Clear the display before showing the splash (part of FS#10138 by Teruaki Kawashima)
[kugel-rb.git] / apps / plugins / solitaire.c
bloba8beb58719460b776fe13ee745d6e6e8a7cac868
1 /***************************************************************************
2 * __________ __ ___.
3 * Open \______ \ ____ ____ | | _\_ |__ _______ ___
4 * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
5 * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
6 * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
7 * \/ \/ \/ \/ \/
8 * $Id$
10 * Copyright (C) 2004-2007 Antoine Cellerier <dionoea @t videolan d.t org>
12 * 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 ****************************************************************************/
22 #include "plugin.h"
23 #include "lib/playback_control.h"
24 #include "lib/configfile.h"
25 #include "button.h"
26 #include "lcd.h"
28 #ifdef HAVE_LCD_BITMAP
30 PLUGIN_HEADER
32 #define min(a,b) (a<b?a:b)
34 /**
35 * Key definitions
38 #if CONFIG_KEYPAD == RECORDER_PAD
39 # define SOL_QUIT BUTTON_OFF
40 # define SOL_UP BUTTON_UP
41 # define SOL_DOWN BUTTON_DOWN
42 # define SOL_LEFT BUTTON_LEFT
43 # define SOL_RIGHT BUTTON_RIGHT
44 # define SOL_MOVE BUTTON_ON
45 # define SOL_DRAW BUTTON_F1
46 # define SOL_REM2CUR BUTTON_PLAY
47 # define SOL_CUR2STACK BUTTON_F2
48 # define SOL_REM2STACK BUTTON_F3
49 # define HK_MOVE "ON"
50 # define HK_DRAW "F1"
51 # define HK_REM2CUR "PLAY"
52 # define HK_CUR2STACK "F2"
53 # define HK_REM2STACK "F3"
55 #elif CONFIG_KEYPAD == ARCHOS_AV300_PAD
56 # define SOL_QUIT BUTTON_OFF
57 # define SOL_UP BUTTON_UP
58 # define SOL_DOWN BUTTON_DOWN
59 # define SOL_LEFT BUTTON_LEFT
60 # define SOL_RIGHT BUTTON_RIGHT
61 # define SOL_MOVE BUTTON_ON
62 # define SOL_DRAW BUTTON_F1
63 # define SOL_REM2CUR BUTTON_SELECT
64 # define SOL_CUR2STACK BUTTON_F2
65 # define SOL_REM2STACK BUTTON_F3
66 # define HK_MOVE "ON"
67 # define HK_DRAW "F1"
68 # define HK_REM2CUR "SELECT"
69 # define HK_CUR2STACK "F2"
70 # define HK_REM2STACK "F3"
72 #elif CONFIG_KEYPAD == ONDIO_PAD
73 # define SOL_QUIT BUTTON_OFF
74 # define SOL_UP_PRE BUTTON_UP
75 # define SOL_UP (BUTTON_UP | BUTTON_REL)
76 # define SOL_DOWN_PRE BUTTON_DOWN
77 # define SOL_DOWN (BUTTON_DOWN | BUTTON_REL)
78 # define SOL_LEFT_PRE BUTTON_LEFT
79 # define SOL_LEFT (BUTTON_LEFT | BUTTON_REL)
80 # define SOL_RIGHT_PRE BUTTON_RIGHT
81 # define SOL_RIGHT (BUTTON_RIGHT | BUTTON_REL)
82 # define SOL_MOVE_PRE BUTTON_MENU
83 # define SOL_MOVE (BUTTON_MENU | BUTTON_REL)
84 # define SOL_DRAW_PRE BUTTON_MENU
85 # define SOL_DRAW (BUTTON_MENU | BUTTON_REPEAT)
86 # define SOL_REM2CUR_PRE BUTTON_DOWN
87 # define SOL_REM2CUR (BUTTON_DOWN | BUTTON_REPEAT)
88 # define SOL_CUR2STACK_PRE BUTTON_UP
89 # define SOL_CUR2STACK (BUTTON_UP | BUTTON_REPEAT)
90 # define SOL_REM2STACK_PRE BUTTON_RIGHT
91 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_REPEAT)
92 # define HK_MOVE "MODE"
93 # define HK_DRAW "MODE.."
94 # define HK_REM2CUR "DOWN.."
95 # define HK_CUR2STACK "UP.."
96 # define HK_REM2STACK "RIGHT.."
98 #elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
99 (CONFIG_KEYPAD == IRIVER_H300_PAD)
100 # define SOL_QUIT BUTTON_OFF
101 # define SOL_UP BUTTON_UP
102 # define SOL_DOWN BUTTON_DOWN
103 # define SOL_LEFT BUTTON_LEFT
104 # define SOL_RIGHT BUTTON_RIGHT
105 # define SOL_MOVE_PRE BUTTON_SELECT
106 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
107 # define SOL_DRAW BUTTON_MODE
108 # define SOL_REM2CUR (BUTTON_LEFT | BUTTON_ON)
109 # define SOL_CUR2STACK_PRE BUTTON_SELECT
110 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
111 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_ON)
112 # define SOL_REM BUTTON_REC
113 # define SOL_RC_QUIT BUTTON_RC_STOP
114 # define HK_MOVE "NAVI"
115 # define HK_DRAW "A-B"
116 # define HK_REM2CUR "PLAY+LEFT"
117 # define HK_CUR2STACK "NAVI.."
118 # define HK_REM2STACK "PLAY+RIGHT"
120 #elif (CONFIG_KEYPAD == IPOD_4G_PAD) || (CONFIG_KEYPAD == IPOD_3G_PAD) || \
121 (CONFIG_KEYPAD == IPOD_1G2G_PAD)
122 # define SOL_QUIT (BUTTON_SELECT | BUTTON_MENU)
123 # define SOL_UP BUTTON_SCROLL_BACK
124 # define SOL_DOWN BUTTON_SCROLL_FWD
125 # define SOL_LEFT_PRE BUTTON_LEFT
126 # define SOL_LEFT (BUTTON_LEFT | BUTTON_REL)
127 # define SOL_RIGHT_PRE BUTTON_RIGHT
128 # define SOL_RIGHT (BUTTON_RIGHT | BUTTON_REL)
129 # define SOL_MOVE_PRE BUTTON_SELECT
130 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
131 # define SOL_DRAW_PRE BUTTON_MENU
132 # define SOL_DRAW (BUTTON_MENU | BUTTON_REL)
133 # define SOL_REM2CUR BUTTON_PLAY
134 # define SOL_CUR2STACK_PRE BUTTON_MENU
135 # define SOL_CUR2STACK (BUTTON_MENU | BUTTON_REPEAT)
136 # define SOL_REM2STACK_PRE BUTTON_RIGHT
137 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_REPEAT)
138 # define HK_UD "SCROLL U/D"
139 # define HK_MOVE "SELECT"
140 # define HK_DRAW "MENU"
141 # define HK_REM2CUR "PLAY"
142 # define HK_CUR2STACK "MENU.."
143 # define HK_REM2STACK "RIGHT.."
145 #elif (CONFIG_KEYPAD == IAUDIO_X5M5_PAD)
146 # define SOL_QUIT BUTTON_POWER
147 # define SOL_UP BUTTON_UP
148 # define SOL_DOWN BUTTON_DOWN
149 # define SOL_LEFT BUTTON_LEFT
150 # define SOL_RIGHT BUTTON_RIGHT
151 # define SOL_MOVE_PRE BUTTON_SELECT
152 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
153 # define SOL_DRAW_PRE BUTTON_PLAY
154 # define SOL_DRAW (BUTTON_PLAY | BUTTON_REL)
155 # define SOL_REM2CUR_PRE BUTTON_PLAY
156 # define SOL_REM2CUR (BUTTON_PLAY | BUTTON_REPEAT)
157 # define SOL_CUR2STACK_PRE BUTTON_SELECT
158 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
159 # define SOL_REM2STACK BUTTON_REC
160 # define HK_MOVE "SELECT"
161 # define HK_DRAW "PLAY"
162 # define HK_REM2CUR "PLAY.."
163 # define HK_CUR2STACK "SELECT.."
164 # define HK_REM2STACK "REC"
166 #elif (CONFIG_KEYPAD == GIGABEAT_PAD)
167 # define SOL_QUIT BUTTON_POWER
168 # define SOL_UP BUTTON_UP
169 # define SOL_DOWN BUTTON_DOWN
170 # define SOL_LEFT BUTTON_LEFT
171 # define SOL_RIGHT BUTTON_RIGHT
172 # define SOL_MOVE_PRE BUTTON_SELECT
173 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
174 # define SOL_DRAW BUTTON_MENU
175 # define SOL_REM2CUR (BUTTON_LEFT | BUTTON_A)
176 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
177 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_A)
178 # define HK_MOVE "SELECT"
179 # define HK_DRAW "MENU"
180 # define HK_REM2CUR "A+LEFT"
181 # define HK_CUR2STACK "SELECT.."
182 # define HK_REM2STACK "A+RIGHT"
184 #elif (CONFIG_KEYPAD == SANSA_E200_PAD)
185 # define SOL_QUIT BUTTON_POWER
186 # define SOL_UP BUTTON_UP
187 # define SOL_DOWN BUTTON_DOWN
188 # define SOL_LEFT BUTTON_SCROLL_BACK
189 # define SOL_RIGHT BUTTON_SCROLL_FWD
190 # define SOL_MOVE BUTTON_SELECT
191 # define SOL_DRAW BUTTON_REC
192 # define SOL_REM2CUR BUTTON_LEFT
193 # define SOL_CUR2STACK_PRE BUTTON_REC
194 # define SOL_CUR2STACK (BUTTON_REC | BUTTON_RIGHT)
195 # define SOL_REM2STACK BUTTON_RIGHT
196 # define HK_MOVE "SELECT"
197 # define HK_DRAW "REC"
198 # define HK_REM2CUR "LEFT"
199 # define HK_CUR2STACK "DOUBLE SELECT"
200 # define HK_REM2STACK "RIGHT"
202 #elif (CONFIG_KEYPAD == SANSA_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
211 /* FIXME:
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
403 #else
404 #error No keymap defined!
405 #endif
407 #ifdef HAVE_TOUCHSCREEN
408 //#ifndef SOL_QUIT
409 //# define SOL_QUIT BUTTON_TOPLEFT
410 //endif
411 #ifndef SOL_UP
412 # define SOL_UP BUTTON_TOPMIDDLE
413 #endif
414 #ifndef SOL_DOWN
415 # define SOL_DOWN BUTTON_BOTTOMMIDDLE
416 #endif
417 #ifndef SOL_LEFT
418 # define SOL_LEFT BUTTON_MIDLEFT
419 #endif
420 #ifndef SOL_RIGHT
421 # define SOL_RIGHT BUTTON_MIDRIGHT
422 #endif
423 #ifndef SOL_MOVE
424 # define SOL_MOVE BUTTON_CENTER
425 # define HK_MOVE "CENTRE"
426 #endif
427 #ifndef SOL_DRAW
428 # define SOL_DRAW BUTTON_TOPLEFT
429 # define HK_DRAW "TOPLEFT"
430 #endif
431 #ifndef SOL_REM2CUR
432 # define SOL_REM2CUR BUTTON_TOPRIGHT
433 # define HK_REM2CUR "TOPRIGHT"
434 #endif
435 #ifndef SOL_CUR2STACK
436 # define SOL_CUR2STACK BUTTON_BOTTOMLEFT
437 # define HK_CUR2STACK "BOTTOMLEFT"
438 #endif
439 #ifndef SOL_REM2STACK
440 # define SOL_REM2STACK BUTTON_BOTTOMRIGHT
441 # define HK_REM2STACK "BOTTOMRIGHT"
442 #endif
444 #endif
446 #ifndef HK_LR
447 # define HK_LR "LEFT/RIGHT"
448 #endif
449 #ifndef HK_UD
450 # define HK_UD "UP/DOWN"
451 #endif
454 * Help strings
457 static int helplines;
458 static int displaylines;
460 static char helptext[] =
461 /* Use single spaces only! Close each line with one \0. */
462 "-- Navigation --\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"
467 "-- Shortcuts --\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)
486 #if LCD_WIDTH >= 320
487 # define MARGIN 4
488 # define LARGE_CARD
489 # define SYMBOL_HEIGHT 12
490 #elif LCD_WIDTH >= 220
491 # define MARGIN 3
492 # define LARGE_CARD
493 # define SYMBOL_HEIGHT 12
494 #elif LCD_WIDTH >= 160
495 # define MARGIN 2
496 # define SYMBOL_HEIGHT 11
497 #elif LCD_WIDTH >= 128
498 # define MARGIN 1
499 # define SYMBOL_HEIGHT 10
500 #else
501 # define MARGIN 0
502 # define SYMBOL_HEIGHT 8
503 #endif
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)
511 #elif LCD_DEPTH > 1
512 # define BACKGROUND_COLOR LCD_WHITE
513 # define FRAME_COLOR LCD_BLACK
514 #endif
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 */
525 #define SUITS 4
527 #define NUM_CARDS ( CARDS_PER_SUIT * SUITS )
529 /* number of columns */
530 #define COL_NUM 7
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)
538 #define NOT_A_COL -1
540 typedef struct
542 signed char suit;
543 signed char num;
544 bool known : 1;
545 bool used : 1; /* this is what is used when dealing cards */
546 signed char next;
547 } card_t;
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 );
558 #ifdef LARGE_CARD
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 );
563 #endif
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 )
571 #if LCD_DEPTH > 1
572 int oldfg = rb->lcd_get_foreground();
574 rb->lcd_set_foreground( LCD_BLACK );
575 #endif
576 #ifdef LARGE_CARD
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 );
585 #else
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 );
590 #endif
592 if( selected )
594 #if LCD_DEPTH > 1
595 rb->lcd_set_foreground( FRAME_COLOR );
596 #endif
597 rb->lcd_drawrect( x+1, y+1, CARD_WIDTH-2, CARD_HEIGHT-2 );
598 #ifdef LARGE_CARD
599 rb->lcd_drawrect( x+2, y+2, CARD_WIDTH-4, CARD_HEIGHT-4 );
600 #endif
602 #if LCD_DEPTH > 1
603 rb->lcd_set_foreground( oldfg );
604 #endif
606 if( cursor )
608 draw_cursor( x, y );
612 /* Draw a card's inner graphics */
613 static void draw_card( card_t *card, int x, int y,
614 bool selected, bool cursor )
616 if( card->known )
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 );
622 else
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 );
641 * Help
644 static void init_help(void)
646 int lines = 0;
647 int w_space, w, h;
648 int para_len;
649 char *para = helptext;
651 rb->lcd_getstringsize(" ", &w_space, &h);
652 displaylines = LCD_HEIGHT / h;
653 para_len = rb->strlen(para);
655 while (para_len)
657 bool first = true;
658 int x = 0;
659 char *next, *store;
661 next = rb->strtok_r(para, " ", &store);
662 while (next)
664 rb->lcd_getstringsize(next, &w, NULL);
665 if (!first)
667 if (x + w > LCD_WIDTH)
669 lines++;
670 x = 0;
672 else
673 next[-1] = ' '; /* re-concatenate string */
675 else
676 first = false;
678 x += w + w_space;
679 next = rb->strtok_r(NULL, " ", &store);
682 lines++;
683 para += para_len + 1;
684 para_len = rb->strlen(para);
686 helplines = lines;
689 enum help { HELP_QUIT, HELP_USB };
691 /* help for the not so intuitive interface */
692 enum help solitaire_help( void )
694 int start = 0;
695 int button;
696 int lastbutton = BUTTON_NONE;
697 bool fixed = (displaylines >= helplines);
699 while( true )
701 char *text = helptext;
702 int line = fixed ? (displaylines - helplines) / 2 : 0;
703 int i;
705 rb->lcd_clear_display();
707 for (i = 0; i < start + displaylines; i++)
709 if (i >= start)
710 rb->lcd_puts(0, line++, text);
711 text += rb->strlen(text) + 1;
713 rb->lcd_update();
715 button = rb->button_get( true );
716 switch( button )
718 case SOL_UP:
719 #ifdef SOL_UP_PRE
720 if( lastbutton != SOL_UP_PRE )
721 break;
722 #else
723 case SOL_UP|BUTTON_REPEAT:
724 #endif
725 if (!fixed && start > 0)
726 start--;
727 break;
729 case SOL_DOWN:
730 #ifdef SOL_DOWN_PRE
731 if( lastbutton != SOL_DOWN_PRE )
732 break;
733 #else
734 case SOL_DOWN|BUTTON_REPEAT:
735 #endif
736 if (!fixed && start < helplines - displaylines)
737 start++;
738 break;
740 #ifdef SOL_RC_QUIT
741 case SOL_RC_QUIT:
742 #endif
743 case SOL_QUIT:
744 return HELP_QUIT;
746 default:
747 if( rb->default_event_handler( button ) == SYS_USB_CONNECTED )
748 return HELP_USB;
749 break;
751 if( button != BUTTON_NONE )
752 lastbutton = button;
754 rb->yield();
759 * Custom menu / options
762 #define CFGFILE_VERSION 0
764 struct sol_config {
765 int draw_type;
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)
787 int selected = 0;
788 int result = -1;
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");
797 while (result < 0)
799 switch (rb->do_menu(in_game? &menu_in_game: &menu,
800 &selected, NULL, false))
802 default:
803 result = MENU_RESUME;
804 break;
806 case MENU_ATTACHED_USB:
807 result = MENU_USB;
808 break;
810 case 0:
811 result = MENU_RESUME;
812 break;
814 case 1:
815 if (in_game)
817 solitaire_init();
818 result = MENU_RESUME;
820 else
822 if (rb->set_option("Draw Cards Option", &sol.draw_type,
823 INT, drawcards, 2, NULL))
824 result = MENU_USB;
826 break;
828 case 2:
829 if (solitaire_help() == HELP_USB)
830 result = MENU_USB;
831 break;
833 case 3:
834 playback_control(NULL);
835 break;
837 case 4:
838 if( in_game )
839 result = MENU_SAVE_AND_QUIT;
840 else
841 result = MENU_QUIT;
842 break;
844 case 5:
845 result = MENU_QUIT;
846 break;
849 return result;
853 * Global variables
856 /* player's cursor */
857 int cur_card;
858 /* player's cursor column num */
859 int cur_col;
861 /* selected card */
862 int sel_card;
864 /* the deck */
865 card_t deck[ NUM_CARDS ];
867 /* the remaining cards */
868 /* first card of the remains' stack */
869 int rem;
870 /* upper visible card from the remains' stack */
871 int cur_rem;
872 /* number of cards drawn from the remains stack - 1 */
873 int count_rem;
874 /* number of cards per draw of the remains' stack */
875 int cards_per_draw;
877 /* the 7 game columns */
878 int cols[COL_NUM];
879 /* the 4 final stacks */
880 int stacks[SUITS];
883 * Card handling routines
886 int next_random_card( card_t *deck )
888 int i,r;
890 r = rb->rand()%(NUM_CARDS)+1;
891 i = 0;
893 while( r>0 )
895 i = (i + 1)%(NUM_CARDS);
896 if( !deck[i].used ) r--;
899 deck[i].used = true;
901 return i;
905 /* initialize the game */
906 void solitaire_init( void )
909 int c;
910 int i, j;
912 /* number of cards that are drawn on the remains' stack (by pressing F2) */
913 if( sol.draw_type == 0 )
915 cards_per_draw = 3;
917 else
919 cards_per_draw = 1;
922 /* init deck */
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]
928 card.suit = i;
929 card.num = j;
930 card.known = true;
931 card.used = false;
932 card.next = NOT_A_CARD;
933 #undef card
937 /* deal the cards ... */
938 /* ... in the columns */
939 for( i=0; i<COL_NUM; i++ )
941 c = NOT_A_CARD;
942 for( j=0; j<=i; j++ )
944 if( c == NOT_A_CARD )
946 cols[i] = next_random_card( deck );
947 c = cols[i];
949 else
951 deck[c].next = next_random_card( deck );
952 c = deck[c].next;
954 if( j < i )
955 deck[c].known = false;
959 /* ... shuffle what's left of the deck */
960 rem = next_random_card(deck);
961 c = rem;
963 for( i=1; i < NUM_CARDS - COL_NUM * (COL_NUM + 1)/2; i++ )
965 deck[c].next = next_random_card( deck );
966 c = deck[c].next;
969 /* we now finished dealing the cards. The game can start ! (at last) */
971 /* init the stack */
972 for( i = 0; i<SUITS; i++ )
974 stacks[i] = NOT_A_CARD;
977 /* the cursor starts on upper left card */
978 cur_card = cols[0];
979 cur_col = 0;
981 /* no card is selected */
982 sel_card = NOT_A_CARD;
984 /* init the remainder */
985 cur_rem = NOT_A_CARD;
987 count_rem = -1;
990 /* find the column number in which 'card' can be found */
991 int find_card_col( int card )
993 int i;
994 int c;
996 if( card == NOT_A_CARD ) return NOT_A_COL;
998 for( i=0; i<COL_NUM; i++ )
1000 c = cols[i];
1001 while( c != NOT_A_CARD )
1003 if( c == card ) return i;
1004 c = deck[c].next;
1008 for( i=0; i<SUITS; i++ )
1010 c = stacks[i];
1011 while( c != NOT_A_CARD )
1013 if( c == card ) return STACKS_COL + i;
1014 c = deck[c].next;
1018 return REM_COL;
1021 /* find the card preceding 'card' */
1022 /* if it doesn't exist, return NOT_A_CARD */
1023 int find_prev_card( int card ){
1024 int i;
1026 for( i=0; i < NUM_CARDS; i++ )
1028 if( deck[i].next == card ) return i;
1031 return NOT_A_CARD;
1034 /* find the last card of a given column */
1035 int find_last_card( int col )
1037 int c;
1039 if( col < COL_NUM )
1041 c = cols[col];
1043 else if( col < REM_COL )
1045 c = stacks[col - STACKS_COL];
1047 else
1049 c = cur_rem;
1052 if(c == NOT_A_CARD)
1053 return c;
1054 else
1056 while(deck[c].next != NOT_A_CARD)
1057 c = deck[c].next;
1058 return c;
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 */
1067 int src_col;
1069 /* the last card of dest_col */
1070 int dest_card;
1072 /* the card under src_card */
1073 int src_card_prev;
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 )
1091 return MOVE_NOT_OK;
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 */
1113 else
1115 /* this is not a winning combination */
1116 return MOVE_NOT_OK;
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;
1132 else
1134 /* this is not a winning combination */
1135 return MOVE_NOT_OK;
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 */
1150 else
1152 /* this is not a winning combination */
1153 return MOVE_NOT_OK;
1157 /* if we are on the remains' stack */
1158 else
1160 /* you can't move a card back to the remains' stack */
1161 return MOVE_NOT_OK;
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 */
1174 else
1176 deck[src_card_prev].next = deck[src_card].next;
1178 deck[src_card].next = NOT_A_CARD;
1179 cur_rem = src_card_prev;
1180 count_rem--;
1182 /* if the src card is from somewhere else, just take everything */
1183 else
1185 if( src_card_prev == NOT_A_CARD )
1187 if( src_col < COL_NUM )
1189 cols[src_col] = NOT_A_CARD;
1191 else
1193 stacks[src_col - STACKS_COL] = NOT_A_CARD;
1196 else
1198 deck[src_card_prev].next = NOT_A_CARD;
1199 deck[src_card_prev].known = true;
1202 sel_card = NOT_A_CARD;
1203 /* tada ! */
1204 return MOVE_OK;
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;
1228 /* fun stuff :) */
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;
1234 fp_y = MARGIN<<16;
1236 #if LCD_WIDTH > 200
1237 vx = rb->rand() % (4*BC_MXSPEED/3-2) - BC_MXSPEED;
1238 if( vx >= -1 )
1239 vx += 3;
1240 #else
1241 vx = rb->rand() % (4*BC_MXSPEED/3) - BC_MXSPEED;
1242 if( vx >= 0 )
1243 vx++;
1244 #endif
1246 fp_vy = -rb->rand() % BC_MYSPEED;
1248 while( x < LCD_WIDTH && x + CARD_WIDTH > 0 )
1250 fp_vy += BC_ACCEL;
1251 x += vx;
1252 fp_y += fp_vy;
1253 if( fp_y >= (LCD_HEIGHT-CARD_HEIGHT) << 16 )
1255 fp_vy = -fp_vy*4/5;
1256 fp_y = (LCD_HEIGHT-CARD_HEIGHT) << 16;
1258 y = fp_y >> 16;
1259 draw_card( &deck[j*CARDS_PER_SUIT+i], x, y,
1260 false, false );
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 )
1280 char *s;
1281 rb->strcpy( buf, rb->plugin_get_current_filename() );
1282 s = rb->strrchr( buf, '/' ) + 1;
1283 *s = '\0';
1284 rb->strcat( s, "sol.save" );
1287 int open_save_file( int flags )
1289 char buf[MAX_PATH];
1290 get_save_filename( buf );
1291 return rb->open( buf, flags );
1294 void delete_save_file( void )
1296 char buf[MAX_PATH];
1297 get_save_filename( buf );
1298 rb->remove( buf );
1301 #ifdef write
1302 # undef write
1303 #endif
1304 int save_write( int fd, const void *buf, size_t count, int *checksum )
1306 size_t i;
1307 if( rb->write( fd, buf, count ) < (ssize_t)count )
1308 return 1;
1309 for( i = 0; i < count; i++ )
1310 *checksum += (int)(((const char *)buf)[i]);
1311 return 0;
1314 #ifdef read
1315 # undef read
1316 #endif
1317 int save_read( int fd, void *buf, size_t count, int *checksum )
1319 size_t i;
1320 if( rb->read( fd, buf, count ) < (ssize_t)count )
1321 return 1;
1322 for( i = 0; i < count; i++ )
1323 *checksum -= (int)(((const char *)buf)[i]);
1324 return 0;
1327 int save_game( void )
1329 int fd = open_save_file( O_CREAT|O_WRONLY|O_TRUNC );
1330 int checksum = 42;
1331 if( fd < 0 )
1332 return -1;
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 ) ) ) )
1345 rb->close( fd );
1346 rb->splash( 2*HZ, "Error while saving game. Aborting." );
1347 return -2;
1349 rb->close( fd );
1350 return 0;
1353 int load_game( void )
1355 int checksum, retval;
1357 int fd = open_save_file( O_RDONLY );
1358 if( fd < 0 )
1359 return -1;
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." );
1377 retval = -2;
1379 else if( checksum != 42 )
1381 rb->splash( 2*HZ, "Save file was corrupted. Aborting." );
1382 retval = -3;
1385 rb->close( fd );
1386 delete_save_file();
1387 return retval;
1391 * The main game loop
1393 * If skipmenu is defined to SOLITAIRE_QUIT, the menu will be skipped and
1394 * game will resume.
1397 int solitaire( int skipmenu )
1400 int i,j;
1401 int button, lastbutton = 0;
1402 int c,h,prevcard;
1403 int biggest_col_length;
1405 rb->srand( *rb->current_tick );
1406 if( skipmenu != SOLITAIRE_QUIT )
1408 switch( solitaire_menu(false) )
1410 case MENU_QUIT:
1411 return SOLITAIRE_QUIT;
1413 case MENU_USB:
1414 return SOLITAIRE_USB;
1416 solitaire_init();
1419 while( true )
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++)
1428 j = 0;
1429 c = cols[i];
1431 if( c != NOT_A_CARD )
1433 while( true )
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. */
1440 else
1442 if( deck[c].known )
1443 j += 2;
1444 else
1445 j++;
1447 c = deck[c].next;
1449 /* make column distinguishable from an empty column,
1450 * and avoid division by zero while displaying */
1451 if( j == 0 )
1452 j = 1;
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 )
1462 rb->lcd_update();
1463 rb->splash( HZ, "You Won :)" );
1464 return bouncing_cards();
1467 /* draw the columns */
1468 for( i = 0; i < COL_NUM; i++ )
1470 c = cols[i];
1471 j = CARD_START;
1472 while( true )
1474 if( c == NOT_A_CARD )
1476 /* draw the cursor on empty columns */
1477 if( cur_col == i )
1479 draw_cursor( MARGIN + i * (CARD_WIDTH
1480 +(LCD_WIDTH-COL_NUM*CARD_WIDTH-2*MARGIN)/(COL_NUM-1)),
1481 j );
1483 break;
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 );
1490 h = c;
1491 c = deck[c].next;
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 */
1496 if( h == cur_card )
1497 j += SYMBOL_HEIGHT;
1498 else if( deck[h].known )
1499 j += min( SYMBOL_HEIGHT,
1500 2 * (LCD_HEIGHT - CARD_START - CARD_HEIGHT - MARGIN)
1501 / biggest_col_length );
1502 else
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,
1518 MARGIN,
1519 c == sel_card, cur_col == STACKS_COL + i );
1521 else
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 )
1541 if( count_rem < 0 )
1543 prevcard = rem;
1544 count_rem = 0;
1545 while( prevcard != cur_rem && count_rem < cards_per_draw-1 )
1547 prevcard = deck[prevcard].next;
1548 count_rem++;
1551 prevcard = cur_rem;
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;
1561 j += CARD_WIDTH/2;
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 );
1570 rb->lcd_update();
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);
1577 #endif
1578 switch( button )
1580 /* move cursor to the last card of the previous column
1581 * or to the previous final stack
1582 * or to the remains stack */
1583 case SOL_RIGHT:
1584 #ifdef SOL_RIGHT_PRE
1585 if( lastbutton != SOL_RIGHT_PRE )
1586 break;
1587 #endif
1588 if( cur_col >= COL_NUM )
1590 cur_col = 0;
1592 else if( cur_col == COL_NUM - 1 )
1594 cur_col = REM_COL;
1596 else
1598 cur_col = (cur_col+1)%(REM_COL+1);
1600 if(cur_col == REM_COL)
1602 cur_card = cur_rem;
1603 break;
1605 cur_card = find_last_card( cur_col );
1606 break;
1608 /* move cursor to the last card of the next column
1609 * or to the next final stack
1610 * or to the remains stack */
1611 case SOL_LEFT:
1612 #ifdef SOL_LEFT_PRE
1613 if( lastbutton != SOL_LEFT_PRE )
1614 break;
1615 #endif
1616 if( cur_col == 0 )
1618 cur_col = REM_COL;
1620 else if( cur_col >= COL_NUM )
1622 cur_col = COL_NUM - 1;
1624 else
1626 cur_col = (cur_col + REM_COL)%(REM_COL+1);
1628 if( cur_col == REM_COL )
1630 cur_card = cur_rem;
1631 break;
1633 cur_card = find_last_card( cur_col );
1634 break;
1636 /* move cursor to card that's bellow */
1637 case SOL_DOWN:
1638 #ifdef SOL_DOWN_PRE
1639 if( lastbutton != SOL_DOWN_PRE )
1640 break;
1641 #else
1642 case SOL_DOWN|BUTTON_REPEAT:
1643 #endif
1644 if( cur_col >= COL_NUM )
1646 cur_col = (cur_col - COL_NUM + 1)%(SUITS + 1) + COL_NUM;
1647 if( cur_col == REM_COL )
1649 cur_card = cur_rem;
1651 else
1653 cur_card = find_last_card( cur_col );
1655 break;
1657 if( cur_card == NOT_A_CARD ) break;
1658 if( deck[cur_card].next != NOT_A_CARD )
1660 cur_card = deck[cur_card].next;
1662 else
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;
1671 break;
1673 /* move cursor to card that's above */
1674 case SOL_UP:
1675 #ifdef SOL_UP_PRE
1676 if( lastbutton != SOL_UP_PRE )
1677 break;
1678 #else
1679 case SOL_UP|BUTTON_REPEAT:
1680 #endif
1681 if( cur_col >= COL_NUM )
1683 cur_col = (cur_col - COL_NUM + SUITS)%(SUITS + 1) + COL_NUM;
1684 if( cur_col == REM_COL )
1686 cur_card = cur_rem;
1688 else
1690 cur_card = find_last_card( cur_col );
1692 break;
1694 if( cur_card == NOT_A_CARD ) break;
1695 do {
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 );
1703 break;
1705 /* Try to put card under cursor on one of the stacks */
1706 case SOL_CUR2STACK:
1707 #ifdef SOL_CUR2STACK_PRE
1708 if( lastbutton != SOL_CUR2STACK_PRE )
1709 break;
1710 #endif
1711 move_card( deck[cur_card].suit + STACKS_COL, cur_card );
1712 break;
1714 /* Move cards arround, Uncover cards, ... */
1715 case SOL_MOVE:
1716 #ifdef SOL_MOVE_PRE
1717 if( lastbutton != SOL_MOVE_PRE )
1718 break;
1719 #endif
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 )
1733 break;
1735 else
1737 /* select 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 )
1749 cur_card = cur_rem;
1751 sel_card = NOT_A_CARD;
1753 else
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;
1762 else
1764 do {
1765 if (move_card( cur_col, sel_card) == MOVE_OK)
1766 break;
1767 sel_card = find_prev_card(sel_card);
1768 } while (sel_card != NOT_A_CARD);
1771 break;
1773 /* If the card on the top of the remains can be put where
1774 * the cursor is, go ahead */
1775 case SOL_REM2CUR:
1776 #ifdef SOL_REM2CUR_PRE
1777 if( lastbutton != SOL_REM2CUR_PRE )
1778 break;
1779 #endif
1780 move_card( cur_col, cur_rem );
1781 break;
1783 /* If the card on top of the remains can be put on one
1784 * of the stacks, do so */
1785 case SOL_REM2STACK:
1786 #ifdef SOL_REM2STACK_PRE
1787 if( lastbutton != SOL_REM2STACK_PRE )
1788 break;
1789 #endif
1790 move_card( deck[cur_rem].suit + COL_NUM, cur_rem );
1791 break;
1793 #ifdef SOL_REM
1794 case SOL_REM:
1795 if( sel_card != NOT_A_CARD )
1797 /* unselect selected card */
1798 sel_card = NOT_A_CARD;
1799 break;
1801 if( rem != NOT_A_CARD && cur_rem != NOT_A_CARD )
1803 sel_card = cur_rem;
1804 break;
1806 break;
1807 #endif
1809 /* unselect selected card or ...
1810 * draw new cards from the remains of the deck */
1811 case SOL_DRAW:
1812 #ifdef SOL_DRAW_PRE
1813 if( lastbutton != SOL_DRAW_PRE )
1814 break;
1815 #endif
1816 if( sel_card != NOT_A_CARD )
1818 /* unselect selected card */
1819 sel_card = NOT_A_CARD;
1820 break;
1822 if( rem != NOT_A_CARD )
1824 int cur_rem_old = cur_rem;
1825 count_rem = -1;
1826 /* draw new cards form the remains of the deck */
1827 if( cur_rem == NOT_A_CARD )
1829 /*if the cursor card is null*/
1830 cur_rem = rem;
1831 i = cards_per_draw - 1;
1832 count_rem++;
1834 else
1836 i = cards_per_draw;
1839 while( i > 0 && deck[cur_rem].next != NOT_A_CARD )
1841 cur_rem = deck[cur_rem].next;
1842 i--;
1843 count_rem++;
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;
1850 count_rem = -1;
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 )
1856 cur_card = cur_rem;
1857 sel_card = NOT_A_CARD;
1860 break;
1862 /* Show the menu */
1863 #ifdef SOL_RC_QUIT
1864 case SOL_RC_QUIT:
1865 #endif
1866 case SOL_QUIT:
1867 switch( solitaire_menu(true) )
1869 case MENU_SAVE_AND_QUIT:
1870 return SOLITAIRE_SAVE_AND_QUIT;
1872 case MENU_QUIT:
1873 return SOLITAIRE_QUIT;
1875 case MENU_USB:
1876 return SOLITAIRE_USB;
1878 break;
1880 case SYS_POWEROFF:
1881 return SOLITAIRE_SAVE_AND_QUIT;
1883 default:
1884 if( rb->default_event_handler( button ) == SYS_USB_CONNECTED )
1885 return SOLITAIRE_USB;
1886 break;
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 );
1901 rb->yield();
1906 * Plugin entry point
1909 enum plugin_status plugin_start(const void* parameter )
1911 int result;
1913 /* plugin init */
1914 (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;
1927 else
1928 result = SOLITAIRE_WIN;
1930 init_help();
1932 /* play the game :)
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 */
1939 save_game();
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;
1952 #endif