1 /***************************************************************************
3 * Open \______ \ ____ ____ | | _\_ |__ _______ ___
4 * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
5 * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
6 * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
10 * Copyright (C) 2004-2007 Antoine Cellerier <dionoea @t videolan d.t org>
12 * This program is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU General Public License
14 * as published by the Free Software Foundation; either version 2
15 * of the License, or (at your option) any later version.
17 * This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
18 * KIND, either express or implied.
20 ****************************************************************************/
23 #include "lib/playback_control.h"
24 #include "lib/configfile.h"
28 #ifdef HAVE_LCD_BITMAP
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_FUZE_PAD)
203 # define SOL_QUIT (BUTTON_HOME|BUTTON_REPEAT)
204 # define SOL_UP BUTTON_UP
205 # define SOL_DOWN BUTTON_DOWN
206 # define SOL_LEFT BUTTON_SCROLL_BACK
207 # define SOL_RIGHT BUTTON_SCROLL_FWD
208 # define SOL_MOVE (BUTTON_SELECT|BUTTON_REL)
209 # define SOL_DRAW (BUTTON_SELECT|BUTTON_UP)
210 # define SOL_REM2CUR BUTTON_LEFT
212 # define SOL_CUR2STACK_PRE BUTTON_HOME
213 # define SOL_CUR2STACK (BUTTON_HOME | BUTTON_RIGHT) */
214 # define SOL_CUR2STACK_PRE (BUTTON_RIGHT | BUTTON_REPEAT)
215 # define SOL_CUR2STACK BUTTON_RIGHT
216 # define SOL_REM2STACK (BUTTON_LEFT|BUTTON_REPEAT)
217 # define SOL_REM2STACK_PRE BUTTON_LEFT
218 # define HK_MOVE "SELECT"
219 # define HK_DRAW "REC"
220 # define HK_REM2CUR "LEFT"
221 # define HK_CUR2STACK "DOUBLE SELECT"
222 # define HK_REM2STACK "RIGHT"
224 #elif (CONFIG_KEYPAD == SANSA_C200_PAD)
225 # define SOL_QUIT BUTTON_POWER
226 # define SOL_UP BUTTON_UP
227 # define SOL_DOWN BUTTON_DOWN
228 # define SOL_LEFT BUTTON_LEFT
229 # define SOL_RIGHT BUTTON_RIGHT
230 # define SOL_MOVE_PRE BUTTON_SELECT
231 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
232 # define SOL_DRAW BUTTON_VOL_DOWN
233 # define SOL_REM2CUR BUTTON_REC
234 # define SOL_CUR2STACK_PRE BUTTON_SELECT
235 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
236 # define SOL_REM2STACK BUTTON_VOL_UP
237 # define HK_MOVE "SELECT"
238 # define HK_DRAW "REC"
239 # define HK_REM2CUR "LEFT"
240 # define HK_CUR2STACK "DOUBLE SELECT"
241 # define HK_REM2STACK "RIGHT"
243 #elif CONFIG_KEYPAD == SANSA_CLIP_PAD
244 # define SOL_QUIT BUTTON_POWER
245 # define SOL_UP BUTTON_UP
246 # define SOL_DOWN BUTTON_DOWN
247 # define SOL_LEFT BUTTON_LEFT
248 # define SOL_RIGHT BUTTON_RIGHT
249 # define SOL_MOVE_PRE BUTTON_SELECT
250 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
251 # define SOL_DRAW BUTTON_HOME
252 # define SOL_REM2CUR BUTTON_VOL_DOWN
253 # define SOL_CUR2STACK_PRE BUTTON_SELECT
254 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
255 # define SOL_REM2STACK BUTTON_VOL_UP
256 # define HK_MOVE "SELECT"
257 # define HK_DRAW "HOME"
258 # define HK_REM2CUR "LEFT"
259 # define HK_CUR2STACK "DOUBLE SELECT"
260 # define HK_REM2STACK "RIGHT"
262 #elif CONFIG_KEYPAD == SANSA_M200_PAD
263 # define SOL_QUIT BUTTON_POWER
264 # define SOL_UP BUTTON_UP
265 # define SOL_DOWN BUTTON_DOWN
266 # define SOL_LEFT BUTTON_LEFT
267 # define SOL_RIGHT BUTTON_RIGHT
268 # define SOL_MOVE_PRE BUTTON_SELECT
269 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
270 # define SOL_DRAW (BUTTON_SELECT | BUTTON_UP)
271 # define SOL_REM2CUR BUTTON_VOL_DOWN
272 # define SOL_CUR2STACK_PRE BUTTON_SELECT
273 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
274 # define SOL_REM2STACK BUTTON_VOL_UP
275 # define HK_MOVE "SELECT"
276 # define HK_DRAW "SELECT + UP"
277 # define HK_REM2CUR "LEFT"
278 # define HK_CUR2STACK "DOUBLE SELECT"
279 # define HK_REM2STACK "RIGHT"
281 #elif (CONFIG_KEYPAD == IRIVER_H10_PAD)
282 # define SOL_QUIT BUTTON_POWER
283 # define SOL_UP BUTTON_SCROLL_UP
284 # define SOL_DOWN BUTTON_SCROLL_DOWN
285 # define SOL_LEFT_PRE BUTTON_LEFT
286 # define SOL_LEFT (BUTTON_LEFT | BUTTON_REL)
287 # define SOL_RIGHT_PRE BUTTON_RIGHT
288 # define SOL_RIGHT (BUTTON_RIGHT | BUTTON_REL)
289 # define SOL_MOVE BUTTON_PLAY
290 # define SOL_DRAW_PRE BUTTON_LEFT
291 # define SOL_DRAW (BUTTON_LEFT | BUTTON_REPEAT)
292 # define SOL_REM2CUR BUTTON_FF
293 # define SOL_CUR2STACK BUTTON_REW
294 # define SOL_REM2STACK_PRE BUTTON_RIGHT
295 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_REPEAT)
296 # define HK_MOVE "PLAY"
297 # define HK_DRAW "LEFT.."
298 # define HK_REM2CUR "FF"
299 # define HK_CUR2STACK "REW"
300 # define HK_REM2STACK "RIGHT.."
302 #elif (CONFIG_KEYPAD == GIGABEAT_S_PAD)
303 # define SOL_QUIT BUTTON_BACK
304 # define SOL_UP BUTTON_UP
305 # define SOL_DOWN BUTTON_DOWN
306 # define SOL_LEFT BUTTON_LEFT
307 # define SOL_RIGHT BUTTON_RIGHT
308 # define SOL_MOVE_PRE BUTTON_SELECT
309 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
310 # define SOL_DRAW BUTTON_MENU
311 # define SOL_REM2CUR (BUTTON_LEFT | BUTTON_SELECT)
312 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
313 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_SELECT)
314 # define HK_MOVE "SELECT"
315 # define HK_DRAW "MENU"
316 # define HK_REM2CUR "SELECT+LEFT"
317 # define HK_CUR2STACK "SELECT.."
318 # define HK_REM2STACK "SELECT+RIGHT"
320 #elif (CONFIG_KEYPAD == MROBE100_PAD)
321 # define SOL_QUIT BUTTON_POWER
322 # define SOL_UP BUTTON_UP
323 # define SOL_DOWN BUTTON_DOWN
324 # define SOL_LEFT BUTTON_LEFT
325 # define SOL_RIGHT BUTTON_RIGHT
326 # define SOL_MOVE_PRE BUTTON_SELECT
327 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
328 # define SOL_DRAW BUTTON_MENU
329 # define SOL_REM2CUR (BUTTON_LEFT | BUTTON_DISPLAY)
330 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
331 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_DISPLAY)
332 # define HK_MOVE "SELECT"
333 # define HK_DRAW "MENU"
334 # define HK_REM2CUR "DISPLAY+LEFT"
335 # define HK_CUR2STACK "SELECT.."
336 # define HK_REM2STACK "DISPLAY+RIGHT"
338 #elif CONFIG_KEYPAD == IAUDIO_M3_PAD
339 # define SOL_QUIT BUTTON_RC_REC
340 # define SOL_UP BUTTON_RC_VOL_UP
341 # define SOL_DOWN BUTTON_RC_VOL_DOWN
342 # define SOL_LEFT BUTTON_RC_REW
343 # define SOL_RIGHT BUTTON_RC_FF
344 # define SOL_MOVE BUTTON_RC_PLAY
345 # define SOL_DRAW_PRE BUTTON_RC_MENU
346 # define SOL_DRAW (BUTTON_RC_MENU | BUTTON_REL)
347 # define SOL_REM2CUR_PRE BUTTON_RC_MENU
348 # define SOL_REM2CUR (BUTTON_RC_MENU | BUTTON_REPEAT)
349 # define SOL_CUR2STACK_PRE BUTTON_RC_MODE
350 # define SOL_CUR2STACK (BUTTON_RC_MODE | BUTTON_REL)
351 # define SOL_REM2STACK_PRE BUTTON_RC_MODE
352 # define SOL_REM2STACK (BUTTON_RC_MODE | BUTTON_REPEAT)
353 # define HK_LR "REW/FF"
354 # define HK_UD "VOL UP/DOWN"
355 # define HK_MOVE "PLAY"
356 # define HK_DRAW "MENU"
357 # define HK_REM2CUR "MENU.."
358 # define HK_CUR2STACK "MODE"
359 # define HK_REM2STACK "MODE.."
361 #elif (CONFIG_KEYPAD == COWOND2_PAD)
362 # define SOL_QUIT BUTTON_POWER
364 #elif CONFIG_KEYPAD == CREATIVEZVM_PAD
365 # define SOL_QUIT BUTTON_BACK
366 # define SOL_UP BUTTON_UP
367 # define SOL_DOWN BUTTON_DOWN
368 # define SOL_LEFT BUTTON_LEFT
369 # define SOL_RIGHT BUTTON_RIGHT
370 # define SOL_MOVE_PRE BUTTON_SELECT
371 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
372 # define SOL_DRAW BUTTON_MENU
373 # define SOL_REM2CUR (BUTTON_LEFT | BUTTON_SELECT)
374 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
375 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_SELECT)
376 # define HK_MOVE "MIDDLE"
377 # define HK_DRAW "MENU"
378 # define HK_REM2CUR "PLAY+LEFT"
379 # define HK_CUR2STACK "PLAY.."
380 # define HK_REM2STACK "PLAY+RIGHT"
382 #elif CONFIG_KEYPAD == PHILIPS_HDD1630_PAD
383 # define SOL_QUIT BUTTON_POWER
384 # define SOL_UP BUTTON_UP
385 # define SOL_DOWN BUTTON_DOWN
386 # define SOL_LEFT BUTTON_LEFT
387 # define SOL_RIGHT BUTTON_RIGHT
388 # define SOL_MOVE_PRE BUTTON_SELECT
389 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
390 # define SOL_DRAW BUTTON_MENU
391 # define SOL_REM2CUR (BUTTON_LEFT | BUTTON_VIEW)
392 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
393 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_VIEW)
394 # define HK_MOVE "SELECT"
395 # define HK_DRAW "MENU"
396 # define HK_REM2CUR "VIEW+LEFT"
397 # define HK_CUR2STACK "SELECT.."
398 # define HK_REM2STACK "VIEW+RIGHT"
400 #elif (CONFIG_KEYPAD == ONDAVX747_PAD) || CONFIG_KEYPAD == MROBE500_PAD
401 # define SOL_QUIT BUTTON_POWER
404 #error No keymap defined!
407 #ifdef HAVE_TOUCHSCREEN
409 //# define SOL_QUIT BUTTON_TOPLEFT
412 # define SOL_UP BUTTON_TOPMIDDLE
415 # define SOL_DOWN BUTTON_BOTTOMMIDDLE
418 # define SOL_LEFT BUTTON_MIDLEFT
421 # define SOL_RIGHT BUTTON_MIDRIGHT
424 # define SOL_MOVE BUTTON_CENTER
425 # define HK_MOVE "CENTRE"
428 # define SOL_DRAW BUTTON_TOPLEFT
429 # define HK_DRAW "TOPLEFT"
432 # define SOL_REM2CUR BUTTON_TOPRIGHT
433 # define HK_REM2CUR "TOPRIGHT"
435 #ifndef SOL_CUR2STACK
436 # define SOL_CUR2STACK BUTTON_BOTTOMLEFT
437 # define HK_CUR2STACK "BOTTOMLEFT"
439 #ifndef SOL_REM2STACK
440 # define SOL_REM2STACK BUTTON_BOTTOMRIGHT
441 # define HK_REM2STACK "BOTTOMRIGHT"
447 # define HK_LR "LEFT/RIGHT"
450 # define HK_UD "UP/DOWN"
457 static int helplines
;
458 static int displaylines
;
460 static char helptext
[] =
461 /* Use single spaces only! Close each line with one \0. */
463 HK_LR
": Move the cursor to the previous/ next column.\0"
464 HK_UD
": Move the cursor up/ down in the column.\0"
465 HK_MOVE
": Select cards, move cards, reveal hidden cards...\0"
466 HK_DRAW
": Deselect a card if it was selected. Else draw new card(s) from the remains stack.\0"
468 HK_REM2CUR
": Put the card on top of the remains stack on top of the cursor.\0"
469 HK_CUR2STACK
": Put the card under the cursor on one of the 4 final stacks.\0"
470 HK_REM2STACK
": Put the card on top of the remains stack on one of the 4 final stacks.\0"
474 * Misc constants, graphics and other defines
477 #include "pluginbitmaps/card_back.h"
478 #include "pluginbitmaps/card_deck.h"
479 #include "pluginbitmaps/solitaire_suitsi.h"
481 #define CARD_GFX_WIDTH BMPWIDTH_card_back
482 #define CARD_GFX_HEIGHT BMPHEIGHT_card_back
483 #define CARD_WIDTH (BMPWIDTH_card_back+2)
484 #define CARD_HEIGHT (BMPHEIGHT_card_back+2)
489 # define SYMBOL_HEIGHT 12
490 #elif LCD_WIDTH >= 220
493 # define SYMBOL_HEIGHT 12
494 #elif LCD_WIDTH >= 160
496 # define SYMBOL_HEIGHT 11
497 #elif LCD_WIDTH >= 128
499 # define SYMBOL_HEIGHT 10
502 # define SYMBOL_HEIGHT 8
505 #define CARD_START (CARD_HEIGHT+2*MARGIN+1)
507 /* background color */
508 #ifdef HAVE_LCD_COLOR
509 # define BACKGROUND_COLOR LCD_RGBPACK(0,157,0)
510 # define FRAME_COLOR LCD_RGBPACK(23,119,218)
512 # define BACKGROUND_COLOR LCD_WHITE
513 # define FRAME_COLOR LCD_BLACK
517 #define CONFIG_FILENAME "sol.cfg"
519 #define NOT_A_CARD -1
521 /* number of cards per suit */
522 #define CARDS_PER_SUIT 13
524 /* number of suits */
527 #define NUM_CARDS ( CARDS_PER_SUIT * SUITS )
529 /* number of columns */
532 /* pseudo column numbers to be used for cursor coordinates */
533 /* columns COL_NUM to COL_NUM + SUITS - 1 correspond to the final stacks */
534 #define STACKS_COL COL_NUM
535 /* column COL_NUM + SUITS corresponds to the remains' stack */
536 #define REM_COL (STACKS_COL + SUITS)
545 bool used
: 1; /* this is what is used when dealing cards */
551 * LCD card drawing routines
554 static void draw_cursor( int x
, int y
)
556 rb
->lcd_set_drawmode( DRMODE_COMPLEMENT
);
557 rb
->lcd_fillrect( x
+1, y
+1, CARD_GFX_WIDTH
, CARD_GFX_HEIGHT
);
559 rb
->lcd_drawpixel( x
+1, y
+1 );
560 rb
->lcd_drawpixel( x
+1, y
+CARD_HEIGHT
-2 );
561 rb
->lcd_drawpixel( x
+CARD_WIDTH
-2, y
+1 );
562 rb
->lcd_drawpixel( x
+CARD_WIDTH
-2, y
+CARD_HEIGHT
-2 );
564 rb
->lcd_set_drawmode( DRMODE_SOLID
);
567 /* Draw a card's border, select it if it's selected and draw the cursor
568 * if the cursor is currently over the card */
569 static void draw_card_ext( int x
, int y
, bool selected
, bool cursor
)
572 int oldfg
= rb
->lcd_get_foreground();
574 rb
->lcd_set_foreground( LCD_BLACK
);
577 rb
->lcd_hline( x
+2, x
+CARD_WIDTH
-3, y
);
578 rb
->lcd_hline( x
+2, x
+CARD_WIDTH
-3, y
+CARD_HEIGHT
-1 );
579 rb
->lcd_vline( x
, y
+2, y
+CARD_HEIGHT
-3 );
580 rb
->lcd_vline( x
+CARD_WIDTH
-1, y
+2, y
+CARD_HEIGHT
-3 );
581 rb
->lcd_drawpixel( x
+1, y
+1 );
582 rb
->lcd_drawpixel( x
+1, y
+CARD_HEIGHT
-2 );
583 rb
->lcd_drawpixel( x
+CARD_WIDTH
-2, y
+1 );
584 rb
->lcd_drawpixel( x
+CARD_WIDTH
-2, y
+CARD_HEIGHT
-2 );
586 rb
->lcd_hline( x
+1, x
+CARD_WIDTH
-2, y
);
587 rb
->lcd_hline( x
+1, x
+CARD_WIDTH
-2, y
+CARD_HEIGHT
-1 );
588 rb
->lcd_vline( x
, y
+1, y
+CARD_HEIGHT
-2 );
589 rb
->lcd_vline( x
+CARD_WIDTH
-1, y
+1, y
+CARD_HEIGHT
-2 );
595 rb
->lcd_set_foreground( FRAME_COLOR
);
597 rb
->lcd_drawrect( x
+1, y
+1, CARD_WIDTH
-2, CARD_HEIGHT
-2 );
599 rb
->lcd_drawrect( x
+2, y
+2, CARD_WIDTH
-4, CARD_HEIGHT
-4 );
603 rb
->lcd_set_foreground( oldfg
);
612 /* Draw a card's inner graphics */
613 static void draw_card( card_t
*card
, int x
, int y
,
614 bool selected
, bool cursor
)
618 rb
->lcd_bitmap_part( card_deck
, CARD_GFX_WIDTH
* card
->num
,
619 CARD_GFX_HEIGHT
* card
->suit
, BMPWIDTH_card_deck
,
620 x
+1, y
+1, CARD_GFX_WIDTH
, CARD_GFX_HEIGHT
);
624 rb
->lcd_bitmap( card_back
, x
+1, y
+1,
625 CARD_GFX_WIDTH
, CARD_GFX_HEIGHT
);
627 draw_card_ext( x
, y
, selected
, cursor
);
630 /* Draw an empty stack */
631 static void draw_empty_stack( int s
, int x
, int y
, bool cursor
)
633 rb
->lcd_bitmap_part( solitaire_suitsi
, 0,
634 CARD_GFX_HEIGHT
* s
, BMPWIDTH_solitaire_suitsi
,
635 x
+1, y
+1, CARD_GFX_WIDTH
, CARD_GFX_HEIGHT
);
637 draw_card_ext( x
, y
, false, cursor
);
644 static void init_help(void)
649 char *para
= helptext
;
651 rb
->lcd_getstringsize(" ", &w_space
, &h
);
652 displaylines
= LCD_HEIGHT
/ h
;
653 para_len
= rb
->strlen(para
);
661 next
= rb
->strtok_r(para
, " ", &store
);
664 rb
->lcd_getstringsize(next
, &w
, NULL
);
667 if (x
+ w
> LCD_WIDTH
)
673 next
[-1] = ' '; /* re-concatenate string */
679 next
= rb
->strtok_r(NULL
, " ", &store
);
683 para
+= para_len
+ 1;
684 para_len
= rb
->strlen(para
);
689 enum help
{ HELP_QUIT
, HELP_USB
};
691 /* help for the not so intuitive interface */
692 enum help
solitaire_help( void )
696 int lastbutton
= BUTTON_NONE
;
697 bool fixed
= (displaylines
>= helplines
);
701 char *text
= helptext
;
702 int line
= fixed
? (displaylines
- helplines
) / 2 : 0;
705 rb
->lcd_clear_display();
707 for (i
= 0; i
< start
+ displaylines
; i
++)
710 rb
->lcd_puts(0, line
++, text
);
711 text
+= rb
->strlen(text
) + 1;
715 button
= rb
->button_get( true );
720 if( lastbutton
!= SOL_UP_PRE
)
723 case SOL_UP
|BUTTON_REPEAT
:
725 if (!fixed
&& start
> 0)
731 if( lastbutton
!= SOL_DOWN_PRE
)
734 case SOL_DOWN
|BUTTON_REPEAT
:
736 if (!fixed
&& start
< helplines
- displaylines
)
747 if( rb
->default_event_handler( button
) == SYS_USB_CONNECTED
)
751 if( button
!= BUTTON_NONE
)
759 * Custom menu / options
762 #define CFGFILE_VERSION 0
768 struct sol_config sol_disk
= {0};
769 struct sol_config sol
;
771 static struct configdata config
[] = {
772 { TYPE_INT
, 0, 1, { .int_p
= &sol_disk
.draw_type
}, "draw_type", NULL
}
775 static const struct opt_items drawcards
[2] = {
776 { "Draw Three Cards", -1 },
777 { "Draw One Card", -1 },
780 void solitaire_init(void);
782 /* menu return codes */
783 enum { MENU_RESUME
, MENU_SAVE_AND_QUIT
, MENU_QUIT
, MENU_USB
};
785 int solitaire_menu(bool in_game
)
790 MENUITEM_STRINGLIST(menu
, "Solitaire Menu", NULL
,
791 "Start Game", "Draw Cards Option",
792 "Help", "Audio Playback", "Quit");
793 MENUITEM_STRINGLIST(menu_in_game
, "Solitaire Menu", NULL
,
794 "Resume Game", "Restart Game", "Help",
795 "Audio Playback", "Save and Quit", "Quit");
799 switch (rb
->do_menu(in_game
? &menu_in_game
: &menu
,
800 &selected
, NULL
, false))
803 result
= MENU_RESUME
;
806 case MENU_ATTACHED_USB
:
811 result
= MENU_RESUME
;
818 result
= MENU_RESUME
;
822 if (rb
->set_option("Draw Cards Option", &sol
.draw_type
,
823 INT
, drawcards
, 2, NULL
))
829 if (solitaire_help() == HELP_USB
)
834 playback_control(NULL
);
839 result
= MENU_SAVE_AND_QUIT
;
856 /* player's cursor */
858 /* player's cursor column num */
865 card_t deck
[ NUM_CARDS
];
867 /* the remaining cards */
868 /* first card of the remains' stack */
870 /* upper visible card from the remains' stack */
872 /* number of cards drawn from the remains stack - 1 */
874 /* number of cards per draw of the remains' stack */
877 /* the 7 game columns */
879 /* the 4 final stacks */
883 * Card handling routines
886 int next_random_card( card_t
*deck
)
890 r
= rb
->rand()%(NUM_CARDS
)+1;
895 i
= (i
+ 1)%(NUM_CARDS
);
896 if( !deck
[i
].used
) r
--;
905 /* initialize the game */
906 void solitaire_init( void )
912 /* number of cards that are drawn on the remains' stack (by pressing F2) */
913 if( sol
.draw_type
== 0 )
923 for( i
=0; i
<SUITS
; i
++ )
925 for( j
=0; j
<CARDS_PER_SUIT
; j
++ )
927 #define card deck[i*CARDS_PER_SUIT+j]
932 card
.next
= NOT_A_CARD
;
937 /* deal the cards ... */
938 /* ... in the columns */
939 for( i
=0; i
<COL_NUM
; i
++ )
942 for( j
=0; j
<=i
; j
++ )
944 if( c
== NOT_A_CARD
)
946 cols
[i
] = next_random_card( deck
);
951 deck
[c
].next
= next_random_card( deck
);
955 deck
[c
].known
= false;
959 /* ... shuffle what's left of the deck */
960 rem
= next_random_card(deck
);
963 for( i
=1; i
< NUM_CARDS
- COL_NUM
* (COL_NUM
+ 1)/2; i
++ )
965 deck
[c
].next
= next_random_card( deck
);
969 /* we now finished dealing the cards. The game can start ! (at last) */
972 for( i
= 0; i
<SUITS
; i
++ )
974 stacks
[i
] = NOT_A_CARD
;
977 /* the cursor starts on upper left card */
981 /* no card is selected */
982 sel_card
= NOT_A_CARD
;
984 /* init the remainder */
985 cur_rem
= NOT_A_CARD
;
990 /* find the column number in which 'card' can be found */
991 int find_card_col( int card
)
996 if( card
== NOT_A_CARD
) return NOT_A_COL
;
998 for( i
=0; i
<COL_NUM
; i
++ )
1001 while( c
!= NOT_A_CARD
)
1003 if( c
== card
) return i
;
1008 for( i
=0; i
<SUITS
; i
++ )
1011 while( c
!= NOT_A_CARD
)
1013 if( c
== card
) return STACKS_COL
+ i
;
1021 /* find the card preceding 'card' */
1022 /* if it doesn't exist, return NOT_A_CARD */
1023 int find_prev_card( int card
){
1026 for( i
=0; i
< NUM_CARDS
; i
++ )
1028 if( deck
[i
].next
== card
) return i
;
1034 /* find the last card of a given column */
1035 int find_last_card( int col
)
1043 else if( col
< REM_COL
)
1045 c
= stacks
[col
- STACKS_COL
];
1056 while(deck
[c
].next
!= NOT_A_CARD
)
1062 enum move
{ MOVE_OK
, MOVE_NOT_OK
};
1064 enum move
move_card( int dest_col
, int src_card
)
1066 /* the column on which to take src_card */
1069 /* the last card of dest_col */
1072 /* the card under src_card */
1075 /* you can't move no card (at least, it doesn't have any consequence) */
1076 if( src_card
== NOT_A_CARD
) return MOVE_NOT_OK
;
1077 /* you can't put a card back on the remains' stack */
1078 if( dest_col
== REM_COL
) return MOVE_NOT_OK
;
1079 /* you can't move an unknown card */
1080 if( !deck
[src_card
].known
) return MOVE_NOT_OK
;
1082 src_col
= find_card_col( src_card
);
1083 dest_card
= find_last_card( dest_col
);
1084 src_card_prev
= find_prev_card( src_card
);
1086 /* you can't move more than one card at a time from the final stack */
1087 /* to the rest of the game */
1088 if( src_col
>= COL_NUM
&& src_col
< REM_COL
1089 && deck
[src_card
].next
!= NOT_A_CARD
)
1094 /* if we (that means dest) are on one of the 7 columns ... */
1095 if( dest_col
< COL_NUM
)
1097 /* ... check is we are on an empty color and that the src is a king */
1098 if( dest_card
== NOT_A_CARD
1099 && deck
[src_card
].num
== CARDS_PER_SUIT
- 1 )
1101 /* this is a winning combination */
1102 cols
[dest_col
] = src_card
;
1104 /* ... or check if the cards follow one another and have
1105 * different colorsuit */
1106 else if(( deck
[dest_card
].suit
+ deck
[src_card
].suit
)%2==1
1107 && deck
[dest_card
].num
== deck
[src_card
].num
+ 1 )
1109 /* this is a winning combination */
1110 deck
[dest_card
].next
= src_card
;
1112 /* ... or, humpf, well that's not good news */
1115 /* this is not a winning combination */
1119 /* if we are on one of the 4 final stacks ... */
1120 else if( dest_col
< REM_COL
)
1122 /* ... check if we are on an empty stack... */
1123 if( dest_card
== NOT_A_CARD
)
1125 /* ... and the src is an ace and this is the correct final stack */
1126 if( deck
[src_card
].num
== 0
1127 && deck
[src_card
].suit
== dest_col
- STACKS_COL
)
1129 /* this is a winning combination */
1130 stacks
[dest_col
- STACKS_COL
] = src_card
;
1134 /* this is not a winning combination */
1138 else /* non-empty stack */
1140 /* ...check if the cards follow one another, have the same suit and
1141 * {that src has no .next element or is from the remains' stack} */
1142 if( deck
[dest_card
].suit
== deck
[src_card
].suit
1143 && deck
[dest_card
].num
+ 1 == deck
[src_card
].num
1144 && (deck
[src_card
].next
== NOT_A_CARD
|| src_col
== REM_COL
) )
1146 /* this is a winning combination */
1147 deck
[dest_card
].next
= src_card
;
1149 /* ... or, well that's not good news */
1152 /* this is not a winning combination */
1157 /* if we are on the remains' stack */
1160 /* you can't move a card back to the remains' stack */
1164 /* if the src card is from the remains' stack, we don't want to take
1165 * the following cards */
1166 if( src_col
== REM_COL
)
1168 /* if src card is the first card from the stack */
1169 if( src_card_prev
== NOT_A_CARD
)
1171 rem
= deck
[src_card
].next
;
1173 /* if src card is not the first card from the stack */
1176 deck
[src_card_prev
].next
= deck
[src_card
].next
;
1178 deck
[src_card
].next
= NOT_A_CARD
;
1179 cur_rem
= src_card_prev
;
1182 /* if the src card is from somewhere else, just take everything */
1185 if( src_card_prev
== NOT_A_CARD
)
1187 if( src_col
< COL_NUM
)
1189 cols
[src_col
] = NOT_A_CARD
;
1193 stacks
[src_col
- STACKS_COL
] = NOT_A_CARD
;
1198 deck
[src_card_prev
].next
= NOT_A_CARD
;
1199 deck
[src_card_prev
].known
= true;
1202 sel_card
= NOT_A_CARD
;
1207 enum { SOLITAIRE_WIN
, SOLITAIRE_SAVE_AND_QUIT
, SOLITAIRE_QUIT
, SOLITAIRE_USB
};
1210 * Bouncing cards at the end of the game
1213 #define BC_ACCEL ((1<<16)*LCD_HEIGHT/128)
1214 #define BC_MYSPEED (6*BC_ACCEL)
1215 #define BC_MXSPEED (6*LCD_HEIGHT/128)
1217 int bouncing_cards( void )
1219 int i
, j
, x
, vx
, y
, fp_y
, fp_vy
, button
;
1221 /* flush the button queue */
1222 while( ( button
= rb
->button_get( false ) ) != BUTTON_NONE
)
1224 if( rb
->default_event_handler( button
) == SYS_USB_CONNECTED
)
1225 return SOLITAIRE_USB
;
1229 for( i
= CARDS_PER_SUIT
-1; i
>=0; i
-- )
1231 for( j
= 0; j
< SUITS
; j
++ )
1233 x
= LCD_WIDTH
-(CARD_WIDTH
*4+4+MARGIN
)+CARD_WIDTH
*j
+j
+1;
1237 vx
= rb
->rand() % (4*BC_MXSPEED
/3-2) - BC_MXSPEED
;
1241 vx
= rb
->rand() % (4*BC_MXSPEED
/3) - BC_MXSPEED
;
1246 fp_vy
= -rb
->rand() % BC_MYSPEED
;
1248 while( x
< LCD_WIDTH
&& x
+ CARD_WIDTH
> 0 )
1253 if( fp_y
>= (LCD_HEIGHT
-CARD_HEIGHT
) << 16 )
1256 fp_y
= (LCD_HEIGHT
-CARD_HEIGHT
) << 16;
1259 draw_card( &deck
[j
*CARDS_PER_SUIT
+i
], x
, y
,
1261 rb
->lcd_update_rect( x
<0?0:x
, y
<0?0:y
,
1262 CARD_WIDTH
, CARD_HEIGHT
);
1264 button
= rb
->button_get_w_tmo( 2 );
1265 if( rb
->default_event_handler( button
) == SYS_USB_CONNECTED
)
1266 return SOLITAIRE_USB
;
1267 if( button
== SOL_QUIT
|| button
== SOL_MOVE
)
1268 return SOLITAIRE_WIN
;
1272 return SOLITAIRE_WIN
;
1276 * Game save/load routines
1278 void get_save_filename( char *buf
)
1281 rb
->strcpy( buf
, rb
->plugin_get_current_filename() );
1282 s
= rb
->strrchr( buf
, '/' ) + 1;
1284 rb
->strcat( s
, "sol.save" );
1287 int open_save_file( int flags
)
1290 get_save_filename( buf
);
1291 return rb
->open( buf
, flags
);
1294 void delete_save_file( void )
1297 get_save_filename( buf
);
1304 int save_write( int fd
, const void *buf
, size_t count
, int *checksum
)
1307 if( rb
->write( fd
, buf
, count
) < (ssize_t
)count
)
1309 for( i
= 0; i
< count
; i
++ )
1310 *checksum
+= (int)(((const char *)buf
)[i
]);
1317 int save_read( int fd
, void *buf
, size_t count
, int *checksum
)
1320 if( rb
->read( fd
, buf
, count
) < (ssize_t
)count
)
1322 for( i
= 0; i
< count
; i
++ )
1323 *checksum
-= (int)(((const char *)buf
)[i
]);
1327 int save_game( void )
1329 int fd
= open_save_file( O_CREAT
|O_WRONLY
|O_TRUNC
);
1333 if( save_write( fd
, &cur_card
, sizeof( int ), &checksum
)
1334 || save_write( fd
, &cur_col
, sizeof( int ), &checksum
)
1335 || save_write( fd
, &sel_card
, sizeof( int ), &checksum
)
1336 || save_write( fd
, deck
, NUM_CARDS
* sizeof( card_t
), &checksum
)
1337 || save_write( fd
, &rem
, sizeof( int ), &checksum
)
1338 || save_write( fd
, &cur_rem
, sizeof( int ), &checksum
)
1339 || save_write( fd
, &count_rem
, sizeof( int ), &checksum
)
1340 || save_write( fd
, &cards_per_draw
, sizeof( int ), &checksum
)
1341 || save_write( fd
, cols
, COL_NUM
* sizeof( int ), &checksum
)
1342 || save_write( fd
, stacks
, SUITS
* sizeof( int ), &checksum
)
1343 || ( rb
->write( fd
, &checksum
, sizeof( int ) ) < (ssize_t
)(sizeof( int ) ) ) )
1346 rb
->splash( 2*HZ
, "Error while saving game. Aborting." );
1353 int load_game( void )
1355 int checksum
, retval
;
1357 int fd
= open_save_file( O_RDONLY
);
1361 retval
= 0; /* Assume good case */
1362 if( ( rb
->lseek( fd
, -sizeof( int ), SEEK_END
) == -((ssize_t
)sizeof( int ))-1 )
1363 || ( rb
->read( fd
, &checksum
, sizeof( int ) ) < ((ssize_t
)sizeof( int )) )
1364 || ( rb
->lseek( fd
, 0, SEEK_SET
) == -1 )
1365 || save_read( fd
, &cur_card
, sizeof( int ), &checksum
)
1366 || save_read( fd
, &cur_col
, sizeof( int ), &checksum
)
1367 || save_read( fd
, &sel_card
, sizeof( int ), &checksum
)
1368 || save_read( fd
, deck
, NUM_CARDS
* sizeof( card_t
), &checksum
)
1369 || save_read( fd
, &rem
, sizeof( int ), &checksum
)
1370 || save_read( fd
, &cur_rem
, sizeof( int ), &checksum
)
1371 || save_read( fd
, &count_rem
, sizeof( int ), &checksum
)
1372 || save_read( fd
, &cards_per_draw
, sizeof( int ), &checksum
)
1373 || save_read( fd
, cols
, COL_NUM
* sizeof( int ), &checksum
)
1374 || save_read( fd
, stacks
, SUITS
* sizeof( int ), &checksum
) )
1376 rb
->splash( 2*HZ
, "Error while loading saved game. Aborting." );
1379 else if( checksum
!= 42 )
1381 rb
->splash( 2*HZ
, "Save file was corrupted. Aborting." );
1391 * The main game loop
1393 * If skipmenu is defined to SOLITAIRE_QUIT, the menu will be skipped and
1397 int solitaire( int skipmenu
)
1401 int button
, lastbutton
= 0;
1403 int biggest_col_length
;
1405 rb
->srand( *rb
->current_tick
);
1406 if( skipmenu
!= SOLITAIRE_QUIT
)
1408 switch( solitaire_menu(false) )
1411 return SOLITAIRE_QUIT
;
1414 return SOLITAIRE_USB
;
1421 rb
->lcd_clear_display();
1423 /* get the biggest column length so that display can be "optimized" */
1424 biggest_col_length
= 0;
1426 for(i
=0;i
<COL_NUM
;i
++)
1431 if( c
!= NOT_A_CARD
)
1435 /* don't include the last card in the column length. */
1436 if( deck
[c
].next
== NOT_A_CARD
)
1438 break; /* no successor: get outta here. */
1449 /* make column distinguishable from an empty column,
1450 * and avoid division by zero while displaying */
1454 if( j
> biggest_col_length
)
1455 biggest_col_length
= j
;
1458 /* check if there are cards remaining in the game. */
1459 /* if there aren't any, that means you won :) */
1460 if( biggest_col_length
== 0 && rem
== NOT_A_CARD
)
1463 rb
->splash( HZ
, "You Won :)" );
1464 return bouncing_cards();
1467 /* draw the columns */
1468 for( i
= 0; i
< COL_NUM
; i
++ )
1474 if( c
== NOT_A_CARD
)
1476 /* draw the cursor on empty columns */
1479 draw_cursor( MARGIN
+ i
* (CARD_WIDTH
1480 +(LCD_WIDTH
-COL_NUM
*CARD_WIDTH
-2*MARGIN
)/(COL_NUM
-1)),
1486 draw_card( &deck
[c
], MARGIN
+ i
* (CARD_WIDTH
1487 +(LCD_WIDTH
-COL_NUM
*CARD_WIDTH
-2*MARGIN
)/(COL_NUM
-1)),
1488 j
, c
== sel_card
, c
== cur_card
);
1492 if( c
== NOT_A_CARD
) break;
1494 /* This is where we change the spacing between cards so that
1495 * they don't overflow out of the LCD */
1498 else if( deck
[h
].known
)
1499 j
+= min( SYMBOL_HEIGHT
,
1500 2 * (LCD_HEIGHT
- CARD_START
- CARD_HEIGHT
- MARGIN
)
1501 / biggest_col_length
);
1503 j
+= min( SYMBOL_HEIGHT
/ 2,
1504 (LCD_HEIGHT
- CARD_START
- CARD_HEIGHT
- MARGIN
)
1505 / biggest_col_length
);
1509 /* draw the stacks */
1510 for( i
=0; i
<SUITS
; i
++ )
1512 c
= find_last_card( STACKS_COL
+ i
);
1514 if( c
!= NOT_A_CARD
)
1516 draw_card( &deck
[c
],
1517 LCD_WIDTH
-(CARD_WIDTH
*4+4+MARGIN
)+CARD_WIDTH
*i
+i
+1,
1519 c
== sel_card
, cur_col
== STACKS_COL
+ i
);
1523 draw_empty_stack( i
,
1524 LCD_WIDTH
-(CARD_WIDTH
*4+4+MARGIN
)+CARD_WIDTH
*i
+i
+1,
1525 MARGIN
, cur_col
== STACKS_COL
+ i
);
1529 /* draw the remains */
1530 if( rem
!= NOT_A_CARD
&&
1531 ( cur_rem
== NOT_A_CARD
|| deck
[cur_rem
].next
!= NOT_A_CARD
) )
1533 /* gruik ! (we want to display a card back) */
1534 deck
[rem
].known
= false;
1535 draw_card( &deck
[rem
], MARGIN
, MARGIN
, false, false );
1536 deck
[rem
].known
= true;
1539 if( rem
!= NOT_A_CARD
&& cur_rem
!= NOT_A_CARD
)
1545 while( prevcard
!= cur_rem
&& count_rem
< cards_per_draw
-1 )
1547 prevcard
= deck
[prevcard
].next
;
1552 j
= CARD_WIDTH
+2*MARGIN
+1;
1553 for( i
= 0; i
< count_rem
; i
++ )
1554 prevcard
= find_prev_card(prevcard
);
1555 for( i
= 0; i
<= count_rem
; i
++ )
1557 draw_card( &deck
[prevcard
], j
,
1558 MARGIN
, sel_card
== prevcard
,
1559 cur_card
== prevcard
);
1560 prevcard
= deck
[prevcard
].next
;
1564 if( ( cur_rem
== NOT_A_CARD
|| rem
== NOT_A_CARD
)
1565 && cur_col
== REM_COL
)
1567 draw_cursor( CARD_WIDTH
+2*MARGIN
+1, MARGIN
);
1572 /* what to do when a key is pressed ... */
1573 button
= rb
->button_get( true );
1574 #if (CONFIG_KEYPAD == SANSA_E200_PAD)
1575 if (button
&(BUTTON_SCROLL_BACK
|BUTTON_SCROLL_FWD
))
1576 button
= button
& (~BUTTON_REPEAT
);
1580 /* move cursor to the last card of the previous column
1581 * or to the previous final stack
1582 * or to the remains stack */
1584 #ifdef SOL_RIGHT_PRE
1585 if( lastbutton
!= SOL_RIGHT_PRE
)
1588 if( cur_col
>= COL_NUM
)
1592 else if( cur_col
== COL_NUM
- 1 )
1598 cur_col
= (cur_col
+1)%(REM_COL
+1);
1600 if(cur_col
== REM_COL
)
1605 cur_card
= find_last_card( cur_col
);
1608 /* move cursor to the last card of the next column
1609 * or to the next final stack
1610 * or to the remains stack */
1613 if( lastbutton
!= SOL_LEFT_PRE
)
1620 else if( cur_col
>= COL_NUM
)
1622 cur_col
= COL_NUM
- 1;
1626 cur_col
= (cur_col
+ REM_COL
)%(REM_COL
+1);
1628 if( cur_col
== REM_COL
)
1633 cur_card
= find_last_card( cur_col
);
1636 /* move cursor to card that's bellow */
1639 if( lastbutton
!= SOL_DOWN_PRE
)
1642 case SOL_DOWN
|BUTTON_REPEAT
:
1644 if( cur_col
>= COL_NUM
)
1646 cur_col
= (cur_col
- COL_NUM
+ 1)%(SUITS
+ 1) + COL_NUM
;
1647 if( cur_col
== REM_COL
)
1653 cur_card
= find_last_card( cur_col
);
1657 if( cur_card
== NOT_A_CARD
) break;
1658 if( deck
[cur_card
].next
!= NOT_A_CARD
)
1660 cur_card
= deck
[cur_card
].next
;
1664 cur_card
= cols
[cur_col
];
1665 while( !deck
[ cur_card
].known
1666 && deck
[cur_card
].next
!= NOT_A_CARD
)
1668 cur_card
= deck
[cur_card
].next
;
1673 /* move cursor to card that's above */
1676 if( lastbutton
!= SOL_UP_PRE
)
1679 case SOL_UP
|BUTTON_REPEAT
:
1681 if( cur_col
>= COL_NUM
)
1683 cur_col
= (cur_col
- COL_NUM
+ SUITS
)%(SUITS
+ 1) + COL_NUM
;
1684 if( cur_col
== REM_COL
)
1690 cur_card
= find_last_card( cur_col
);
1694 if( cur_card
== NOT_A_CARD
) break;
1696 cur_card
= find_prev_card( cur_card
);
1697 if( cur_card
== NOT_A_CARD
)
1699 cur_card
= find_last_card( cur_col
);
1701 } while( deck
[cur_card
].next
!= NOT_A_CARD
1702 && !deck
[cur_card
].known
);
1705 /* Try to put card under cursor on one of the stacks */
1707 #ifdef SOL_CUR2STACK_PRE
1708 if( lastbutton
!= SOL_CUR2STACK_PRE
)
1711 move_card( deck
[cur_card
].suit
+ STACKS_COL
, cur_card
);
1714 /* Move cards arround, Uncover cards, ... */
1717 if( lastbutton
!= SOL_MOVE_PRE
)
1721 if( sel_card
== NOT_A_CARD
)
1723 if( cur_card
!= NOT_A_CARD
)
1725 if( deck
[cur_card
].next
== NOT_A_CARD
1726 && !deck
[cur_card
].known
)
1728 /* reveal a hidden card */
1729 deck
[cur_card
].known
= true;
1731 else if( cur_col
== REM_COL
&& cur_rem
== NOT_A_CARD
)
1738 sel_card
= cur_card
;
1742 else if( sel_card
== cur_card
)
1744 /* unselect card or try putting card on
1745 * one of the 4 stacks */
1746 if( move_card( deck
[sel_card
].suit
+ COL_NUM
, sel_card
)
1747 == MOVE_OK
&& cur_col
== REM_COL
)
1751 sel_card
= NOT_A_CARD
;
1755 /* try moving cards */
1756 /* The flexible move must not be used from the remains stack. */
1757 if (find_card_col(sel_card
) == REM_COL
)
1759 if (move_card( cur_col
, sel_card
) == MOVE_NOT_OK
)
1760 sel_card
= NOT_A_CARD
;
1765 if (move_card( cur_col
, sel_card
) == MOVE_OK
)
1767 sel_card
= find_prev_card(sel_card
);
1768 } while (sel_card
!= NOT_A_CARD
);
1773 /* If the card on the top of the remains can be put where
1774 * the cursor is, go ahead */
1776 #ifdef SOL_REM2CUR_PRE
1777 if( lastbutton
!= SOL_REM2CUR_PRE
)
1780 move_card( cur_col
, cur_rem
);
1783 /* If the card on top of the remains can be put on one
1784 * of the stacks, do so */
1786 #ifdef SOL_REM2STACK_PRE
1787 if( lastbutton
!= SOL_REM2STACK_PRE
)
1790 move_card( deck
[cur_rem
].suit
+ COL_NUM
, cur_rem
);
1795 if( sel_card
!= NOT_A_CARD
)
1797 /* unselect selected card */
1798 sel_card
= NOT_A_CARD
;
1801 if( rem
!= NOT_A_CARD
&& cur_rem
!= NOT_A_CARD
)
1809 /* unselect selected card or ...
1810 * draw new cards from the remains of the deck */
1813 if( lastbutton
!= SOL_DRAW_PRE
)
1816 if( sel_card
!= NOT_A_CARD
)
1818 /* unselect selected card */
1819 sel_card
= NOT_A_CARD
;
1822 if( rem
!= NOT_A_CARD
)
1824 int cur_rem_old
= cur_rem
;
1826 /* draw new cards form the remains of the deck */
1827 if( cur_rem
== NOT_A_CARD
)
1829 /*if the cursor card is null*/
1831 i
= cards_per_draw
- 1;
1839 while( i
> 0 && deck
[cur_rem
].next
!= NOT_A_CARD
)
1841 cur_rem
= deck
[cur_rem
].next
;
1845 /* test if any cards are really left on
1846 * the remains' stack */
1847 if( i
== cards_per_draw
)
1849 cur_rem
= NOT_A_CARD
;
1852 /* if cursor was on remains' stack when new cards were
1853 * drawn, put cursor on top of remains' stack */
1854 if( cur_col
== REM_COL
&& cur_card
== cur_rem_old
)
1857 sel_card
= NOT_A_CARD
;
1867 switch( solitaire_menu(true) )
1869 case MENU_SAVE_AND_QUIT
:
1870 return SOLITAIRE_SAVE_AND_QUIT
;
1873 return SOLITAIRE_QUIT
;
1876 return SOLITAIRE_USB
;
1881 return SOLITAIRE_SAVE_AND_QUIT
;
1884 if( rb
->default_event_handler( button
) == SYS_USB_CONNECTED
)
1885 return SOLITAIRE_USB
;
1889 if( button
!= BUTTON_NONE
)
1890 lastbutton
= button
;
1892 /* fix incoherences concerning cur_col and cur_card */
1893 c
= find_card_col( cur_card
);
1894 if( c
!= NOT_A_COL
&& c
!= cur_col
)
1895 cur_card
= find_last_card( cur_col
);
1897 if( cur_card
== NOT_A_CARD
1898 && find_last_card( cur_col
) != NOT_A_CARD
)
1899 cur_card
= find_last_card( cur_col
);
1906 * Plugin entry point
1909 enum plugin_status
plugin_start(const void* parameter
)
1916 rb
->splash( HZ
, "Welcome to Solitaire!" );
1918 configfile_load(CONFIG_FILENAME
, config
,
1919 sizeof(config
) / sizeof(config
[0]), CFGFILE_VERSION
);
1920 rb
->memcpy(&sol
, &sol_disk
, sizeof(sol
)); /* copy to running config */
1922 if( load_game() == 0 )
1924 rb
->splash( HZ
, "Resuming saved game." );
1925 result
= SOLITAIRE_QUIT
;
1928 result
= SOLITAIRE_WIN
;
1933 * Keep playing if a game was won (that means display the menu after
1934 * winning instead of quiting) */
1935 while( ( result
= solitaire( result
) ) == SOLITAIRE_WIN
);
1937 if( result
!= SOLITAIRE_QUIT
)
1938 /* result == SOLITAIRE_USB || result == SOLITAIRE_SAVE_AND_QUIT */
1941 if (rb
->memcmp(&sol
, &sol_disk
, sizeof(sol
))) /* save settings if changed */
1943 rb
->memcpy(&sol_disk
, &sol
, sizeof(sol
));
1944 configfile_save(CONFIG_FILENAME
, config
,
1945 sizeof(config
) / sizeof(config
[0]), CFGFILE_VERSION
);
1948 /* Exit the plugin */
1949 return ( result
== SOLITAIRE_USB
) ? PLUGIN_USB_CONNECTED
: PLUGIN_OK
;