1 /***************************************************************************
3 * Open \______ \ ____ ____ | | _\_ |__ _______ ___
4 * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
5 * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
6 * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
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 ****************************************************************************/
21 #include "playback_control.h"
22 #include "configfile.h"
25 #include "oldmenuapi.h"
27 #ifdef HAVE_LCD_BITMAP
31 static struct plugin_api
* rb
;
32 #define min(a,b) (a<b?a:b)
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
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
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"
279 #error No keymap defined!
282 #define HK_LR "LEFT/RIGHT"
284 # define HK_UD "UP/DOWN"
291 static int helplines
;
292 static int displaylines
;
294 static char helptext
[] =
295 /* Use single spaces only! Close each line with one \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"
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)
323 # define SYMBOL_HEIGHT 12
324 #elif LCD_WIDTH >= 220
327 # define SYMBOL_HEIGHT 12
328 #elif LCD_WIDTH >= 160
330 # define SYMBOL_HEIGHT 11
331 #elif LCD_WIDTH >= 128
333 # define SYMBOL_HEIGHT 10
336 # define SYMBOL_HEIGHT 8
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)
346 # define BACKGROUND_COLOR LCD_WHITE
347 # define FRAME_COLOR LCD_BLACK
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 */
361 #define NUM_CARDS ( CARDS_PER_SUIT * SUITS )
363 /* number of columns */
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)
379 bool used
: 1; /* this is what is used when dealing cards */
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
);
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 );
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
)
406 int oldfg
= rb
->lcd_get_foreground();
408 rb
->lcd_set_foreground( LCD_BLACK
);
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 );
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 );
429 rb
->lcd_set_foreground( FRAME_COLOR
);
431 rb
->lcd_drawrect( x
+1, y
+1, CARD_WIDTH
-2, CARD_HEIGHT
-2 );
433 rb
->lcd_drawrect( x
+2, y
+2, CARD_WIDTH
-4, CARD_HEIGHT
-4 );
437 rb
->lcd_set_foreground( oldfg
);
446 /* Draw a card's inner graphics */
447 static void draw_card( card_t
*card
, int x
, int y
,
448 bool selected
, bool cursor
)
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
);
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
);
478 static void init_help(void)
483 char *para
= helptext
;
485 rb
->lcd_getstringsize(" ", &w_space
, &h
);
486 displaylines
= LCD_HEIGHT
/ h
;
487 para_len
= rb
->strlen(para
);
495 next
= rb
->strtok_r(para
, " ", &store
);
498 rb
->lcd_getstringsize(next
, &w
, NULL
);
501 if (x
+ w
> LCD_WIDTH
)
507 next
[-1] = ' '; /* re-concatenate string */
513 next
= rb
->strtok_r(NULL
, " ", &store
);
517 para
+= para_len
+ 1;
518 para_len
= rb
->strlen(para
);
523 enum help
{ HELP_QUIT
, HELP_USB
};
525 /* help for the not so intuitive interface */
526 enum help
solitaire_help( void )
530 int lastbutton
= BUTTON_NONE
;
531 bool fixed
= (displaylines
>= helplines
);
535 char *text
= helptext
;
536 int line
= fixed
? (displaylines
- helplines
) / 2 : 0;
539 rb
->lcd_clear_display();
541 for (i
= 0; i
< start
+ displaylines
; i
++)
544 rb
->lcd_puts(0, line
++, text
);
545 text
+= rb
->strlen(text
) + 1;
549 button
= rb
->button_get( true );
554 if( lastbutton
!= SOL_UP_PRE
)
557 case SOL_UP
|BUTTON_REPEAT
:
559 if (!fixed
&& start
> 0)
565 if( lastbutton
!= SOL_DOWN_PRE
)
568 case SOL_DOWN
|BUTTON_REPEAT
:
570 if (!fixed
&& start
< helplines
- displaylines
)
581 if( rb
->default_event_handler( button
) == SYS_USB_CONNECTED
)
585 if( button
!= BUTTON_NONE
)
591 * Custom menu / options
594 #define CFGFILE_VERSION 0
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");
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");
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
)
639 struct menu_item items
[7];
643 items
[i
++].desc
= "Resume Game";
644 items
[i
++].desc
= "Restart Game";
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";
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
);
665 switch (menu_show(m
))
667 case MENU_SELECTED_EXIT
:
668 result
= MENU_RESUME
;
671 case MENU_ATTACHED_USB
:
676 result
= MENU_RESUME
;
683 result
= MENU_RESUME
;
687 sol
.draw_type
= (sol
.draw_type
+ 1) % 2;
688 create_draw_option_string();
693 sol
.auto_unhide
= (sol
.auto_unhide
+ 1) % 2;
694 create_unhide_option_string();
698 rb
->lcd_setmargins(0, 0);
699 if (solitaire_help() == HELP_USB
)
704 playback_control(rb
);
709 result
= MENU_SAVE_AND_QUIT
;
720 rb
->lcd_setmargins(0, 0);
728 /* player's cursor */
730 /* player's cursor column num */
737 card_t deck
[ NUM_CARDS
];
739 /* the remaining cards */
740 /* first card of the remains' stack */
742 /* upper visible card from the remains' stack */
744 /* number of cards drawn from the remains stack - 1 */
746 /* number of cards per draw of the remains' stack */
749 /* the 7 game columns */
751 /* the 4 final stacks */
755 * Card handling routines
758 int next_random_card( card_t
*deck
)
762 r
= rb
->rand()%(NUM_CARDS
)+1;
767 i
= (i
+ 1)%(NUM_CARDS
);
768 if( !deck
[i
].used
) r
--;
777 /* initialize the game */
778 void solitaire_init( void )
784 /* number of cards that are drawn on the remains' stack (by pressing F2) */
785 if( sol
.draw_type
== 0 )
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]
804 card
.next
= NOT_A_CARD
;
809 /* deal the cards ... */
810 /* ... in the columns */
811 for( i
=0; i
<COL_NUM
; i
++ )
814 for( j
=0; j
<=i
; j
++ )
816 if( c
== NOT_A_CARD
)
818 cols
[i
] = next_random_card( deck
);
823 deck
[c
].next
= next_random_card( deck
);
827 deck
[c
].known
= false;
831 /* ... shuffle what's left of the deck */
832 rem
= next_random_card(deck
);
835 for( i
=1; i
< NUM_CARDS
- COL_NUM
* (COL_NUM
+ 1)/2; i
++ )
837 deck
[c
].next
= next_random_card( deck
);
841 /* we now finished dealing the cards. The game can start ! (at last) */
844 for( i
= 0; i
<SUITS
; i
++ )
846 stacks
[i
] = NOT_A_CARD
;
849 /* the cursor starts on upper left card */
853 /* no card is selected */
854 sel_card
= NOT_A_CARD
;
856 /* init the remainder */
857 cur_rem
= NOT_A_CARD
;
862 /* find the column number in which 'card' can be found */
863 int find_card_col( int card
)
868 if( card
== NOT_A_CARD
) return NOT_A_COL
;
870 for( i
=0; i
<COL_NUM
; i
++ )
873 while( c
!= NOT_A_CARD
)
875 if( c
== card
) return i
;
880 for( i
=0; i
<SUITS
; i
++ )
883 while( c
!= NOT_A_CARD
)
885 if( c
== card
) return STACKS_COL
+ i
;
893 /* find the card preceding 'card' */
894 /* if it doesn't exist, return NOT_A_CARD */
895 int find_prev_card( int card
){
898 for( i
=0; i
< NUM_CARDS
; i
++ )
900 if( deck
[i
].next
== card
) return i
;
906 /* find the last card of a given column */
907 int find_last_card( int col
)
915 else if( col
< REM_COL
)
917 c
= stacks
[col
- STACKS_COL
];
928 while(deck
[c
].next
!= NOT_A_CARD
)
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 */
941 /* the last card of dest_col */
944 /* the card under src_card */
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
)
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 */
987 /* this is not a winning combination */
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
;
1006 /* this is not a winning combination */
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 */
1024 /* this is not a winning combination */
1029 /* if we are on the remains' stack */
1032 /* you can't move a card back to the remains' stack */
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 */
1048 deck
[src_card_prev
].next
= deck
[src_card
].next
;
1050 deck
[src_card
].next
= NOT_A_CARD
;
1051 cur_rem
= src_card_prev
;
1054 /* if the src card is from somewhere else, just take everything */
1057 if( src_card_prev
== NOT_A_CARD
)
1059 if( src_col
< COL_NUM
)
1061 cols
[src_col
] = NOT_A_CARD
;
1065 stacks
[src_col
- STACKS_COL
] = NOT_A_CARD
;
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
;
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
;
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;
1112 vx
= rb
->rand() % (4*BC_MXSPEED
/3-2) - BC_MXSPEED
;
1116 vx
= rb
->rand() % (4*BC_MXSPEED
/3) - BC_MXSPEED
;
1121 fp_vy
= -rb
->rand() % BC_MYSPEED
;
1123 while( x
< LCD_WIDTH
&& x
+ CARD_WIDTH
> 0 )
1128 if( fp_y
>= (LCD_HEIGHT
-CARD_HEIGHT
) << 16 )
1131 fp_y
= (LCD_HEIGHT
-CARD_HEIGHT
) << 16;
1134 draw_card( &deck
[j
*CARDS_PER_SUIT
+i
], x
, y
,
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
)
1156 rb
->strcpy( buf
, rb
->plugin_get_current_filename() );
1157 s
= rb
->strrchr( buf
, '/' ) + 1;
1159 rb
->strcat( s
, "sol.save" );
1162 int open_save_file( int flags
)
1165 get_save_filename( buf
);
1166 return rb
->open( buf
, flags
);
1169 void delete_save_file( void )
1172 get_save_filename( buf
);
1179 int save_write( int fd
, const void *buf
, size_t count
, int *checksum
)
1182 if( rb
->PREFIX(write
)( fd
, buf
, count
) < (ssize_t
)count
)
1184 for( i
= 0; i
< count
; i
++ )
1185 *checksum
+= (int)(((const char *)buf
)[i
]);
1192 int save_read( int fd
, void *buf
, size_t count
, int *checksum
)
1195 if( rb
->PREFIX(read
)( fd
, buf
, count
) < (ssize_t
)count
)
1197 for( i
= 0; i
< count
; i
++ )
1198 *checksum
-= (int)(((const char *)buf
)[i
]);
1202 int save_game( void )
1204 int fd
= open_save_file( O_CREAT
|O_WRONLY
|O_TRUNC
);
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 ) ) ) )
1221 rb
->splash( 2*HZ
, "Error while saving game. Aborting." );
1228 int load_game( void )
1230 int fd
= open_save_file( O_RDONLY
);
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
) )
1249 rb
->splash( 2*HZ
, "Error while loading saved game. Aborting." );
1254 if( checksum
!= 42 )
1256 rb
->splash( 2*HZ
, "Save file was corrupted. Aborting." );
1264 * The main game loop
1266 * If skipmenu is defined to SOLITAIRE_QUIT, the menu will be skipped and
1270 int solitaire( int skipmenu
)
1274 int button
, lastbutton
= 0;
1276 int biggest_col_length
;
1278 rb
->srand( *rb
->current_tick
);
1279 if( skipmenu
!= SOLITAIRE_QUIT
)
1281 switch( solitaire_menu(false) )
1284 return SOLITAIRE_QUIT
;
1287 return SOLITAIRE_USB
;
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
++)
1304 if( c
!= NOT_A_CARD
)
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. */
1322 /* make column distinguishable from an empty column,
1323 * and avoid division by zero while displaying */
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
++ )
1346 if( c
== NOT_A_CARD
)
1348 /* draw the cursor on empty columns */
1351 draw_cursor( MARGIN
+ i
* (CARD_WIDTH
1352 +(LCD_WIDTH
-COL_NUM
*CARD_WIDTH
-2*MARGIN
)/(COL_NUM
-1)),
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
);
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 */
1370 else if( deck
[h
].known
)
1371 j
+= min( SYMBOL_HEIGHT
,
1372 2 * (LCD_HEIGHT
- CARD_START
- CARD_HEIGHT
- MARGIN
)
1373 / biggest_col_length
);
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,
1391 c
== sel_card
, cur_col
== STACKS_COL
+ i
);
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
)
1417 while( prevcard
!= cur_rem
&& count_rem
< cards_per_draw
-1 )
1419 prevcard
= deck
[prevcard
].next
;
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
;
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
);
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
);
1452 /* move cursor to the last card of the previous column
1453 * or to the previous final stack
1454 * or to the remains stack */
1456 #ifdef SOL_RIGHT_PRE
1457 if( lastbutton
!= SOL_RIGHT_PRE
)
1460 if( cur_col
>= COL_NUM
)
1464 else if( cur_col
== COL_NUM
- 1 )
1470 cur_col
= (cur_col
+1)%(REM_COL
+1);
1472 if(cur_col
== REM_COL
)
1477 cur_card
= find_last_card( cur_col
);
1480 /* move cursor to the last card of the next column
1481 * or to the next final stack
1482 * or to the remains stack */
1485 if( lastbutton
!= SOL_LEFT_PRE
)
1492 else if( cur_col
>= COL_NUM
)
1494 cur_col
= COL_NUM
- 1;
1498 cur_col
= (cur_col
+ REM_COL
)%(REM_COL
+1);
1500 if( cur_col
== REM_COL
)
1505 cur_card
= find_last_card( cur_col
);
1508 /* move cursor to card that's bellow */
1511 if( lastbutton
!= SOL_DOWN_PRE
)
1514 case SOL_DOWN
|BUTTON_REPEAT
:
1516 if( cur_col
>= COL_NUM
)
1518 cur_col
= (cur_col
- COL_NUM
+ 1)%(SUITS
+ 1) + COL_NUM
;
1519 if( cur_col
== REM_COL
)
1525 cur_card
= find_last_card( cur_col
);
1529 if( cur_card
== NOT_A_CARD
) break;
1530 if( deck
[cur_card
].next
!= NOT_A_CARD
)
1532 cur_card
= deck
[cur_card
].next
;
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
;
1545 /* move cursor to card that's above */
1548 if( lastbutton
!= SOL_UP_PRE
)
1551 case SOL_UP
|BUTTON_REPEAT
:
1553 if( cur_col
>= COL_NUM
)
1555 cur_col
= (cur_col
- COL_NUM
+ SUITS
)%(SUITS
+ 1) + COL_NUM
;
1556 if( cur_col
== REM_COL
)
1562 cur_card
= find_last_card( cur_col
);
1566 if( cur_card
== NOT_A_CARD
) break;
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
);
1577 /* Try to put card under cursor on one of the stacks */
1579 #ifdef SOL_CUR2STACK_PRE
1580 if( lastbutton
!= SOL_CUR2STACK_PRE
)
1583 move_card( deck
[cur_card
].suit
+ STACKS_COL
, cur_card
);
1586 /* Move cards arround, Uncover cards, ... */
1589 if( lastbutton
!= SOL_MOVE_PRE
)
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
)
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
)
1623 sel_card
= NOT_A_CARD
;
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
;
1637 if (move_card( cur_col
, sel_card
) == MOVE_OK
)
1639 sel_card
= find_prev_card(sel_card
);
1640 } while (sel_card
!= NOT_A_CARD
);
1645 /* If the card on the top of the remains can be put where
1646 * the cursor is, go ahead */
1648 #ifdef SOL_REM2CUR_PRE
1649 if( lastbutton
!= SOL_REM2CUR_PRE
)
1652 move_card( cur_col
, cur_rem
);
1655 /* If the card on top of the remains can be put on one
1656 * of the stacks, do so */
1658 #ifdef SOL_REM2STACK_PRE
1659 if( lastbutton
!= SOL_REM2STACK_PRE
)
1662 move_card( deck
[cur_rem
].suit
+ COL_NUM
, cur_rem
);
1667 if( sel_card
!= NOT_A_CARD
)
1669 /* unselect selected card */
1670 sel_card
= NOT_A_CARD
;
1673 if( rem
!= NOT_A_CARD
&& cur_rem
!= NOT_A_CARD
)
1681 /* unselect selected card or ...
1682 * draw new cards from the remains of the deck */
1685 if( lastbutton
!= SOL_DRAW_PRE
)
1688 if( sel_card
!= NOT_A_CARD
)
1690 /* unselect selected card */
1691 sel_card
= NOT_A_CARD
;
1694 if( rem
!= NOT_A_CARD
)
1696 int cur_rem_old
= cur_rem
;
1698 /* draw new cards form the remains of the deck */
1699 if( cur_rem
== NOT_A_CARD
)
1701 /*if the cursor card is null*/
1703 i
= cards_per_draw
- 1;
1711 while( i
> 0 && deck
[cur_rem
].next
!= NOT_A_CARD
)
1713 cur_rem
= deck
[cur_rem
].next
;
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
;
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
)
1729 sel_card
= NOT_A_CARD
;
1739 switch( solitaire_menu(true) )
1741 case MENU_SAVE_AND_QUIT
:
1742 return SOLITAIRE_SAVE_AND_QUIT
;
1745 return SOLITAIRE_QUIT
;
1748 return SOLITAIRE_USB
;
1753 return SOLITAIRE_SAVE_AND_QUIT
;
1756 if( rb
->default_event_handler( button
) == SYS_USB_CONNECTED
)
1757 return SOLITAIRE_USB
;
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
)
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
;
1800 result
= SOLITAIRE_WIN
;
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
)
1811 else /* result == SOLITAIRE_USB || result == SOLITAIRE_SAVE_AND_QUIT */
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
;