when changing settings from the Talk and Voice window also update the main widgets...
[Rockbox.git] / apps / plugins / solitaire.c
blobfba2bf55a48517e4f223b6565e631108256d6775
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 * All files in this archive are subject to the GNU General Public License.
13 * See the file COPYING in the source tree root for full license agreement.
15 * This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
16 * KIND, either express or implied.
18 ****************************************************************************/
20 #include "plugin.h"
21 #include "playback_control.h"
22 #include "configfile.h"
23 #include "button.h"
24 #include "lcd.h"
25 #include "oldmenuapi.h"
27 #ifdef HAVE_LCD_BITMAP
29 PLUGIN_HEADER
31 static struct plugin_api* rb;
32 #define min(a,b) (a<b?a:b)
34 /**
35 * Key definitions
38 #if CONFIG_KEYPAD == RECORDER_PAD
39 # define SOL_QUIT BUTTON_OFF
40 # define SOL_UP BUTTON_UP
41 # define SOL_DOWN BUTTON_DOWN
42 # define SOL_LEFT BUTTON_LEFT
43 # define SOL_RIGHT BUTTON_RIGHT
44 # define SOL_MOVE BUTTON_ON
45 # define SOL_DRAW BUTTON_F1
46 # define SOL_REM2CUR BUTTON_PLAY
47 # define SOL_CUR2STACK BUTTON_F2
48 # define SOL_REM2STACK BUTTON_F3
49 # define HK_MOVE "ON"
50 # define HK_DRAW "F1"
51 # define HK_REM2CUR "PLAY"
52 # define HK_CUR2STACK "F2"
53 # define HK_REM2STACK "F3"
55 #elif CONFIG_KEYPAD == ARCHOS_AV300_PAD
56 # define SOL_QUIT BUTTON_OFF
57 # define SOL_UP BUTTON_UP
58 # define SOL_DOWN BUTTON_DOWN
59 # define SOL_LEFT BUTTON_LEFT
60 # define SOL_RIGHT BUTTON_RIGHT
61 # define SOL_MOVE BUTTON_ON
62 # define SOL_DRAW BUTTON_F1
63 # define SOL_REM2CUR BUTTON_SELECT
64 # define SOL_CUR2STACK BUTTON_F2
65 # define SOL_REM2STACK BUTTON_F3
66 # define HK_MOVE "ON"
67 # define HK_DRAW "F1"
68 # define HK_REM2CUR "SELECT"
69 # define HK_CUR2STACK "F2"
70 # define HK_REM2STACK "F3"
72 #elif CONFIG_KEYPAD == ONDIO_PAD
73 # define SOL_QUIT BUTTON_OFF
74 # define SOL_UP_PRE BUTTON_UP
75 # define SOL_UP (BUTTON_UP | BUTTON_REL)
76 # define SOL_DOWN_PRE BUTTON_DOWN
77 # define SOL_DOWN (BUTTON_DOWN | BUTTON_REL)
78 # define SOL_LEFT_PRE BUTTON_LEFT
79 # define SOL_LEFT (BUTTON_LEFT | BUTTON_REL)
80 # define SOL_RIGHT_PRE BUTTON_RIGHT
81 # define SOL_RIGHT (BUTTON_RIGHT | BUTTON_REL)
82 # define SOL_MOVE_PRE BUTTON_MENU
83 # define SOL_MOVE (BUTTON_MENU | BUTTON_REL)
84 # define SOL_DRAW_PRE BUTTON_MENU
85 # define SOL_DRAW (BUTTON_MENU | BUTTON_REPEAT)
86 # define SOL_REM2CUR_PRE BUTTON_DOWN
87 # define SOL_REM2CUR (BUTTON_DOWN | BUTTON_REPEAT)
88 # define SOL_CUR2STACK_PRE BUTTON_UP
89 # define SOL_CUR2STACK (BUTTON_UP | BUTTON_REPEAT)
90 # define SOL_REM2STACK_PRE BUTTON_RIGHT
91 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_REPEAT)
92 # define HK_MOVE "MODE"
93 # define HK_DRAW "MODE.."
94 # define HK_REM2CUR "DOWN.."
95 # define HK_CUR2STACK "UP.."
96 # define HK_REM2STACK "RIGHT.."
98 #elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
99 (CONFIG_KEYPAD == IRIVER_H300_PAD)
100 # define SOL_QUIT BUTTON_OFF
101 # define SOL_UP BUTTON_UP
102 # define SOL_DOWN BUTTON_DOWN
103 # define SOL_LEFT BUTTON_LEFT
104 # define SOL_RIGHT BUTTON_RIGHT
105 # define SOL_MOVE_PRE BUTTON_SELECT
106 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
107 # define SOL_DRAW BUTTON_MODE
108 # define SOL_REM2CUR (BUTTON_LEFT | BUTTON_ON)
109 # define SOL_CUR2STACK_PRE BUTTON_SELECT
110 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
111 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_ON)
112 # define SOL_REM BUTTON_REC
113 # define SOL_RC_QUIT BUTTON_RC_STOP
114 # define HK_MOVE "NAVI"
115 # define HK_DRAW "A-B"
116 # define HK_REM2CUR "PLAY+LEFT"
117 # define HK_CUR2STACK "NAVI.."
118 # define HK_REM2STACK "PLAY+RIGHT"
120 #elif (CONFIG_KEYPAD == IPOD_4G_PAD) || (CONFIG_KEYPAD == IPOD_3G_PAD) || \
121 (CONFIG_KEYPAD == IPOD_1G2G_PAD)
122 # define SOL_QUIT (BUTTON_SELECT | BUTTON_MENU)
123 # define SOL_UP BUTTON_SCROLL_BACK
124 # define SOL_DOWN BUTTON_SCROLL_FWD
125 # define SOL_LEFT_PRE BUTTON_LEFT
126 # define SOL_LEFT (BUTTON_LEFT | BUTTON_REL)
127 # define SOL_RIGHT_PRE BUTTON_RIGHT
128 # define SOL_RIGHT (BUTTON_RIGHT | BUTTON_REL)
129 # define SOL_MOVE_PRE BUTTON_SELECT
130 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
131 # define SOL_DRAW_PRE BUTTON_MENU
132 # define SOL_DRAW (BUTTON_MENU | BUTTON_REL)
133 # define SOL_REM2CUR BUTTON_PLAY
134 # define SOL_CUR2STACK_PRE BUTTON_MENU
135 # define SOL_CUR2STACK (BUTTON_MENU | BUTTON_REPEAT)
136 # define SOL_REM2STACK_PRE BUTTON_RIGHT
137 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_REPEAT)
138 # define HK_UD "SCROLL U/D"
139 # define HK_MOVE "SELECT"
140 # define HK_DRAW "MENU"
141 # define HK_REM2CUR "PLAY"
142 # define HK_CUR2STACK "MENU.."
143 # define HK_REM2STACK "RIGHT.."
145 #elif (CONFIG_KEYPAD == IAUDIO_X5M5_PAD)
146 # define SOL_QUIT BUTTON_POWER
147 # define SOL_UP BUTTON_UP
148 # define SOL_DOWN BUTTON_DOWN
149 # define SOL_LEFT BUTTON_LEFT
150 # define SOL_RIGHT BUTTON_RIGHT
151 # define SOL_MOVE_PRE BUTTON_SELECT
152 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
153 # define SOL_DRAW_PRE BUTTON_PLAY
154 # define SOL_DRAW (BUTTON_PLAY | BUTTON_REL)
155 # define SOL_REM2CUR_PRE BUTTON_PLAY
156 # define SOL_REM2CUR (BUTTON_PLAY | BUTTON_REPEAT)
157 # define SOL_CUR2STACK_PRE BUTTON_SELECT
158 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
159 # define SOL_REM2STACK BUTTON_REC
160 # define HK_MOVE "SELECT"
161 # define HK_DRAW "PLAY"
162 # define HK_REM2CUR "PLAY.."
163 # define HK_CUR2STACK "SELECT.."
164 # define HK_REM2STACK "REC"
166 #elif (CONFIG_KEYPAD == GIGABEAT_PAD)
167 # define SOL_QUIT BUTTON_POWER
168 # define SOL_UP BUTTON_UP
169 # define SOL_DOWN BUTTON_DOWN
170 # define SOL_LEFT BUTTON_LEFT
171 # define SOL_RIGHT BUTTON_RIGHT
172 # define SOL_MOVE_PRE BUTTON_SELECT
173 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
174 # define SOL_DRAW BUTTON_MENU
175 # define SOL_REM2CUR (BUTTON_LEFT | BUTTON_A)
176 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
177 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_A)
178 # define HK_MOVE "SELECT"
179 # define HK_DRAW "MENU"
180 # define HK_REM2CUR "A+LEFT"
181 # define HK_CUR2STACK "SELECT.."
182 # define HK_REM2STACK "A+RIGHT"
184 #elif (CONFIG_KEYPAD == SANSA_E200_PAD)
185 # define SOL_QUIT BUTTON_POWER
186 # define SOL_UP BUTTON_UP
187 # define SOL_DOWN BUTTON_DOWN
188 # define SOL_LEFT BUTTON_SCROLL_BACK
189 # define SOL_RIGHT BUTTON_SCROLL_FWD
190 # define SOL_MOVE BUTTON_SELECT
191 # define SOL_DRAW BUTTON_REC
192 # define SOL_REM2CUR BUTTON_LEFT
193 # define SOL_CUR2STACK_PRE BUTTON_REC
194 # define SOL_CUR2STACK (BUTTON_REC | BUTTON_RIGHT)
195 # define SOL_REM2STACK BUTTON_RIGHT
196 # define HK_MOVE "SELECT"
197 # define HK_DRAW "REC"
198 # define HK_REM2CUR "LEFT"
199 # define HK_CUR2STACK "DOUBLE SELECT"
200 # define HK_REM2STACK "RIGHT"
202 #elif (CONFIG_KEYPAD == SANSA_C200_PAD)
203 # define SOL_QUIT BUTTON_POWER
204 # define SOL_UP BUTTON_UP
205 # define SOL_DOWN BUTTON_DOWN
206 # define SOL_LEFT BUTTON_LEFT
207 # define SOL_RIGHT BUTTON_RIGHT
208 # define SOL_MOVE_PRE BUTTON_SELECT
209 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
210 # define SOL_DRAW BUTTON_VOL_DOWN
211 # define SOL_REM2CUR BUTTON_REC
212 # define SOL_CUR2STACK_PRE BUTTON_SELECT
213 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
214 # define SOL_REM2STACK BUTTON_VOL_UP
215 # define HK_MOVE "SELECT"
216 # define HK_DRAW "REC"
217 # define HK_REM2CUR "LEFT"
218 # define HK_CUR2STACK "DOUBLE SELECT"
219 # define HK_REM2STACK "RIGHT"
221 #elif (CONFIG_KEYPAD == IRIVER_H10_PAD)
222 # define SOL_QUIT BUTTON_POWER
223 # define SOL_UP BUTTON_SCROLL_UP
224 # define SOL_DOWN BUTTON_SCROLL_DOWN
225 # define SOL_LEFT_PRE BUTTON_LEFT
226 # define SOL_LEFT (BUTTON_LEFT | BUTTON_REL)
227 # define SOL_RIGHT_PRE BUTTON_RIGHT
228 # define SOL_RIGHT (BUTTON_RIGHT | BUTTON_REL)
229 # define SOL_MOVE BUTTON_PLAY
230 # define SOL_DRAW_PRE BUTTON_LEFT
231 # define SOL_DRAW (BUTTON_LEFT | BUTTON_REPEAT)
232 # define SOL_REM2CUR BUTTON_FF
233 # define SOL_CUR2STACK BUTTON_REW
234 # define SOL_REM2STACK_PRE BUTTON_RIGHT
235 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_REPEAT)
236 # define HK_MOVE "PLAY"
237 # define HK_DRAW "LEFT.."
238 # define HK_REM2CUR "FF"
239 # define HK_CUR2STACK "REW"
240 # define HK_REM2STACK "RIGHT.."
242 #elif (CONFIG_KEYPAD == GIGABEAT_S_PAD)
243 # define SOL_QUIT BUTTON_BACK
244 # define SOL_UP BUTTON_UP
245 # define SOL_DOWN BUTTON_DOWN
246 # define SOL_LEFT BUTTON_LEFT
247 # define SOL_RIGHT BUTTON_RIGHT
248 # define SOL_MOVE_PRE BUTTON_SELECT
249 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
250 # define SOL_DRAW BUTTON_MENU
251 # define SOL_REM2CUR (BUTTON_LEFT | BUTTON_SELECT)
252 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
253 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_SELECT)
254 # define HK_MOVE "SELECT"
255 # define HK_DRAW "MENU"
256 # define HK_REM2CUR "SELECT+LEFT"
257 # define HK_CUR2STACK "SELECT.."
258 # define HK_REM2STACK "SELECT+RIGHT"
260 #elif (CONFIG_KEYPAD == MROBE100_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_MENU
269 # define SOL_REM2CUR (BUTTON_LEFT | BUTTON_DISPLAY)
270 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
271 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_DISPLAY)
272 # define HK_MOVE "SELECT"
273 # define HK_DRAW "MENU"
274 # define HK_REM2CUR "DISPLAY+LEFT"
275 # define HK_CUR2STACK "SELECT.."
276 # define HK_REM2STACK "DISPLAY+RIGHT"
278 #else
279 #error No keymap defined!
280 #endif
282 #define HK_LR "LEFT/RIGHT"
283 #ifndef HK_UD
284 # define HK_UD "UP/DOWN"
285 #endif
288 * Help strings
291 static int helplines;
292 static int displaylines;
294 static char helptext[] =
295 /* Use single spaces only! Close each line with one \0. */
296 "-- Navigation --\0"
297 HK_LR ": Move the cursor to the previous/ next column.\0"
298 HK_UD ": Move the cursor up/ down in the column.\0"
299 HK_MOVE ": Select cards, move cards, reveal hidden cards...\0"
300 HK_DRAW ": Deselect a card if it was selected. Else draw new card(s) from the remains stack.\0"
301 "-- Shortcuts --\0"
302 HK_REM2CUR ": Put the card on top of the remains stack on top of the cursor.\0"
303 HK_CUR2STACK ": Put the card under the cursor on one of the 4 final stacks.\0"
304 HK_REM2STACK ": Put the card on top of the remains stack on one of the 4 final stacks.\0"
308 * Misc constants, graphics and other defines
311 #include "card_back.h"
312 #include "card_deck.h"
313 #include "solitaire_suitsi.h"
315 #define CARD_GFX_WIDTH BMPWIDTH_card_back
316 #define CARD_GFX_HEIGHT BMPHEIGHT_card_back
317 #define CARD_WIDTH (BMPWIDTH_card_back+2)
318 #define CARD_HEIGHT (BMPHEIGHT_card_back+2)
320 #if LCD_WIDTH >= 320
321 # define MARGIN 4
322 # define LARGE_CARD
323 # define SYMBOL_HEIGHT 12
324 #elif LCD_WIDTH >= 220
325 # define MARGIN 3
326 # define LARGE_CARD
327 # define SYMBOL_HEIGHT 12
328 #elif LCD_WIDTH >= 160
329 # define MARGIN 2
330 # define SYMBOL_HEIGHT 11
331 #elif LCD_WIDTH >= 128
332 # define MARGIN 1
333 # define SYMBOL_HEIGHT 10
334 #else
335 # define MARGIN 0
336 # define SYMBOL_HEIGHT 8
337 #endif
339 #define CARD_START (CARD_HEIGHT+2*MARGIN+1)
341 /* background color */
342 #ifdef HAVE_LCD_COLOR
343 # define BACKGROUND_COLOR LCD_RGBPACK(0,157,0)
344 # define FRAME_COLOR LCD_RGBPACK(23,119,218)
345 #elif LCD_DEPTH > 1
346 # define BACKGROUND_COLOR LCD_WHITE
347 # define FRAME_COLOR LCD_BLACK
348 #endif
351 #define CONFIG_FILENAME "sol.cfg"
353 #define NOT_A_CARD -1
355 /* number of cards per suit */
356 #define CARDS_PER_SUIT 13
358 /* number of suits */
359 #define SUITS 4
361 #define NUM_CARDS ( CARDS_PER_SUIT * SUITS )
363 /* number of columns */
364 #define COL_NUM 7
366 /* pseudo column numbers to be used for cursor coordinates */
367 /* columns COL_NUM to COL_NUM + SUITS - 1 correspond to the final stacks */
368 #define STACKS_COL COL_NUM
369 /* column COL_NUM + SUITS corresponds to the remains' stack */
370 #define REM_COL (STACKS_COL + SUITS)
372 #define NOT_A_COL -1
374 typedef struct
376 signed char suit;
377 signed char num;
378 bool known : 1;
379 bool used : 1; /* this is what is used when dealing cards */
380 signed char next;
381 } card_t;
385 * LCD card drawing routines
388 static void draw_cursor( int x, int y )
390 rb->lcd_set_drawmode( DRMODE_COMPLEMENT );
391 rb->lcd_fillrect( x+1, y+1, CARD_GFX_WIDTH, CARD_GFX_HEIGHT );
392 #ifdef LARGE_CARD
393 rb->lcd_drawpixel( x+1, y+1 );
394 rb->lcd_drawpixel( x+1, y+CARD_HEIGHT-2 );
395 rb->lcd_drawpixel( x+CARD_WIDTH-2, y+1 );
396 rb->lcd_drawpixel( x+CARD_WIDTH-2, y+CARD_HEIGHT-2 );
397 #endif
398 rb->lcd_set_drawmode( DRMODE_SOLID );
401 /* Draw a card's border, select it if it's selected and draw the cursor
402 * if the cursor is currently over the card */
403 static void draw_card_ext( int x, int y, bool selected, bool cursor )
405 #if LCD_DEPTH > 1
406 int oldfg = rb->lcd_get_foreground();
408 rb->lcd_set_foreground( LCD_BLACK );
409 #endif
410 #ifdef LARGE_CARD
411 rb->lcd_hline( x+2, x+CARD_WIDTH-3, y );
412 rb->lcd_hline( x+2, x+CARD_WIDTH-3, y+CARD_HEIGHT-1 );
413 rb->lcd_vline( x, y+2, y+CARD_HEIGHT-3 );
414 rb->lcd_vline( x+CARD_WIDTH-1, y+2, y+CARD_HEIGHT-3 );
415 rb->lcd_drawpixel( x+1, y+1 );
416 rb->lcd_drawpixel( x+1, y+CARD_HEIGHT-2 );
417 rb->lcd_drawpixel( x+CARD_WIDTH-2, y+1 );
418 rb->lcd_drawpixel( x+CARD_WIDTH-2, y+CARD_HEIGHT-2 );
419 #else
420 rb->lcd_hline( x+1, x+CARD_WIDTH-2, y );
421 rb->lcd_hline( x+1, x+CARD_WIDTH-2, y+CARD_HEIGHT-1 );
422 rb->lcd_vline( x, y+1, y+CARD_HEIGHT-2 );
423 rb->lcd_vline( x+CARD_WIDTH-1, y+1, y+CARD_HEIGHT-2 );
424 #endif
426 if( selected )
428 #if LCD_DEPTH > 1
429 rb->lcd_set_foreground( FRAME_COLOR );
430 #endif
431 rb->lcd_drawrect( x+1, y+1, CARD_WIDTH-2, CARD_HEIGHT-2 );
432 #ifdef LARGE_CARD
433 rb->lcd_drawrect( x+2, y+2, CARD_WIDTH-4, CARD_HEIGHT-4 );
434 #endif
436 #if LCD_DEPTH > 1
437 rb->lcd_set_foreground( oldfg );
438 #endif
440 if( cursor )
442 draw_cursor( x, y );
446 /* Draw a card's inner graphics */
447 static void draw_card( card_t *card, int x, int y,
448 bool selected, bool cursor )
450 if( card->known )
452 rb->lcd_bitmap_part( card_deck, CARD_GFX_WIDTH * card->num,
453 CARD_GFX_HEIGHT * card->suit, BMPWIDTH_card_deck,
454 x+1, y+1, CARD_GFX_WIDTH, CARD_GFX_HEIGHT );
456 else
458 rb->lcd_bitmap( card_back, x+1, y+1,
459 CARD_GFX_WIDTH, CARD_GFX_HEIGHT );
461 draw_card_ext( x, y, selected, cursor );
464 /* Draw an empty stack */
465 static void draw_empty_stack( int s, int x, int y, bool cursor )
467 rb->lcd_bitmap_part( solitaire_suitsi, 0,
468 CARD_GFX_HEIGHT * s, BMPWIDTH_solitaire_suitsi,
469 x+1, y+1, CARD_GFX_WIDTH, CARD_GFX_HEIGHT );
471 draw_card_ext( x, y, false, cursor );
475 * Help
478 static void init_help(void)
480 int lines = 0;
481 int w_space, w, h;
482 int para_len;
483 char *para = helptext;
485 rb->lcd_getstringsize(" ", &w_space, &h);
486 displaylines = LCD_HEIGHT / h;
487 para_len = rb->strlen(para);
489 while (para_len)
491 bool first = true;
492 int x = 0;
493 char *next, *store;
495 next = rb->strtok_r(para, " ", &store);
496 while (next)
498 rb->lcd_getstringsize(next, &w, NULL);
499 if (!first)
501 if (x + w > LCD_WIDTH)
503 lines++;
504 x = 0;
506 else
507 next[-1] = ' '; /* re-concatenate string */
509 else
510 first = false;
512 x += w + w_space;
513 next = rb->strtok_r(NULL, " ", &store);
516 lines++;
517 para += para_len + 1;
518 para_len = rb->strlen(para);
520 helplines = lines;
523 enum help { HELP_QUIT, HELP_USB };
525 /* help for the not so intuitive interface */
526 enum help solitaire_help( void )
528 int start = 0;
529 int button;
530 int lastbutton = BUTTON_NONE;
531 bool fixed = (displaylines >= helplines);
533 while( true )
535 char *text = helptext;
536 int line = fixed ? (displaylines - helplines) / 2 : 0;
537 int i;
539 rb->lcd_clear_display();
541 for (i = 0; i < start + displaylines; i++)
543 if (i >= start)
544 rb->lcd_puts(0, line++, text);
545 text += rb->strlen(text) + 1;
547 rb->lcd_update();
549 button = rb->button_get( true );
550 switch( button )
552 case SOL_UP:
553 #ifdef SOL_UP_PRE
554 if( lastbutton != SOL_UP_PRE )
555 break;
556 #else
557 case SOL_UP|BUTTON_REPEAT:
558 #endif
559 if (!fixed && start > 0)
560 start--;
561 break;
563 case SOL_DOWN:
564 #ifdef SOL_DOWN_PRE
565 if( lastbutton != SOL_DOWN_PRE )
566 break;
567 #else
568 case SOL_DOWN|BUTTON_REPEAT:
569 #endif
570 if (!fixed && start < helplines - displaylines)
571 start++;
572 break;
574 #ifdef SOL_RC_QUIT
575 case SOL_RC_QUIT:
576 #endif
577 case SOL_QUIT:
578 return HELP_QUIT;
580 default:
581 if( rb->default_event_handler( button ) == SYS_USB_CONNECTED )
582 return HELP_USB;
583 break;
585 if( button != BUTTON_NONE )
586 lastbutton = button;
591 * Custom menu / options
594 #define CFGFILE_VERSION 0
596 struct sol_config {
597 int draw_type;
598 int auto_unhide;
601 struct sol_config sol_disk = {0, 0};
602 struct sol_config sol;
604 static struct configdata config[] = {
605 { TYPE_INT, 0, 1, &sol_disk.draw_type, "draw_type", NULL, NULL },
606 { TYPE_INT, 0, 1, &sol_disk.auto_unhide, "auto_unhide", NULL, NULL }
609 char draw_option_string[32];
610 char unhide_option_string[32];
612 static void create_draw_option_string(void)
614 if (sol.draw_type == 0)
615 rb->strcpy(draw_option_string, "Draw Three Cards");
616 else
617 rb->strcpy(draw_option_string, "Draw One Card");
620 static void create_unhide_option_string(void)
622 if (sol.auto_unhide == 0)
623 rb->strcpy(unhide_option_string, "Unhide manually");
624 else
625 rb->strcpy(unhide_option_string, "Unhide automatically");
628 void solitaire_init(void);
630 /* menu return codes */
631 enum { MENU_RESUME, MENU_SAVE_AND_QUIT, MENU_QUIT, MENU_USB };
633 int solitaire_menu(bool in_game)
635 int m;
636 int result = -1;
637 int i = 0;
639 struct menu_item items[7];
641 if( in_game )
643 items[i++].desc = "Resume Game";
644 items[i++].desc = "Restart Game";
646 else
648 items[i++].desc = "Start Game";
649 items[i++].desc = draw_option_string;
651 items[i++].desc = unhide_option_string;
652 items[i++].desc = "Help";
653 items[i++].desc = "Audio Playback";
654 if( in_game )
656 items[i++].desc = "Save and Quit";
658 items[i++].desc = "Quit";
660 create_draw_option_string();
661 create_unhide_option_string();
662 m = menu_init(rb, items, i, NULL, NULL, NULL, NULL);
663 while (result < 0)
665 switch (menu_show(m))
667 case MENU_SELECTED_EXIT:
668 result = MENU_RESUME;
669 break;
671 case MENU_ATTACHED_USB:
672 result = MENU_USB;
673 break;
675 case 0:
676 result = MENU_RESUME;
677 break;
679 case 1:
680 if (in_game)
682 solitaire_init();
683 result = MENU_RESUME;
685 else
687 sol.draw_type = (sol.draw_type + 1) % 2;
688 create_draw_option_string();
690 break;
692 case 2:
693 sol.auto_unhide = (sol.auto_unhide + 1) % 2;
694 create_unhide_option_string();
695 break;
697 case 3:
698 rb->lcd_setmargins(0, 0);
699 if (solitaire_help() == HELP_USB)
700 result = MENU_USB;
701 break;
703 case 4:
704 playback_control(rb);
705 break;
707 case 5:
708 if( in_game )
709 result = MENU_SAVE_AND_QUIT;
710 else
711 result = MENU_QUIT;
712 break;
714 case 6:
715 result = MENU_QUIT;
716 break;
719 menu_exit(m);
720 rb->lcd_setmargins(0, 0);
721 return result;
725 * Global variables
728 /* player's cursor */
729 int cur_card;
730 /* player's cursor column num */
731 int cur_col;
733 /* selected card */
734 int sel_card;
736 /* the deck */
737 card_t deck[ NUM_CARDS ];
739 /* the remaining cards */
740 /* first card of the remains' stack */
741 int rem;
742 /* upper visible card from the remains' stack */
743 int cur_rem;
744 /* number of cards drawn from the remains stack - 1 */
745 int count_rem;
746 /* number of cards per draw of the remains' stack */
747 int cards_per_draw;
749 /* the 7 game columns */
750 int cols[COL_NUM];
751 /* the 4 final stacks */
752 int stacks[SUITS];
755 * Card handling routines
758 int next_random_card( card_t *deck )
760 int i,r;
762 r = rb->rand()%(NUM_CARDS)+1;
763 i = 0;
765 while( r>0 )
767 i = (i + 1)%(NUM_CARDS);
768 if( !deck[i].used ) r--;
771 deck[i].used = true;
773 return i;
777 /* initialize the game */
778 void solitaire_init( void )
781 int c;
782 int i, j;
784 /* number of cards that are drawn on the remains' stack (by pressing F2) */
785 if( sol.draw_type == 0 )
787 cards_per_draw = 3;
789 else
791 cards_per_draw = 1;
794 /* init deck */
795 for( i=0; i<SUITS; i++ )
797 for( j=0; j<CARDS_PER_SUIT; j++ )
799 #define card deck[i*CARDS_PER_SUIT+j]
800 card.suit = i;
801 card.num = j;
802 card.known = true;
803 card.used = false;
804 card.next = NOT_A_CARD;
805 #undef card
809 /* deal the cards ... */
810 /* ... in the columns */
811 for( i=0; i<COL_NUM; i++ )
813 c = NOT_A_CARD;
814 for( j=0; j<=i; j++ )
816 if( c == NOT_A_CARD )
818 cols[i] = next_random_card( deck );
819 c = cols[i];
821 else
823 deck[c].next = next_random_card( deck );
824 c = deck[c].next;
826 if( j < i )
827 deck[c].known = false;
831 /* ... shuffle what's left of the deck */
832 rem = next_random_card(deck);
833 c = rem;
835 for( i=1; i < NUM_CARDS - COL_NUM * (COL_NUM + 1)/2; i++ )
837 deck[c].next = next_random_card( deck );
838 c = deck[c].next;
841 /* we now finished dealing the cards. The game can start ! (at last) */
843 /* init the stack */
844 for( i = 0; i<SUITS; i++ )
846 stacks[i] = NOT_A_CARD;
849 /* the cursor starts on upper left card */
850 cur_card = cols[0];
851 cur_col = 0;
853 /* no card is selected */
854 sel_card = NOT_A_CARD;
856 /* init the remainder */
857 cur_rem = NOT_A_CARD;
859 count_rem = -1;
862 /* find the column number in which 'card' can be found */
863 int find_card_col( int card )
865 int i;
866 int c;
868 if( card == NOT_A_CARD ) return NOT_A_COL;
870 for( i=0; i<COL_NUM; i++ )
872 c = cols[i];
873 while( c != NOT_A_CARD )
875 if( c == card ) return i;
876 c = deck[c].next;
880 for( i=0; i<SUITS; i++ )
882 c = stacks[i];
883 while( c != NOT_A_CARD )
885 if( c == card ) return STACKS_COL + i;
886 c = deck[c].next;
890 return REM_COL;
893 /* find the card preceding 'card' */
894 /* if it doesn't exist, return NOT_A_CARD */
895 int find_prev_card( int card ){
896 int i;
898 for( i=0; i < NUM_CARDS; i++ )
900 if( deck[i].next == card ) return i;
903 return NOT_A_CARD;
906 /* find the last card of a given column */
907 int find_last_card( int col )
909 int c;
911 if( col < COL_NUM )
913 c = cols[col];
915 else if( col < REM_COL )
917 c = stacks[col - STACKS_COL];
919 else
921 c = cur_rem;
924 if(c == NOT_A_CARD)
925 return c;
926 else
928 while(deck[c].next != NOT_A_CARD)
929 c = deck[c].next;
930 return c;
934 enum move { MOVE_OK, MOVE_NOT_OK };
936 enum move move_card( int dest_col, int src_card )
938 /* the column on which to take src_card */
939 int src_col;
941 /* the last card of dest_col */
942 int dest_card;
944 /* the card under src_card */
945 int src_card_prev;
947 /* you can't move no card (at least, it doesn't have any consequence) */
948 if( src_card == NOT_A_CARD ) return MOVE_NOT_OK;
949 /* you can't put a card back on the remains' stack */
950 if( dest_col == REM_COL ) return MOVE_NOT_OK;
951 /* you can't move an unknown card */
952 if( !deck[src_card].known ) return MOVE_NOT_OK;
954 src_col = find_card_col( src_card );
955 dest_card = find_last_card( dest_col );
956 src_card_prev = find_prev_card( src_card );
958 /* you can't move more than one card at a time from the final stack */
959 /* to the rest of the game */
960 if( src_col >= COL_NUM && src_col < REM_COL
961 && deck[src_card].next != NOT_A_CARD )
963 return MOVE_NOT_OK;
966 /* if we (that means dest) are on one of the 7 columns ... */
967 if( dest_col < COL_NUM )
969 /* ... check is we are on an empty color and that the src is a king */
970 if( dest_card == NOT_A_CARD
971 && deck[src_card].num == CARDS_PER_SUIT - 1 )
973 /* this is a winning combination */
974 cols[dest_col] = src_card;
976 /* ... or check if the cards follow one another and have
977 * different colorsuit */
978 else if(( deck[dest_card].suit + deck[src_card].suit)%2==1
979 && deck[dest_card].num == deck[src_card].num + 1 )
981 /* this is a winning combination */
982 deck[dest_card].next = src_card;
984 /* ... or, humpf, well that's not good news */
985 else
987 /* this is not a winning combination */
988 return MOVE_NOT_OK;
991 /* if we are on one of the 4 final stacks ... */
992 else if( dest_col < REM_COL )
994 /* ... check if we are on an empty stack... */
995 if( dest_card == NOT_A_CARD )
997 /* ... and the src is an ace and this is the correct final stack */
998 if( deck[src_card].num == 0
999 && deck[src_card].suit == dest_col - STACKS_COL )
1001 /* this is a winning combination */
1002 stacks[dest_col - STACKS_COL] = src_card;
1004 else
1006 /* this is not a winning combination */
1007 return MOVE_NOT_OK;
1010 else /* non-empty stack */
1012 /* ...check if the cards follow one another, have the same suit and
1013 * {that src has no .next element or is from the remains' stack} */
1014 if( deck[dest_card].suit == deck[src_card].suit
1015 && deck[dest_card].num + 1 == deck[src_card].num
1016 && (deck[src_card].next == NOT_A_CARD || src_col == REM_COL) )
1018 /* this is a winning combination */
1019 deck[dest_card].next = src_card;
1021 /* ... or, well that's not good news */
1022 else
1024 /* this is not a winning combination */
1025 return MOVE_NOT_OK;
1029 /* if we are on the remains' stack */
1030 else
1032 /* you can't move a card back to the remains' stack */
1033 return MOVE_NOT_OK;
1036 /* if the src card is from the remains' stack, we don't want to take
1037 * the following cards */
1038 if( src_col == REM_COL )
1040 /* if src card is the first card from the stack */
1041 if( src_card_prev == NOT_A_CARD )
1043 rem = deck[src_card].next;
1045 /* if src card is not the first card from the stack */
1046 else
1048 deck[src_card_prev].next = deck[src_card].next;
1050 deck[src_card].next = NOT_A_CARD;
1051 cur_rem = src_card_prev;
1052 count_rem--;
1054 /* if the src card is from somewhere else, just take everything */
1055 else
1057 if( src_card_prev == NOT_A_CARD )
1059 if( src_col < COL_NUM )
1061 cols[src_col] = NOT_A_CARD;
1063 else
1065 stacks[src_col - STACKS_COL] = NOT_A_CARD;
1068 else
1070 deck[src_card_prev].next = NOT_A_CARD;
1071 if (sol.auto_unhide)
1073 deck[src_card_prev].known = true;
1077 sel_card = NOT_A_CARD;
1078 /* tada ! */
1079 return MOVE_OK;
1082 enum { SOLITAIRE_WIN, SOLITAIRE_SAVE_AND_QUIT, SOLITAIRE_QUIT, SOLITAIRE_USB };
1085 * Bouncing cards at the end of the game
1088 #define BC_ACCEL ((1<<16)*LCD_HEIGHT/128)
1089 #define BC_MYSPEED (6*BC_ACCEL)
1090 #define BC_MXSPEED (6*LCD_HEIGHT/128)
1092 int bouncing_cards( void )
1094 int i, j, x, vx, y, fp_y, fp_vy, button;
1096 /* flush the button queue */
1097 while( ( button = rb->button_get( false ) ) != BUTTON_NONE )
1099 if( rb->default_event_handler( button ) == SYS_USB_CONNECTED )
1100 return SOLITAIRE_USB;
1103 /* fun stuff :) */
1104 for( i = CARDS_PER_SUIT-1; i>=0; i-- )
1106 for( j = 0; j < SUITS; j++ )
1108 x = LCD_WIDTH-(CARD_WIDTH*4+4+MARGIN)+CARD_WIDTH*j+j+1;
1109 fp_y = MARGIN<<16;
1111 #if LCD_WIDTH > 200
1112 vx = rb->rand() % (4*BC_MXSPEED/3-2) - BC_MXSPEED;
1113 if( vx >= -1 )
1114 vx += 3;
1115 #else
1116 vx = rb->rand() % (4*BC_MXSPEED/3) - BC_MXSPEED;
1117 if( vx >= 0 )
1118 vx++;
1119 #endif
1121 fp_vy = -rb->rand() % BC_MYSPEED;
1123 while( x < LCD_WIDTH && x + CARD_WIDTH > 0 )
1125 fp_vy += BC_ACCEL;
1126 x += vx;
1127 fp_y += fp_vy;
1128 if( fp_y >= (LCD_HEIGHT-CARD_HEIGHT) << 16 )
1130 fp_vy = -fp_vy*4/5;
1131 fp_y = (LCD_HEIGHT-CARD_HEIGHT) << 16;
1133 y = fp_y >> 16;
1134 draw_card( &deck[j*CARDS_PER_SUIT+i], x, y,
1135 false, false );
1136 rb->lcd_update_rect( x<0?0:x, y<0?0:y,
1137 CARD_WIDTH, CARD_HEIGHT );
1139 button = rb->button_get_w_tmo( 2 );
1140 if( rb->default_event_handler( button ) == SYS_USB_CONNECTED )
1141 return SOLITAIRE_USB;
1142 if( button == SOL_QUIT || button == SOL_MOVE )
1143 return SOLITAIRE_WIN;
1147 return SOLITAIRE_WIN;
1151 * Game save/load routines
1153 void get_save_filename( char *buf )
1155 char *s;
1156 rb->strcpy( buf, rb->plugin_get_current_filename() );
1157 s = rb->strrchr( buf, '/' ) + 1;
1158 *s = '\0';
1159 rb->strcat( s, "sol.save" );
1162 int open_save_file( int flags )
1164 char buf[MAX_PATH];
1165 get_save_filename( buf );
1166 return rb->open( buf, flags );
1169 void delete_save_file( void )
1171 char buf[MAX_PATH];
1172 get_save_filename( buf );
1173 rb->remove( buf );
1176 #ifdef write
1177 # undef write
1178 #endif
1179 int save_write( int fd, const void *buf, size_t count, int *checksum )
1181 size_t i;
1182 if( rb->PREFIX(write)( fd, buf, count ) < (ssize_t)count )
1183 return 1;
1184 for( i = 0; i < count; i++ )
1185 *checksum += (int)(((const char *)buf)[i]);
1186 return 0;
1189 #ifdef read
1190 # undef read
1191 #endif
1192 int save_read( int fd, void *buf, size_t count, int *checksum )
1194 size_t i;
1195 if( rb->PREFIX(read)( fd, buf, count ) < (ssize_t)count )
1196 return 1;
1197 for( i = 0; i < count; i++ )
1198 *checksum -= (int)(((const char *)buf)[i]);
1199 return 0;
1202 int save_game( void )
1204 int fd = open_save_file( O_CREAT|O_WRONLY|O_TRUNC );
1205 int checksum = 42;
1206 if( fd < 0 )
1207 return -1;
1208 if( save_write( fd, &cur_card, sizeof( int ), &checksum )
1209 || save_write( fd, &cur_col, sizeof( int ), &checksum )
1210 || save_write( fd, &sel_card, sizeof( int ), &checksum )
1211 || save_write( fd, deck, NUM_CARDS * sizeof( card_t ), &checksum )
1212 || save_write( fd, &rem, sizeof( int ), &checksum )
1213 || save_write( fd, &cur_rem, sizeof( int ), &checksum )
1214 || save_write( fd, &count_rem, sizeof( int ), &checksum )
1215 || save_write( fd, &cards_per_draw, sizeof( int ), &checksum )
1216 || save_write( fd, cols, COL_NUM * sizeof( int ), &checksum )
1217 || save_write( fd, stacks, SUITS * sizeof( int ), &checksum )
1218 || ( rb->PREFIX(write)( fd, &checksum, sizeof( int ) ) < (ssize_t)(sizeof( int ) ) ) )
1220 rb->close( fd );
1221 rb->splash( 2*HZ, "Error while saving game. Aborting." );
1222 return -2;
1224 rb->close( fd );
1225 return 0;
1228 int load_game( void )
1230 int fd = open_save_file( O_RDONLY );
1231 int checksum;
1232 if( fd < 0 )
1233 return -1;
1234 if( ( rb->PREFIX(lseek)( fd, -sizeof( int ), SEEK_END ) == -((ssize_t)sizeof( int ))-1 )
1235 || ( rb->PREFIX(read)( fd, &checksum, sizeof( int ) ) < ((ssize_t)sizeof( int )) )
1236 || ( rb->PREFIX(lseek)( fd, 0, SEEK_SET ) == -1 )
1237 || save_read( fd, &cur_card, sizeof( int ), &checksum )
1238 || save_read( fd, &cur_col, sizeof( int ), &checksum )
1239 || save_read( fd, &sel_card, sizeof( int ), &checksum )
1240 || save_read( fd, deck, NUM_CARDS * sizeof( card_t ), &checksum )
1241 || save_read( fd, &rem, sizeof( int ), &checksum )
1242 || save_read( fd, &cur_rem, sizeof( int ), &checksum )
1243 || save_read( fd, &count_rem, sizeof( int ), &checksum )
1244 || save_read( fd, &cards_per_draw, sizeof( int ), &checksum )
1245 || save_read( fd, cols, COL_NUM * sizeof( int ), &checksum )
1246 || save_read( fd, stacks, SUITS * sizeof( int ), &checksum ) )
1248 rb->close( fd );
1249 rb->splash( 2*HZ, "Error while loading saved game. Aborting." );
1250 delete_save_file();
1251 return -2;
1253 rb->close( fd );
1254 if( checksum != 42 )
1256 rb->splash( 2*HZ, "Save file was corrupted. Aborting." );
1257 delete_save_file();
1258 return -3;
1260 return 0;
1264 * The main game loop
1266 * If skipmenu is defined to SOLITAIRE_QUIT, the menu will be skipped and
1267 * game will resume.
1270 int solitaire( int skipmenu )
1273 int i,j;
1274 int button, lastbutton = 0;
1275 int c,h,prevcard;
1276 int biggest_col_length;
1278 rb->srand( *rb->current_tick );
1279 if( skipmenu != SOLITAIRE_QUIT )
1281 switch( solitaire_menu(false) )
1283 case MENU_QUIT:
1284 return SOLITAIRE_QUIT;
1286 case MENU_USB:
1287 return SOLITAIRE_USB;
1289 solitaire_init();
1292 while( true )
1294 rb->lcd_clear_display();
1296 /* get the biggest column length so that display can be "optimized" */
1297 biggest_col_length = 0;
1299 for(i=0;i<COL_NUM;i++)
1301 j = 0;
1302 c = cols[i];
1304 if( c != NOT_A_CARD )
1306 while( true )
1308 /* don't include the last card in the column length. */
1309 if( deck[c].next == NOT_A_CARD )
1311 break; /* no successor: get outta here. */
1313 else
1315 if( deck[c].known )
1316 j += 2;
1317 else
1318 j++;
1320 c = deck[c].next;
1322 /* make column distinguishable from an empty column,
1323 * and avoid division by zero while displaying */
1324 if( j == 0 )
1325 j = 1;
1327 if( j > biggest_col_length )
1328 biggest_col_length = j;
1331 /* check if there are cards remaining in the game. */
1332 /* if there aren't any, that means you won :) */
1333 if( biggest_col_length == 0 && rem == NOT_A_CARD )
1335 rb->splash( HZ, "You Won :)" );
1336 return bouncing_cards();
1339 /* draw the columns */
1340 for( i = 0; i < COL_NUM; i++ )
1342 c = cols[i];
1343 j = CARD_START;
1344 while( true )
1346 if( c == NOT_A_CARD )
1348 /* draw the cursor on empty columns */
1349 if( cur_col == i )
1351 draw_cursor( MARGIN + i * (CARD_WIDTH
1352 +(LCD_WIDTH-COL_NUM*CARD_WIDTH-2*MARGIN)/(COL_NUM-1)),
1353 j );
1355 break;
1358 draw_card( &deck[c], MARGIN + i * (CARD_WIDTH
1359 +(LCD_WIDTH-COL_NUM*CARD_WIDTH-2*MARGIN)/(COL_NUM-1)),
1360 j, c == sel_card, c == cur_card );
1362 h = c;
1363 c = deck[c].next;
1364 if( c == NOT_A_CARD ) break;
1366 /* This is where we change the spacing between cards so that
1367 * they don't overflow out of the LCD */
1368 if( h == cur_card )
1369 j += SYMBOL_HEIGHT;
1370 else if( deck[h].known )
1371 j += min( SYMBOL_HEIGHT,
1372 2 * (LCD_HEIGHT - CARD_START - CARD_HEIGHT - MARGIN)
1373 / biggest_col_length );
1374 else
1375 j += min( SYMBOL_HEIGHT / 2,
1376 (LCD_HEIGHT - CARD_START - CARD_HEIGHT - MARGIN)
1377 / biggest_col_length );
1381 /* draw the stacks */
1382 for( i=0; i<SUITS; i++ )
1384 c = find_last_card( STACKS_COL + i );
1386 if( c != NOT_A_CARD )
1388 draw_card( &deck[c],
1389 LCD_WIDTH-(CARD_WIDTH*4+4+MARGIN)+CARD_WIDTH*i+i+1,
1390 MARGIN,
1391 c == sel_card, cur_col == STACKS_COL + i );
1393 else
1395 draw_empty_stack( i,
1396 LCD_WIDTH-(CARD_WIDTH*4+4+MARGIN)+CARD_WIDTH*i+i+1,
1397 MARGIN, cur_col == STACKS_COL + i );
1401 /* draw the remains */
1402 if( rem != NOT_A_CARD &&
1403 ( cur_rem == NOT_A_CARD || deck[cur_rem].next != NOT_A_CARD ) )
1405 /* gruik ! (we want to display a card back) */
1406 deck[rem].known = false;
1407 draw_card( &deck[rem], MARGIN, MARGIN, false, false );
1408 deck[rem].known = true;
1411 if( rem != NOT_A_CARD && cur_rem != NOT_A_CARD )
1413 if( count_rem < 0 )
1415 prevcard = rem;
1416 count_rem = 0;
1417 while( prevcard != cur_rem && count_rem < cards_per_draw-1 )
1419 prevcard = deck[prevcard].next;
1420 count_rem++;
1423 prevcard = cur_rem;
1424 j = CARD_WIDTH+2*MARGIN+1;
1425 for( i = 0; i < count_rem; i++ )
1426 prevcard = find_prev_card(prevcard);
1427 for( i = 0; i <= count_rem; i++ )
1429 draw_card( &deck[prevcard], j,
1430 MARGIN, sel_card == prevcard,
1431 cur_card == prevcard );
1432 prevcard = deck[prevcard].next;
1433 j += CARD_WIDTH/2;
1436 if( ( cur_rem == NOT_A_CARD || rem == NOT_A_CARD )
1437 && cur_col == REM_COL )
1439 draw_cursor( CARD_WIDTH+2*MARGIN+1, MARGIN );
1442 rb->lcd_update();
1444 /* what to do when a key is pressed ... */
1445 button = rb->button_get( true );
1446 #if (CONFIG_KEYPAD == SANSA_E200_PAD)
1447 if (button&(BUTTON_SCROLL_BACK|BUTTON_SCROLL_FWD))
1448 button = button & (~BUTTON_REPEAT);
1449 #endif
1450 switch( button )
1452 /* move cursor to the last card of the previous column
1453 * or to the previous final stack
1454 * or to the remains stack */
1455 case SOL_RIGHT:
1456 #ifdef SOL_RIGHT_PRE
1457 if( lastbutton != SOL_RIGHT_PRE )
1458 break;
1459 #endif
1460 if( cur_col >= COL_NUM )
1462 cur_col = 0;
1464 else if( cur_col == COL_NUM - 1 )
1466 cur_col = REM_COL;
1468 else
1470 cur_col = (cur_col+1)%(REM_COL+1);
1472 if(cur_col == REM_COL)
1474 cur_card = cur_rem;
1475 break;
1477 cur_card = find_last_card( cur_col );
1478 break;
1480 /* move cursor to the last card of the next column
1481 * or to the next final stack
1482 * or to the remains stack */
1483 case SOL_LEFT:
1484 #ifdef SOL_LEFT_PRE
1485 if( lastbutton != SOL_LEFT_PRE )
1486 break;
1487 #endif
1488 if( cur_col == 0 )
1490 cur_col = REM_COL;
1492 else if( cur_col >= COL_NUM )
1494 cur_col = COL_NUM - 1;
1496 else
1498 cur_col = (cur_col + REM_COL)%(REM_COL+1);
1500 if( cur_col == REM_COL )
1502 cur_card = cur_rem;
1503 break;
1505 cur_card = find_last_card( cur_col );
1506 break;
1508 /* move cursor to card that's bellow */
1509 case SOL_DOWN:
1510 #ifdef SOL_DOWN_PRE
1511 if( lastbutton != SOL_DOWN_PRE )
1512 break;
1513 #else
1514 case SOL_DOWN|BUTTON_REPEAT:
1515 #endif
1516 if( cur_col >= COL_NUM )
1518 cur_col = (cur_col - COL_NUM + 1)%(SUITS + 1) + COL_NUM;
1519 if( cur_col == REM_COL )
1521 cur_card = cur_rem;
1523 else
1525 cur_card = find_last_card( cur_col );
1527 break;
1529 if( cur_card == NOT_A_CARD ) break;
1530 if( deck[cur_card].next != NOT_A_CARD )
1532 cur_card = deck[cur_card].next;
1534 else
1536 cur_card = cols[cur_col];
1537 while( !deck[ cur_card].known
1538 && deck[cur_card].next != NOT_A_CARD )
1540 cur_card = deck[cur_card].next;
1543 break;
1545 /* move cursor to card that's above */
1546 case SOL_UP:
1547 #ifdef SOL_UP_PRE
1548 if( lastbutton != SOL_UP_PRE )
1549 break;
1550 #else
1551 case SOL_UP|BUTTON_REPEAT:
1552 #endif
1553 if( cur_col >= COL_NUM )
1555 cur_col = (cur_col - COL_NUM + SUITS)%(SUITS + 1) + COL_NUM;
1556 if( cur_col == REM_COL )
1558 cur_card = cur_rem;
1560 else
1562 cur_card = find_last_card( cur_col );
1564 break;
1566 if( cur_card == NOT_A_CARD ) break;
1567 do {
1568 cur_card = find_prev_card( cur_card );
1569 if( cur_card == NOT_A_CARD )
1571 cur_card = find_last_card( cur_col );
1573 } while( deck[cur_card].next != NOT_A_CARD
1574 && !deck[cur_card].known );
1575 break;
1577 /* Try to put card under cursor on one of the stacks */
1578 case SOL_CUR2STACK:
1579 #ifdef SOL_CUR2STACK_PRE
1580 if( lastbutton != SOL_CUR2STACK_PRE )
1581 break;
1582 #endif
1583 move_card( deck[cur_card].suit + STACKS_COL, cur_card );
1584 break;
1586 /* Move cards arround, Uncover cards, ... */
1587 case SOL_MOVE:
1588 #ifdef SOL_MOVE_PRE
1589 if( lastbutton != SOL_MOVE_PRE )
1590 break;
1591 #endif
1593 if( sel_card == NOT_A_CARD )
1595 if( cur_card != NOT_A_CARD )
1597 if( deck[cur_card].next == NOT_A_CARD
1598 && !deck[cur_card].known )
1600 /* reveal a hidden card */
1601 deck[cur_card].known = true;
1603 else if( cur_col == REM_COL && cur_rem == NOT_A_CARD )
1605 break;
1607 else
1609 /* select a card */
1610 sel_card = cur_card;
1614 else if( sel_card == cur_card )
1616 /* unselect card or try putting card on
1617 * one of the 4 stacks */
1618 if( move_card( deck[sel_card].suit + COL_NUM, sel_card )
1619 == MOVE_OK && cur_col == REM_COL )
1621 cur_card = cur_rem;
1623 sel_card = NOT_A_CARD;
1625 else
1627 /* try moving cards */
1628 /* The flexible move must not be used from the remains stack. */
1629 if (find_card_col(sel_card) == REM_COL)
1631 if (move_card( cur_col, sel_card ) == MOVE_NOT_OK)
1632 sel_card = NOT_A_CARD;
1634 else
1636 do {
1637 if (move_card( cur_col, sel_card) == MOVE_OK)
1638 break;
1639 sel_card = find_prev_card(sel_card);
1640 } while (sel_card != NOT_A_CARD);
1643 break;
1645 /* If the card on the top of the remains can be put where
1646 * the cursor is, go ahead */
1647 case SOL_REM2CUR:
1648 #ifdef SOL_REM2CUR_PRE
1649 if( lastbutton != SOL_REM2CUR_PRE )
1650 break;
1651 #endif
1652 move_card( cur_col, cur_rem );
1653 break;
1655 /* If the card on top of the remains can be put on one
1656 * of the stacks, do so */
1657 case SOL_REM2STACK:
1658 #ifdef SOL_REM2STACK_PRE
1659 if( lastbutton != SOL_REM2STACK_PRE )
1660 break;
1661 #endif
1662 move_card( deck[cur_rem].suit + COL_NUM, cur_rem );
1663 break;
1665 #ifdef SOL_REM
1666 case SOL_REM:
1667 if( sel_card != NOT_A_CARD )
1669 /* unselect selected card */
1670 sel_card = NOT_A_CARD;
1671 break;
1673 if( rem != NOT_A_CARD && cur_rem != NOT_A_CARD )
1675 sel_card = cur_rem;
1676 break;
1678 break;
1679 #endif
1681 /* unselect selected card or ...
1682 * draw new cards from the remains of the deck */
1683 case SOL_DRAW:
1684 #ifdef SOL_DRAW_PRE
1685 if( lastbutton != SOL_DRAW_PRE )
1686 break;
1687 #endif
1688 if( sel_card != NOT_A_CARD )
1690 /* unselect selected card */
1691 sel_card = NOT_A_CARD;
1692 break;
1694 if( rem != NOT_A_CARD )
1696 int cur_rem_old = cur_rem;
1697 count_rem = -1;
1698 /* draw new cards form the remains of the deck */
1699 if( cur_rem == NOT_A_CARD )
1701 /*if the cursor card is null*/
1702 cur_rem = rem;
1703 i = cards_per_draw - 1;
1704 count_rem++;
1706 else
1708 i = cards_per_draw;
1711 while( i > 0 && deck[cur_rem].next != NOT_A_CARD )
1713 cur_rem = deck[cur_rem].next;
1714 i--;
1715 count_rem++;
1717 /* test if any cards are really left on
1718 * the remains' stack */
1719 if( i == cards_per_draw )
1721 cur_rem = NOT_A_CARD;
1722 count_rem = -1;
1724 /* if cursor was on remains' stack when new cards were
1725 * drawn, put cursor on top of remains' stack */
1726 if( cur_col == REM_COL && cur_card == cur_rem_old )
1728 cur_card = cur_rem;
1729 sel_card = NOT_A_CARD;
1732 break;
1734 /* Show the menu */
1735 #ifdef SOL_RC_QUIT
1736 case SOL_RC_QUIT:
1737 #endif
1738 case SOL_QUIT:
1739 switch( solitaire_menu(true) )
1741 case MENU_SAVE_AND_QUIT:
1742 return SOLITAIRE_SAVE_AND_QUIT;
1744 case MENU_QUIT:
1745 return SOLITAIRE_QUIT;
1747 case MENU_USB:
1748 return SOLITAIRE_USB;
1750 break;
1752 case SYS_POWEROFF:
1753 return SOLITAIRE_SAVE_AND_QUIT;
1755 default:
1756 if( rb->default_event_handler( button ) == SYS_USB_CONNECTED )
1757 return SOLITAIRE_USB;
1758 break;
1761 if( button != BUTTON_NONE )
1762 lastbutton = button;
1764 /* fix incoherences concerning cur_col and cur_card */
1765 c = find_card_col( cur_card );
1766 if( c != NOT_A_COL && c != cur_col )
1767 cur_card = find_last_card( cur_col );
1769 if( cur_card == NOT_A_CARD
1770 && find_last_card( cur_col ) != NOT_A_CARD )
1771 cur_card = find_last_card( cur_col );
1776 * Plugin entry point
1779 enum plugin_status plugin_start( struct plugin_api* api, void* parameter )
1781 int result;
1783 /* plugin init */
1784 (void)parameter;
1785 rb = api;
1787 rb->splash( HZ, "Welcome to Solitaire!" );
1789 configfile_init(rb);
1790 configfile_load(CONFIG_FILENAME, config,
1791 sizeof(config) / sizeof(config[0]), CFGFILE_VERSION);
1792 rb->memcpy(&sol, &sol_disk, sizeof(sol)); /* copy to running config */
1794 if( load_game() == 0 )
1796 rb->splash( HZ, "Resuming saved game." );
1797 result = SOLITAIRE_QUIT;
1799 else
1800 result = SOLITAIRE_WIN;
1802 init_help();
1804 /* play the game :)
1805 * Keep playing if a game was won (that means display the menu after
1806 * winning instead of quiting) */
1807 while( ( result = solitaire( result ) ) == SOLITAIRE_WIN );
1809 if( result == SOLITAIRE_QUIT )
1810 delete_save_file();
1811 else /* result == SOLITAIRE_USB || result == SOLITAIRE_SAVE_AND_QUIT */
1812 save_game();
1814 if (rb->memcmp(&sol, &sol_disk, sizeof(sol))) /* save settings if changed */
1816 rb->memcpy(&sol_disk, &sol, sizeof(sol));
1817 configfile_save(CONFIG_FILENAME, config,
1818 sizeof(config) / sizeof(config[0]), CFGFILE_VERSION);
1821 /* Exit the plugin */
1822 return ( result == SOLITAIRE_USB ) ? PLUGIN_USB_CONNECTED : PLUGIN_OK;
1825 #endif