
1243 int i
, j
, x
, vx
, y
, fp_y
, fp_vy
, button
;
1245 /* flush the button queue */
1246 while( ( button
= rb
->button_get( false ) ) != BUTTON_NONE
)
1248 if( rb
->default_event_handler( button
) == SYS_USB_CONNECTED
)
1249 return SOLITAIRE_USB
;
1253 for( i
= CARDS_PER_SUIT
-1; i
>=0; i
-- )
1255 for( j
= 0; j
< SUITS
; j
++ )
1257 x
= LCD_WIDTH
-(CARD_WIDTH
*4+4+MARGIN
)+CARD_WIDTH
*j
+j
+1;
1261 vx
= rb
->rand() % (4*BC_MXSPEED
/3-2) - BC_MXSPEED
;
1265 vx
= rb
->rand() % (4*BC_MXSPEED
/3) - BC_MXSPEED
;
1270 fp_vy
= -rb
->rand() % BC_MYSPEED
;
1272 while( x
< LCD_WIDTH
&& x
+ CARD_WIDTH
> 0 )
1277 if( fp_y
>= (LCD_HEIGHT
-CARD_HEIGHT
) << 16 )
1280 fp_y
= (LCD_HEIGHT
-CARD_HEIGHT
) << 16;
1283 draw_card( &deck
[j
*CARDS_PER_SUIT
+i
], x
, y
,
1285 rb
->lcd_update_rect( x
<0?0:x
, y
<0?0:y
,
1286 CARD_WIDTH
, CARD_HEIGHT
);
1288 button
= rb
->button_get_w_tmo( 2 );
1289 if( rb
->default_event_handler( button
) == SYS_USB_CONNECTED
)
1290 return SOLITAIRE_USB
;
1291 if( button
== SOL_QUIT
|| button
== SOL_MOVE
)
1292 return SOLITAIRE_WIN
;
1296 return SOLITAIRE_WIN
;
1300 * Game save/load routines
1302 void get_save_filename( char *buf
)
1305 rb
->snprintf(buf
, sizeof(buf
), PLUGIN_DATA_DIR
"/sol.save");
1308 rb
->strcpy( buf
, rb
->plugin_get_current_filename() );
1309 s
= rb
->strrchr( buf
, '/' ) + 1;
1311 rb
->strcat( s
, "sol.save" );
1315 int open_save_file( int flags
)
1318 get_save_filename( buf
);
1319 return rb
->open( buf
, flags
, 0666);
1322 void delete_save_file( void )
1325 get_save_filename( buf
);
1332 int save_write( int fd
, const void *buf
, size_t count
, int *checksum
)
1335 if( rb
->write( fd
, buf
, count
) < (ssize_t
)count
)
1337 for( i
= 0; i
< count
; i
++ )
1338 *checksum
+= (int)(((const char *)buf
)[i
]);
1345 int save_read( int fd
, void *buf
, size_t count
, int *checksum
)
1348 if( rb
->read( fd
, buf
, count
) < (ssize_t
)count
)
1350 for( i
= 0; i
< count
; i
++ )
1351 *checksum
-= (int)(((const char *)buf
)[i
]);
1355 int save_game( void )
1357 int fd
= open_save_file( O_CREAT
|O_WRONLY
|O_TRUNC
);
1361 if( save_write( fd
, &cur_card
, sizeof( int ), &checksum
)
1362 || save_write( fd
, &cur_col
, sizeof( int ), &checksum
)
1363 || save_write( fd
, &sel_card
, sizeof( int ), &checksum
)
1364 || save_write( fd
, deck
, NUM_CARDS
* sizeof( card_t
), &checksum
)
1365 || save_write( fd
, &rem
, sizeof( int ), &checksum
)
1366 || save_write( fd
, &cur_rem
, sizeof( int ), &checksum
)
1367 || save_write( fd
, &count_rem
, sizeof( int ), &checksum
)
1368 || save_write( fd
, &cards_per_draw
, sizeof( int ), &checksum
)
1369 || save_write( fd
, cols
, COL_NUM
* sizeof( int ), &checksum
)
1370 || save_write( fd
, stacks
, SUITS
* sizeof( int ), &checksum
)
1371 || ( rb
->write( fd
, &checksum
, sizeof( int ) ) < (ssize_t
)(sizeof( int ) ) ) )
1374 rb
->splash( 2*HZ
, "Error while saving game. Aborting." );
1381 int load_game( void )
1383 int checksum
, retval
;
1385 int fd
= open_save_file( O_RDONLY
);
1389 retval
= 0; /* Assume good case */
1390 if( ( rb
->lseek( fd
, -sizeof( int ), SEEK_END
) == -((ssize_t
)sizeof( int ))-1 )
1391 || ( rb
->read( fd
, &checksum
, sizeof( int ) ) < ((ssize_t
)sizeof( int )) )
1392 || ( rb
->lseek( fd
, 0, SEEK_SET
) == -1 )
1393 || save_read( fd
, &cur_card
, sizeof( int ), &checksum
)
1394 || save_read( fd
, &cur_col
, sizeof( int ), &checksum
)
1395 || save_read( fd
, &sel_card
, sizeof( int ), &checksum
)
1396 || save_read( fd
, deck
, NUM_CARDS
* sizeof( card_t
), &checksum
)
1397 || save_read( fd
, &rem
, sizeof( int ), &checksum
)
1398 || save_read( fd
, &cur_rem
, sizeof( int ), &checksum
)
1399 || save_read( fd
, &count_rem
, sizeof( int ), &checksum
)
1400 || save_read( fd
, &cards_per_draw
, sizeof( int ), &checksum
)
1401 || save_read( fd
, cols
, COL_NUM
* sizeof( int ), &checksum
)
1402 || save_read( fd
, stacks
, SUITS
* sizeof( int ), &checksum
) )
1404 rb
->splash( 2*HZ
, "Error while loading saved game. Aborting." );
1407 else if( checksum
!= 42 )
1409 rb
->splash( 2*HZ
, "Save file was corrupted. Aborting." );
1419 * The main game loop
1421 * If skipmenu is defined to SOLITAIRE_QUIT, the menu will be skipped and
1425 int solitaire( int skipmenu
)
1430 #ifdef NEED_LASTBUTTON_VAR
1434 int biggest_col_length
;
1436 rb
->srand( *rb
->current_tick
);
1437 if( skipmenu
!= SOLITAIRE_QUIT
)
1439 switch( solitaire_menu(false) )
1442 return SOLITAIRE_QUIT
;
1445 return SOLITAIRE_USB
;
1452 rb
->lcd_clear_display();
1454 /* get the biggest column length so that display can be "optimized" */
1455 biggest_col_length
= 0;
1457 for(i
=0;i
<COL_NUM
;i
++)
1462 if( c
!= NOT_A_CARD
)
1466 /* don't include the last card in the column length. */
1467 if( deck
[c
].next
== NOT_A_CARD
)
1469 break; /* no successor: get outta here. */
1480 /* make column distinguishable from an empty column,
1481 * and avoid division by zero while displaying */
1485 if( j
> biggest_col_length
)
1486 biggest_col_length
= j
;
1489 /* check if there are cards remaining in the game. */
1490 /* if there aren't any, that means you won :) */
1491 if( biggest_col_length
== 0 && rem
== NOT_A_CARD
)
1494 rb
->splash( HZ
, "You Won :)" );
1495 return bouncing_cards();
1498 /* draw the columns */
1499 for( i
= 0; i
< COL_NUM
; i
++ )
1505 if( c
== NOT_A_CARD
)
1507 /* draw the cursor on empty columns */
1510 draw_cursor( MARGIN
+ i
* (CARD_WIDTH
1511 +(LCD_WIDTH
-COL_NUM
*CARD_WIDTH
-2*MARGIN
)/(COL_NUM
-1)),
1517 draw_card( &deck
[c
], MARGIN
+ i
* (CARD_WIDTH
1518 +(LCD_WIDTH
-COL_NUM
*CARD_WIDTH
-2*MARGIN
)/(COL_NUM
-1)),
1519 j
, c
== sel_card
, c
== cur_card
);
1523 if( c
== NOT_A_CARD
) break;
1525 /* This is where we change the spacing between cards so that
1526 * they don't overflow out of the LCD */
1529 else if( deck
[h
].known
)
1530 j
+= min( SYMBOL_HEIGHT
,
1531 2 * (LCD_HEIGHT
- CARD_START
- CARD_HEIGHT
- MARGIN
)
1532 / biggest_col_length
);
1534 j
+= min( SYMBOL_HEIGHT
/ 2,
1535 (LCD_HEIGHT
- CARD_START
- CARD_HEIGHT
- MARGIN
)
1536 / biggest_col_length
);
1540 /* draw the stacks */
1541 for( i
=0; i
<SUITS
; i
++ )
1543 c
= find_last_card( STACKS_COL
+ i
);
1545 if( c
!= NOT_A_CARD
)
1547 draw_card( &deck
[c
],
1548 LCD_WIDTH
-(CARD_WIDTH
*4+4+MARGIN
)+CARD_WIDTH
*i
+i
+1,
1550 c
== sel_card
, cur_col
== STACKS_COL
+ i
);
1554 draw_empty_stack( i
,
1555 LCD_WIDTH
-(CARD_WIDTH
*4+4+MARGIN
)+CARD_WIDTH
*i
+i
+1,
1556 MARGIN
, cur_col
== STACKS_COL
+ i
);
1560 /* draw the remains */
1561 if( rem
!= NOT_A_CARD
&&
1562 ( cur_rem
== NOT_A_CARD
|| deck
[cur_rem
].next
!= NOT_A_CARD
) )
1564 /* gruik ! (we want to display a card back) */
1565 deck
[rem
].known
= false;
1566 draw_card( &deck
[rem
], MARGIN
, MARGIN
, false, false );
1567 deck
[rem
].known
= true;
1570 if( rem
!= NOT_A_CARD
&& cur_rem
!= NOT_A_CARD
)
1576 while( prevcard
!= cur_rem
&& count_rem
< cards_per_draw
-1 )
1578 prevcard
= deck
[prevcard
].next
;
1583 j
= CARD_WIDTH
+2*MARGIN
+1;
1584 for( i
= 0; i
< count_rem
; i
++ )
1585 prevcard
= find_prev_card(prevcard
);
1586 for( i
= 0; i
<= count_rem
; i
++ )
1588 draw_card( &deck
[prevcard
], j
,
1589 MARGIN
, sel_card
== prevcard
,
1590 cur_card
== prevcard
);
1591 prevcard
= deck
[prevcard
].next
;
1595 if( ( cur_rem
== NOT_A_CARD
|| rem
== NOT_A_CARD
)
1596 && cur_col
== REM_COL
)
1598 draw_cursor( CARD_WIDTH
+2*MARGIN
+1, MARGIN
);
1603 /* what to do when a key is pressed ... */
1604 button
= rb
->button_get( true );
1605 #if (CONFIG_KEYPAD == SANSA_E200_PAD) || (CONFIG_KEYPAD == SANSA_FUZE_PAD)
1606 if (button
&(BUTTON_SCROLL_BACK
|BUTTON_SCROLL_FWD
))
1607 button
= button
& (~BUTTON_REPEAT
);
1611 /* move cursor to the last card of the previous column
1612 * or to the previous final stack
1613 * or to the remains stack */
1615 #ifdef SOL_RIGHT_PRE
1616 if( lastbutton
!= SOL_RIGHT_PRE
)
1619 if( cur_col
>= COL_NUM
)
1623 else if( cur_col
== COL_NUM
- 1 )
1629 cur_col
= (cur_col
+1)%(REM_COL
+1);
1631 if(cur_col
== REM_COL
)
1636 cur_card
= find_last_card( cur_col
);
1639 /* move cursor to the last card of the next column
1640 * or to the next final stack
1641 * or to the remains stack */
1644 if( lastbutton
!= SOL_LEFT_PRE
)
1651 else if( cur_col
>= COL_NUM
)
1653 cur_col
= COL_NUM
- 1;
1657 cur_col
= (cur_col
+ REM_COL
)%(REM_COL
+1);
1659 if( cur_col
== REM_COL
)
1664 cur_card
= find_last_card( cur_col
);
1667 /* move cursor to card that's bellow */
1670 if( lastbutton
!= SOL_DOWN_PRE
)
1673 case SOL_DOWN
|BUTTON_REPEAT
:
1675 if( cur_col
>= COL_NUM
)
1677 cur_col
= (cur_col
- COL_NUM
+ 1)%(SUITS
+ 1) + COL_NUM
;
1678 if( cur_col
== REM_COL
)
1684 cur_card
= find_last_card( cur_col
);
1688 if( cur_card
== NOT_A_CARD
) break;
1689 if( deck
[cur_card
].next
!= NOT_A_CARD
)
1691 cur_card
= deck
[cur_card
].next
;
1695 cur_card
= cols
[cur_col
];
1696 while( !deck
[ cur_card
].known
1697 && deck
[cur_card
].next
!= NOT_A_CARD
)
1699 cur_card
= deck
[cur_card
].next
;
1704 /* move cursor to card that's above */
1707 if( lastbutton
!= SOL_UP_PRE
)
1710 case SOL_UP
|BUTTON_REPEAT
:
1712 if( cur_col
>= COL_NUM
)
1714 cur_col
= (cur_col
- COL_NUM
+ SUITS
)%(SUITS
+ 1) + COL_NUM
;
1715 if( cur_col
== REM_COL
)
1721 cur_card
= find_last_card( cur_col
);
1725 if( cur_card
== NOT_A_CARD
) break;
1727 cur_card
= find_prev_card( cur_card
);
1728 if( cur_card
== NOT_A_CARD
)
1730 cur_card
= find_last_card( cur_col
);
1732 } while( deck
[cur_card
].next
!= NOT_A_CARD
1733 && !deck
[cur_card
].known
);
1736 /* Try to put card under cursor on one of the stacks */
1738 #ifdef SOL_CUR2STACK_PRE
1739 if( lastbutton
!= SOL_CUR2STACK_PRE
)
1742 move_card( deck
[cur_card
].suit
+ STACKS_COL
, cur_card
);
1745 /* Move cards arround, Uncover cards, ... */
1748 if( lastbutton
!= SOL_MOVE_PRE
)
1752 if( sel_card
== NOT_A_CARD
)
1754 if( cur_card
!= NOT_A_CARD
)
1756 if( deck
[cur_card
].next
== NOT_A_CARD
1757 && !deck
[cur_card
].known
)
1759 /* reveal a hidden card */
1760 deck
[cur_card
].known
= true;
1762 else if( cur_col
== REM_COL
&& cur_rem
== NOT_A_CARD
)
1769 sel_card
= cur_card
;
1773 else if( sel_card
== cur_card
)
1775 /* unselect card or try putting card on
1776 * one of the 4 stacks */
1777 if( move_card( deck
[sel_card
].suit
+ COL_NUM
, sel_card
)
1778 == MOVE_OK
&& cur_col
== REM_COL
)
1782 sel_card
= NOT_A_CARD
;
1786 /* try moving cards */
1787 /* The flexible move must not be used from the remains stack. */
1788 if (find_card_col(sel_card
) == REM_COL
)
1790 if (move_card( cur_col
, sel_card
) == MOVE_NOT_OK
)
1791 sel_card
= NOT_A_CARD
;
1796 if (move_card( cur_col
, sel_card
) == MOVE_OK
)
1798 sel_card
= find_prev_card(sel_card
);
1799 } while (sel_card
!= NOT_A_CARD
);
1804 /* If the card on the top of the remains can be put where
1805 * the cursor is, go ahead */
1807 #ifdef SOL_REM2CUR_PRE
1808 if( lastbutton
!= SOL_REM2CUR_PRE
)
1811 move_card( cur_col
, cur_rem
);
1814 /* If the card on top of the remains can be put on one
1815 * of the stacks, do so */
1817 #ifdef SOL_REM2STACK_PRE
1818 if( lastbutton
!= SOL_REM2STACK_PRE
)
1821 move_card( deck
[cur_rem
].suit
+ COL_NUM
, cur_rem
);
1826 if( sel_card
!= NOT_A_CARD
)
1828 /* unselect selected card */
1829 sel_card
= NOT_A_CARD
;
1832 if( rem
!= NOT_A_CARD
&& cur_rem
!= NOT_A_CARD
)
1840 /* unselect selected card or ...
1841 * draw new cards from the remains of the deck */
1844 if( lastbutton
!= SOL_DRAW_PRE
)
1847 if( sel_card
!= NOT_A_CARD
)
1849 /* unselect selected card */
1850 sel_card
= NOT_A_CARD
;
1853 if( rem
!= NOT_A_CARD
)
1855 int cur_rem_old
= cur_rem
;
1857 /* draw new cards form the remains of the deck */
1858 if( cur_rem
== NOT_A_CARD
)
1860 /*if the cursor card is null*/
1862 i
= cards_per_draw
- 1;
1870 while( i
> 0 && deck
[cur_rem
].next
!= NOT_A_CARD
)
1872 cur_rem
= deck
[cur_rem
].next
;
1876 /* test if any cards are really left on
1877 * the remains' stack */
1878 if( i
== cards_per_draw
)
1880 cur_rem
= NOT_A_CARD
;
1883 /* if cursor was on remains' stack when new cards were
1884 * drawn, put cursor on top of remains' stack */
1885 if( cur_col
== REM_COL
&& cur_card
== cur_rem_old
)
1888 sel_card
= NOT_A_CARD
;
1898 switch( solitaire_menu(true) )
1900 case MENU_SAVE_AND_QUIT
:
1901 return SOLITAIRE_SAVE_AND_QUIT
;
1904 return SOLITAIRE_QUIT
;
1907 return SOLITAIRE_USB
;
1912 return SOLITAIRE_SAVE_AND_QUIT
;
1915 if( rb
->default_event_handler( button
) == SYS_USB_CONNECTED
)
1916 return SOLITAIRE_USB
;
1920 #ifdef NEED_LASTBUTTON_VAR
1921 lastbutton
= button
;
1924 /* fix incoherences concerning cur_col and cur_card */
1925 c
= find_card_col( cur_card
);
1926 if( c
!= NOT_A_COL
&& c
!= cur_col
)
1927 cur_card
= find_last_card( cur_col
);
1929 if( cur_card
== NOT_A_CARD
1930 && find_last_card( cur_col
) != NOT_A_CARD
)
1931 cur_card
= find_last_card( cur_col
);
1938 * Plugin entry point
1941 enum plugin_status
plugin_start(const void* parameter
)
1948 configfile_load(CONFIG_FILENAME
, config
,
1949 sizeof(config
) / sizeof(config
[0]), CFGFILE_VERSION
);
1950 rb
->memcpy(&sol
, &sol_disk
, sizeof(sol
)); /* copy to running config */
1952 if( load_game() == 0 )
1954 rb
->splash( HZ
, "Resuming saved game." );
1955 result
= SOLITAIRE_QUIT
;
1958 result
= SOLITAIRE_WIN
;
1961 * Keep playing if a game was won (that means display the menu after
1962 * winning instead of quiting) */
1963 while( ( result
= solitaire( result
) ) == SOLITAIRE_WIN
);
1965 if( result
!= SOLITAIRE_QUIT
)
1966 /* result == SOLITAIRE_USB || result == SOLITAIRE_SAVE_AND_QUIT */
1969 if (rb
->memcmp(&sol
, &sol_disk
, sizeof(sol
))) /* save settings if changed */
1971 rb
->memcpy(&sol_disk
, &sol
, sizeof(sol
));
1972 configfile_save(CONFIG_FILENAME
, config
,
1973 sizeof(config
) / sizeof(config
[0]), CFGFILE_VERSION
);
1976 /* Exit the plugin */
1977 return ( result
== SOLITAIRE_USB
) ? PLUGIN_USB_CONNECTED
: PLUGIN_OK
;