New plugin: FFT, A frequency analyzer plugin
[kugel-rb.git] / apps / plugins / solitaire.c
blob8d0b12eba6c9dc2fd3644fd6eec27c6ab8ce6e42
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 "lib/display_text.h"
26 #include "button.h"
27 #include "lcd.h"
29 #ifdef HAVE_LCD_BITMAP
31 PLUGIN_HEADER
33 #define min(a,b) (a<b?a:b)
35 /**
36 * Key definitions
39 #if CONFIG_KEYPAD == RECORDER_PAD
40 # define SOL_QUIT BUTTON_OFF
41 # define SOL_UP BUTTON_UP
42 # define SOL_DOWN BUTTON_DOWN
43 # define SOL_LEFT BUTTON_LEFT
44 # define SOL_RIGHT BUTTON_RIGHT
45 # define SOL_MOVE BUTTON_ON
46 # define SOL_DRAW BUTTON_F1
47 # define SOL_REM2CUR BUTTON_PLAY
48 # define SOL_CUR2STACK BUTTON_F2
49 # define SOL_REM2STACK BUTTON_F3
50 # define HK_MOVE "ON"
51 # define HK_DRAW "F1"
52 # define HK_REM2CUR "PLAY"
53 # define HK_CUR2STACK "F2"
54 # define HK_REM2STACK "F3"
56 #elif CONFIG_KEYPAD == ARCHOS_AV300_PAD
57 # define SOL_QUIT BUTTON_OFF
58 # define SOL_UP BUTTON_UP
59 # define SOL_DOWN BUTTON_DOWN
60 # define SOL_LEFT BUTTON_LEFT
61 # define SOL_RIGHT BUTTON_RIGHT
62 # define SOL_MOVE BUTTON_ON
63 # define SOL_DRAW BUTTON_F1
64 # define SOL_REM2CUR BUTTON_SELECT
65 # define SOL_CUR2STACK BUTTON_F2
66 # define SOL_REM2STACK BUTTON_F3
67 # define HK_MOVE "ON"
68 # define HK_DRAW "F1"
69 # define HK_REM2CUR "SELECT"
70 # define HK_CUR2STACK "F2"
71 # define HK_REM2STACK "F3"
73 #elif CONFIG_KEYPAD == ONDIO_PAD
74 # define SOL_QUIT BUTTON_OFF
75 # define SOL_UP_PRE BUTTON_UP
76 # define SOL_UP (BUTTON_UP | BUTTON_REL)
77 # define SOL_DOWN_PRE BUTTON_DOWN
78 # define SOL_DOWN (BUTTON_DOWN | BUTTON_REL)
79 # define SOL_LEFT_PRE BUTTON_LEFT
80 # define SOL_LEFT (BUTTON_LEFT | BUTTON_REL)
81 # define SOL_RIGHT_PRE BUTTON_RIGHT
82 # define SOL_RIGHT (BUTTON_RIGHT | BUTTON_REL)
83 # define SOL_MOVE_PRE BUTTON_MENU
84 # define SOL_MOVE (BUTTON_MENU | BUTTON_REL)
85 # define SOL_DRAW_PRE BUTTON_MENU
86 # define SOL_DRAW (BUTTON_MENU | BUTTON_REPEAT)
87 # define SOL_REM2CUR_PRE BUTTON_DOWN
88 # define SOL_REM2CUR (BUTTON_DOWN | BUTTON_REPEAT)
89 # define SOL_CUR2STACK_PRE BUTTON_UP
90 # define SOL_CUR2STACK (BUTTON_UP | BUTTON_REPEAT)
91 # define SOL_REM2STACK_PRE BUTTON_RIGHT
92 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_REPEAT)
93 # define HK_MOVE "MODE"
94 # define HK_DRAW "MODE.."
95 # define HK_REM2CUR "DOWN.."
96 # define HK_CUR2STACK "UP.."
97 # define HK_REM2STACK "RIGHT.."
99 #elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
100 (CONFIG_KEYPAD == IRIVER_H300_PAD)
101 # define SOL_QUIT BUTTON_OFF
102 # define SOL_UP BUTTON_UP
103 # define SOL_DOWN BUTTON_DOWN
104 # define SOL_LEFT BUTTON_LEFT
105 # define SOL_RIGHT BUTTON_RIGHT
106 # define SOL_MOVE_PRE BUTTON_SELECT
107 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
108 # define SOL_DRAW BUTTON_MODE
109 # define SOL_REM2CUR (BUTTON_LEFT | BUTTON_ON)
110 # define SOL_CUR2STACK_PRE BUTTON_SELECT
111 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
112 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_ON)
113 # define SOL_REM BUTTON_REC
114 # define SOL_RC_QUIT BUTTON_RC_STOP
115 # define HK_MOVE "NAVI"
116 # define HK_DRAW "A-B"
117 # define HK_REM2CUR "PLAY+LEFT"
118 # define HK_CUR2STACK "NAVI.."
119 # define HK_REM2STACK "PLAY+RIGHT"
121 #elif (CONFIG_KEYPAD == IPOD_4G_PAD) || (CONFIG_KEYPAD == IPOD_3G_PAD) || \
122 (CONFIG_KEYPAD == IPOD_1G2G_PAD)
123 # define SOL_QUIT (BUTTON_SELECT | BUTTON_MENU)
124 # define SOL_UP BUTTON_SCROLL_BACK
125 # define SOL_DOWN BUTTON_SCROLL_FWD
126 # define SOL_LEFT_PRE BUTTON_LEFT
127 # define SOL_LEFT (BUTTON_LEFT | BUTTON_REL)
128 # define SOL_RIGHT_PRE BUTTON_RIGHT
129 # define SOL_RIGHT (BUTTON_RIGHT | BUTTON_REL)
130 # define SOL_MOVE_PRE BUTTON_SELECT
131 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
132 # define SOL_DRAW_PRE BUTTON_MENU
133 # define SOL_DRAW (BUTTON_MENU | BUTTON_REL)
134 # define SOL_REM2CUR BUTTON_PLAY
135 # define SOL_CUR2STACK_PRE BUTTON_MENU
136 # define SOL_CUR2STACK (BUTTON_MENU | BUTTON_REPEAT)
137 # define SOL_REM2STACK_PRE BUTTON_RIGHT
138 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_REPEAT)
139 # define HK_UD "SCROLL U/D"
140 # define HK_MOVE "SELECT"
141 # define HK_DRAW "MENU"
142 # define HK_REM2CUR "PLAY"
143 # define HK_CUR2STACK "MENU.."
144 # define HK_REM2STACK "RIGHT.."
146 #elif (CONFIG_KEYPAD == IAUDIO_X5M5_PAD)
147 # define SOL_QUIT BUTTON_POWER
148 # define SOL_UP BUTTON_UP
149 # define SOL_DOWN BUTTON_DOWN
150 # define SOL_LEFT BUTTON_LEFT
151 # define SOL_RIGHT BUTTON_RIGHT
152 # define SOL_MOVE_PRE BUTTON_SELECT
153 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
154 # define SOL_DRAW_PRE BUTTON_PLAY
155 # define SOL_DRAW (BUTTON_PLAY | BUTTON_REL)
156 # define SOL_REM2CUR_PRE BUTTON_PLAY
157 # define SOL_REM2CUR (BUTTON_PLAY | BUTTON_REPEAT)
158 # define SOL_CUR2STACK_PRE BUTTON_SELECT
159 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
160 # define SOL_REM2STACK BUTTON_REC
161 # define HK_MOVE "SELECT"
162 # define HK_DRAW "PLAY"
163 # define HK_REM2CUR "PLAY.."
164 # define HK_CUR2STACK "SELECT.."
165 # define HK_REM2STACK "REC"
167 #elif (CONFIG_KEYPAD == GIGABEAT_PAD)
168 # define SOL_QUIT BUTTON_POWER
169 # define SOL_UP BUTTON_UP
170 # define SOL_DOWN BUTTON_DOWN
171 # define SOL_LEFT BUTTON_LEFT
172 # define SOL_RIGHT BUTTON_RIGHT
173 # define SOL_MOVE_PRE BUTTON_SELECT
174 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
175 # define SOL_DRAW BUTTON_MENU
176 # define SOL_REM2CUR (BUTTON_LEFT | BUTTON_A)
177 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
178 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_A)
179 # define HK_MOVE "SELECT"
180 # define HK_DRAW "MENU"
181 # define HK_REM2CUR "A+LEFT"
182 # define HK_CUR2STACK "SELECT.."
183 # define HK_REM2STACK "A+RIGHT"
185 #elif (CONFIG_KEYPAD == SANSA_E200_PAD)
186 # define SOL_QUIT BUTTON_POWER
187 # define SOL_UP BUTTON_UP
188 # define SOL_DOWN BUTTON_DOWN
189 # define SOL_LEFT BUTTON_SCROLL_BACK
190 # define SOL_RIGHT BUTTON_SCROLL_FWD
191 # define SOL_MOVE BUTTON_SELECT
192 # define SOL_DRAW BUTTON_REC
193 # define SOL_REM2CUR BUTTON_LEFT
194 # define SOL_CUR2STACK_PRE BUTTON_REC
195 # define SOL_CUR2STACK (BUTTON_REC | BUTTON_RIGHT)
196 # define SOL_REM2STACK BUTTON_RIGHT
197 # define HK_MOVE "SELECT"
198 # define HK_DRAW "REC"
199 # define HK_REM2CUR "LEFT"
200 # define HK_CUR2STACK "DOUBLE SELECT"
201 # define HK_REM2STACK "RIGHT"
203 #elif (CONFIG_KEYPAD == SANSA_FUZE_PAD)
204 # define SOL_QUIT (BUTTON_HOME|BUTTON_REPEAT)
205 # define SOL_UP BUTTON_UP
206 # define SOL_DOWN BUTTON_DOWN
207 # define SOL_LEFT BUTTON_SCROLL_BACK
208 # define SOL_RIGHT BUTTON_SCROLL_FWD
209 # define SOL_MOVE (BUTTON_SELECT|BUTTON_REL)
210 # define SOL_DRAW (BUTTON_HOME|BUTTON_REL)
211 # define SOL_REM2CUR BUTTON_LEFT
212 # define SOL_CUR2STACK_PRE (BUTTON_RIGHT | BUTTON_REPEAT)
213 # define SOL_CUR2STACK BUTTON_RIGHT
214 # define SOL_REM2STACK (BUTTON_LEFT|BUTTON_REPEAT)
215 # define SOL_REM2STACK_PRE BUTTON_LEFT
216 # define HK_MOVE "SHORT SELECT"
217 # define HK_DRAW "SHORT HOME"
218 # define HK_REM2CUR "LEFT"
219 # define HK_CUR2STACK "DOUBLE SELECT"
220 # define HK_REM2STACK "LEFT"
222 #elif (CONFIG_KEYPAD == SANSA_C200_PAD)
223 # define SOL_QUIT BUTTON_POWER
224 # define SOL_UP BUTTON_UP
225 # define SOL_DOWN BUTTON_DOWN
226 # define SOL_LEFT BUTTON_LEFT
227 # define SOL_RIGHT BUTTON_RIGHT
228 # define SOL_MOVE_PRE BUTTON_SELECT
229 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
230 # define SOL_DRAW BUTTON_VOL_DOWN
231 # define SOL_REM2CUR BUTTON_REC
232 # define SOL_CUR2STACK_PRE BUTTON_SELECT
233 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
234 # define SOL_REM2STACK BUTTON_VOL_UP
235 # define HK_MOVE "SELECT"
236 # define HK_DRAW "REC"
237 # define HK_REM2CUR "LEFT"
238 # define HK_CUR2STACK "DOUBLE SELECT"
239 # define HK_REM2STACK "RIGHT"
241 #elif CONFIG_KEYPAD == SANSA_CLIP_PAD
242 # define SOL_QUIT BUTTON_POWER
243 # define SOL_UP BUTTON_UP
244 # define SOL_DOWN BUTTON_DOWN
245 # define SOL_LEFT BUTTON_LEFT
246 # define SOL_RIGHT BUTTON_RIGHT
247 # define SOL_MOVE_PRE BUTTON_SELECT
248 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
249 # define SOL_DRAW BUTTON_HOME
250 # define SOL_REM2CUR BUTTON_VOL_DOWN
251 # define SOL_CUR2STACK_PRE BUTTON_SELECT
252 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
253 # define SOL_REM2STACK BUTTON_VOL_UP
254 # define HK_MOVE "SELECT"
255 # define HK_DRAW "HOME"
256 # define HK_REM2CUR "LEFT"
257 # define HK_CUR2STACK "DOUBLE SELECT"
258 # define HK_REM2STACK "RIGHT"
260 #elif CONFIG_KEYPAD == SANSA_M200_PAD
261 # define SOL_QUIT BUTTON_POWER
262 # define SOL_UP BUTTON_UP
263 # define SOL_DOWN BUTTON_DOWN
264 # define SOL_LEFT BUTTON_LEFT
265 # define SOL_RIGHT BUTTON_RIGHT
266 # define SOL_MOVE_PRE BUTTON_SELECT
267 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
268 # define SOL_DRAW (BUTTON_SELECT | BUTTON_UP)
269 # define SOL_REM2CUR BUTTON_VOL_DOWN
270 # define SOL_CUR2STACK_PRE BUTTON_SELECT
271 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
272 # define SOL_REM2STACK BUTTON_VOL_UP
273 # define HK_MOVE "SELECT"
274 # define HK_DRAW "SELECT + UP"
275 # define HK_REM2CUR "LEFT"
276 # define HK_CUR2STACK "DOUBLE SELECT"
277 # define HK_REM2STACK "RIGHT"
279 #elif (CONFIG_KEYPAD == IRIVER_H10_PAD)
280 # define SOL_QUIT BUTTON_POWER
281 # define SOL_UP BUTTON_SCROLL_UP
282 # define SOL_DOWN BUTTON_SCROLL_DOWN
283 # define SOL_LEFT_PRE BUTTON_LEFT
284 # define SOL_LEFT (BUTTON_LEFT | BUTTON_REL)
285 # define SOL_RIGHT_PRE BUTTON_RIGHT
286 # define SOL_RIGHT (BUTTON_RIGHT | BUTTON_REL)
287 # define SOL_MOVE BUTTON_PLAY
288 # define SOL_DRAW_PRE BUTTON_LEFT
289 # define SOL_DRAW (BUTTON_LEFT | BUTTON_REPEAT)
290 # define SOL_REM2CUR BUTTON_FF
291 # define SOL_CUR2STACK BUTTON_REW
292 # define SOL_REM2STACK_PRE BUTTON_RIGHT
293 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_REPEAT)
294 # define HK_MOVE "PLAY"
295 # define HK_DRAW "LEFT.."
296 # define HK_REM2CUR "FF"
297 # define HK_CUR2STACK "REW"
298 # define HK_REM2STACK "RIGHT.."
300 #elif (CONFIG_KEYPAD == GIGABEAT_S_PAD)
301 # define SOL_QUIT BUTTON_BACK
302 # define SOL_UP BUTTON_UP
303 # define SOL_DOWN BUTTON_DOWN
304 # define SOL_LEFT BUTTON_LEFT
305 # define SOL_RIGHT BUTTON_RIGHT
306 # define SOL_MOVE_PRE BUTTON_SELECT
307 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
308 # define SOL_DRAW BUTTON_MENU
309 # define SOL_REM2CUR (BUTTON_LEFT | BUTTON_SELECT)
310 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
311 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_SELECT)
312 # define HK_MOVE "SELECT"
313 # define HK_DRAW "MENU"
314 # define HK_REM2CUR "SELECT+LEFT"
315 # define HK_CUR2STACK "SELECT.."
316 # define HK_REM2STACK "SELECT+RIGHT"
318 #elif (CONFIG_KEYPAD == MROBE100_PAD)
319 # define SOL_QUIT BUTTON_POWER
320 # define SOL_UP BUTTON_UP
321 # define SOL_DOWN BUTTON_DOWN
322 # define SOL_LEFT BUTTON_LEFT
323 # define SOL_RIGHT BUTTON_RIGHT
324 # define SOL_MOVE_PRE BUTTON_SELECT
325 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
326 # define SOL_DRAW BUTTON_MENU
327 # define SOL_REM2CUR (BUTTON_LEFT | BUTTON_DISPLAY)
328 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
329 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_DISPLAY)
330 # define HK_MOVE "SELECT"
331 # define HK_DRAW "MENU"
332 # define HK_REM2CUR "DISPLAY+LEFT"
333 # define HK_CUR2STACK "SELECT.."
334 # define HK_REM2STACK "DISPLAY+RIGHT"
336 #elif CONFIG_KEYPAD == IAUDIO_M3_PAD
337 # define SOL_QUIT BUTTON_RC_REC
338 # define SOL_UP BUTTON_RC_VOL_UP
339 # define SOL_DOWN BUTTON_RC_VOL_DOWN
340 # define SOL_LEFT BUTTON_RC_REW
341 # define SOL_RIGHT BUTTON_RC_FF
342 # define SOL_MOVE BUTTON_RC_PLAY
343 # define SOL_DRAW_PRE BUTTON_RC_MENU
344 # define SOL_DRAW (BUTTON_RC_MENU | BUTTON_REL)
345 # define SOL_REM2CUR_PRE BUTTON_RC_MENU
346 # define SOL_REM2CUR (BUTTON_RC_MENU | BUTTON_REPEAT)
347 # define SOL_CUR2STACK_PRE BUTTON_RC_MODE
348 # define SOL_CUR2STACK (BUTTON_RC_MODE | BUTTON_REL)
349 # define SOL_REM2STACK_PRE BUTTON_RC_MODE
350 # define SOL_REM2STACK (BUTTON_RC_MODE | BUTTON_REPEAT)
351 # define HK_LR "REW/FF"
352 # define HK_UD "VOL UP/DOWN"
353 # define HK_MOVE "PLAY"
354 # define HK_DRAW "MENU"
355 # define HK_REM2CUR "MENU.."
356 # define HK_CUR2STACK "MODE"
357 # define HK_REM2STACK "MODE.."
359 #elif (CONFIG_KEYPAD == COWON_D2_PAD)
360 # define SOL_QUIT BUTTON_POWER
362 #elif CONFIG_KEYPAD == CREATIVEZVM_PAD
363 # define SOL_QUIT BUTTON_BACK
364 # define SOL_UP BUTTON_UP
365 # define SOL_DOWN BUTTON_DOWN
366 # define SOL_LEFT BUTTON_LEFT
367 # define SOL_RIGHT BUTTON_RIGHT
368 # define SOL_MOVE_PRE BUTTON_SELECT
369 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
370 # define SOL_DRAW BUTTON_MENU
371 # define SOL_REM2CUR (BUTTON_LEFT | BUTTON_SELECT)
372 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
373 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_SELECT)
374 # define HK_MOVE "MIDDLE"
375 # define HK_DRAW "MENU"
376 # define HK_REM2CUR "PLAY+LEFT"
377 # define HK_CUR2STACK "PLAY.."
378 # define HK_REM2STACK "PLAY+RIGHT"
380 #elif CONFIG_KEYPAD == PHILIPS_HDD1630_PAD
381 # define SOL_QUIT BUTTON_POWER
382 # define SOL_UP BUTTON_UP
383 # define SOL_DOWN BUTTON_DOWN
384 # define SOL_LEFT BUTTON_LEFT
385 # define SOL_RIGHT BUTTON_RIGHT
386 # define SOL_MOVE_PRE BUTTON_SELECT
387 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
388 # define SOL_DRAW BUTTON_MENU
389 # define SOL_REM2CUR (BUTTON_LEFT | BUTTON_VIEW)
390 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
391 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_VIEW)
392 # define HK_MOVE "SELECT"
393 # define HK_DRAW "MENU"
394 # define HK_REM2CUR "VIEW+LEFT"
395 # define HK_CUR2STACK "SELECT.."
396 # define HK_REM2STACK "VIEW+RIGHT"
398 #elif CONFIG_KEYPAD == PHILIPS_SA9200_PAD
399 # define SOL_QUIT BUTTON_POWER
400 # define SOL_UP BUTTON_UP
401 # define SOL_DOWN BUTTON_DOWN
402 # define SOL_LEFT BUTTON_PREV
403 # define SOL_RIGHT BUTTON_NEXT
404 # define SOL_MOVE_PRE BUTTON_PLAY
405 # define SOL_MOVE (BUTTON_PLAY | BUTTON_REL)
406 # define SOL_DRAW BUTTON_MENU
407 # define SOL_REM2CUR BUTTON_LEFT
408 # define SOL_CUR2STACK (BUTTON_PLAY | BUTTON_REPEAT)
409 # define SOL_REM2STACK BUTTON_RIGHT
410 # define HK_MOVE "PLAY"
411 # define HK_DRAW "MENU"
412 # define HK_REM2CUR "LEFT"
413 # define HK_CUR2STACK "PLAY..."
414 # define REM2STACK "RIGHT"
416 #elif (CONFIG_KEYPAD == ONDAVX747_PAD) || \
417 (CONFIG_KEYPAD == ONDAVX777_PAD) || \
418 CONFIG_KEYPAD == MROBE500_PAD
419 # define SOL_QUIT BUTTON_POWER
421 #elif (CONFIG_KEYPAD == SAMSUNG_YH_PAD)
422 # define SOL_QUIT BUTTON_REC
423 # define SOL_UP BUTTON_UP
424 # define SOL_DOWN BUTTON_DOWN
425 # define SOL_LEFT_PRE BUTTON_LEFT
426 # define SOL_LEFT (BUTTON_LEFT | BUTTON_REW)
427 # define SOL_RIGHT_PRE BUTTON_RIGHT
428 # define SOL_RIGHT (BUTTON_RIGHT | BUTTON_REW)
429 # define SOL_MOVE BUTTON_PLAY
430 # define SOL_DRAW_PRE (BUTTON_PLAY | BUTTON_RIGHT)
431 # define SOL_DRAW (BUTTON_PLAY | BUTTON_LEFT)
432 # define SOL_REM2CUR BUTTON_FFWD
433 # define SOL_CUR2STACK BUTTON_REW
434 # define SOL_REM2STACK_PRE (BUTTON_FFWD | BUTTON_RIGHT)
435 # define SOL_REM2STACK (BUTTON_FFWD | BUTTON_LEFT)
436 # define HK_MOVE "PLAY"
437 # define HK_DRAW "REW.."
438 # define HK_REM2CUR "FFWD"
439 # define HK_CUR2STACK "REW"
440 # define HK_REM2STACK "FFWD.."
442 #else
443 #error No keymap defined!
444 #endif
446 #ifdef HAVE_TOUCHSCREEN
447 //#ifndef SOL_QUIT
448 //# define SOL_QUIT BUTTON_TOPLEFT
449 //endif
450 #ifndef SOL_UP
451 # define SOL_UP BUTTON_TOPMIDDLE
452 #endif
453 #ifndef SOL_DOWN
454 # define SOL_DOWN BUTTON_BOTTOMMIDDLE
455 #endif
456 #ifndef SOL_LEFT
457 # define SOL_LEFT BUTTON_MIDLEFT
458 #endif
459 #ifndef SOL_RIGHT
460 # define SOL_RIGHT BUTTON_MIDRIGHT
461 #endif
462 #ifndef SOL_MOVE
463 # define SOL_MOVE BUTTON_CENTER
464 # define HK_MOVE "CENTRE"
465 #endif
466 #ifndef SOL_DRAW
467 # define SOL_DRAW BUTTON_TOPLEFT
468 # define HK_DRAW "TOPLEFT"
469 #endif
470 #ifndef SOL_REM2CUR
471 # define SOL_REM2CUR BUTTON_TOPRIGHT
472 # define HK_REM2CUR "TOPRIGHT"
473 #endif
474 #ifndef SOL_CUR2STACK
475 # define SOL_CUR2STACK BUTTON_BOTTOMLEFT
476 # define HK_CUR2STACK "BOTTOMLEFT"
477 #endif
478 #ifndef SOL_REM2STACK
479 # define SOL_REM2STACK BUTTON_BOTTOMRIGHT
480 # define HK_REM2STACK "BOTTOMRIGHT"
481 #endif
483 #endif
485 #ifndef HK_LR
486 # define HK_LR "LEFT/RIGHT"
487 #endif
488 #ifndef HK_UD
489 # define HK_UD "UP/DOWN"
490 #endif
493 * Misc constants, graphics and other defines
496 #include "pluginbitmaps/card_back.h"
497 #include "pluginbitmaps/card_deck.h"
498 #include "pluginbitmaps/solitaire_suitsi.h"
500 #define CARD_GFX_WIDTH BMPWIDTH_card_back
501 #define CARD_GFX_HEIGHT BMPHEIGHT_card_back
502 #define CARD_WIDTH (BMPWIDTH_card_back+2)
503 #define CARD_HEIGHT (BMPHEIGHT_card_back+2)
505 #if LCD_WIDTH >= 640
506 # define MARGIN 4
507 # define LARGE_CARD
508 # define SYMBOL_HEIGHT 24
510 #elif LCD_WIDTH >= 320
511 # define MARGIN 4
512 # define LARGE_CARD
513 # define SYMBOL_HEIGHT 12
514 #elif LCD_WIDTH >= 220
515 # define MARGIN 3
516 # define LARGE_CARD
517 # define SYMBOL_HEIGHT 12
518 #elif LCD_WIDTH >= 160
519 # define MARGIN 2
520 # define SYMBOL_HEIGHT 11
521 #elif LCD_WIDTH >= 128
522 # define MARGIN 1
523 # define SYMBOL_HEIGHT 10
524 #else
525 # define MARGIN 0
526 # define SYMBOL_HEIGHT 8
527 #endif
529 #define CARD_START (CARD_HEIGHT+2*MARGIN+1)
531 /* background color */
532 #ifdef HAVE_LCD_COLOR
533 # define BACKGROUND_COLOR LCD_RGBPACK(0,157,0)
534 # define FRAME_COLOR LCD_RGBPACK(23,119,218)
535 #elif LCD_DEPTH > 1
536 # define BACKGROUND_COLOR LCD_WHITE
537 # define FRAME_COLOR LCD_BLACK
538 #endif
541 #define CONFIG_FILENAME "sol.cfg"
543 #define NOT_A_CARD -1
545 /* number of cards per suit */
546 #define CARDS_PER_SUIT 13
548 /* number of suits */
549 #define SUITS 4
551 #define NUM_CARDS ( CARDS_PER_SUIT * SUITS )
553 /* number of columns */
554 #define COL_NUM 7
556 /* pseudo column numbers to be used for cursor coordinates */
557 /* columns COL_NUM to COL_NUM + SUITS - 1 correspond to the final stacks */
558 #define STACKS_COL COL_NUM
559 /* column COL_NUM + SUITS corresponds to the remains' stack */
560 #define REM_COL (STACKS_COL + SUITS)
562 #define NOT_A_COL -1
564 typedef struct
566 signed char suit;
567 signed char num;
568 bool known : 1;
569 bool used : 1; /* this is what is used when dealing cards */
570 signed char next;
571 } card_t;
575 * LCD card drawing routines
578 static void draw_cursor( int x, int y )
580 rb->lcd_set_drawmode( DRMODE_COMPLEMENT );
581 rb->lcd_fillrect( x+1, y+1, CARD_GFX_WIDTH, CARD_GFX_HEIGHT );
582 #ifdef LARGE_CARD
583 rb->lcd_drawpixel( x+1, y+1 );
584 rb->lcd_drawpixel( x+1, y+CARD_HEIGHT-2 );
585 rb->lcd_drawpixel( x+CARD_WIDTH-2, y+1 );
586 rb->lcd_drawpixel( x+CARD_WIDTH-2, y+CARD_HEIGHT-2 );
587 #endif
588 rb->lcd_set_drawmode( DRMODE_SOLID );
591 /* Draw a card's border, select it if it's selected and draw the cursor
592 * if the cursor is currently over the card */
593 static void draw_card_ext( int x, int y, bool selected, bool cursor )
595 #if LCD_DEPTH > 1
596 int oldfg = rb->lcd_get_foreground();
598 rb->lcd_set_foreground( LCD_BLACK );
599 #endif
600 #ifdef LARGE_CARD
601 rb->lcd_hline( x+2, x+CARD_WIDTH-3, y );
602 rb->lcd_hline( x+2, x+CARD_WIDTH-3, y+CARD_HEIGHT-1 );
603 rb->lcd_vline( x, y+2, y+CARD_HEIGHT-3 );
604 rb->lcd_vline( x+CARD_WIDTH-1, y+2, y+CARD_HEIGHT-3 );
605 rb->lcd_drawpixel( x+1, y+1 );
606 rb->lcd_drawpixel( x+1, y+CARD_HEIGHT-2 );
607 rb->lcd_drawpixel( x+CARD_WIDTH-2, y+1 );
608 rb->lcd_drawpixel( x+CARD_WIDTH-2, y+CARD_HEIGHT-2 );
609 #else
610 rb->lcd_hline( x+1, x+CARD_WIDTH-2, y );
611 rb->lcd_hline( x+1, x+CARD_WIDTH-2, y+CARD_HEIGHT-1 );
612 rb->lcd_vline( x, y+1, y+CARD_HEIGHT-2 );
613 rb->lcd_vline( x+CARD_WIDTH-1, y+1, y+CARD_HEIGHT-2 );
614 #endif
616 if( selected )
618 #if LCD_DEPTH > 1
619 rb->lcd_set_foreground( FRAME_COLOR );
620 #endif
621 rb->lcd_drawrect( x+1, y+1, CARD_WIDTH-2, CARD_HEIGHT-2 );
622 #ifdef LARGE_CARD
623 rb->lcd_drawrect( x+2, y+2, CARD_WIDTH-4, CARD_HEIGHT-4 );
624 #endif
626 #if LCD_DEPTH > 1
627 rb->lcd_set_foreground( oldfg );
628 #endif
630 if( cursor )
632 draw_cursor( x, y );
636 /* Draw a card's inner graphics */
637 static void draw_card( card_t *card, int x, int y,
638 bool selected, bool cursor )
640 if( card->known )
642 rb->lcd_bitmap_part( card_deck, CARD_GFX_WIDTH * card->num,
643 CARD_GFX_HEIGHT * card->suit,
644 STRIDE(SCREEN_MAIN,
645 BMPWIDTH_card_deck, BMPHEIGHT_card_deck),
646 x+1, y+1, CARD_GFX_WIDTH, CARD_GFX_HEIGHT );
648 else
650 rb->lcd_bitmap( card_back, x+1, y+1,
651 CARD_GFX_WIDTH, CARD_GFX_HEIGHT );
653 draw_card_ext( x, y, selected, cursor );
656 /* Draw an empty stack */
657 static void draw_empty_stack( int s, int x, int y, bool cursor )
659 rb->lcd_bitmap_part( solitaire_suitsi, 0,
660 CARD_GFX_HEIGHT * s,
661 STRIDE( SCREEN_MAIN,
662 BMPWIDTH_solitaire_suitsi, BMPHEIGHT_solitaire_suitsi),
663 x+1, y+1, CARD_GFX_WIDTH, CARD_GFX_HEIGHT );
665 draw_card_ext( x, y, false, cursor );
668 /* Help */
669 static bool solitaire_help( void )
672 #define WORDS (sizeof help_text / sizeof (char*))
673 static char* help_text[] = {
674 "Solitaire", "", "Controls", "",
675 HK_LR ":", "Move", "the", "cursor", "to", "the",
676 "previous/", "next", "column.", "",
677 HK_UD ":", "Move", "the", "cursor", "up/", "down", "in", "the",
678 "column.", "",
679 HK_MOVE ":", "Select", "cards,", "move", "cards...", "",
680 HK_DRAW ":", "Deselect", "a", "card", "if", "it", "was", "selected.",
681 "Else", "draw", "new", "card(s)", "from", "the", "remains",
682 "stack.", "", "",
683 "Shortcuts", "",
684 HK_REM2CUR ":", "Put", "the", "card", "on", "top", "of", "the",
685 "remains", "stack", "on", "top", "of", "the", "cursor.", "",
686 HK_CUR2STACK ":", "Put", "the", "card", "under", "the", "cursor",
687 "on", "one", "of", "the", "4", "final", "stacks.", "",
688 HK_REM2STACK ":", "Put", "the", "card", "on", "top", "of", "the",
689 "remains", "stack", "on", "one", "of", "the", "4", "final",
690 "stacks."
692 static struct style_text formation[]={
693 { 0, TEXT_CENTER|TEXT_UNDERLINE },
694 { 2, C_RED },
695 { 48, C_RED },
696 { -1, 0 }
698 #if LCD_DEPTH > 1
699 fb_data* backdrop = rb->lcd_get_backdrop();
700 rb->lcd_set_backdrop(NULL);
701 #endif
702 #ifdef HAVE_LCD_COLOR
703 rb->lcd_set_background(LCD_BLACK);
704 rb->lcd_set_foreground(LCD_WHITE);
705 #endif
706 int button;
707 if (display_text(WORDS, help_text, formation, NULL))
708 return true;
709 do {
710 button = rb->button_get(true);
711 if ( rb->default_event_handler( button ) == SYS_USB_CONNECTED )
712 return true;
713 } while( ( button == BUTTON_NONE )
714 || ( button & (BUTTON_REL|BUTTON_REPEAT) ) );
716 #if LCD_DEPTH > 1
717 rb->lcd_set_backdrop(backdrop);
718 #endif
719 return false;
723 * Custom menu / options
726 #define CFGFILE_VERSION 0
728 struct sol_config {
729 int draw_type;
732 struct sol_config sol_disk = {0};
733 struct sol_config sol;
735 static struct configdata config[] = {
736 { TYPE_INT, 0, 1, { .int_p = &sol_disk.draw_type }, "draw_type", NULL }
739 static const struct opt_items drawcards[2] = {
740 { "Draw Three Cards", -1 },
741 { "Draw One Card", -1 },
744 void solitaire_init(void);
746 /* menu return codes */
747 enum { MENU_RESUME, MENU_SAVE_AND_QUIT, MENU_QUIT, MENU_USB };
749 static bool _ingame;
750 int solitaire_menu_cb(int action, const struct menu_item_ex *this_item)
752 int i = (intptr_t)this_item;
753 if( action == ACTION_REQUEST_MENUITEM )
755 if((!_ingame && (i==0 || i==5)) || ( _ingame && i==2 ))
756 return ACTION_EXIT_MENUITEM;
758 return action;
761 int solitaire_menu(bool in_game)
763 int selected = 0;
764 int result = -1;
766 MENUITEM_STRINGLIST(menu, "Solitaire Menu", solitaire_menu_cb,
767 "Resume Game", "Start New Game",
768 "Draw Cards Option",
769 "Help", "Playback Control",
770 "Save and Quit", "Quit");
771 _ingame = in_game;
773 while (result < 0)
775 switch (rb->do_menu(&menu, &selected, NULL, false))
777 default:
778 result = MENU_RESUME;
779 break;
781 case MENU_ATTACHED_USB:
782 result = MENU_USB;
783 break;
785 case 0:
786 result = MENU_RESUME;
787 break;
789 case 1:
790 solitaire_init();
791 result = MENU_RESUME;
792 break;
794 case 2:
795 if (rb->set_option("Draw Cards Option", &sol.draw_type,
796 INT, drawcards, 2, NULL))
797 result = MENU_USB;
798 break;
800 case 3:
801 if (solitaire_help())
802 result = MENU_USB;
803 break;
805 case 4:
806 playback_control(NULL);
807 break;
809 case 5:
810 result = MENU_SAVE_AND_QUIT;
811 break;
813 case 6:
814 result = MENU_QUIT;
815 break;
818 return result;
822 * Global variables
825 /* player's cursor */
826 int cur_card;
827 /* player's cursor column num */
828 int cur_col;
830 /* selected card */
831 int sel_card;
833 /* the deck */
834 card_t deck[ NUM_CARDS ];
836 /* the remaining cards */
837 /* first card of the remains' stack */
838 int rem;
839 /* upper visible card from the remains' stack */
840 int cur_rem;
841 /* number of cards drawn from the remains stack - 1 */
842 int count_rem;
843 /* number of cards per draw of the remains' stack */
844 int cards_per_draw;
846 /* the 7 game columns */
847 int cols[COL_NUM];
848 /* the 4 final stacks */
849 int stacks[SUITS];
852 * Card handling routines
855 int next_random_card( card_t *deck )
857 int i,r;
859 r = rb->rand()%(NUM_CARDS)+1;
860 i = 0;
862 while( r>0 )
864 i = (i + 1)%(NUM_CARDS);
865 if( !deck[i].used ) r--;
868 deck[i].used = true;
870 return i;
874 /* initialize the game */
875 void solitaire_init( void )
878 int c;
879 int i, j;
881 /* number of cards that are drawn on the remains' stack (by pressing F2) */
882 if( sol.draw_type == 0 )
884 cards_per_draw = 3;
886 else
888 cards_per_draw = 1;
891 /* init deck */
892 for( i=0; i<SUITS; i++ )
894 for( j=0; j<CARDS_PER_SUIT; j++ )
896 #define card deck[i*CARDS_PER_SUIT+j]
897 card.suit = i;
898 card.num = j;
899 card.known = true;
900 card.used = false;
901 card.next = NOT_A_CARD;
902 #undef card
906 /* deal the cards ... */
907 /* ... in the columns */
908 for( i=0; i<COL_NUM; i++ )
910 c = NOT_A_CARD;
911 for( j=0; j<=i; j++ )
913 if( c == NOT_A_CARD )
915 cols[i] = next_random_card( deck );
916 c = cols[i];
918 else
920 deck[c].next = next_random_card( deck );
921 c = deck[c].next;
923 if( j < i )
924 deck[c].known = false;
928 /* ... shuffle what's left of the deck */
929 rem = next_random_card(deck);
930 c = rem;
932 for( i=1; i < NUM_CARDS - COL_NUM * (COL_NUM + 1)/2; i++ )
934 deck[c].next = next_random_card( deck );
935 c = deck[c].next;
938 /* we now finished dealing the cards. The game can start ! (at last) */
940 /* init the stack */
941 for( i = 0; i<SUITS; i++ )
943 stacks[i] = NOT_A_CARD;
946 /* the cursor starts on upper left card */
947 cur_card = cols[0];
948 cur_col = 0;
950 /* no card is selected */
951 sel_card = NOT_A_CARD;
953 /* init the remainder */
954 cur_rem = NOT_A_CARD;
956 count_rem = -1;
959 /* find the column number in which 'card' can be found */
960 int find_card_col( int card )
962 int i;
963 int c;
965 if( card == NOT_A_CARD ) return NOT_A_COL;
967 for( i=0; i<COL_NUM; i++ )
969 c = cols[i];
970 while( c != NOT_A_CARD )
972 if( c == card ) return i;
973 c = deck[c].next;
977 for( i=0; i<SUITS; i++ )
979 c = stacks[i];
980 while( c != NOT_A_CARD )
982 if( c == card ) return STACKS_COL + i;
983 c = deck[c].next;
987 return REM_COL;
990 /* find the card preceding 'card' */
991 /* if it doesn't exist, return NOT_A_CARD */
992 int find_prev_card( int card ){
993 int i;
995 for( i=0; i < NUM_CARDS; i++ )
997 if( deck[i].next == card ) return i;
1000 return NOT_A_CARD;
1003 /* find the last card of a given column */
1004 int find_last_card( int col )
1006 int c;
1008 if( col < COL_NUM )
1010 c = cols[col];
1012 else if( col < REM_COL )
1014 c = stacks[col - STACKS_COL];
1016 else
1018 c = cur_rem;
1021 if(c == NOT_A_CARD)
1022 return c;
1023 else
1025 while(deck[c].next != NOT_A_CARD)
1026 c = deck[c].next;
1027 return c;
1031 enum move { MOVE_OK, MOVE_NOT_OK };
1033 enum move move_card( int dest_col, int src_card )
1035 /* the column on which to take src_card */
1036 int src_col;
1038 /* the last card of dest_col */
1039 int dest_card;
1041 /* the card under src_card */
1042 int src_card_prev;
1044 /* you can't move no card (at least, it doesn't have any consequence) */
1045 if( src_card == NOT_A_CARD ) return MOVE_NOT_OK;
1046 /* you can't put a card back on the remains' stack */
1047 if( dest_col == REM_COL ) return MOVE_NOT_OK;
1048 /* you can't move an unknown card */
1049 if( !deck[src_card].known ) return MOVE_NOT_OK;
1051 src_col = find_card_col( src_card );
1052 dest_card = find_last_card( dest_col );
1053 src_card_prev = find_prev_card( src_card );
1055 /* you can't move more than one card at a time from the final stack */
1056 /* to the rest of the game */
1057 if( src_col >= COL_NUM && src_col < REM_COL
1058 && deck[src_card].next != NOT_A_CARD )
1060 return MOVE_NOT_OK;
1063 /* if we (that means dest) are on one of the 7 columns ... */
1064 if( dest_col < COL_NUM )
1066 /* ... check is we are on an empty color and that the src is a king */
1067 if( dest_card == NOT_A_CARD
1068 && deck[src_card].num == CARDS_PER_SUIT - 1 )
1070 /* this is a winning combination */
1071 cols[dest_col] = src_card;
1073 /* ... or check if the cards follow one another and have
1074 * different colorsuit */
1075 else if(( deck[dest_card].suit + deck[src_card].suit)%2==1
1076 && deck[dest_card].num == deck[src_card].num + 1 )
1078 /* this is a winning combination */
1079 deck[dest_card].next = src_card;
1081 /* ... or, humpf, well that's not good news */
1082 else
1084 /* this is not a winning combination */
1085 return MOVE_NOT_OK;
1088 /* if we are on one of the 4 final stacks ... */
1089 else if( dest_col < REM_COL )
1091 /* ... check if we are on an empty stack... */
1092 if( dest_card == NOT_A_CARD )
1094 /* ... and the src is an ace and this is the correct final stack */
1095 if( deck[src_card].num == 0
1096 && deck[src_card].suit == dest_col - STACKS_COL )
1098 /* this is a winning combination */
1099 stacks[dest_col - STACKS_COL] = src_card;
1101 else
1103 /* this is not a winning combination */
1104 return MOVE_NOT_OK;
1107 else /* non-empty stack */
1109 /* ...check if the cards follow one another, have the same suit and
1110 * {that src has no .next element or is from the remains' stack} */
1111 if( deck[dest_card].suit == deck[src_card].suit
1112 && deck[dest_card].num + 1 == deck[src_card].num
1113 && (deck[src_card].next == NOT_A_CARD || src_col == REM_COL) )
1115 /* this is a winning combination */
1116 deck[dest_card].next = src_card;
1118 /* ... or, well that's not good news */
1119 else
1121 /* this is not a winning combination */
1122 return MOVE_NOT_OK;
1126 /* if we are on the remains' stack */
1127 else
1129 /* you can't move a card back to the remains' stack */
1130 return MOVE_NOT_OK;
1133 /* if the src card is from the remains' stack, we don't want to take
1134 * the following cards */
1135 if( src_col == REM_COL )
1137 /* if src card is the first card from the stack */
1138 if( src_card_prev == NOT_A_CARD )
1140 rem = deck[src_card].next;
1142 /* if src card is not the first card from the stack */
1143 else
1145 deck[src_card_prev].next = deck[src_card].next;
1147 deck[src_card].next = NOT_A_CARD;
1148 cur_rem = src_card_prev;
1149 count_rem--;
1151 /* if the src card is from somewhere else, just take everything */
1152 else
1154 if( src_card_prev == NOT_A_CARD )
1156 if( src_col < COL_NUM )
1158 cols[src_col] = NOT_A_CARD;
1160 else
1162 stacks[src_col - STACKS_COL] = NOT_A_CARD;
1165 else
1167 deck[src_card_prev].next = NOT_A_CARD;
1168 deck[src_card_prev].known = true;
1171 sel_card = NOT_A_CARD;
1172 /* tada ! */
1173 return MOVE_OK;
1176 enum { SOLITAIRE_WIN, SOLITAIRE_SAVE_AND_QUIT, SOLITAIRE_QUIT, SOLITAIRE_USB };
1179 * Bouncing cards at the end of the game
1182 #define BC_ACCEL ((1<<16)*LCD_HEIGHT/128)
1183 #define BC_MYSPEED (6*BC_ACCEL)
1184 #define BC_MXSPEED (6*LCD_HEIGHT/128)
1186 int bouncing_cards( void )
1188 int i, j, x, vx, y, fp_y, fp_vy, button;
1190 /* flush the button queue */
1191 while( ( button = rb->button_get( false ) ) != BUTTON_NONE )
1193 if( rb->default_event_handler( button ) == SYS_USB_CONNECTED )
1194 return SOLITAIRE_USB;
1197 /* fun stuff :) */
1198 for( i = CARDS_PER_SUIT-1; i>=0; i-- )
1200 for( j = 0; j < SUITS; j++ )
1202 x = LCD_WIDTH-(CARD_WIDTH*4+4+MARGIN)+CARD_WIDTH*j+j+1;
1203 fp_y = MARGIN<<16;
1205 #if LCD_WIDTH > 200
1206 vx = rb->rand() % (4*BC_MXSPEED/3-2) - BC_MXSPEED;
1207 if( vx >= -1 )
1208 vx += 3;
1209 #else
1210 vx = rb->rand() % (4*BC_MXSPEED/3) - BC_MXSPEED;
1211 if( vx >= 0 )
1212 vx++;
1213 #endif
1215 fp_vy = -rb->rand() % BC_MYSPEED;
1217 while( x < LCD_WIDTH && x + CARD_WIDTH > 0 )
1219 fp_vy += BC_ACCEL;
1220 x += vx;
1221 fp_y += fp_vy;
1222 if( fp_y >= (LCD_HEIGHT-CARD_HEIGHT) << 16 )
1224 fp_vy = -fp_vy*4/5;
1225 fp_y = (LCD_HEIGHT-CARD_HEIGHT) << 16;
1227 y = fp_y >> 16;
1228 draw_card( &deck[j*CARDS_PER_SUIT+i], x, y,
1229 false, false );
1230 rb->lcd_update_rect( x<0?0:x, y<0?0:y,
1231 CARD_WIDTH, CARD_HEIGHT );
1233 button = rb->button_get_w_tmo( 2 );
1234 if( rb->default_event_handler( button ) == SYS_USB_CONNECTED )
1235 return SOLITAIRE_USB;
1236 if( button == SOL_QUIT || button == SOL_MOVE )
1237 return SOLITAIRE_WIN;
1241 return SOLITAIRE_WIN;
1245 * Game save/load routines
1247 void get_save_filename( char *buf )
1249 char *s;
1250 rb->strcpy( buf, rb->plugin_get_current_filename() );
1251 s = rb->strrchr( buf, '/' ) + 1;
1252 *s = '\0';
1253 rb->strcat( s, "sol.save" );
1256 int open_save_file( int flags )
1258 char buf[MAX_PATH];
1259 get_save_filename( buf );
1260 return rb->open( buf, flags );
1263 void delete_save_file( void )
1265 char buf[MAX_PATH];
1266 get_save_filename( buf );
1267 rb->remove( buf );
1270 #ifdef write
1271 # undef write
1272 #endif
1273 int save_write( int fd, const void *buf, size_t count, int *checksum )
1275 size_t i;
1276 if( rb->write( fd, buf, count ) < (ssize_t)count )
1277 return 1;
1278 for( i = 0; i < count; i++ )
1279 *checksum += (int)(((const char *)buf)[i]);
1280 return 0;
1283 #ifdef read
1284 # undef read
1285 #endif
1286 int save_read( int fd, void *buf, size_t count, int *checksum )
1288 size_t i;
1289 if( rb->read( fd, buf, count ) < (ssize_t)count )
1290 return 1;
1291 for( i = 0; i < count; i++ )
1292 *checksum -= (int)(((const char *)buf)[i]);
1293 return 0;
1296 int save_game( void )
1298 int fd = open_save_file( O_CREAT|O_WRONLY|O_TRUNC );
1299 int checksum = 42;
1300 if( fd < 0 )
1301 return -1;
1302 if( save_write( fd, &cur_card, sizeof( int ), &checksum )
1303 || save_write( fd, &cur_col, sizeof( int ), &checksum )
1304 || save_write( fd, &sel_card, sizeof( int ), &checksum )
1305 || save_write( fd, deck, NUM_CARDS * sizeof( card_t ), &checksum )
1306 || save_write( fd, &rem, sizeof( int ), &checksum )
1307 || save_write( fd, &cur_rem, sizeof( int ), &checksum )
1308 || save_write( fd, &count_rem, sizeof( int ), &checksum )
1309 || save_write( fd, &cards_per_draw, sizeof( int ), &checksum )
1310 || save_write( fd, cols, COL_NUM * sizeof( int ), &checksum )
1311 || save_write( fd, stacks, SUITS * sizeof( int ), &checksum )
1312 || ( rb->write( fd, &checksum, sizeof( int ) ) < (ssize_t)(sizeof( int ) ) ) )
1314 rb->close( fd );
1315 rb->splash( 2*HZ, "Error while saving game. Aborting." );
1316 return -2;
1318 rb->close( fd );
1319 return 0;
1322 int load_game( void )
1324 int checksum, retval;
1326 int fd = open_save_file( O_RDONLY );
1327 if( fd < 0 )
1328 return -1;
1330 retval = 0; /* Assume good case */
1331 if( ( rb->lseek( fd, -sizeof( int ), SEEK_END ) == -((ssize_t)sizeof( int ))-1 )
1332 || ( rb->read( fd, &checksum, sizeof( int ) ) < ((ssize_t)sizeof( int )) )
1333 || ( rb->lseek( fd, 0, SEEK_SET ) == -1 )
1334 || save_read( fd, &cur_card, sizeof( int ), &checksum )
1335 || save_read( fd, &cur_col, sizeof( int ), &checksum )
1336 || save_read( fd, &sel_card, sizeof( int ), &checksum )
1337 || save_read( fd, deck, NUM_CARDS * sizeof( card_t ), &checksum )
1338 || save_read( fd, &rem, sizeof( int ), &checksum )
1339 || save_read( fd, &cur_rem, sizeof( int ), &checksum )
1340 || save_read( fd, &count_rem, sizeof( int ), &checksum )
1341 || save_read( fd, &cards_per_draw, sizeof( int ), &checksum )
1342 || save_read( fd, cols, COL_NUM * sizeof( int ), &checksum )
1343 || save_read( fd, stacks, SUITS * sizeof( int ), &checksum ) )
1345 rb->splash( 2*HZ, "Error while loading saved game. Aborting." );
1346 retval = -2;
1348 else if( checksum != 42 )
1350 rb->splash( 2*HZ, "Save file was corrupted. Aborting." );
1351 retval = -3;
1354 rb->close( fd );
1355 delete_save_file();
1356 return retval;
1360 * The main game loop
1362 * If skipmenu is defined to SOLITAIRE_QUIT, the menu will be skipped and
1363 * game will resume.
1366 int solitaire( int skipmenu )
1369 int i,j;
1370 int button, lastbutton = 0;
1371 int c,h,prevcard;
1372 int biggest_col_length;
1374 rb->srand( *rb->current_tick );
1375 if( skipmenu != SOLITAIRE_QUIT )
1377 switch( solitaire_menu(false) )
1379 case MENU_QUIT:
1380 return SOLITAIRE_QUIT;
1382 case MENU_USB:
1383 return SOLITAIRE_USB;
1385 solitaire_init();
1388 while( true )
1390 rb->lcd_clear_display();
1392 /* get the biggest column length so that display can be "optimized" */
1393 biggest_col_length = 0;
1395 for(i=0;i<COL_NUM;i++)
1397 j = 0;
1398 c = cols[i];
1400 if( c != NOT_A_CARD )
1402 while( true )
1404 /* don't include the last card in the column length. */
1405 if( deck[c].next == NOT_A_CARD )
1407 break; /* no successor: get outta here. */
1409 else
1411 if( deck[c].known )
1412 j += 2;
1413 else
1414 j++;
1416 c = deck[c].next;
1418 /* make column distinguishable from an empty column,
1419 * and avoid division by zero while displaying */
1420 if( j == 0 )
1421 j = 1;
1423 if( j > biggest_col_length )
1424 biggest_col_length = j;
1427 /* check if there are cards remaining in the game. */
1428 /* if there aren't any, that means you won :) */
1429 if( biggest_col_length == 0 && rem == NOT_A_CARD )
1431 rb->lcd_update();
1432 rb->splash( HZ, "You Won :)" );
1433 return bouncing_cards();
1436 /* draw the columns */
1437 for( i = 0; i < COL_NUM; i++ )
1439 c = cols[i];
1440 j = CARD_START;
1441 while( true )
1443 if( c == NOT_A_CARD )
1445 /* draw the cursor on empty columns */
1446 if( cur_col == i )
1448 draw_cursor( MARGIN + i * (CARD_WIDTH
1449 +(LCD_WIDTH-COL_NUM*CARD_WIDTH-2*MARGIN)/(COL_NUM-1)),
1450 j );
1452 break;
1455 draw_card( &deck[c], MARGIN + i * (CARD_WIDTH
1456 +(LCD_WIDTH-COL_NUM*CARD_WIDTH-2*MARGIN)/(COL_NUM-1)),
1457 j, c == sel_card, c == cur_card );
1459 h = c;
1460 c = deck[c].next;
1461 if( c == NOT_A_CARD ) break;
1463 /* This is where we change the spacing between cards so that
1464 * they don't overflow out of the LCD */
1465 if( h == cur_card )
1466 j += SYMBOL_HEIGHT;
1467 else if( deck[h].known )
1468 j += min( SYMBOL_HEIGHT,
1469 2 * (LCD_HEIGHT - CARD_START - CARD_HEIGHT - MARGIN)
1470 / biggest_col_length );
1471 else
1472 j += min( SYMBOL_HEIGHT / 2,
1473 (LCD_HEIGHT - CARD_START - CARD_HEIGHT - MARGIN)
1474 / biggest_col_length );
1478 /* draw the stacks */
1479 for( i=0; i<SUITS; i++ )
1481 c = find_last_card( STACKS_COL + i );
1483 if( c != NOT_A_CARD )
1485 draw_card( &deck[c],
1486 LCD_WIDTH-(CARD_WIDTH*4+4+MARGIN)+CARD_WIDTH*i+i+1,
1487 MARGIN,
1488 c == sel_card, cur_col == STACKS_COL + i );
1490 else
1492 draw_empty_stack( i,
1493 LCD_WIDTH-(CARD_WIDTH*4+4+MARGIN)+CARD_WIDTH*i+i+1,
1494 MARGIN, cur_col == STACKS_COL + i );
1498 /* draw the remains */
1499 if( rem != NOT_A_CARD &&
1500 ( cur_rem == NOT_A_CARD || deck[cur_rem].next != NOT_A_CARD ) )
1502 /* gruik ! (we want to display a card back) */
1503 deck[rem].known = false;
1504 draw_card( &deck[rem], MARGIN, MARGIN, false, false );
1505 deck[rem].known = true;
1508 if( rem != NOT_A_CARD && cur_rem != NOT_A_CARD )
1510 if( count_rem < 0 )
1512 prevcard = rem;
1513 count_rem = 0;
1514 while( prevcard != cur_rem && count_rem < cards_per_draw-1 )
1516 prevcard = deck[prevcard].next;
1517 count_rem++;
1520 prevcard = cur_rem;
1521 j = CARD_WIDTH+2*MARGIN+1;
1522 for( i = 0; i < count_rem; i++ )
1523 prevcard = find_prev_card(prevcard);
1524 for( i = 0; i <= count_rem; i++ )
1526 draw_card( &deck[prevcard], j,
1527 MARGIN, sel_card == prevcard,
1528 cur_card == prevcard );
1529 prevcard = deck[prevcard].next;
1530 j += CARD_WIDTH/2;
1533 if( ( cur_rem == NOT_A_CARD || rem == NOT_A_CARD )
1534 && cur_col == REM_COL )
1536 draw_cursor( CARD_WIDTH+2*MARGIN+1, MARGIN );
1539 rb->lcd_update();
1541 /* what to do when a key is pressed ... */
1542 button = rb->button_get( true );
1543 #if (CONFIG_KEYPAD == SANSA_E200_PAD) || (CONFIG_KEYPAD == SANSA_FUZE_PAD)
1544 if (button&(BUTTON_SCROLL_BACK|BUTTON_SCROLL_FWD))
1545 button = button & (~BUTTON_REPEAT);
1546 #endif
1547 switch( button )
1549 /* move cursor to the last card of the previous column
1550 * or to the previous final stack
1551 * or to the remains stack */
1552 case SOL_RIGHT:
1553 #ifdef SOL_RIGHT_PRE
1554 if( lastbutton != SOL_RIGHT_PRE )
1555 break;
1556 #endif
1557 if( cur_col >= COL_NUM )
1559 cur_col = 0;
1561 else if( cur_col == COL_NUM - 1 )
1563 cur_col = REM_COL;
1565 else
1567 cur_col = (cur_col+1)%(REM_COL+1);
1569 if(cur_col == REM_COL)
1571 cur_card = cur_rem;
1572 break;
1574 cur_card = find_last_card( cur_col );
1575 break;
1577 /* move cursor to the last card of the next column
1578 * or to the next final stack
1579 * or to the remains stack */
1580 case SOL_LEFT:
1581 #ifdef SOL_LEFT_PRE
1582 if( lastbutton != SOL_LEFT_PRE )
1583 break;
1584 #endif
1585 if( cur_col == 0 )
1587 cur_col = REM_COL;
1589 else if( cur_col >= COL_NUM )
1591 cur_col = COL_NUM - 1;
1593 else
1595 cur_col = (cur_col + REM_COL)%(REM_COL+1);
1597 if( cur_col == REM_COL )
1599 cur_card = cur_rem;
1600 break;
1602 cur_card = find_last_card( cur_col );
1603 break;
1605 /* move cursor to card that's bellow */
1606 case SOL_DOWN:
1607 #ifdef SOL_DOWN_PRE
1608 if( lastbutton != SOL_DOWN_PRE )
1609 break;
1610 #else
1611 case SOL_DOWN|BUTTON_REPEAT:
1612 #endif
1613 if( cur_col >= COL_NUM )
1615 cur_col = (cur_col - COL_NUM + 1)%(SUITS + 1) + COL_NUM;
1616 if( cur_col == REM_COL )
1618 cur_card = cur_rem;
1620 else
1622 cur_card = find_last_card( cur_col );
1624 break;
1626 if( cur_card == NOT_A_CARD ) break;
1627 if( deck[cur_card].next != NOT_A_CARD )
1629 cur_card = deck[cur_card].next;
1631 else
1633 cur_card = cols[cur_col];
1634 while( !deck[ cur_card].known
1635 && deck[cur_card].next != NOT_A_CARD )
1637 cur_card = deck[cur_card].next;
1640 break;
1642 /* move cursor to card that's above */
1643 case SOL_UP:
1644 #ifdef SOL_UP_PRE
1645 if( lastbutton != SOL_UP_PRE )
1646 break;
1647 #else
1648 case SOL_UP|BUTTON_REPEAT:
1649 #endif
1650 if( cur_col >= COL_NUM )
1652 cur_col = (cur_col - COL_NUM + SUITS)%(SUITS + 1) + COL_NUM;
1653 if( cur_col == REM_COL )
1655 cur_card = cur_rem;
1657 else
1659 cur_card = find_last_card( cur_col );
1661 break;
1663 if( cur_card == NOT_A_CARD ) break;
1664 do {
1665 cur_card = find_prev_card( cur_card );
1666 if( cur_card == NOT_A_CARD )
1668 cur_card = find_last_card( cur_col );
1670 } while( deck[cur_card].next != NOT_A_CARD
1671 && !deck[cur_card].known );
1672 break;
1674 /* Try to put card under cursor on one of the stacks */
1675 case SOL_CUR2STACK:
1676 #ifdef SOL_CUR2STACK_PRE
1677 if( lastbutton != SOL_CUR2STACK_PRE )
1678 break;
1679 #endif
1680 move_card( deck[cur_card].suit + STACKS_COL, cur_card );
1681 break;
1683 /* Move cards arround, Uncover cards, ... */
1684 case SOL_MOVE:
1685 #ifdef SOL_MOVE_PRE
1686 if( lastbutton != SOL_MOVE_PRE )
1687 break;
1688 #endif
1690 if( sel_card == NOT_A_CARD )
1692 if( cur_card != NOT_A_CARD )
1694 if( deck[cur_card].next == NOT_A_CARD
1695 && !deck[cur_card].known )
1697 /* reveal a hidden card */
1698 deck[cur_card].known = true;
1700 else if( cur_col == REM_COL && cur_rem == NOT_A_CARD )
1702 break;
1704 else
1706 /* select a card */
1707 sel_card = cur_card;
1711 else if( sel_card == cur_card )
1713 /* unselect card or try putting card on
1714 * one of the 4 stacks */
1715 if( move_card( deck[sel_card].suit + COL_NUM, sel_card )
1716 == MOVE_OK && cur_col == REM_COL )
1718 cur_card = cur_rem;
1720 sel_card = NOT_A_CARD;
1722 else
1724 /* try moving cards */
1725 /* The flexible move must not be used from the remains stack. */
1726 if (find_card_col(sel_card) == REM_COL)
1728 if (move_card( cur_col, sel_card ) == MOVE_NOT_OK)
1729 sel_card = NOT_A_CARD;
1731 else
1733 do {
1734 if (move_card( cur_col, sel_card) == MOVE_OK)
1735 break;
1736 sel_card = find_prev_card(sel_card);
1737 } while (sel_card != NOT_A_CARD);
1740 break;
1742 /* If the card on the top of the remains can be put where
1743 * the cursor is, go ahead */
1744 case SOL_REM2CUR:
1745 #ifdef SOL_REM2CUR_PRE
1746 if( lastbutton != SOL_REM2CUR_PRE )
1747 break;
1748 #endif
1749 move_card( cur_col, cur_rem );
1750 break;
1752 /* If the card on top of the remains can be put on one
1753 * of the stacks, do so */
1754 case SOL_REM2STACK:
1755 #ifdef SOL_REM2STACK_PRE
1756 if( lastbutton != SOL_REM2STACK_PRE )
1757 break;
1758 #endif
1759 move_card( deck[cur_rem].suit + COL_NUM, cur_rem );
1760 break;
1762 #ifdef SOL_REM
1763 case SOL_REM:
1764 if( sel_card != NOT_A_CARD )
1766 /* unselect selected card */
1767 sel_card = NOT_A_CARD;
1768 break;
1770 if( rem != NOT_A_CARD && cur_rem != NOT_A_CARD )
1772 sel_card = cur_rem;
1773 break;
1775 break;
1776 #endif
1778 /* unselect selected card or ...
1779 * draw new cards from the remains of the deck */
1780 case SOL_DRAW:
1781 #ifdef SOL_DRAW_PRE
1782 if( lastbutton != SOL_DRAW_PRE )
1783 break;
1784 #endif
1785 if( sel_card != NOT_A_CARD )
1787 /* unselect selected card */
1788 sel_card = NOT_A_CARD;
1789 break;
1791 if( rem != NOT_A_CARD )
1793 int cur_rem_old = cur_rem;
1794 count_rem = -1;
1795 /* draw new cards form the remains of the deck */
1796 if( cur_rem == NOT_A_CARD )
1798 /*if the cursor card is null*/
1799 cur_rem = rem;
1800 i = cards_per_draw - 1;
1801 count_rem++;
1803 else
1805 i = cards_per_draw;
1808 while( i > 0 && deck[cur_rem].next != NOT_A_CARD )
1810 cur_rem = deck[cur_rem].next;
1811 i--;
1812 count_rem++;
1814 /* test if any cards are really left on
1815 * the remains' stack */
1816 if( i == cards_per_draw )
1818 cur_rem = NOT_A_CARD;
1819 count_rem = -1;
1821 /* if cursor was on remains' stack when new cards were
1822 * drawn, put cursor on top of remains' stack */
1823 if( cur_col == REM_COL && cur_card == cur_rem_old )
1825 cur_card = cur_rem;
1826 sel_card = NOT_A_CARD;
1829 break;
1831 /* Show the menu */
1832 #ifdef SOL_RC_QUIT
1833 case SOL_RC_QUIT:
1834 #endif
1835 case SOL_QUIT:
1836 switch( solitaire_menu(true) )
1838 case MENU_SAVE_AND_QUIT:
1839 return SOLITAIRE_SAVE_AND_QUIT;
1841 case MENU_QUIT:
1842 return SOLITAIRE_QUIT;
1844 case MENU_USB:
1845 return SOLITAIRE_USB;
1847 break;
1849 case SYS_POWEROFF:
1850 return SOLITAIRE_SAVE_AND_QUIT;
1852 default:
1853 if( rb->default_event_handler( button ) == SYS_USB_CONNECTED )
1854 return SOLITAIRE_USB;
1855 break;
1858 if( button != BUTTON_NONE )
1859 lastbutton = button;
1861 /* fix incoherences concerning cur_col and cur_card */
1862 c = find_card_col( cur_card );
1863 if( c != NOT_A_COL && c != cur_col )
1864 cur_card = find_last_card( cur_col );
1866 if( cur_card == NOT_A_CARD
1867 && find_last_card( cur_col ) != NOT_A_CARD )
1868 cur_card = find_last_card( cur_col );
1870 rb->yield();
1875 * Plugin entry point
1878 enum plugin_status plugin_start(const void* parameter )
1880 int result;
1882 /* plugin init */
1883 (void)parameter;
1885 configfile_load(CONFIG_FILENAME, config,
1886 sizeof(config) / sizeof(config[0]), CFGFILE_VERSION);
1887 rb->memcpy(&sol, &sol_disk, sizeof(sol)); /* copy to running config */
1889 if( load_game() == 0 )
1891 rb->splash( HZ, "Resuming saved game." );
1892 result = SOLITAIRE_QUIT;
1894 else
1895 result = SOLITAIRE_WIN;
1897 /* play the game :)
1898 * Keep playing if a game was won (that means display the menu after
1899 * winning instead of quiting) */
1900 while( ( result = solitaire( result ) ) == SOLITAIRE_WIN );
1902 if( result != SOLITAIRE_QUIT )
1903 /* result == SOLITAIRE_USB || result == SOLITAIRE_SAVE_AND_QUIT */
1904 save_game();
1906 if (rb->memcmp(&sol, &sol_disk, sizeof(sol))) /* save settings if changed */
1908 rb->memcpy(&sol_disk, &sol, sizeof(sol));
1909 configfile_save(CONFIG_FILENAME, config,
1910 sizeof(config) / sizeof(config[0]), CFGFILE_VERSION);
1913 /* Exit the plugin */
1914 return ( result == SOLITAIRE_USB ) ? PLUGIN_USB_CONNECTED : PLUGIN_OK;
1917 #endif