1 /***************************************************************************
3 * Open \______ \ ____ ____ | | _\_ |__ _______ ___
4 * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
5 * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
6 * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
10 * Copyright (C) 2004-2007 Antoine Cellerier <dionoea @t videolan d.t org>
12 * This program is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU General Public License
14 * as published by the Free Software Foundation; either version 2
15 * of the License, or (at your option) any later version.
17 * This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
18 * KIND, either express or implied.
20 ****************************************************************************/
23 #include "lib/playback_control.h"
24 #include "lib/configfile.h"
25 #include "lib/display_text.h"
29 #define min(a,b) (a<b?a:b)
35 #if CONFIG_KEYPAD == RECORDER_PAD
36 # define SOL_QUIT BUTTON_OFF
37 # define SOL_UP BUTTON_UP
38 # define SOL_DOWN BUTTON_DOWN
39 # define SOL_LEFT BUTTON_LEFT
40 # define SOL_RIGHT BUTTON_RIGHT
41 # define SOL_MOVE BUTTON_ON
42 # define SOL_DRAW BUTTON_F1
43 # define SOL_REM2CUR BUTTON_PLAY
44 # define SOL_CUR2STACK BUTTON_F2
45 # define SOL_REM2STACK BUTTON_F3
48 # define HK_REM2CUR "PLAY"
49 # define HK_CUR2STACK "F2"
50 # define HK_REM2STACK "F3"
52 #elif CONFIG_KEYPAD == ARCHOS_AV300_PAD
53 # define SOL_QUIT BUTTON_OFF
54 # define SOL_UP BUTTON_UP
55 # define SOL_DOWN BUTTON_DOWN
56 # define SOL_LEFT BUTTON_LEFT
57 # define SOL_RIGHT BUTTON_RIGHT
58 # define SOL_MOVE BUTTON_ON
59 # define SOL_DRAW BUTTON_F1
60 # define SOL_REM2CUR BUTTON_SELECT
61 # define SOL_CUR2STACK BUTTON_F2
62 # define SOL_REM2STACK BUTTON_F3
65 # define HK_REM2CUR "SELECT"
66 # define HK_CUR2STACK "F2"
67 # define HK_REM2STACK "F3"
69 #elif CONFIG_KEYPAD == ONDIO_PAD
70 # define SOL_QUIT BUTTON_OFF
71 # define SOL_UP_PRE BUTTON_UP
72 # define SOL_UP (BUTTON_UP | BUTTON_REL)
73 # define SOL_DOWN_PRE BUTTON_DOWN
74 # define SOL_DOWN (BUTTON_DOWN | BUTTON_REL)
75 # define SOL_LEFT_PRE BUTTON_LEFT
76 # define SOL_LEFT (BUTTON_LEFT | BUTTON_REL)
77 # define SOL_RIGHT_PRE BUTTON_RIGHT
78 # define SOL_RIGHT (BUTTON_RIGHT | BUTTON_REL)
79 # define SOL_MOVE_PRE BUTTON_MENU
80 # define SOL_MOVE (BUTTON_MENU | BUTTON_REL)
81 # define SOL_DRAW_PRE BUTTON_MENU
82 # define SOL_DRAW (BUTTON_MENU | BUTTON_REPEAT)
83 # define SOL_REM2CUR_PRE BUTTON_DOWN
84 # define SOL_REM2CUR (BUTTON_DOWN | BUTTON_REPEAT)
85 # define SOL_CUR2STACK_PRE BUTTON_UP
86 # define SOL_CUR2STACK (BUTTON_UP | BUTTON_REPEAT)
87 # define SOL_REM2STACK_PRE BUTTON_RIGHT
88 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_REPEAT)
89 # define HK_MOVE "MODE"
90 # define HK_DRAW "MODE.."
91 # define HK_REM2CUR "DOWN.."
92 # define HK_CUR2STACK "UP.."
93 # define HK_REM2STACK "RIGHT.."
95 #elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
96 (CONFIG_KEYPAD == IRIVER_H300_PAD)
97 # define SOL_QUIT BUTTON_OFF
98 # define SOL_UP BUTTON_UP
99 # define SOL_DOWN BUTTON_DOWN
100 # define SOL_LEFT BUTTON_LEFT
101 # define SOL_RIGHT BUTTON_RIGHT
102 # define SOL_MOVE_PRE BUTTON_SELECT
103 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
104 # define SOL_DRAW BUTTON_MODE
105 # define SOL_REM2CUR (BUTTON_LEFT | BUTTON_ON)
106 # define SOL_CUR2STACK_PRE BUTTON_SELECT
107 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
108 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_ON)
109 # define SOL_REM BUTTON_REC
110 # define SOL_RC_QUIT BUTTON_RC_STOP
111 # define HK_MOVE "NAVI"
112 # define HK_DRAW "A-B"
113 # define HK_REM2CUR "PLAY+LEFT"
114 # define HK_CUR2STACK "NAVI.."
115 # define HK_REM2STACK "PLAY+RIGHT"
117 #elif (CONFIG_KEYPAD == IPOD_4G_PAD) || (CONFIG_KEYPAD == IPOD_3G_PAD) || \
118 (CONFIG_KEYPAD == IPOD_1G2G_PAD)
119 # define SOL_QUIT (BUTTON_SELECT | BUTTON_MENU)
120 # define SOL_UP BUTTON_SCROLL_BACK
121 # define SOL_DOWN BUTTON_SCROLL_FWD
122 # define SOL_LEFT_PRE BUTTON_LEFT
123 # define SOL_LEFT (BUTTON_LEFT | BUTTON_REL)
124 # define SOL_RIGHT_PRE BUTTON_RIGHT
125 # define SOL_RIGHT (BUTTON_RIGHT | BUTTON_REL)
126 # define SOL_MOVE_PRE BUTTON_SELECT
127 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
128 # define SOL_DRAW_PRE BUTTON_MENU
129 # define SOL_DRAW (BUTTON_MENU | BUTTON_REL)
130 # define SOL_REM2CUR BUTTON_PLAY
131 # define SOL_CUR2STACK_PRE BUTTON_MENU
132 # define SOL_CUR2STACK (BUTTON_MENU | BUTTON_REPEAT)
133 # define SOL_REM2STACK_PRE BUTTON_RIGHT
134 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_REPEAT)
135 # define HK_UD "SCROLL U/D"
136 # define HK_MOVE "SELECT"
137 # define HK_DRAW "MENU"
138 # define HK_REM2CUR "PLAY"
139 # define HK_CUR2STACK "MENU.."
140 # define HK_REM2STACK "RIGHT.."
142 #elif (CONFIG_KEYPAD == IAUDIO_X5M5_PAD)
143 # define SOL_QUIT BUTTON_POWER
144 # define SOL_UP BUTTON_UP
145 # define SOL_DOWN BUTTON_DOWN
146 # define SOL_LEFT BUTTON_LEFT
147 # define SOL_RIGHT BUTTON_RIGHT
148 # define SOL_MOVE_PRE BUTTON_SELECT
149 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
150 # define SOL_DRAW_PRE BUTTON_PLAY
151 # define SOL_DRAW (BUTTON_PLAY | BUTTON_REL)
152 # define SOL_REM2CUR_PRE BUTTON_PLAY
153 # define SOL_REM2CUR (BUTTON_PLAY | BUTTON_REPEAT)
154 # define SOL_CUR2STACK_PRE BUTTON_SELECT
155 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
156 # define SOL_REM2STACK BUTTON_REC
157 # define HK_MOVE "SELECT"
158 # define HK_DRAW "PLAY"
159 # define HK_REM2CUR "PLAY.."
160 # define HK_CUR2STACK "SELECT.."
161 # define HK_REM2STACK "REC"
163 #elif (CONFIG_KEYPAD == GIGABEAT_PAD)
164 # define SOL_QUIT BUTTON_POWER
165 # define SOL_UP BUTTON_UP
166 # define SOL_DOWN BUTTON_DOWN
167 # define SOL_LEFT BUTTON_LEFT
168 # define SOL_RIGHT BUTTON_RIGHT
169 # define SOL_MOVE_PRE BUTTON_SELECT
170 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
171 # define SOL_DRAW BUTTON_MENU
172 # define SOL_REM2CUR (BUTTON_LEFT | BUTTON_A)
173 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
174 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_A)
175 # define HK_MOVE "SELECT"
176 # define HK_DRAW "MENU"
177 # define HK_REM2CUR "A+LEFT"
178 # define HK_CUR2STACK "SELECT.."
179 # define HK_REM2STACK "A+RIGHT"
181 #elif (CONFIG_KEYPAD == SANSA_E200_PAD)
182 # define SOL_QUIT BUTTON_POWER
183 # define SOL_UP BUTTON_UP
184 # define SOL_DOWN BUTTON_DOWN
185 # define SOL_LEFT BUTTON_SCROLL_BACK
186 # define SOL_RIGHT BUTTON_SCROLL_FWD
187 # define SOL_MOVE BUTTON_SELECT
188 # define SOL_DRAW BUTTON_REC
189 # define SOL_REM2CUR BUTTON_LEFT
190 # define SOL_CUR2STACK_PRE BUTTON_REC
191 # define SOL_CUR2STACK (BUTTON_REC | BUTTON_RIGHT)
192 # define SOL_REM2STACK BUTTON_RIGHT
193 # define HK_MOVE "SELECT"
194 # define HK_DRAW "REC"
195 # define HK_REM2CUR "LEFT"
196 # define HK_CUR2STACK "DOUBLE SELECT"
197 # define HK_REM2STACK "RIGHT"
199 #elif (CONFIG_KEYPAD == SANSA_FUZE_PAD)
200 # define SOL_QUIT (BUTTON_HOME|BUTTON_REPEAT)
201 # define SOL_UP BUTTON_UP
202 # define SOL_DOWN BUTTON_DOWN
203 # define SOL_LEFT BUTTON_SCROLL_BACK
204 # define SOL_RIGHT BUTTON_SCROLL_FWD
205 # define SOL_MOVE (BUTTON_SELECT|BUTTON_REL)
206 # define SOL_DRAW (BUTTON_HOME|BUTTON_REL)
207 # define SOL_REM2CUR BUTTON_LEFT
208 # define SOL_CUR2STACK_PRE (BUTTON_RIGHT | BUTTON_REPEAT)
209 # define SOL_CUR2STACK BUTTON_RIGHT
210 # define SOL_REM2STACK (BUTTON_LEFT|BUTTON_REPEAT)
211 # define SOL_REM2STACK_PRE BUTTON_LEFT
212 # define HK_MOVE "SHORT SELECT"
213 # define HK_DRAW "SHORT HOME"
214 # define HK_REM2CUR "LEFT"
215 # define HK_CUR2STACK "DOUBLE SELECT"
216 # define HK_REM2STACK "LEFT"
218 #elif (CONFIG_KEYPAD == SANSA_C200_PAD)
219 # define SOL_QUIT BUTTON_POWER
220 # define SOL_UP BUTTON_UP
221 # define SOL_DOWN BUTTON_DOWN
222 # define SOL_LEFT BUTTON_LEFT
223 # define SOL_RIGHT BUTTON_RIGHT
224 # define SOL_MOVE_PRE BUTTON_SELECT
225 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
226 # define SOL_DRAW BUTTON_VOL_DOWN
227 # define SOL_REM2CUR BUTTON_REC
228 # define SOL_CUR2STACK_PRE BUTTON_SELECT
229 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
230 # define SOL_REM2STACK BUTTON_VOL_UP
231 # define HK_MOVE "SELECT"
232 # define HK_DRAW "REC"
233 # define HK_REM2CUR "LEFT"
234 # define HK_CUR2STACK "DOUBLE SELECT"
235 # define HK_REM2STACK "RIGHT"
237 #elif CONFIG_KEYPAD == SANSA_CLIP_PAD
238 # define SOL_QUIT BUTTON_POWER
239 # define SOL_UP BUTTON_UP
240 # define SOL_DOWN BUTTON_DOWN
241 # define SOL_LEFT BUTTON_LEFT
242 # define SOL_RIGHT BUTTON_RIGHT
243 # define SOL_MOVE_PRE BUTTON_SELECT
244 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
245 # define SOL_DRAW BUTTON_HOME
246 # define SOL_REM2CUR BUTTON_VOL_DOWN
247 # define SOL_CUR2STACK_PRE BUTTON_SELECT
248 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
249 # define SOL_REM2STACK BUTTON_VOL_UP
250 # define HK_MOVE "SELECT"
251 # define HK_DRAW "HOME"
252 # define HK_REM2CUR "LEFT"
253 # define HK_CUR2STACK "DOUBLE SELECT"
254 # define HK_REM2STACK "RIGHT"
256 #elif CONFIG_KEYPAD == SANSA_M200_PAD
257 # define SOL_QUIT BUTTON_POWER
258 # define SOL_UP BUTTON_UP
259 # define SOL_DOWN BUTTON_DOWN
260 # define SOL_LEFT BUTTON_LEFT
261 # define SOL_RIGHT BUTTON_RIGHT
262 # define SOL_MOVE_PRE BUTTON_SELECT
263 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
264 # define SOL_DRAW (BUTTON_SELECT | BUTTON_UP)
265 # define SOL_REM2CUR BUTTON_VOL_DOWN
266 # define SOL_CUR2STACK_PRE BUTTON_SELECT
267 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
268 # define SOL_REM2STACK BUTTON_VOL_UP
269 # define HK_MOVE "SELECT"
270 # define HK_DRAW "SELECT + UP"
271 # define HK_REM2CUR "LEFT"
272 # define HK_CUR2STACK "DOUBLE SELECT"
273 # define HK_REM2STACK "RIGHT"
275 #elif (CONFIG_KEYPAD == IRIVER_H10_PAD)
276 # define SOL_QUIT BUTTON_POWER
277 # define SOL_UP BUTTON_SCROLL_UP
278 # define SOL_DOWN BUTTON_SCROLL_DOWN
279 # define SOL_LEFT_PRE BUTTON_LEFT
280 # define SOL_LEFT (BUTTON_LEFT | BUTTON_REL)
281 # define SOL_RIGHT_PRE BUTTON_RIGHT
282 # define SOL_RIGHT (BUTTON_RIGHT | BUTTON_REL)
283 # define SOL_MOVE BUTTON_PLAY
284 # define SOL_DRAW_PRE BUTTON_LEFT
285 # define SOL_DRAW (BUTTON_LEFT | BUTTON_REPEAT)
286 # define SOL_REM2CUR BUTTON_FF
287 # define SOL_CUR2STACK BUTTON_REW
288 # define SOL_REM2STACK_PRE BUTTON_RIGHT
289 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_REPEAT)
290 # define HK_MOVE "PLAY"
291 # define HK_DRAW "LEFT.."
292 # define HK_REM2CUR "FF"
293 # define HK_CUR2STACK "REW"
294 # define HK_REM2STACK "RIGHT.."
296 #elif (CONFIG_KEYPAD == GIGABEAT_S_PAD)
297 # define SOL_QUIT BUTTON_BACK
298 # define SOL_UP BUTTON_UP
299 # define SOL_DOWN BUTTON_DOWN
300 # define SOL_LEFT BUTTON_LEFT
301 # define SOL_RIGHT BUTTON_RIGHT
302 # define SOL_MOVE_PRE BUTTON_SELECT
303 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
304 # define SOL_DRAW BUTTON_MENU
305 # define SOL_REM2CUR (BUTTON_LEFT | BUTTON_SELECT)
306 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
307 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_SELECT)
308 # define HK_MOVE "SELECT"
309 # define HK_DRAW "MENU"
310 # define HK_REM2CUR "SELECT+LEFT"
311 # define HK_CUR2STACK "SELECT.."
312 # define HK_REM2STACK "SELECT+RIGHT"
314 #elif (CONFIG_KEYPAD == MROBE100_PAD)
315 # define SOL_QUIT BUTTON_POWER
316 # define SOL_UP BUTTON_UP
317 # define SOL_DOWN BUTTON_DOWN
318 # define SOL_LEFT BUTTON_LEFT
319 # define SOL_RIGHT BUTTON_RIGHT
320 # define SOL_MOVE_PRE BUTTON_SELECT
321 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
322 # define SOL_DRAW BUTTON_MENU
323 # define SOL_REM2CUR (BUTTON_LEFT | BUTTON_DISPLAY)
324 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
325 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_DISPLAY)
326 # define HK_MOVE "SELECT"
327 # define HK_DRAW "MENU"
328 # define HK_REM2CUR "DISPLAY+LEFT"
329 # define HK_CUR2STACK "SELECT.."
330 # define HK_REM2STACK "DISPLAY+RIGHT"
332 #elif CONFIG_KEYPAD == IAUDIO_M3_PAD
333 # define SOL_QUIT BUTTON_RC_REC
334 # define SOL_UP BUTTON_RC_VOL_UP
335 # define SOL_DOWN BUTTON_RC_VOL_DOWN
336 # define SOL_LEFT BUTTON_RC_REW
337 # define SOL_RIGHT BUTTON_RC_FF
338 # define SOL_MOVE BUTTON_RC_PLAY
339 # define SOL_DRAW_PRE BUTTON_RC_MENU
340 # define SOL_DRAW (BUTTON_RC_MENU | BUTTON_REL)
341 # define SOL_REM2CUR_PRE BUTTON_RC_MENU
342 # define SOL_REM2CUR (BUTTON_RC_MENU | BUTTON_REPEAT)
343 # define SOL_CUR2STACK_PRE BUTTON_RC_MODE
344 # define SOL_CUR2STACK (BUTTON_RC_MODE | BUTTON_REL)
345 # define SOL_REM2STACK_PRE BUTTON_RC_MODE
346 # define SOL_REM2STACK (BUTTON_RC_MODE | BUTTON_REPEAT)
347 # define HK_LR "REW/FF"
348 # define HK_UD "VOL UP/DOWN"
349 # define HK_MOVE "PLAY"
350 # define HK_DRAW "MENU"
351 # define HK_REM2CUR "MENU.."
352 # define HK_CUR2STACK "MODE"
353 # define HK_REM2STACK "MODE.."
355 #elif (CONFIG_KEYPAD == COWON_D2_PAD)
356 # define SOL_QUIT BUTTON_POWER
358 #elif CONFIG_KEYPAD == CREATIVEZVM_PAD
359 # define SOL_QUIT BUTTON_BACK
360 # define SOL_UP BUTTON_UP
361 # define SOL_DOWN BUTTON_DOWN
362 # define SOL_LEFT BUTTON_LEFT
363 # define SOL_RIGHT BUTTON_RIGHT
364 # define SOL_MOVE_PRE BUTTON_SELECT
365 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
366 # define SOL_DRAW BUTTON_MENU
367 # define SOL_REM2CUR (BUTTON_LEFT | BUTTON_SELECT)
368 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
369 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_SELECT)
370 # define HK_MOVE "MIDDLE"
371 # define HK_DRAW "MENU"
372 # define HK_REM2CUR "PLAY+LEFT"
373 # define HK_CUR2STACK "PLAY.."
374 # define HK_REM2STACK "PLAY+RIGHT"
376 #elif CONFIG_KEYPAD == PHILIPS_HDD1630_PAD
377 # define SOL_QUIT BUTTON_POWER
378 # define SOL_UP BUTTON_UP
379 # define SOL_DOWN BUTTON_DOWN
380 # define SOL_LEFT BUTTON_LEFT
381 # define SOL_RIGHT BUTTON_RIGHT
382 # define SOL_MOVE_PRE BUTTON_SELECT
383 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
384 # define SOL_DRAW BUTTON_MENU
385 # define SOL_REM2CUR (BUTTON_LEFT | BUTTON_VIEW)
386 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
387 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_VIEW)
388 # define HK_MOVE "SELECT"
389 # define HK_DRAW "MENU"
390 # define HK_REM2CUR "VIEW+LEFT"
391 # define HK_CUR2STACK "SELECT.."
392 # define HK_REM2STACK "VIEW+RIGHT"
394 #elif CONFIG_KEYPAD == PHILIPS_HDD6330_PAD
395 # define SOL_QUIT BUTTON_POWER
396 # define SOL_UP BUTTON_UP
397 # define SOL_DOWN BUTTON_DOWN
398 # define SOL_LEFT BUTTON_PREV
399 # define SOL_RIGHT BUTTON_NEXT
400 # define SOL_MOVE_PRE BUTTON_PLAY
401 # define SOL_MOVE (BUTTON_PLAY | BUTTON_REL)
402 # define SOL_DRAW BUTTON_MENU
403 # define SOL_REM2CUR BUTTON_LEFT
404 # define SOL_CUR2STACK (BUTTON_PLAY | BUTTON_REPEAT)
405 # define SOL_REM2STACK BUTTON_RIGHT
406 # define HK_MOVE "PLAY"
407 # define HK_DRAW "MENU"
408 # define HK_REM2CUR "LEFT"
409 # define HK_CUR2STACK "PLAY.."
410 # define HK_REM2STACK "RIGHT"
412 #elif CONFIG_KEYPAD == PHILIPS_SA9200_PAD
413 # define SOL_QUIT BUTTON_POWER
414 # define SOL_UP BUTTON_UP
415 # define SOL_DOWN BUTTON_DOWN
416 # define SOL_LEFT BUTTON_PREV
417 # define SOL_RIGHT BUTTON_NEXT
418 # define SOL_MOVE_PRE BUTTON_PLAY
419 # define SOL_MOVE (BUTTON_PLAY | BUTTON_REL)
420 # define SOL_DRAW BUTTON_MENU
421 # define SOL_REM2CUR BUTTON_LEFT
422 # define SOL_CUR2STACK (BUTTON_PLAY | BUTTON_REPEAT)
423 # define SOL_REM2STACK BUTTON_RIGHT
424 # define HK_MOVE "PLAY"
425 # define HK_DRAW "MENU"
426 # define HK_REM2CUR "LEFT"
427 # define HK_CUR2STACK "PLAY..."
428 # define HK_REM2STACK "RIGHT"
430 #elif (CONFIG_KEYPAD == ONDAVX747_PAD) || \
431 (CONFIG_KEYPAD == ONDAVX777_PAD) || \
432 CONFIG_KEYPAD == MROBE500_PAD
433 # define SOL_QUIT BUTTON_POWER
435 #elif (CONFIG_KEYPAD == SAMSUNG_YH_PAD)
436 # define SOL_QUIT BUTTON_REC
437 # define SOL_UP BUTTON_UP
438 # define SOL_DOWN BUTTON_DOWN
439 # define SOL_LEFT_PRE BUTTON_LEFT
440 # define SOL_LEFT (BUTTON_LEFT | BUTTON_REW)
441 # define SOL_RIGHT_PRE BUTTON_RIGHT
442 # define SOL_RIGHT (BUTTON_RIGHT | BUTTON_REW)
443 # define SOL_MOVE BUTTON_PLAY
444 # define SOL_DRAW_PRE (BUTTON_PLAY | BUTTON_RIGHT)
445 # define SOL_DRAW (BUTTON_PLAY | BUTTON_LEFT)
446 # define SOL_REM2CUR BUTTON_FFWD
447 # define SOL_CUR2STACK BUTTON_REW
448 # define SOL_REM2STACK_PRE (BUTTON_FFWD | BUTTON_RIGHT)
449 # define SOL_REM2STACK (BUTTON_FFWD | BUTTON_LEFT)
450 # define HK_MOVE "PLAY"
451 # define HK_DRAW "REW.."
452 # define HK_REM2CUR "FFWD"
453 # define HK_CUR2STACK "REW"
454 # define HK_REM2STACK "FFWD.."
456 #elif CONFIG_KEYPAD == PBELL_VIBE500_PAD
457 # define SOL_QUIT BUTTON_REC
458 # define SOL_UP BUTTON_UP
459 # define SOL_DOWN BUTTON_DOWN
460 # define SOL_LEFT BUTTON_PREV
461 # define SOL_RIGHT BUTTON_NEXT
462 # define SOL_MOVE_PRE BUTTON_OK
463 # define SOL_MOVE (BUTTON_OK | BUTTON_REL)
464 # define SOL_DRAW BUTTON_MENU
465 # define SOL_REM2CUR BUTTON_CANCEL
466 # define SOL_CUR2STACK BUTTON_PLAY
467 # define SOL_REM2STACK (BUTTON_PLAY | BUTTON_REPEAT)
468 # define HK_MOVE "OK"
469 # define HK_DRAW "MENU"
470 # define HK_REM2CUR "CANCEL"
471 # define HK_CUR2STACK "PLAY"
472 # define HK_REM2STACK "PLAY..."
474 #elif CONFIG_KEYPAD == MPIO_HD200_PAD
475 # define SOL_QUIT (BUTTON_REC | BUTTON_PLAY)
476 # define SOL_UP BUTTON_REW
477 # define SOL_DOWN BUTTON_FF
478 # define SOL_LEFT BUTTON_VOL_DOWN
479 # define SOL_RIGHT BUTTON_VOL_UP
480 # define SOL_MOVE_PRE BUTTON_FUNC
481 # define SOL_MOVE (BUTTON_FUNC | BUTTON_REL)
482 # define SOL_DRAW BUTTON_REC
483 # define SOL_REM2CUR (BUTTON_REC | BUTTON_REPEAT)
484 # define SOL_CUR2STACK BUTTON_PLAY
485 # define SOL_REM2STACK (BUTTON_PLAY | BUTTON_REPEAT)
486 # define HK_MOVE "FUNC"
487 # define HK_DRAW "REC"
488 # define HK_REM2CUR "REC.."
489 # define HK_CUR2STACK "PLAY"
490 # define HK_REM2STACK "PLAY...."
493 #error No keymap defined!
496 #ifdef HAVE_TOUCHSCREEN
498 //# define SOL_QUIT BUTTON_TOPLEFT
501 # define SOL_UP BUTTON_TOPMIDDLE
504 # define SOL_DOWN BUTTON_BOTTOMMIDDLE
507 # define SOL_LEFT BUTTON_MIDLEFT
510 # define SOL_RIGHT BUTTON_MIDRIGHT
513 # define SOL_MOVE BUTTON_CENTER
514 # define HK_MOVE "CENTRE"
517 # define SOL_DRAW BUTTON_TOPLEFT
518 # define HK_DRAW "TOPLEFT"
521 # define SOL_REM2CUR BUTTON_TOPRIGHT
522 # define HK_REM2CUR "TOPRIGHT"
524 #ifndef SOL_CUR2STACK
525 # define SOL_CUR2STACK BUTTON_BOTTOMLEFT
526 # define HK_CUR2STACK "BOTTOMLEFT"
528 #ifndef SOL_REM2STACK
529 # define SOL_REM2STACK BUTTON_BOTTOMRIGHT
530 # define HK_REM2STACK "BOTTOMRIGHT"
536 # define HK_LR "LEFT/RIGHT"
539 # define HK_UD "UP/DOWN"
543 * Misc constants, graphics and other defines
546 #include "pluginbitmaps/card_back.h"
547 #include "pluginbitmaps/card_deck.h"
548 #include "pluginbitmaps/solitaire_suitsi.h"
550 #define CARD_GFX_WIDTH BMPWIDTH_card_back
551 #define CARD_GFX_HEIGHT BMPHEIGHT_card_back
552 #define CARD_WIDTH (BMPWIDTH_card_back+2)
553 #define CARD_HEIGHT (BMPHEIGHT_card_back+2)
558 # define SYMBOL_HEIGHT 24
560 #elif LCD_WIDTH >= 320
563 # define SYMBOL_HEIGHT 12
564 #elif LCD_WIDTH >= 220
567 # define SYMBOL_HEIGHT 12
568 #elif LCD_WIDTH >= 160
570 # define SYMBOL_HEIGHT 11
571 #elif LCD_WIDTH >= 128
573 # define SYMBOL_HEIGHT 10
576 # define SYMBOL_HEIGHT 8
579 #define CARD_START (CARD_HEIGHT+2*MARGIN+1)
581 /* background color */
582 #ifdef HAVE_LCD_COLOR
583 # define BACKGROUND_COLOR LCD_RGBPACK(0,157,0)
584 # define FRAME_COLOR LCD_RGBPACK(23,119,218)
586 # define BACKGROUND_COLOR LCD_WHITE
587 # define FRAME_COLOR LCD_BLACK
591 #define CONFIG_FILENAME "sol.cfg"
593 #define NOT_A_CARD -1
595 /* number of cards per suit */
596 #define CARDS_PER_SUIT 13
598 /* number of suits */
601 #define NUM_CARDS ( CARDS_PER_SUIT * SUITS )
603 /* number of columns */
606 /* pseudo column numbers to be used for cursor coordinates */
607 /* columns COL_NUM to COL_NUM + SUITS - 1 correspond to the final stacks */
608 #define STACKS_COL COL_NUM
609 /* column COL_NUM + SUITS corresponds to the remains' stack */
610 #define REM_COL (STACKS_COL + SUITS)
619 bool used
: 1; /* this is what is used when dealing cards */
625 * LCD card drawing routines
628 static void draw_cursor( int x
, int y
)
630 rb
->lcd_set_drawmode( DRMODE_COMPLEMENT
);
631 rb
->lcd_fillrect( x
+1, y
+1, CARD_GFX_WIDTH
, CARD_GFX_HEIGHT
);
633 rb
->lcd_drawpixel( x
+1, y
+1 );
634 rb
->lcd_drawpixel( x
+1, y
+CARD_HEIGHT
-2 );
635 rb
->lcd_drawpixel( x
+CARD_WIDTH
-2, y
+1 );
636 rb
->lcd_drawpixel( x
+CARD_WIDTH
-2, y
+CARD_HEIGHT
-2 );
638 rb
->lcd_set_drawmode( DRMODE_SOLID
);
641 /* Draw a card's border, select it if it's selected and draw the cursor
642 * if the cursor is currently over the card */
643 static void draw_card_ext( int x
, int y
, bool selected
, bool cursor
)
646 int oldfg
= rb
->lcd_get_foreground();
648 rb
->lcd_set_foreground( LCD_BLACK
);
651 rb
->lcd_hline( x
+2, x
+CARD_WIDTH
-3, y
);
652 rb
->lcd_hline( x
+2, x
+CARD_WIDTH
-3, y
+CARD_HEIGHT
-1 );
653 rb
->lcd_vline( x
, y
+2, y
+CARD_HEIGHT
-3 );
654 rb
->lcd_vline( x
+CARD_WIDTH
-1, y
+2, y
+CARD_HEIGHT
-3 );
655 rb
->lcd_drawpixel( x
+1, y
+1 );
656 rb
->lcd_drawpixel( x
+1, y
+CARD_HEIGHT
-2 );
657 rb
->lcd_drawpixel( x
+CARD_WIDTH
-2, y
+1 );
658 rb
->lcd_drawpixel( x
+CARD_WIDTH
-2, y
+CARD_HEIGHT
-2 );
660 rb
->lcd_hline( x
+1, x
+CARD_WIDTH
-2, y
);
661 rb
->lcd_hline( x
+1, x
+CARD_WIDTH
-2, y
+CARD_HEIGHT
-1 );
662 rb
->lcd_vline( x
, y
+1, y
+CARD_HEIGHT
-2 );
663 rb
->lcd_vline( x
+CARD_WIDTH
-1, y
+1, y
+CARD_HEIGHT
-2 );
669 rb
->lcd_set_foreground( FRAME_COLOR
);
671 rb
->lcd_drawrect( x
+1, y
+1, CARD_WIDTH
-2, CARD_HEIGHT
-2 );
673 rb
->lcd_drawrect( x
+2, y
+2, CARD_WIDTH
-4, CARD_HEIGHT
-4 );
677 rb
->lcd_set_foreground( oldfg
);
686 /* Draw a card's inner graphics */
687 static void draw_card( card_t
*card
, int x
, int y
,
688 bool selected
, bool cursor
)
692 rb
->lcd_bitmap_part( card_deck
, CARD_GFX_WIDTH
* card
->num
,
693 CARD_GFX_HEIGHT
* card
->suit
,
695 BMPWIDTH_card_deck
, BMPHEIGHT_card_deck
),
696 x
+1, y
+1, CARD_GFX_WIDTH
, CARD_GFX_HEIGHT
);
700 rb
->lcd_bitmap( card_back
, x
+1, y
+1,
701 CARD_GFX_WIDTH
, CARD_GFX_HEIGHT
);
703 draw_card_ext( x
, y
, selected
, cursor
);
706 /* Draw an empty stack */
707 static void draw_empty_stack( int s
, int x
, int y
, bool cursor
)
709 rb
->lcd_bitmap_part( solitaire_suitsi
, 0,
712 BMPWIDTH_solitaire_suitsi
, BMPHEIGHT_solitaire_suitsi
),
713 x
+1, y
+1, CARD_GFX_WIDTH
, CARD_GFX_HEIGHT
);
715 draw_card_ext( x
, y
, false, cursor
);
719 static bool solitaire_help( void )
721 static char* help_text
[] = {
722 "Solitaire", "", "Controls", "",
723 HK_LR
":", "Move", "the", "cursor", "to", "the",
724 "previous/", "next", "column.", "",
725 HK_UD
":", "Move", "the", "cursor", "up/", "down", "in", "the",
727 HK_MOVE
":", "Select", "cards,", "move", "cards...", "",
728 HK_DRAW
":", "Deselect", "a", "card", "if", "it", "was", "selected.",
729 "Else", "draw", "new", "card(s)", "from", "the", "remains",
732 HK_REM2CUR
":", "Put", "the", "card", "on", "top", "of", "the",
733 "remains", "stack", "on", "top", "of", "the", "cursor.", "",
734 HK_CUR2STACK
":", "Put", "the", "card", "under", "the", "cursor",
735 "on", "one", "of", "the", "4", "final", "stacks.", "",
736 HK_REM2STACK
":", "Put", "the", "card", "on", "top", "of", "the",
737 "remains", "stack", "on", "one", "of", "the", "4", "final",
740 static struct style_text formation
[]={
741 { 0, TEXT_CENTER
|TEXT_UNDERLINE
},
746 if (display_text(ARRAYLEN(help_text
), help_text
, formation
, NULL
, true))
752 * Custom menu / options
755 #define CFGFILE_VERSION 0
761 struct sol_config sol_disk
= {0};
762 struct sol_config sol
;
764 static struct configdata config
[] = {
765 { TYPE_INT
, 0, 1, { .int_p
= &sol_disk
.draw_type
}, "draw_type", NULL
}
768 static const struct opt_items drawcards
[2] = {
769 { "Draw Three Cards", -1 },
770 { "Draw One Card", -1 },
773 void solitaire_init(void);
775 /* menu return codes */
776 enum { MENU_RESUME
, MENU_SAVE_AND_QUIT
, MENU_QUIT
, MENU_USB
};
779 int solitaire_menu_cb(int action
, const struct menu_item_ex
*this_item
)
781 int i
= (intptr_t)this_item
;
782 if( action
== ACTION_REQUEST_MENUITEM
)
784 if((!_ingame
&& (i
==0 || i
==5)) || ( _ingame
&& i
==2 ))
785 return ACTION_EXIT_MENUITEM
;
790 int solitaire_menu(bool in_game
)
795 MENUITEM_STRINGLIST(menu
, "Solitaire Menu", solitaire_menu_cb
,
796 "Resume Game", "Start New Game",
798 "Help", "Playback Control",
799 "Save and Quit", "Quit");
804 switch (rb
->do_menu(&menu
, &selected
, NULL
, false))
807 result
= MENU_RESUME
;
810 case MENU_ATTACHED_USB
:
815 result
= MENU_RESUME
;
820 result
= MENU_RESUME
;
824 if (rb
->set_option("Draw Cards Option", &sol
.draw_type
,
825 INT
, drawcards
, 2, NULL
))
830 if (solitaire_help())
835 playback_control(NULL
);
839 result
= MENU_SAVE_AND_QUIT
;
854 /* player's cursor */
856 /* player's cursor column num */
863 card_t deck
[ NUM_CARDS
];
865 /* the remaining cards */
866 /* first card of the remains' stack */
868 /* upper visible card from the remains' stack */
870 /* number of cards drawn from the remains stack - 1 */
872 /* number of cards per draw of the remains' stack */
875 /* the 7 game columns */
877 /* the 4 final stacks */
881 * Card handling routines
884 int next_random_card( card_t
*deck
)
888 r
= rb
->rand()%(NUM_CARDS
)+1;
893 i
= (i
+ 1)%(NUM_CARDS
);
894 if( !deck
[i
].used
) r
--;
903 /* initialize the game */
904 void solitaire_init( void )
910 /* number of cards that are drawn on the remains' stack (by pressing F2) */
911 if( sol
.draw_type
== 0 )
921 for( i
=0; i
<SUITS
; i
++ )
923 for( j
=0; j
<CARDS_PER_SUIT
; j
++ )
925 #define card deck[i*CARDS_PER_SUIT+j]
930 card
.next
= NOT_A_CARD
;
935 /* deal the cards ... */
936 /* ... in the columns */
937 for( i
=0; i
<COL_NUM
; i
++ )
940 for( j
=0; j
<=i
; j
++ )
942 if( c
== NOT_A_CARD
)
944 cols
[i
] = next_random_card( deck
);
949 deck
[c
].next
= next_random_card( deck
);
953 deck
[c
].known
= false;
957 /* ... shuffle what's left of the deck */
958 rem
= next_random_card(deck
);
961 for( i
=1; i
< NUM_CARDS
- COL_NUM
* (COL_NUM
+ 1)/2; i
++ )
963 deck
[c
].next
= next_random_card( deck
);
967 /* we now finished dealing the cards. The game can start ! (at last) */
970 for( i
= 0; i
<SUITS
; i
++ )
972 stacks
[i
] = NOT_A_CARD
;
975 /* the cursor starts on upper left card */
979 /* no card is selected */
980 sel_card
= NOT_A_CARD
;
982 /* init the remainder */
983 cur_rem
= NOT_A_CARD
;
988 /* find the column number in which 'card' can be found */
989 int find_card_col( int card
)
994 if( card
== NOT_A_CARD
) return NOT_A_COL
;
996 for( i
=0; i
<COL_NUM
; i
++ )
999 while( c
!= NOT_A_CARD
)
1001 if( c
== card
) return i
;
1006 for( i
=0; i
<SUITS
; i
++ )
1009 while( c
!= NOT_A_CARD
)
1011 if( c
== card
) return STACKS_COL
+ i
;
1019 /* find the card preceding 'card' */
1020 /* if it doesn't exist, return NOT_A_CARD */
1021 int find_prev_card( int card
){
1024 for( i
=0; i
< NUM_CARDS
; i
++ )
1026 if( deck
[i
].next
== card
) return i
;
1032 /* find the last card of a given column */
1033 int find_last_card( int col
)
1041 else if( col
< REM_COL
)
1043 c
= stacks
[col
- STACKS_COL
];
1054 while(deck
[c
].next
!= NOT_A_CARD
)
1060 enum move
{ MOVE_OK
, MOVE_NOT_OK
};
1062 enum move
move_card( int dest_col
, int src_card
)
1064 /* the column on which to take src_card */
1067 /* the last card of dest_col */
1070 /* the card under src_card */
1073 /* you can't move no card (at least, it doesn't have any consequence) */
1074 if( src_card
== NOT_A_CARD
) return MOVE_NOT_OK
;
1075 /* you can't put a card back on the remains' stack */
1076 if( dest_col
== REM_COL
) return MOVE_NOT_OK
;
1077 /* you can't move an unknown card */
1078 if( !deck
[src_card
].known
) return MOVE_NOT_OK
;
1080 src_col
= find_card_col( src_card
);
1081 dest_card
= find_last_card( dest_col
);
1082 src_card_prev
= find_prev_card( src_card
);
1084 /* you can't move more than one card at a time from the final stack */
1085 /* to the rest of the game */
1086 if( src_col
>= COL_NUM
&& src_col
< REM_COL
1087 && deck
[src_card
].next
!= NOT_A_CARD
)
1092 /* if we (that means dest) are on one of the 7 columns ... */
1093 if( dest_col
< COL_NUM
)
1095 /* ... check is we are on an empty color and that the src is a king */
1096 if( dest_card
== NOT_A_CARD
1097 && deck
[src_card
].num
== CARDS_PER_SUIT
- 1 )
1099 /* this is a winning combination */
1100 cols
[dest_col
] = src_card
;
1102 /* ... or check if the cards follow one another and have
1103 * different colorsuit */
1104 else if(( deck
[dest_card
].suit
+ deck
[src_card
].suit
)%2==1
1105 && deck
[dest_card
].num
== deck
[src_card
].num
+ 1 )
1107 /* this is a winning combination */
1108 deck
[dest_card
].next
= src_card
;
1110 /* ... or, humpf, well that's not good news */
1113 /* this is not a winning combination */
1117 /* if we are on one of the 4 final stacks ... */
1118 else if( dest_col
< REM_COL
)
1120 /* ... check if we are on an empty stack... */
1121 if( dest_card
== NOT_A_CARD
)
1123 /* ... and the src is an ace and this is the correct final stack */
1124 if( deck
[src_card
].num
== 0
1125 && deck
[src_card
].suit
== dest_col
- STACKS_COL
)
1127 /* this is a winning combination */
1128 stacks
[dest_col
- STACKS_COL
] = src_card
;
1132 /* this is not a winning combination */
1136 else /* non-empty stack */
1138 /* ...check if the cards follow one another, have the same suit and
1139 * {that src has no .next element or is from the remains' stack} */
1140 if( deck
[dest_card
].suit
== deck
[src_card
].suit
1141 && deck
[dest_card
].num
+ 1 == deck
[src_card
].num
1142 && (deck
[src_card
].next
== NOT_A_CARD
|| src_col
== REM_COL
) )
1144 /* this is a winning combination */
1145 deck
[dest_card
].next
= src_card
;
1147 /* ... or, well that's not good news */
1150 /* this is not a winning combination */
1155 /* if we are on the remains' stack */
1158 /* you can't move a card back to the remains' stack */
1162 /* if the src card is from the remains' stack, we don't want to take
1163 * the following cards */
1164 if( src_col
== REM_COL
)
1166 /* if src card is the first card from the stack */
1167 if( src_card_prev
== NOT_A_CARD
)
1169 rem
= deck
[src_card
].next
;
1171 /* if src card is not the first card from the stack */
1174 deck
[src_card_prev
].next
= deck
[src_card
].next
;
1176 deck
[src_card
].next
= NOT_A_CARD
;
1177 cur_rem
= src_card_prev
;
1180 /* if the src card is from somewhere else, just take everything */
1183 if( src_card_prev
== NOT_A_CARD
)
1185 if( src_col
< COL_NUM
)
1187 cols
[src_col
] = NOT_A_CARD
;
1191 stacks
[src_col
- STACKS_COL
] = NOT_A_CARD
;
1196 deck
[src_card_prev
].next
= NOT_A_CARD
;
1197 deck
[src_card_prev
].known
= true;
1200 sel_card
= NOT_A_CARD
;
1205 enum { SOLITAIRE_WIN
, SOLITAIRE_SAVE_AND_QUIT
, SOLITAIRE_QUIT
, SOLITAIRE_USB
};
1208 * Bouncing cards at the end of the game
1211 #define BC_ACCEL ((1<<16)*LCD_HEIGHT/128)
1212 #define BC_MYSPEED (6*BC_ACCEL)
1213 #define BC_MXSPEED (6*LCD_HEIGHT/128)
1215 int bouncing_cards( void )
1217 int i
, j
, x
, vx
, y
, fp_y
, fp_vy
, button
;
1219 /* flush the button queue */
1220 while( ( button
= rb
->button_get( false ) ) != BUTTON_NONE
)
1222 if( rb
->default_event_handler( button
) == SYS_USB_CONNECTED
)
1223 return SOLITAIRE_USB
;
1227 for( i
= CARDS_PER_SUIT
-1; i
>=0; i
-- )
1229 for( j
= 0; j
< SUITS
; j
++ )
1231 x
= LCD_WIDTH
-(CARD_WIDTH
*4+4+MARGIN
)+CARD_WIDTH
*j
+j
+1;
1235 vx
= rb
->rand() % (4*BC_MXSPEED
/3-2) - BC_MXSPEED
;
1239 vx
= rb
->rand() % (4*BC_MXSPEED
/3) - BC_MXSPEED
;
1244 fp_vy
= -rb
->rand() % BC_MYSPEED
;
1246 while( x
< LCD_WIDTH
&& x
+ CARD_WIDTH
> 0 )
1251 if( fp_y
>= (LCD_HEIGHT
-CARD_HEIGHT
) << 16 )
1254 fp_y
= (LCD_HEIGHT
-CARD_HEIGHT
) << 16;
1257 draw_card( &deck
[j
*CARDS_PER_SUIT
+i
], x
, y
,
1259 rb
->lcd_update_rect( x
<0?0:x
, y
<0?0:y
,
1260 CARD_WIDTH
, CARD_HEIGHT
);
1262 button
= rb
->button_get_w_tmo( 2 );
1263 if( rb
->default_event_handler( button
) == SYS_USB_CONNECTED
)
1264 return SOLITAIRE_USB
;
1265 if( button
== SOL_QUIT
|| button
== SOL_MOVE
)
1266 return SOLITAIRE_WIN
;
1270 return SOLITAIRE_WIN
;
1274 * Game save/load routines
1276 void get_save_filename( char *buf
)
1279 rb
->strcpy( buf
, rb
->plugin_get_current_filename() );
1280 s
= rb
->strrchr( buf
, '/' ) + 1;
1282 rb
->strcat( s
, "sol.save" );
1285 int open_save_file( int flags
)
1288 get_save_filename( buf
);
1289 return rb
->open( buf
, flags
, 0666);
1292 void delete_save_file( void )
1295 get_save_filename( buf
);
1302 int save_write( int fd
, const void *buf
, size_t count
, int *checksum
)
1305 if( rb
->write( fd
, buf
, count
) < (ssize_t
)count
)
1307 for( i
= 0; i
< count
; i
++ )
1308 *checksum
+= (int)(((const char *)buf
)[i
]);
1315 int save_read( int fd
, void *buf
, size_t count
, int *checksum
)
1318 if( rb
->read( fd
, buf
, count
) < (ssize_t
)count
)
1320 for( i
= 0; i
< count
; i
++ )
1321 *checksum
-= (int)(((const char *)buf
)[i
]);
1325 int save_game( void )
1327 int fd
= open_save_file( O_CREAT
|O_WRONLY
|O_TRUNC
);
1331 if( save_write( fd
, &cur_card
, sizeof( int ), &checksum
)
1332 || save_write( fd
, &cur_col
, sizeof( int ), &checksum
)
1333 || save_write( fd
, &sel_card
, sizeof( int ), &checksum
)
1334 || save_write( fd
, deck
, NUM_CARDS
* sizeof( card_t
), &checksum
)
1335 || save_write( fd
, &rem
, sizeof( int ), &checksum
)
1336 || save_write( fd
, &cur_rem
, sizeof( int ), &checksum
)
1337 || save_write( fd
, &count_rem
, sizeof( int ), &checksum
)
1338 || save_write( fd
, &cards_per_draw
, sizeof( int ), &checksum
)
1339 || save_write( fd
, cols
, COL_NUM
* sizeof( int ), &checksum
)
1340 || save_write( fd
, stacks
, SUITS
* sizeof( int ), &checksum
)
1341 || ( rb
->write( fd
, &checksum
, sizeof( int ) ) < (ssize_t
)(sizeof( int ) ) ) )
1344 rb
->splash( 2*HZ
, "Error while saving game. Aborting." );
1351 int load_game( void )
1353 int checksum
, retval
;
1355 int fd
= open_save_file( O_RDONLY
);
1359 retval
= 0; /* Assume good case */
1360 if( ( rb
->lseek( fd
, -sizeof( int ), SEEK_END
) == -((ssize_t
)sizeof( int ))-1 )
1361 || ( rb
->read( fd
, &checksum
, sizeof( int ) ) < ((ssize_t
)sizeof( int )) )
1362 || ( rb
->lseek( fd
, 0, SEEK_SET
) == -1 )
1363 || save_read( fd
, &cur_card
, sizeof( int ), &checksum
)
1364 || save_read( fd
, &cur_col
, sizeof( int ), &checksum
)
1365 || save_read( fd
, &sel_card
, sizeof( int ), &checksum
)
1366 || save_read( fd
, deck
, NUM_CARDS
* sizeof( card_t
), &checksum
)
1367 || save_read( fd
, &rem
, sizeof( int ), &checksum
)
1368 || save_read( fd
, &cur_rem
, sizeof( int ), &checksum
)
1369 || save_read( fd
, &count_rem
, sizeof( int ), &checksum
)
1370 || save_read( fd
, &cards_per_draw
, sizeof( int ), &checksum
)
1371 || save_read( fd
, cols
, COL_NUM
* sizeof( int ), &checksum
)
1372 || save_read( fd
, stacks
, SUITS
* sizeof( int ), &checksum
) )
1374 rb
->splash( 2*HZ
, "Error while loading saved game. Aborting." );
1377 else if( checksum
!= 42 )
1379 rb
->splash( 2*HZ
, "Save file was corrupted. Aborting." );
1389 * The main game loop
1391 * If skipmenu is defined to SOLITAIRE_QUIT, the menu will be skipped and
1395 int solitaire( int skipmenu
)
1399 int button
, lastbutton
= 0;
1401 int biggest_col_length
;
1403 rb
->srand( *rb
->current_tick
);
1404 if( skipmenu
!= SOLITAIRE_QUIT
)
1406 switch( solitaire_menu(false) )
1409 return SOLITAIRE_QUIT
;
1412 return SOLITAIRE_USB
;
1419 rb
->lcd_clear_display();
1421 /* get the biggest column length so that display can be "optimized" */
1422 biggest_col_length
= 0;
1424 for(i
=0;i
<COL_NUM
;i
++)
1429 if( c
!= NOT_A_CARD
)
1433 /* don't include the last card in the column length. */
1434 if( deck
[c
].next
== NOT_A_CARD
)
1436 break; /* no successor: get outta here. */
1447 /* make column distinguishable from an empty column,
1448 * and avoid division by zero while displaying */
1452 if( j
> biggest_col_length
)
1453 biggest_col_length
= j
;
1456 /* check if there are cards remaining in the game. */
1457 /* if there aren't any, that means you won :) */
1458 if( biggest_col_length
== 0 && rem
== NOT_A_CARD
)
1461 rb
->splash( HZ
, "You Won :)" );
1462 return bouncing_cards();
1465 /* draw the columns */
1466 for( i
= 0; i
< COL_NUM
; i
++ )
1472 if( c
== NOT_A_CARD
)
1474 /* draw the cursor on empty columns */
1477 draw_cursor( MARGIN
+ i
* (CARD_WIDTH
1478 +(LCD_WIDTH
-COL_NUM
*CARD_WIDTH
-2*MARGIN
)/(COL_NUM
-1)),
1484 draw_card( &deck
[c
], MARGIN
+ i
* (CARD_WIDTH
1485 +(LCD_WIDTH
-COL_NUM
*CARD_WIDTH
-2*MARGIN
)/(COL_NUM
-1)),
1486 j
, c
== sel_card
, c
== cur_card
);
1490 if( c
== NOT_A_CARD
) break;
1492 /* This is where we change the spacing between cards so that
1493 * they don't overflow out of the LCD */
1496 else if( deck
[h
].known
)
1497 j
+= min( SYMBOL_HEIGHT
,
1498 2 * (LCD_HEIGHT
- CARD_START
- CARD_HEIGHT
- MARGIN
)
1499 / biggest_col_length
);
1501 j
+= min( SYMBOL_HEIGHT
/ 2,
1502 (LCD_HEIGHT
- CARD_START
- CARD_HEIGHT
- MARGIN
)
1503 / biggest_col_length
);
1507 /* draw the stacks */
1508 for( i
=0; i
<SUITS
; i
++ )
1510 c
= find_last_card( STACKS_COL
+ i
);
1512 if( c
!= NOT_A_CARD
)
1514 draw_card( &deck
[c
],
1515 LCD_WIDTH
-(CARD_WIDTH
*4+4+MARGIN
)+CARD_WIDTH
*i
+i
+1,
1517 c
== sel_card
, cur_col
== STACKS_COL
+ i
);
1521 draw_empty_stack( i
,
1522 LCD_WIDTH
-(CARD_WIDTH
*4+4+MARGIN
)+CARD_WIDTH
*i
+i
+1,
1523 MARGIN
, cur_col
== STACKS_COL
+ i
);
1527 /* draw the remains */
1528 if( rem
!= NOT_A_CARD
&&
1529 ( cur_rem
== NOT_A_CARD
|| deck
[cur_rem
].next
!= NOT_A_CARD
) )
1531 /* gruik ! (we want to display a card back) */
1532 deck
[rem
].known
= false;
1533 draw_card( &deck
[rem
], MARGIN
, MARGIN
, false, false );
1534 deck
[rem
].known
= true;
1537 if( rem
!= NOT_A_CARD
&& cur_rem
!= NOT_A_CARD
)
1543 while( prevcard
!= cur_rem
&& count_rem
< cards_per_draw
-1 )
1545 prevcard
= deck
[prevcard
].next
;
1550 j
= CARD_WIDTH
+2*MARGIN
+1;
1551 for( i
= 0; i
< count_rem
; i
++ )
1552 prevcard
= find_prev_card(prevcard
);
1553 for( i
= 0; i
<= count_rem
; i
++ )
1555 draw_card( &deck
[prevcard
], j
,
1556 MARGIN
, sel_card
== prevcard
,
1557 cur_card
== prevcard
);
1558 prevcard
= deck
[prevcard
].next
;
1562 if( ( cur_rem
== NOT_A_CARD
|| rem
== NOT_A_CARD
)
1563 && cur_col
== REM_COL
)
1565 draw_cursor( CARD_WIDTH
+2*MARGIN
+1, MARGIN
);
1570 /* what to do when a key is pressed ... */
1571 button
= rb
->button_get( true );
1572 #if (CONFIG_KEYPAD == SANSA_E200_PAD) || (CONFIG_KEYPAD == SANSA_FUZE_PAD)
1573 if (button
&(BUTTON_SCROLL_BACK
|BUTTON_SCROLL_FWD
))
1574 button
= button
& (~BUTTON_REPEAT
);
1578 /* move cursor to the last card of the previous column
1579 * or to the previous final stack
1580 * or to the remains stack */
1582 #ifdef SOL_RIGHT_PRE
1583 if( lastbutton
!= SOL_RIGHT_PRE
)
1586 if( cur_col
>= COL_NUM
)
1590 else if( cur_col
== COL_NUM
- 1 )
1596 cur_col
= (cur_col
+1)%(REM_COL
+1);
1598 if(cur_col
== REM_COL
)
1603 cur_card
= find_last_card( cur_col
);
1606 /* move cursor to the last card of the next column
1607 * or to the next final stack
1608 * or to the remains stack */
1611 if( lastbutton
!= SOL_LEFT_PRE
)
1618 else if( cur_col
>= COL_NUM
)
1620 cur_col
= COL_NUM
- 1;
1624 cur_col
= (cur_col
+ REM_COL
)%(REM_COL
+1);
1626 if( cur_col
== REM_COL
)
1631 cur_card
= find_last_card( cur_col
);
1634 /* move cursor to card that's bellow */
1637 if( lastbutton
!= SOL_DOWN_PRE
)
1640 case SOL_DOWN
|BUTTON_REPEAT
:
1642 if( cur_col
>= COL_NUM
)
1644 cur_col
= (cur_col
- COL_NUM
+ 1)%(SUITS
+ 1) + COL_NUM
;
1645 if( cur_col
== REM_COL
)
1651 cur_card
= find_last_card( cur_col
);
1655 if( cur_card
== NOT_A_CARD
) break;
1656 if( deck
[cur_card
].next
!= NOT_A_CARD
)
1658 cur_card
= deck
[cur_card
].next
;
1662 cur_card
= cols
[cur_col
];
1663 while( !deck
[ cur_card
].known
1664 && deck
[cur_card
].next
!= NOT_A_CARD
)
1666 cur_card
= deck
[cur_card
].next
;
1671 /* move cursor to card that's above */
1674 if( lastbutton
!= SOL_UP_PRE
)
1677 case SOL_UP
|BUTTON_REPEAT
:
1679 if( cur_col
>= COL_NUM
)
1681 cur_col
= (cur_col
- COL_NUM
+ SUITS
)%(SUITS
+ 1) + COL_NUM
;
1682 if( cur_col
== REM_COL
)
1688 cur_card
= find_last_card( cur_col
);
1692 if( cur_card
== NOT_A_CARD
) break;
1694 cur_card
= find_prev_card( cur_card
);
1695 if( cur_card
== NOT_A_CARD
)
1697 cur_card
= find_last_card( cur_col
);
1699 } while( deck
[cur_card
].next
!= NOT_A_CARD
1700 && !deck
[cur_card
].known
);
1703 /* Try to put card under cursor on one of the stacks */
1705 #ifdef SOL_CUR2STACK_PRE
1706 if( lastbutton
!= SOL_CUR2STACK_PRE
)
1709 move_card( deck
[cur_card
].suit
+ STACKS_COL
, cur_card
);
1712 /* Move cards arround, Uncover cards, ... */
1715 if( lastbutton
!= SOL_MOVE_PRE
)
1719 if( sel_card
== NOT_A_CARD
)
1721 if( cur_card
!= NOT_A_CARD
)
1723 if( deck
[cur_card
].next
== NOT_A_CARD
1724 && !deck
[cur_card
].known
)
1726 /* reveal a hidden card */
1727 deck
[cur_card
].known
= true;
1729 else if( cur_col
== REM_COL
&& cur_rem
== NOT_A_CARD
)
1736 sel_card
= cur_card
;
1740 else if( sel_card
== cur_card
)
1742 /* unselect card or try putting card on
1743 * one of the 4 stacks */
1744 if( move_card( deck
[sel_card
].suit
+ COL_NUM
, sel_card
)
1745 == MOVE_OK
&& cur_col
== REM_COL
)
1749 sel_card
= NOT_A_CARD
;
1753 /* try moving cards */
1754 /* The flexible move must not be used from the remains stack. */
1755 if (find_card_col(sel_card
) == REM_COL
)
1757 if (move_card( cur_col
, sel_card
) == MOVE_NOT_OK
)
1758 sel_card
= NOT_A_CARD
;
1763 if (move_card( cur_col
, sel_card
) == MOVE_OK
)
1765 sel_card
= find_prev_card(sel_card
);
1766 } while (sel_card
!= NOT_A_CARD
);
1771 /* If the card on the top of the remains can be put where
1772 * the cursor is, go ahead */
1774 #ifdef SOL_REM2CUR_PRE
1775 if( lastbutton
!= SOL_REM2CUR_PRE
)
1778 move_card( cur_col
, cur_rem
);
1781 /* If the card on top of the remains can be put on one
1782 * of the stacks, do so */
1784 #ifdef SOL_REM2STACK_PRE
1785 if( lastbutton
!= SOL_REM2STACK_PRE
)
1788 move_card( deck
[cur_rem
].suit
+ COL_NUM
, cur_rem
);
1793 if( sel_card
!= NOT_A_CARD
)
1795 /* unselect selected card */
1796 sel_card
= NOT_A_CARD
;
1799 if( rem
!= NOT_A_CARD
&& cur_rem
!= NOT_A_CARD
)
1807 /* unselect selected card or ...
1808 * draw new cards from the remains of the deck */
1811 if( lastbutton
!= SOL_DRAW_PRE
)
1814 if( sel_card
!= NOT_A_CARD
)
1816 /* unselect selected card */
1817 sel_card
= NOT_A_CARD
;
1820 if( rem
!= NOT_A_CARD
)
1822 int cur_rem_old
= cur_rem
;
1824 /* draw new cards form the remains of the deck */
1825 if( cur_rem
== NOT_A_CARD
)
1827 /*if the cursor card is null*/
1829 i
= cards_per_draw
- 1;
1837 while( i
> 0 && deck
[cur_rem
].next
!= NOT_A_CARD
)
1839 cur_rem
= deck
[cur_rem
].next
;
1843 /* test if any cards are really left on
1844 * the remains' stack */
1845 if( i
== cards_per_draw
)
1847 cur_rem
= NOT_A_CARD
;
1850 /* if cursor was on remains' stack when new cards were
1851 * drawn, put cursor on top of remains' stack */
1852 if( cur_col
== REM_COL
&& cur_card
== cur_rem_old
)
1855 sel_card
= NOT_A_CARD
;
1865 switch( solitaire_menu(true) )
1867 case MENU_SAVE_AND_QUIT
:
1868 return SOLITAIRE_SAVE_AND_QUIT
;
1871 return SOLITAIRE_QUIT
;
1874 return SOLITAIRE_USB
;
1879 return SOLITAIRE_SAVE_AND_QUIT
;
1882 if( rb
->default_event_handler( button
) == SYS_USB_CONNECTED
)
1883 return SOLITAIRE_USB
;
1887 if( button
!= BUTTON_NONE
)
1888 lastbutton
= button
;
1890 /* fix incoherences concerning cur_col and cur_card */
1891 c
= find_card_col( cur_card
);
1892 if( c
!= NOT_A_COL
&& c
!= cur_col
)
1893 cur_card
= find_last_card( cur_col
);
1895 if( cur_card
== NOT_A_CARD
1896 && find_last_card( cur_col
) != NOT_A_CARD
)
1897 cur_card
= find_last_card( cur_col
);
1904 * Plugin entry point
1907 enum plugin_status
plugin_start(const void* parameter
)
1914 configfile_load(CONFIG_FILENAME
, config
,
1915 sizeof(config
) / sizeof(config
[0]), CFGFILE_VERSION
);
1916 rb
->memcpy(&sol
, &sol_disk
, sizeof(sol
)); /* copy to running config */
1918 if( load_game() == 0 )
1920 rb
->splash( HZ
, "Resuming saved game." );
1921 result
= SOLITAIRE_QUIT
;
1924 result
= SOLITAIRE_WIN
;
1927 * Keep playing if a game was won (that means display the menu after
1928 * winning instead of quiting) */
1929 while( ( result
= solitaire( result
) ) == SOLITAIRE_WIN
);
1931 if( result
!= SOLITAIRE_QUIT
)
1932 /* result == SOLITAIRE_USB || result == SOLITAIRE_SAVE_AND_QUIT */
1935 if (rb
->memcmp(&sol
, &sol_disk
, sizeof(sol
))) /* save settings if changed */
1937 rb
->memcpy(&sol_disk
, &sol
, sizeof(sol
));
1938 configfile_save(CONFIG_FILENAME
, config
,
1939 sizeof(config
) / sizeof(config
[0]), CFGFILE_VERSION
);
1942 /* Exit the plugin */
1943 return ( result
== SOLITAIRE_USB
) ? PLUGIN_USB_CONNECTED
: PLUGIN_OK
;