1 /***************************************************************************
3 * Open \______ \ ____ ____ | | _\_ |__ _______ ___
4 * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
5 * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
6 * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
10 * Copyright (C) 2004-2006 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 /*****************************************************************************
22 Graphics & Fix Bugs by Ben Basha
24 use arrows to move the cursor
25 use ON to select cards, move cards, reveal hidden cards, ...
26 use PLAY to move a card from the remains' stack to the top of the cursor
27 use F1 to put card under cursor on one of the 4 final stacks
28 use F2 to un-select card if a card was selected, else draw 3 new cards
29 out of the remains' stack
30 use F3 to put card on top of the remains' stack on one of the 4 final stacks
32 *****************************************************************************/
35 #include "playback_control.h"
36 #include "configfile.h"
39 #include "oldmenuapi.h"
41 #ifdef HAVE_LCD_BITMAP
45 static struct plugin_api
* rb
;
46 #define min(a,b) (a<b?a:b)
52 #if CONFIG_KEYPAD == RECORDER_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_PLAY
61 # define SOL_CUR2STACK BUTTON_F2
62 # define SOL_REM2STACK BUTTON_F3
65 # define HK_REM2CUR "PLAY"
66 # define HK_CUR2STACK "F2"
67 # define HK_REM2STACK "F3"
69 #elif CONFIG_KEYPAD == ARCHOS_AV300_PAD
70 # define SOL_QUIT BUTTON_OFF
71 # define SOL_UP BUTTON_UP
72 # define SOL_DOWN BUTTON_DOWN
73 # define SOL_LEFT BUTTON_LEFT
74 # define SOL_RIGHT BUTTON_RIGHT
75 # define SOL_MOVE BUTTON_ON
76 # define SOL_DRAW BUTTON_F1
77 # define SOL_REM2CUR BUTTON_SELECT
78 # define SOL_CUR2STACK BUTTON_F2
79 # define SOL_REM2STACK BUTTON_F3
82 # define HK_REM2CUR "SELECT"
83 # define HK_CUR2STACK "F2"
84 # define HK_REM2STACK "F3"
86 #elif CONFIG_KEYPAD == ONDIO_PAD
87 # define SOL_QUIT BUTTON_OFF
88 # define SOL_UP_PRE BUTTON_UP
89 # define SOL_UP (BUTTON_UP | BUTTON_REL)
90 # define SOL_DOWN_PRE BUTTON_DOWN
91 # define SOL_DOWN (BUTTON_DOWN | BUTTON_REL)
92 # define SOL_LEFT_PRE BUTTON_LEFT
93 # define SOL_LEFT (BUTTON_LEFT | BUTTON_REL)
94 # define SOL_RIGHT_PRE BUTTON_RIGHT
95 # define SOL_RIGHT (BUTTON_RIGHT | BUTTON_REL)
96 # define SOL_MOVE_PRE BUTTON_MENU
97 # define SOL_MOVE (BUTTON_MENU | BUTTON_REL)
98 # define SOL_DRAW_PRE BUTTON_MENU
99 # define SOL_DRAW (BUTTON_MENU | BUTTON_REPEAT)
100 # define SOL_REM2CUR_PRE BUTTON_DOWN
101 # define SOL_REM2CUR (BUTTON_DOWN | BUTTON_REPEAT)
102 # define SOL_CUR2STACK_PRE BUTTON_UP
103 # define SOL_CUR2STACK (BUTTON_UP | BUTTON_REPEAT)
104 # define SOL_REM2STACK_PRE BUTTON_RIGHT
105 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_REPEAT)
106 # define HK_MOVE "MODE"
107 # define HK_DRAW "MODE.."
108 # define HK_REM2CUR "DOWN.."
109 # define HK_CUR2STACK "UP.."
110 # define HK_REM2STACK "RIGHT.."
112 #elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
113 (CONFIG_KEYPAD == IRIVER_H300_PAD)
114 # define SOL_QUIT BUTTON_OFF
115 # define SOL_UP BUTTON_UP
116 # define SOL_DOWN BUTTON_DOWN
117 # define SOL_LEFT BUTTON_LEFT
118 # define SOL_RIGHT BUTTON_RIGHT
119 # define SOL_MOVE_PRE BUTTON_SELECT
120 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
121 # define SOL_DRAW BUTTON_MODE
122 # define SOL_REM2CUR (BUTTON_LEFT | BUTTON_ON)
123 # define SOL_CUR2STACK_PRE BUTTON_SELECT
124 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
125 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_ON)
126 # define SOL_REM BUTTON_REC
127 # define SOL_RC_QUIT BUTTON_RC_STOP
128 # define HK_MOVE "NAVI"
129 # define HK_DRAW "A-B"
130 # define HK_REM2CUR "PLAY+LEFT"
131 # define HK_CUR2STACK "NAVI.."
132 # define HK_REM2STACK "PLAY+RIGHT"
134 #elif (CONFIG_KEYPAD == IPOD_4G_PAD) || (CONFIG_KEYPAD == IPOD_3G_PAD) || \
135 (CONFIG_KEYPAD == IPOD_1G2G_PAD)
136 # define SOL_QUIT (BUTTON_SELECT | BUTTON_MENU)
137 # define SOL_UP BUTTON_SCROLL_BACK
138 # define SOL_DOWN BUTTON_SCROLL_FWD
139 # define SOL_LEFT_PRE BUTTON_LEFT
140 # define SOL_LEFT (BUTTON_LEFT | BUTTON_REL)
141 # define SOL_RIGHT_PRE BUTTON_RIGHT
142 # define SOL_RIGHT (BUTTON_RIGHT | BUTTON_REL)
143 # define SOL_MOVE_PRE BUTTON_SELECT
144 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
145 # define SOL_DRAW_PRE BUTTON_MENU
146 # define SOL_DRAW (BUTTON_MENU | BUTTON_REL)
147 # define SOL_REM2CUR BUTTON_PLAY
148 # define SOL_CUR2STACK_PRE BUTTON_MENU
149 # define SOL_CUR2STACK (BUTTON_MENU | BUTTON_REPEAT)
150 # define SOL_REM2STACK_PRE BUTTON_RIGHT
151 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_REPEAT)
152 # define HK_UD "SCROLL U/D"
153 # define HK_MOVE "SELECT"
154 # define HK_DRAW "MENU"
155 # define HK_REM2CUR "PLAY"
156 # define HK_CUR2STACK "MENU.."
157 # define HK_REM2STACK "RIGHT.."
159 #elif (CONFIG_KEYPAD == IAUDIO_X5M5_PAD)
160 # define SOL_QUIT BUTTON_POWER
161 # define SOL_UP BUTTON_UP
162 # define SOL_DOWN BUTTON_DOWN
163 # define SOL_LEFT BUTTON_LEFT
164 # define SOL_RIGHT BUTTON_RIGHT
165 # define SOL_MOVE_PRE BUTTON_SELECT
166 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
167 # define SOL_DRAW_PRE BUTTON_PLAY
168 # define SOL_DRAW (BUTTON_PLAY | BUTTON_REL)
169 # define SOL_REM2CUR_PRE BUTTON_PLAY
170 # define SOL_REM2CUR (BUTTON_PLAY | BUTTON_REPEAT)
171 # define SOL_CUR2STACK_PRE BUTTON_SELECT
172 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
173 # define SOL_REM2STACK BUTTON_REC
174 # define HK_MOVE "SELECT"
175 # define HK_DRAW "PLAY"
176 # define HK_REM2CUR "PLAY.."
177 # define HK_CUR2STACK "SELECT.."
178 # define HK_REM2STACK "REC"
180 #elif (CONFIG_KEYPAD == GIGABEAT_PAD)
181 # define SOL_QUIT BUTTON_POWER
182 # define SOL_UP BUTTON_UP
183 # define SOL_DOWN BUTTON_DOWN
184 # define SOL_LEFT BUTTON_LEFT
185 # define SOL_RIGHT BUTTON_RIGHT
186 # define SOL_MOVE_PRE BUTTON_SELECT
187 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
188 # define SOL_DRAW BUTTON_MENU
189 # define SOL_REM2CUR (BUTTON_LEFT | BUTTON_A)
190 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
191 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_A)
192 # define HK_MOVE "SELECT"
193 # define HK_DRAW "MENU"
194 # define HK_REM2CUR "A+LEFT"
195 # define HK_CUR2STACK "SELECT.."
196 # define HK_REM2STACK "A+RIGHT"
198 #elif (CONFIG_KEYPAD == SANSA_E200_PAD)
199 # define SOL_QUIT BUTTON_POWER
200 # define SOL_UP BUTTON_UP
201 # define SOL_DOWN BUTTON_DOWN
202 # define SOL_LEFT BUTTON_SCROLL_UP
203 # define SOL_RIGHT BUTTON_SCROLL_DOWN
204 # define SOL_MOVE BUTTON_SELECT
205 # define SOL_DRAW BUTTON_REC
206 # define SOL_REM2CUR BUTTON_LEFT
207 # define SOL_CUR2STACK_PRE BUTTON_REC
208 # define SOL_CUR2STACK (BUTTON_REC | BUTTON_RIGHT)
209 # define SOL_REM2STACK BUTTON_RIGHT
210 # define HK_MOVE "SELECT"
211 # define HK_DRAW "REC"
212 # define HK_REM2CUR "LEFT"
213 # define HK_CUR2STACK "DOUBLE SELECT"
214 # define HK_REM2STACK "RIGHT"
216 #elif (CONFIG_KEYPAD == IRIVER_H10_PAD)
217 # define SOL_QUIT BUTTON_POWER
218 # define SOL_UP BUTTON_SCROLL_UP
219 # define SOL_DOWN BUTTON_SCROLL_DOWN
220 # define SOL_LEFT_PRE BUTTON_LEFT
221 # define SOL_LEFT (BUTTON_LEFT | BUTTON_REL)
222 # define SOL_RIGHT_PRE BUTTON_RIGHT
223 # define SOL_RIGHT (BUTTON_RIGHT | BUTTON_REL)
224 # define SOL_MOVE BUTTON_PLAY
225 # define SOL_DRAW_PRE BUTTON_LEFT
226 # define SOL_DRAW (BUTTON_LEFT | BUTTON_REPEAT)
227 # define SOL_REM2CUR BUTTON_FF
228 # define SOL_CUR2STACK BUTTON_REW
229 # define SOL_REM2STACK_PRE BUTTON_RIGHT
230 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_REPEAT)
231 # define HK_MOVE "PLAY"
232 # define HK_DRAW "LEFT.."
233 # define HK_REM2CUR "FF"
234 # define HK_CUR2STACK "REW"
235 # define HK_REM2STACK "RIGHT.."
238 # error "Unknown keypad"
241 #define HK_LR "LEFT/RIGHT"
243 # define HK_UD "UP/DOWN"
250 static int helplines
;
251 static int displaylines
;
253 static char helptext
[] =
254 /* Use single spaces only! Close each line with one \0. */
256 HK_LR
": Move the cursor to the previous/ next column.\0"
257 HK_UD
": Move the cursor up/ down in the column.\0"
258 HK_MOVE
": Select cards, move cards, reveal hidden cards...\0"
259 HK_DRAW
": Deselect a card if it was selected. Else draw new card(s) from the remains stack.\0"
261 HK_REM2CUR
": Put the card on top of the remains stack on top of the cursor.\0"
262 HK_CUR2STACK
": Put the card under the cursor on one of the 4 final stacks.\0"
263 HK_REM2STACK
": Put the card on top of the remains stack on one of the 4 final stacks.\0"
267 * Misc constants, graphics and other defines
270 #include "card_back.h"
271 #include "card_deck.h"
272 #include "solitaire_suitsi.h"
274 #define CARD_GFX_WIDTH BMPWIDTH_card_back
275 #define CARD_GFX_HEIGHT BMPHEIGHT_card_back
276 #define CARD_WIDTH (BMPWIDTH_card_back+2)
277 #define CARD_HEIGHT (BMPHEIGHT_card_back+2)
282 # define SYMBOL_HEIGHT 12
283 #elif LCD_WIDTH >= 220
286 # define SYMBOL_HEIGHT 12
287 #elif LCD_WIDTH >= 160
289 # define SYMBOL_HEIGHT 11
290 #elif LCD_WIDTH >= 128
292 # define SYMBOL_HEIGHT 10
295 # define SYMBOL_HEIGHT 8
298 #define CARD_START (CARD_HEIGHT+2*MARGIN+1)
300 /* background color */
301 #ifdef HAVE_LCD_COLOR
302 # define BACKGROUND_COLOR LCD_RGBPACK(0,157,0)
303 # define FRAME_COLOR LCD_RGBPACK(23,119,218)
305 # define BACKGROUND_COLOR LCD_WHITE
306 # define FRAME_COLOR LCD_BLACK
310 #define CONFIG_FILENAME "sol.cfg"
312 #define NOT_A_CARD -1
314 /* number of cards per suit */
315 #define CARDS_PER_SUIT 13
317 /* number of suits */
320 #define NUM_CARDS ( CARDS_PER_SUIT * SUITS )
322 /* number of columns */
325 /* pseudo column numbers to be used for cursor coordinates */
326 /* columns COL_NUM to COL_NUM + SUITS - 1 correspond to the final stacks */
327 #define STACKS_COL COL_NUM
328 /* column COL_NUM + SUITS corresponds to the remains' stack */
329 #define REM_COL (STACKS_COL + SUITS)
338 bool used
: 1; /* this is what is used when dealing cards */
344 * LCD card drawing routines
347 static void draw_cursor( int x
, int y
)
349 rb
->lcd_set_drawmode( DRMODE_COMPLEMENT
);
350 rb
->lcd_fillrect( x
+1, y
+1, CARD_GFX_WIDTH
, CARD_GFX_HEIGHT
);
352 rb
->lcd_drawpixel( x
+1, y
+1 );
353 rb
->lcd_drawpixel( x
+1, y
+CARD_HEIGHT
-2 );
354 rb
->lcd_drawpixel( x
+CARD_WIDTH
-2, y
+1 );
355 rb
->lcd_drawpixel( x
+CARD_WIDTH
-2, y
+CARD_HEIGHT
-2 );
357 rb
->lcd_set_drawmode( DRMODE_SOLID
);
360 /* Draw a card's border, select it if it's selected and draw the cursor
361 * if the cursor is currently over the card */
362 static void draw_card_ext( int x
, int y
, bool selected
, bool cursor
)
365 int oldfg
= rb
->lcd_get_foreground();
367 rb
->lcd_set_foreground( LCD_BLACK
);
370 rb
->lcd_hline( x
+2, x
+CARD_WIDTH
-3, y
);
371 rb
->lcd_hline( x
+2, x
+CARD_WIDTH
-3, y
+CARD_HEIGHT
-1 );
372 rb
->lcd_vline( x
, y
+2, y
+CARD_HEIGHT
-3 );
373 rb
->lcd_vline( x
+CARD_WIDTH
-1, y
+2, y
+CARD_HEIGHT
-3 );
374 rb
->lcd_drawpixel( x
+1, y
+1 );
375 rb
->lcd_drawpixel( x
+1, y
+CARD_HEIGHT
-2 );
376 rb
->lcd_drawpixel( x
+CARD_WIDTH
-2, y
+1 );
377 rb
->lcd_drawpixel( x
+CARD_WIDTH
-2, y
+CARD_HEIGHT
-2 );
379 rb
->lcd_hline( x
+1, x
+CARD_WIDTH
-2, y
);
380 rb
->lcd_hline( x
+1, x
+CARD_WIDTH
-2, y
+CARD_HEIGHT
-1 );
381 rb
->lcd_vline( x
, y
+1, y
+CARD_HEIGHT
-2 );
382 rb
->lcd_vline( x
+CARD_WIDTH
-1, y
+1, y
+CARD_HEIGHT
-2 );
388 rb
->lcd_set_foreground( FRAME_COLOR
);
390 rb
->lcd_drawrect( x
+1, y
+1, CARD_WIDTH
-2, CARD_HEIGHT
-2 );
392 rb
->lcd_drawrect( x
+2, y
+2, CARD_WIDTH
-4, CARD_HEIGHT
-4 );
396 rb
->lcd_set_foreground( oldfg
);
405 /* Draw a card's inner graphics */
406 static void draw_card( card_t
*card
, int x
, int y
,
407 bool selected
, bool cursor
)
411 rb
->lcd_bitmap_part( card_deck
, CARD_GFX_WIDTH
* card
->num
,
412 CARD_GFX_HEIGHT
* card
->suit
, BMPWIDTH_card_deck
,
413 x
+1, y
+1, CARD_GFX_WIDTH
, CARD_GFX_HEIGHT
);
417 rb
->lcd_bitmap( card_back
, x
+1, y
+1,
418 CARD_GFX_WIDTH
, CARD_GFX_HEIGHT
);
420 draw_card_ext( x
, y
, selected
, cursor
);
423 /* Draw an empty stack */
424 static void draw_empty_stack( int s
, int x
, int y
, bool cursor
)
426 rb
->lcd_bitmap_part( solitaire_suitsi
, 0,
427 CARD_GFX_HEIGHT
* s
, BMPWIDTH_solitaire_suitsi
,
428 x
+1, y
+1, CARD_GFX_WIDTH
, CARD_GFX_HEIGHT
);
430 draw_card_ext( x
, y
, false, cursor
);
437 static void init_help(void)
442 char *para
= helptext
;
444 rb
->lcd_getstringsize(" ", &w_space
, &h
);
445 displaylines
= LCD_HEIGHT
/ h
;
446 para_len
= rb
->strlen(para
);
454 next
= rb
->strtok_r(para
, " ", &store
);
457 rb
->lcd_getstringsize(next
, &w
, NULL
);
460 if (x
+ w
> LCD_WIDTH
)
466 next
[-1] = ' '; /* re-concatenate string */
472 next
= rb
->strtok_r(NULL
, " ", &store
);
476 para
+= para_len
+ 1;
477 para_len
= rb
->strlen(para
);
482 enum help
{ HELP_QUIT
, HELP_USB
};
484 /* help for the not so intuitive interface */
485 enum help
solitaire_help( void )
489 int lastbutton
= BUTTON_NONE
;
490 bool fixed
= (displaylines
>= helplines
);
494 char *text
= helptext
;
495 int line
= fixed
? (displaylines
- helplines
) / 2 : 0;
498 rb
->lcd_clear_display();
500 for (i
= 0; i
< start
+ displaylines
; i
++)
503 rb
->lcd_puts(0, line
++, text
);
504 text
+= rb
->strlen(text
) + 1;
508 button
= rb
->button_get( true );
513 if( lastbutton
!= SOL_UP_PRE
)
516 case SOL_UP
|BUTTON_REPEAT
:
518 if (!fixed
&& start
> 0)
524 if( lastbutton
!= SOL_DOWN_PRE
)
527 case SOL_DOWN
|BUTTON_REPEAT
:
529 if (!fixed
&& start
< helplines
- displaylines
)
540 if( rb
->default_event_handler( button
) == SYS_USB_CONNECTED
)
544 if( button
!= BUTTON_NONE
)
550 * Custom menu / options
553 #define CFGFILE_VERSION 0
560 struct sol_config sol_disk
= {0, 0};
561 struct sol_config sol
;
563 static struct configdata config
[] = {
564 { TYPE_INT
, 0, 1, &sol_disk
.draw_type
, "draw_type", NULL
, NULL
},
565 { TYPE_INT
, 0, 1, &sol_disk
.auto_unhide
, "auto_unhide", NULL
, NULL
}
568 char draw_option_string
[32];
569 char unhide_option_string
[32];
571 static void create_draw_option_string(void)
573 if (sol
.draw_type
== 0)
574 rb
->strcpy(draw_option_string
, "Draw Three Cards");
576 rb
->strcpy(draw_option_string
, "Draw One Card");
579 static void create_unhide_option_string(void)
581 if (sol
.auto_unhide
== 0)
582 rb
->strcpy(unhide_option_string
, "Unhide manually");
584 rb
->strcpy(unhide_option_string
, "Unhide automatically");
587 void solitaire_init(void);
589 /* menu return codes */
590 enum { MENU_RESUME
, MENU_QUIT
, MENU_USB
};
592 int solitaire_menu(bool in_game
)
598 struct menu_item items
[6];
602 items
[i
++].desc
= "Resume Game";
603 items
[i
++].desc
= "Restart Game";
607 items
[i
++].desc
= "Start Game";
608 items
[i
++].desc
= draw_option_string
;
610 items
[i
++].desc
= unhide_option_string
;
611 items
[i
++].desc
= "Help";
612 items
[i
++].desc
= "Audio Playback";
613 items
[i
++].desc
= "Quit";
615 create_draw_option_string();
616 create_unhide_option_string();
617 m
= menu_init(rb
, items
, i
, NULL
, NULL
, NULL
, NULL
);
620 switch (menu_show(m
))
622 case MENU_SELECTED_EXIT
:
623 result
= MENU_RESUME
;
626 case MENU_ATTACHED_USB
:
631 result
= MENU_RESUME
;
638 result
= MENU_RESUME
;
642 sol
.draw_type
= (sol
.draw_type
+ 1) % 2;
643 create_draw_option_string();
648 sol
.auto_unhide
= (sol
.auto_unhide
+ 1) % 2;
649 create_unhide_option_string();
653 rb
->lcd_setmargins(0, 0);
654 if (solitaire_help() == HELP_USB
)
659 playback_control(rb
);
668 rb
->lcd_setmargins(0, 0);
676 /* player's cursor */
678 /* player's cursor column num */
685 card_t deck
[ NUM_CARDS
];
687 /* the remaining cards */
688 /* first card of the remains' stack */
690 /* upper visible card from the remains' stack */
692 /* number of cards drawn from the remains stack - 1 */
694 /* number of cards per draw of the remains' stack */
697 /* the 7 game columns */
699 /* the 4 final stacks */
703 * Card handling routines
706 int next_random_card( card_t
*deck
)
710 r
= rb
->rand()%(NUM_CARDS
)+1;
715 i
= (i
+ 1)%(NUM_CARDS
);
716 if( !deck
[i
].used
) r
--;
725 /* initialize the game */
726 void solitaire_init( void )
732 /* number of cards that are drawn on the remains' stack (by pressing F2) */
733 if( sol
.draw_type
== 0 )
743 for( i
=0; i
<SUITS
; i
++ )
745 for( j
=0; j
<CARDS_PER_SUIT
; j
++ )
747 #define card deck[i*CARDS_PER_SUIT+j]
752 card
.next
= NOT_A_CARD
;
757 /* deal the cards ... */
758 /* ... in the columns */
759 for( i
=0; i
<COL_NUM
; i
++ )
762 for( j
=0; j
<=i
; j
++ )
764 if( c
== NOT_A_CARD
)
766 cols
[i
] = next_random_card( deck
);
771 deck
[c
].next
= next_random_card( deck
);
775 deck
[c
].known
= false;
779 /* ... shuffle what's left of the deck */
780 rem
= next_random_card(deck
);
783 for( i
=1; i
< NUM_CARDS
- COL_NUM
* (COL_NUM
+ 1)/2; i
++ )
785 deck
[c
].next
= next_random_card( deck
);
789 /* we now finished dealing the cards. The game can start ! (at last) */
792 for( i
= 0; i
<SUITS
; i
++ )
794 stacks
[i
] = NOT_A_CARD
;
797 /* the cursor starts on upper left card */
801 /* no card is selected */
802 sel_card
= NOT_A_CARD
;
804 /* init the remainder */
805 cur_rem
= NOT_A_CARD
;
810 /* find the column number in which 'card' can be found */
811 int find_card_col( int card
)
816 if( card
== NOT_A_CARD
) return NOT_A_COL
;
818 for( i
=0; i
<COL_NUM
; i
++ )
821 while( c
!= NOT_A_CARD
)
823 if( c
== card
) return i
;
828 for( i
=0; i
<SUITS
; i
++ )
831 while( c
!= NOT_A_CARD
)
833 if( c
== card
) return STACKS_COL
+ i
;
841 /* find the card preceding 'card' */
842 /* if it doesn't exist, return NOT_A_CARD */
843 int find_prev_card( int card
){
846 for( i
=0; i
< NUM_CARDS
; i
++ )
848 if( deck
[i
].next
== card
) return i
;
854 /* find the last card of a given column */
855 int find_last_card( int col
)
863 else if( col
< REM_COL
)
865 c
= stacks
[col
- STACKS_COL
];
876 while(deck
[c
].next
!= NOT_A_CARD
)
882 enum move
{ MOVE_OK
, MOVE_NOT_OK
};
884 enum move
move_card( int dest_col
, int src_card
)
886 /* the column on which to take src_card */
889 /* the last card of dest_col */
892 /* the card under src_card */
895 /* you can't move no card (at least, it doesn't have any consequence) */
896 if( src_card
== NOT_A_CARD
) return MOVE_NOT_OK
;
897 /* you can't put a card back on the remains' stack */
898 if( dest_col
== REM_COL
) return MOVE_NOT_OK
;
899 /* you can't move an unknown card */
900 if( !deck
[src_card
].known
) return MOVE_NOT_OK
;
902 src_col
= find_card_col( src_card
);
903 dest_card
= find_last_card( dest_col
);
904 src_card_prev
= find_prev_card( src_card
);
906 /* you can't move more than one card at a time from the final stack */
907 /* to the rest of the game */
908 if( src_col
>= COL_NUM
&& src_col
< REM_COL
909 && deck
[src_card
].next
!= NOT_A_CARD
)
914 /* if we (that means dest) are on one of the 7 columns ... */
915 if( dest_col
< COL_NUM
)
917 /* ... check is we are on an empty color and that the src is a king */
918 if( dest_card
== NOT_A_CARD
919 && deck
[src_card
].num
== CARDS_PER_SUIT
- 1 )
921 /* this is a winning combination */
922 cols
[dest_col
] = src_card
;
924 /* ... or check if the cards follow one another and have
925 * different colorsuit */
926 else if(( deck
[dest_card
].suit
+ deck
[src_card
].suit
)%2==1
927 && deck
[dest_card
].num
== deck
[src_card
].num
+ 1 )
929 /* this is a winning combination */
930 deck
[dest_card
].next
= src_card
;
932 /* ... or, humpf, well that's not good news */
935 /* this is not a winning combination */
939 /* if we are on one of the 4 final stacks ... */
940 else if( dest_col
< REM_COL
)
942 /* ... check if we are on an empty stack... */
943 if( dest_card
== NOT_A_CARD
)
945 /* ... and the src is an ace and this is the correct final stack */
946 if( deck
[src_card
].num
== 0
947 && deck
[src_card
].suit
== dest_col
- STACKS_COL
)
949 /* this is a winning combination */
950 stacks
[dest_col
- STACKS_COL
] = src_card
;
954 /* this is not a winning combination */
958 else /* non-empty stack */
960 /* ...check if the cards follow one another, have the same suit and
961 * {that src has no .next element or is from the remains' stack} */
962 if( deck
[dest_card
].suit
== deck
[src_card
].suit
963 && deck
[dest_card
].num
+ 1 == deck
[src_card
].num
964 && (deck
[src_card
].next
== NOT_A_CARD
|| src_col
== REM_COL
) )
966 /* this is a winning combination */
967 deck
[dest_card
].next
= src_card
;
969 /* ... or, well that's not good news */
972 /* this is not a winning combination */
977 /* if we are on the remains' stack */
980 /* you can't move a card back to the remains' stack */
984 /* if the src card is from the remains' stack, we don't want to take
985 * the following cards */
986 if( src_col
== REM_COL
)
988 /* if src card is the first card from the stack */
989 if( src_card_prev
== NOT_A_CARD
)
991 rem
= deck
[src_card
].next
;
993 /* if src card is not the first card from the stack */
996 deck
[src_card_prev
].next
= deck
[src_card
].next
;
998 deck
[src_card
].next
= NOT_A_CARD
;
999 cur_rem
= src_card_prev
;
1002 /* if the src card is from somewhere else, just take everything */
1005 if( src_card_prev
== NOT_A_CARD
)
1007 if( src_col
< COL_NUM
)
1009 cols
[src_col
] = NOT_A_CARD
;
1013 stacks
[src_col
- STACKS_COL
] = NOT_A_CARD
;
1018 deck
[src_card_prev
].next
= NOT_A_CARD
;
1019 if (sol
.auto_unhide
)
1021 deck
[src_card_prev
].known
= true;
1025 sel_card
= NOT_A_CARD
;
1030 enum { SOLITAIRE_WIN
, SOLITAIRE_QUIT
, SOLITAIRE_USB
};
1033 * Bouncing cards at the end of the game
1036 #define BC_ACCEL ((1<<16)*LCD_HEIGHT/128)
1037 #define BC_MYSPEED (6*BC_ACCEL)
1038 #define BC_MXSPEED (6*LCD_HEIGHT/128)
1040 int bouncing_cards( void )
1042 int i
, j
, x
, vx
, y
, fp_y
, fp_vy
, button
;
1044 /* flush the button queue */
1045 while( ( button
= rb
->button_get( false ) ) != BUTTON_NONE
)
1047 if( rb
->default_event_handler( button
) == SYS_USB_CONNECTED
)
1048 return SOLITAIRE_USB
;
1052 for( i
= CARDS_PER_SUIT
-1; i
>=0; i
-- )
1054 for( j
= 0; j
< SUITS
; j
++ )
1056 x
= LCD_WIDTH
-(CARD_WIDTH
*4+4+MARGIN
)+CARD_WIDTH
*j
+j
+1;
1060 vx
= rb
->rand() % (4*BC_MXSPEED
/3-2) - BC_MXSPEED
;
1064 vx
= rb
->rand() % (4*BC_MXSPEED
/3) - BC_MXSPEED
;
1069 fp_vy
= -rb
->rand() % BC_MYSPEED
;
1071 while( x
< LCD_WIDTH
&& x
+ CARD_WIDTH
> 0 )
1076 if( fp_y
>= (LCD_HEIGHT
-CARD_HEIGHT
) << 16 )
1079 fp_y
= (LCD_HEIGHT
-CARD_HEIGHT
) << 16;
1082 draw_card( &deck
[j
*CARDS_PER_SUIT
+i
], x
, y
,
1084 rb
->lcd_update_rect( x
<0?0:x
, y
<0?0:y
,
1085 CARD_WIDTH
, CARD_HEIGHT
);
1087 button
= rb
->button_get_w_tmo( 2 );
1088 if( rb
->default_event_handler( button
) == SYS_USB_CONNECTED
)
1089 return SOLITAIRE_USB
;
1090 if( button
== SOL_QUIT
|| button
== SOL_MOVE
)
1091 return SOLITAIRE_WIN
;
1095 return SOLITAIRE_WIN
;
1099 * The main game loop
1102 int solitaire( void )
1106 int button
, lastbutton
= 0;
1108 int biggest_col_length
;
1110 rb
->srand( *rb
->current_tick
);
1111 switch( solitaire_menu(false) )
1114 return SOLITAIRE_QUIT
;
1117 return SOLITAIRE_USB
;
1123 rb
->lcd_clear_display();
1125 /* get the biggest column length so that display can be "optimized" */
1126 biggest_col_length
= 0;
1128 for(i
=0;i
<COL_NUM
;i
++)
1133 if( c
!= NOT_A_CARD
)
1137 /* don't include the last card in the column length. */
1138 if( deck
[c
].next
== NOT_A_CARD
)
1140 break; /* no successor: get outta here. */
1151 /* make column distinguishable from an empty column,
1152 * and avoid division by zero while displaying */
1156 if( j
> biggest_col_length
)
1157 biggest_col_length
= j
;
1160 /* check if there are cards remaining in the game. */
1161 /* if there aren't any, that means you won :) */
1162 if( biggest_col_length
== 0 && rem
== NOT_A_CARD
)
1164 rb
->splash( HZ
, "You Won :)" );
1165 return bouncing_cards();
1168 /* draw the columns */
1169 for( i
= 0; i
< COL_NUM
; i
++ )
1175 if( c
== NOT_A_CARD
)
1177 /* draw the cursor on empty columns */
1180 draw_cursor( MARGIN
+ i
* (CARD_WIDTH
1181 +(LCD_WIDTH
-COL_NUM
*CARD_WIDTH
-2*MARGIN
)/(COL_NUM
-1)),
1187 draw_card( &deck
[c
], MARGIN
+ i
* (CARD_WIDTH
1188 +(LCD_WIDTH
-COL_NUM
*CARD_WIDTH
-2*MARGIN
)/(COL_NUM
-1)),
1189 j
, c
== sel_card
, c
== cur_card
);
1193 if( c
== NOT_A_CARD
) break;
1195 /* This is where we change the spacing between cards so that
1196 * they don't overflow out of the LCD */
1199 else if( deck
[h
].known
)
1200 j
+= min( SYMBOL_HEIGHT
,
1201 2 * (LCD_HEIGHT
- CARD_START
- CARD_HEIGHT
- MARGIN
)
1202 / biggest_col_length
);
1204 j
+= min( SYMBOL_HEIGHT
/ 2,
1205 (LCD_HEIGHT
- CARD_START
- CARD_HEIGHT
- MARGIN
)
1206 / biggest_col_length
);
1210 /* draw the stacks */
1211 for( i
=0; i
<SUITS
; i
++ )
1213 c
= find_last_card( STACKS_COL
+ i
);
1215 if( c
!= NOT_A_CARD
)
1217 draw_card( &deck
[c
],
1218 LCD_WIDTH
-(CARD_WIDTH
*4+4+MARGIN
)+CARD_WIDTH
*i
+i
+1,
1220 c
== sel_card
, cur_col
== STACKS_COL
+ i
);
1224 draw_empty_stack( i
,
1225 LCD_WIDTH
-(CARD_WIDTH
*4+4+MARGIN
)+CARD_WIDTH
*i
+i
+1,
1226 MARGIN
, cur_col
== STACKS_COL
+ i
);
1230 /* draw the remains */
1231 if( rem
!= NOT_A_CARD
&&
1232 ( cur_rem
== NOT_A_CARD
|| deck
[cur_rem
].next
!= NOT_A_CARD
) )
1234 /* gruik ! (we want to display a card back) */
1235 deck
[rem
].known
= false;
1236 draw_card( &deck
[rem
], MARGIN
, MARGIN
, false, false );
1237 deck
[rem
].known
= true;
1240 if( rem
!= NOT_A_CARD
&& cur_rem
!= NOT_A_CARD
)
1246 while( prevcard
!= cur_rem
&& count_rem
< cards_per_draw
-1 )
1248 prevcard
= deck
[prevcard
].next
;
1253 j
= CARD_WIDTH
+2*MARGIN
+1;
1254 for( i
= 0; i
< count_rem
; i
++ )
1255 prevcard
= find_prev_card(prevcard
);
1256 for( i
= 0; i
<= count_rem
; i
++ )
1258 draw_card( &deck
[prevcard
], j
,
1259 MARGIN
, sel_card
== prevcard
,
1260 cur_card
== prevcard
);
1261 prevcard
= deck
[prevcard
].next
;
1265 if( ( cur_rem
== NOT_A_CARD
|| rem
== NOT_A_CARD
)
1266 && cur_col
== REM_COL
)
1268 draw_cursor( CARD_WIDTH
+2*MARGIN
+1, MARGIN
);
1273 /* what to do when a key is pressed ... */
1274 button
= rb
->button_get( true );
1275 #if (CONFIG_KEYPAD == SANSA_E200_PAD)
1276 if (button
&(BUTTON_SCROLL_UP
|BUTTON_SCROLL_DOWN
))
1277 button
= button
& (~BUTTON_REPEAT
);
1281 /* move cursor to the last card of the previous column
1282 * or to the previous final stack
1283 * or to the remains stack */
1285 #ifdef SOL_RIGHT_PRE
1286 if( lastbutton
!= SOL_RIGHT_PRE
)
1289 if( cur_col
>= COL_NUM
)
1293 else if( cur_col
== COL_NUM
- 1 )
1299 cur_col
= (cur_col
+1)%(REM_COL
+1);
1301 if(cur_col
== REM_COL
)
1306 cur_card
= find_last_card( cur_col
);
1309 /* move cursor to the last card of the next column
1310 * or to the next final stack
1311 * or to the remains stack */
1314 if( lastbutton
!= SOL_LEFT_PRE
)
1321 else if( cur_col
>= COL_NUM
)
1323 cur_col
= COL_NUM
- 1;
1327 cur_col
= (cur_col
+ REM_COL
)%(REM_COL
+1);
1329 if( cur_col
== REM_COL
)
1334 cur_card
= find_last_card( cur_col
);
1337 /* move cursor to card that's bellow */
1340 if( lastbutton
!= SOL_DOWN_PRE
)
1343 case SOL_DOWN
|BUTTON_REPEAT
:
1345 if( cur_col
>= COL_NUM
)
1347 cur_col
= (cur_col
- COL_NUM
+ 1)%(SUITS
+ 1) + COL_NUM
;
1348 if( cur_col
== REM_COL
)
1354 cur_card
= find_last_card( cur_col
);
1358 if( cur_card
== NOT_A_CARD
) break;
1359 if( deck
[cur_card
].next
!= NOT_A_CARD
)
1361 cur_card
= deck
[cur_card
].next
;
1365 cur_card
= cols
[cur_col
];
1366 while( !deck
[ cur_card
].known
1367 && deck
[cur_card
].next
!= NOT_A_CARD
)
1369 cur_card
= deck
[cur_card
].next
;
1374 /* move cursor to card that's above */
1377 if( lastbutton
!= SOL_UP_PRE
)
1380 case SOL_UP
|BUTTON_REPEAT
:
1382 if( cur_col
>= COL_NUM
)
1384 cur_col
= (cur_col
- COL_NUM
+ SUITS
)%(SUITS
+ 1) + COL_NUM
;
1385 if( cur_col
== REM_COL
)
1391 cur_card
= find_last_card( cur_col
);
1395 if( cur_card
== NOT_A_CARD
) break;
1397 cur_card
= find_prev_card( cur_card
);
1398 if( cur_card
== NOT_A_CARD
)
1400 cur_card
= find_last_card( cur_col
);
1402 } while( deck
[cur_card
].next
!= NOT_A_CARD
1403 && !deck
[cur_card
].known
);
1406 /* Try to put card under cursor on one of the stacks */
1408 #ifdef SOL_CUR2STACK_PRE
1409 if( lastbutton
!= SOL_CUR2STACK_PRE
)
1412 move_card( deck
[cur_card
].suit
+ STACKS_COL
, cur_card
);
1415 /* Move cards arround, Uncover cards, ... */
1418 if( lastbutton
!= SOL_MOVE_PRE
)
1422 if( sel_card
== NOT_A_CARD
)
1424 if( cur_card
!= NOT_A_CARD
)
1426 if( deck
[cur_card
].next
== NOT_A_CARD
1427 && !deck
[cur_card
].known
)
1429 /* reveal a hidden card */
1430 deck
[cur_card
].known
= true;
1432 else if( cur_col
== REM_COL
&& cur_rem
== NOT_A_CARD
)
1439 sel_card
= cur_card
;
1443 else if( sel_card
== cur_card
)
1445 /* unselect card or try putting card on
1446 * one of the 4 stacks */
1447 if( move_card( deck
[sel_card
].suit
+ COL_NUM
, sel_card
)
1448 == MOVE_OK
&& cur_col
== REM_COL
)
1452 sel_card
= NOT_A_CARD
;
1456 /* try moving cards */
1457 /* the code in the else seems to not like moveing kings
1458 so if the selected card is a king do it the simple way */
1459 if (deck
[sel_card
].num
== CARDS_PER_SUIT
- 1)
1461 if (move_card( cur_col
, sel_card
) == MOVE_NOT_OK
)
1462 sel_card
= NOT_A_CARD
;
1468 retval
= move_card( cur_col
, sel_card
);
1469 if (retval
== MOVE_NOT_OK
)
1471 sel_card
= find_prev_card(sel_card
);
1473 } while ((retval
== MOVE_NOT_OK
) && (sel_card
!= NOT_A_CARD
));
1478 /* If the card on the top of the remains can be put where
1479 * the cursor is, go ahead */
1481 #ifdef SOL_REM2CUR_PRE
1482 if( lastbutton
!= SOL_REM2CUR_PRE
)
1485 move_card( cur_col
, cur_rem
);
1488 /* If the card on top of the remains can be put on one
1489 * of the stacks, do so */
1491 #ifdef SOL_REM2STACK_PRE
1492 if( lastbutton
!= SOL_REM2STACK_PRE
)
1495 move_card( deck
[cur_rem
].suit
+ COL_NUM
, cur_rem
);
1500 if( sel_card
!= NOT_A_CARD
)
1502 /* unselect selected card */
1503 sel_card
= NOT_A_CARD
;
1506 if( rem
!= NOT_A_CARD
&& cur_rem
!= NOT_A_CARD
)
1514 /* unselect selected card or ...
1515 * draw new cards from the remains of the deck */
1518 if( lastbutton
!= SOL_DRAW_PRE
)
1521 if( sel_card
!= NOT_A_CARD
)
1523 /* unselect selected card */
1524 sel_card
= NOT_A_CARD
;
1527 if( rem
!= NOT_A_CARD
)
1529 int cur_rem_old
= cur_rem
;
1531 /* draw new cards form the remains of the deck */
1532 if( cur_rem
== NOT_A_CARD
)
1534 /*if the cursor card is null*/
1536 i
= cards_per_draw
- 1;
1544 while( i
> 0 && deck
[cur_rem
].next
!= NOT_A_CARD
)
1546 cur_rem
= deck
[cur_rem
].next
;
1550 /* test if any cards are really left on
1551 * the remains' stack */
1552 if( i
== cards_per_draw
)
1554 cur_rem
= NOT_A_CARD
;
1557 /* if cursor was on remains' stack when new cards were
1558 * drawn, put cursor on top of remains' stack */
1559 if( cur_col
== REM_COL
&& cur_card
== cur_rem_old
)
1562 sel_card
= NOT_A_CARD
;
1572 switch( solitaire_menu(true) )
1575 return SOLITAIRE_QUIT
;
1578 return SOLITAIRE_USB
;
1583 if( rb
->default_event_handler( button
) == SYS_USB_CONNECTED
)
1584 return SOLITAIRE_USB
;
1588 if( button
!= BUTTON_NONE
)
1589 lastbutton
= button
;
1591 /* fix incoherences concerning cur_col and cur_card */
1592 c
= find_card_col( cur_card
);
1593 if( c
!= NOT_A_COL
&& c
!= cur_col
)
1594 cur_card
= find_last_card( cur_col
);
1596 if( cur_card
== NOT_A_CARD
1597 && find_last_card( cur_col
) != NOT_A_CARD
)
1598 cur_card
= find_last_card( cur_col
);
1603 * Plugin entry point
1606 enum plugin_status
plugin_start( struct plugin_api
* api
, void* parameter
)
1614 rb
->splash( HZ
, "Welcome to Solitaire!" );
1616 configfile_init(rb
);
1617 configfile_load(CONFIG_FILENAME
, config
,
1618 sizeof(config
) / sizeof(config
[0]), CFGFILE_VERSION
);
1619 rb
->memcpy(&sol
, &sol_disk
, sizeof(sol
)); /* copy to running config */
1624 * Keep playing if a game was won (that means display the menu after
1625 * winning instead of quiting) */
1626 while( ( result
= solitaire() ) == SOLITAIRE_WIN
);
1628 if (rb
->memcmp(&sol
, &sol_disk
, sizeof(sol
))) /* save settings if changed */
1630 rb
->memcpy(&sol_disk
, &sol
, sizeof(sol
));
1631 configfile_save(CONFIG_FILENAME
, config
,
1632 sizeof(config
) / sizeof(config
[0]), CFGFILE_VERSION
);
1635 /* Exit the plugin */
1636 return ( result
== SOLITAIRE_USB
) ? PLUGIN_USB_CONNECTED
: PLUGIN_OK
;