Factor out some drawing code.
[kugel-rb.git] / apps / plugins / solitaire.c
blobf40c761024bc93f139be39b4c1c9edfc6d29111f
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 HK_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 #elif CONFIG_KEYPAD == PBELL_VIBE500_PAD
443 # define SOL_QUIT BUTTON_REC
444 # define SOL_UP BUTTON_UP
445 # define SOL_DOWN BUTTON_DOWN
446 # define SOL_LEFT BUTTON_PREV
447 # define SOL_RIGHT BUTTON_NEXT
448 # define SOL_MOVE_PRE BUTTON_OK
449 # define SOL_MOVE (BUTTON_OK | BUTTON_REL)
450 # define SOL_DRAW BUTTON_MENU
451 # define SOL_REM2CUR BUTTON_CANCEL
452 # define SOL_CUR2STACK BUTTON_PLAY
453 # define SOL_REM2STACK (BUTTON_PLAY | BUTTON_REPEAT)
454 # define HK_MOVE "OK"
455 # define HK_DRAW "MENU"
456 # define HK_REM2CUR "CANCEL"
457 # define HK_CUR2STACK "PLAY"
458 # define HK_REM2STACK "PLAY..."
460 #else
461 #error No keymap defined!
462 #endif
464 #ifdef HAVE_TOUCHSCREEN
465 //#ifndef SOL_QUIT
466 //# define SOL_QUIT BUTTON_TOPLEFT
467 //endif
468 #ifndef SOL_UP
469 # define SOL_UP BUTTON_TOPMIDDLE
470 #endif
471 #ifndef SOL_DOWN
472 # define SOL_DOWN BUTTON_BOTTOMMIDDLE
473 #endif
474 #ifndef SOL_LEFT
475 # define SOL_LEFT BUTTON_MIDLEFT
476 #endif
477 #ifndef SOL_RIGHT
478 # define SOL_RIGHT BUTTON_MIDRIGHT
479 #endif
480 #ifndef SOL_MOVE
481 # define SOL_MOVE BUTTON_CENTER
482 # define HK_MOVE "CENTRE"
483 #endif
484 #ifndef SOL_DRAW
485 # define SOL_DRAW BUTTON_TOPLEFT
486 # define HK_DRAW "TOPLEFT"
487 #endif
488 #ifndef SOL_REM2CUR
489 # define SOL_REM2CUR BUTTON_TOPRIGHT
490 # define HK_REM2CUR "TOPRIGHT"
491 #endif
492 #ifndef SOL_CUR2STACK
493 # define SOL_CUR2STACK BUTTON_BOTTOMLEFT
494 # define HK_CUR2STACK "BOTTOMLEFT"
495 #endif
496 #ifndef SOL_REM2STACK
497 # define SOL_REM2STACK BUTTON_BOTTOMRIGHT
498 # define HK_REM2STACK "BOTTOMRIGHT"
499 #endif
501 #endif
503 #ifndef HK_LR
504 # define HK_LR "LEFT/RIGHT"
505 #endif
506 #ifndef HK_UD
507 # define HK_UD "UP/DOWN"
508 #endif
511 * Misc constants, graphics and other defines
514 #include "pluginbitmaps/card_back.h"
515 #include "pluginbitmaps/card_deck.h"
516 #include "pluginbitmaps/solitaire_suitsi.h"
518 #define CARD_GFX_WIDTH BMPWIDTH_card_back
519 #define CARD_GFX_HEIGHT BMPHEIGHT_card_back
520 #define CARD_WIDTH (BMPWIDTH_card_back+2)
521 #define CARD_HEIGHT (BMPHEIGHT_card_back+2)
523 #if LCD_WIDTH >= 640
524 # define MARGIN 4
525 # define LARGE_CARD
526 # define SYMBOL_HEIGHT 24
528 #elif LCD_WIDTH >= 320
529 # define MARGIN 4
530 # define LARGE_CARD
531 # define SYMBOL_HEIGHT 12
532 #elif LCD_WIDTH >= 220
533 # define MARGIN 3
534 # define LARGE_CARD
535 # define SYMBOL_HEIGHT 12
536 #elif LCD_WIDTH >= 160
537 # define MARGIN 2
538 # define SYMBOL_HEIGHT 11
539 #elif LCD_WIDTH >= 128
540 # define MARGIN 1
541 # define SYMBOL_HEIGHT 10
542 #else
543 # define MARGIN 0
544 # define SYMBOL_HEIGHT 8
545 #endif
547 #define CARD_START (CARD_HEIGHT+2*MARGIN+1)
549 /* background color */
550 #ifdef HAVE_LCD_COLOR
551 # define BACKGROUND_COLOR LCD_RGBPACK(0,157,0)
552 # define FRAME_COLOR LCD_RGBPACK(23,119,218)
553 #elif LCD_DEPTH > 1
554 # define BACKGROUND_COLOR LCD_WHITE
555 # define FRAME_COLOR LCD_BLACK
556 #endif
559 #define CONFIG_FILENAME "sol.cfg"
561 #define NOT_A_CARD -1
563 /* number of cards per suit */
564 #define CARDS_PER_SUIT 13
566 /* number of suits */
567 #define SUITS 4
569 #define NUM_CARDS ( CARDS_PER_SUIT * SUITS )
571 /* number of columns */
572 #define COL_NUM 7
574 /* pseudo column numbers to be used for cursor coordinates */
575 /* columns COL_NUM to COL_NUM + SUITS - 1 correspond to the final stacks */
576 #define STACKS_COL COL_NUM
577 /* column COL_NUM + SUITS corresponds to the remains' stack */
578 #define REM_COL (STACKS_COL + SUITS)
580 #define NOT_A_COL -1
582 typedef struct
584 signed char suit;
585 signed char num;
586 bool known : 1;
587 bool used : 1; /* this is what is used when dealing cards */
588 signed char next;
589 } card_t;
593 * LCD card drawing routines
596 static void draw_cursor( int x, int y )
598 rb->lcd_set_drawmode( DRMODE_COMPLEMENT );
599 rb->lcd_fillrect( x+1, y+1, CARD_GFX_WIDTH, CARD_GFX_HEIGHT );
600 #ifdef LARGE_CARD
601 rb->lcd_drawpixel( x+1, y+1 );
602 rb->lcd_drawpixel( x+1, y+CARD_HEIGHT-2 );
603 rb->lcd_drawpixel( x+CARD_WIDTH-2, y+1 );
604 rb->lcd_drawpixel( x+CARD_WIDTH-2, y+CARD_HEIGHT-2 );
605 #endif
606 rb->lcd_set_drawmode( DRMODE_SOLID );
609 /* Draw a card's border, select it if it's selected and draw the cursor
610 * if the cursor is currently over the card */
611 static void draw_card_ext( int x, int y, bool selected, bool cursor )
613 #if LCD_DEPTH > 1
614 int oldfg = rb->lcd_get_foreground();
616 rb->lcd_set_foreground( LCD_BLACK );
617 #endif
618 #ifdef LARGE_CARD
619 rb->lcd_hline( x+2, x+CARD_WIDTH-3, y );
620 rb->lcd_hline( x+2, x+CARD_WIDTH-3, y+CARD_HEIGHT-1 );
621 rb->lcd_vline( x, y+2, y+CARD_HEIGHT-3 );
622 rb->lcd_vline( x+CARD_WIDTH-1, y+2, y+CARD_HEIGHT-3 );
623 rb->lcd_drawpixel( x+1, y+1 );
624 rb->lcd_drawpixel( x+1, y+CARD_HEIGHT-2 );
625 rb->lcd_drawpixel( x+CARD_WIDTH-2, y+1 );
626 rb->lcd_drawpixel( x+CARD_WIDTH-2, y+CARD_HEIGHT-2 );
627 #else
628 rb->lcd_hline( x+1, x+CARD_WIDTH-2, y );
629 rb->lcd_hline( x+1, x+CARD_WIDTH-2, y+CARD_HEIGHT-1 );
630 rb->lcd_vline( x, y+1, y+CARD_HEIGHT-2 );
631 rb->lcd_vline( x+CARD_WIDTH-1, y+1, y+CARD_HEIGHT-2 );
632 #endif
634 if( selected )
636 #if LCD_DEPTH > 1
637 rb->lcd_set_foreground( FRAME_COLOR );
638 #endif
639 rb->lcd_drawrect( x+1, y+1, CARD_WIDTH-2, CARD_HEIGHT-2 );
640 #ifdef LARGE_CARD
641 rb->lcd_drawrect( x+2, y+2, CARD_WIDTH-4, CARD_HEIGHT-4 );
642 #endif
644 #if LCD_DEPTH > 1
645 rb->lcd_set_foreground( oldfg );
646 #endif
648 if( cursor )
650 draw_cursor( x, y );
654 /* Draw a card's inner graphics */
655 static void draw_card( card_t *card, int x, int y,
656 bool selected, bool cursor )
658 if( card->known )
660 rb->lcd_bitmap_part( card_deck, CARD_GFX_WIDTH * card->num,
661 CARD_GFX_HEIGHT * card->suit,
662 STRIDE(SCREEN_MAIN,
663 BMPWIDTH_card_deck, BMPHEIGHT_card_deck),
664 x+1, y+1, CARD_GFX_WIDTH, CARD_GFX_HEIGHT );
666 else
668 rb->lcd_bitmap( card_back, x+1, y+1,
669 CARD_GFX_WIDTH, CARD_GFX_HEIGHT );
671 draw_card_ext( x, y, selected, cursor );
674 /* Draw an empty stack */
675 static void draw_empty_stack( int s, int x, int y, bool cursor )
677 rb->lcd_bitmap_part( solitaire_suitsi, 0,
678 CARD_GFX_HEIGHT * s,
679 STRIDE( SCREEN_MAIN,
680 BMPWIDTH_solitaire_suitsi, BMPHEIGHT_solitaire_suitsi),
681 x+1, y+1, CARD_GFX_WIDTH, CARD_GFX_HEIGHT );
683 draw_card_ext( x, y, false, cursor );
686 /* Help */
687 static bool solitaire_help( void )
690 #define WORDS (sizeof help_text / sizeof (char*))
691 static char* help_text[] = {
692 "Solitaire", "", "Controls", "",
693 HK_LR ":", "Move", "the", "cursor", "to", "the",
694 "previous/", "next", "column.", "",
695 HK_UD ":", "Move", "the", "cursor", "up/", "down", "in", "the",
696 "column.", "",
697 HK_MOVE ":", "Select", "cards,", "move", "cards...", "",
698 HK_DRAW ":", "Deselect", "a", "card", "if", "it", "was", "selected.",
699 "Else", "draw", "new", "card(s)", "from", "the", "remains",
700 "stack.", "", "",
701 "Shortcuts", "",
702 HK_REM2CUR ":", "Put", "the", "card", "on", "top", "of", "the",
703 "remains", "stack", "on", "top", "of", "the", "cursor.", "",
704 HK_CUR2STACK ":", "Put", "the", "card", "under", "the", "cursor",
705 "on", "one", "of", "the", "4", "final", "stacks.", "",
706 HK_REM2STACK ":", "Put", "the", "card", "on", "top", "of", "the",
707 "remains", "stack", "on", "one", "of", "the", "4", "final",
708 "stacks."
710 static struct style_text formation[]={
711 { 0, TEXT_CENTER|TEXT_UNDERLINE },
712 { 2, C_RED },
713 { 48, C_RED },
714 { -1, 0 }
716 #if LCD_DEPTH > 1
717 fb_data* backdrop = rb->lcd_get_backdrop();
718 rb->lcd_set_backdrop(NULL);
719 #endif
720 #ifdef HAVE_LCD_COLOR
721 rb->lcd_set_background(LCD_BLACK);
722 rb->lcd_set_foreground(LCD_WHITE);
723 #endif
724 int button;
725 if (display_text(WORDS, help_text, formation, NULL))
726 return true;
727 do {
728 button = rb->button_get(true);
729 if ( rb->default_event_handler( button ) == SYS_USB_CONNECTED )
730 return true;
731 } while( ( button == BUTTON_NONE )
732 || ( button & (BUTTON_REL|BUTTON_REPEAT) ) );
734 #if LCD_DEPTH > 1
735 rb->lcd_set_backdrop(backdrop);
736 #endif
737 return false;
741 * Custom menu / options
744 #define CFGFILE_VERSION 0
746 struct sol_config {
747 int draw_type;
750 struct sol_config sol_disk = {0};
751 struct sol_config sol;
753 static struct configdata config[] = {
754 { TYPE_INT, 0, 1, { .int_p = &sol_disk.draw_type }, "draw_type", NULL }
757 static const struct opt_items drawcards[2] = {
758 { "Draw Three Cards", -1 },
759 { "Draw One Card", -1 },
762 void solitaire_init(void);
764 /* menu return codes */
765 enum { MENU_RESUME, MENU_SAVE_AND_QUIT, MENU_QUIT, MENU_USB };
767 static bool _ingame;
768 int solitaire_menu_cb(int action, const struct menu_item_ex *this_item)
770 int i = (intptr_t)this_item;
771 if( action == ACTION_REQUEST_MENUITEM )
773 if((!_ingame && (i==0 || i==5)) || ( _ingame && i==2 ))
774 return ACTION_EXIT_MENUITEM;
776 return action;
779 int solitaire_menu(bool in_game)
781 int selected = 0;
782 int result = -1;
784 MENUITEM_STRINGLIST(menu, "Solitaire Menu", solitaire_menu_cb,
785 "Resume Game", "Start New Game",
786 "Draw Cards Option",
787 "Help", "Playback Control",
788 "Save and Quit", "Quit");
789 _ingame = in_game;
791 while (result < 0)
793 switch (rb->do_menu(&menu, &selected, NULL, false))
795 default:
796 result = MENU_RESUME;
797 break;
799 case MENU_ATTACHED_USB:
800 result = MENU_USB;
801 break;
803 case 0:
804 result = MENU_RESUME;
805 break;
807 case 1:
808 solitaire_init();
809 result = MENU_RESUME;
810 break;
812 case 2:
813 if (rb->set_option("Draw Cards Option", &sol.draw_type,
814 INT, drawcards, 2, NULL))
815 result = MENU_USB;
816 break;
818 case 3:
819 if (solitaire_help())
820 result = MENU_USB;
821 break;
823 case 4:
824 playback_control(NULL);
825 break;
827 case 5:
828 result = MENU_SAVE_AND_QUIT;
829 break;
831 case 6:
832 result = MENU_QUIT;
833 break;
836 return result;
840 * Global variables
843 /* player's cursor */
844 int cur_card;
845 /* player's cursor column num */
846 int cur_col;
848 /* selected card */
849 int sel_card;
851 /* the deck */
852 card_t deck[ NUM_CARDS ];
854 /* the remaining cards */
855 /* first card of the remains' stack */
856 int rem;
857 /* upper visible card from the remains' stack */
858 int cur_rem;
859 /* number of cards drawn from the remains stack - 1 */
860 int count_rem;
861 /* number of cards per draw of the remains' stack */
862 int cards_per_draw;
864 /* the 7 game columns */
865 int cols[COL_NUM];
866 /* the 4 final stacks */
867 int stacks[SUITS];
870 * Card handling routines
873 int next_random_card( card_t *deck )
875 int i,r;
877 r = rb->rand()%(NUM_CARDS)+1;
878 i = 0;
880 while( r>0 )
882 i = (i + 1)%(NUM_CARDS);
883 if( !deck[i].used ) r--;
886 deck[i].used = true;
888 return i;
892 /* initialize the game */
893 void solitaire_init( void )
896 int c;
897 int i, j;
899 /* number of cards that are drawn on the remains' stack (by pressing F2) */
900 if( sol.draw_type == 0 )
902 cards_per_draw = 3;
904 else
906 cards_per_draw = 1;
909 /* init deck */
910 for( i=0; i<SUITS; i++ )
912 for( j=0; j<CARDS_PER_SUIT; j++ )
914 #define card deck[i*CARDS_PER_SUIT+j]
915 card.suit = i;
916 card.num = j;
917 card.known = true;
918 card.used = false;
919 card.next = NOT_A_CARD;
920 #undef card
924 /* deal the cards ... */
925 /* ... in the columns */
926 for( i=0; i<COL_NUM; i++ )
928 c = NOT_A_CARD;
929 for( j=0; j<=i; j++ )
931 if( c == NOT_A_CARD )
933 cols[i] = next_random_card( deck );
934 c = cols[i];
936 else
938 deck[c].next = next_random_card( deck );
939 c = deck[c].next;
941 if( j < i )
942 deck[c].known = false;
946 /* ... shuffle what's left of the deck */
947 rem = next_random_card(deck);
948 c = rem;
950 for( i=1; i < NUM_CARDS - COL_NUM * (COL_NUM + 1)/2; i++ )
952 deck[c].next = next_random_card( deck );
953 c = deck[c].next;
956 /* we now finished dealing the cards. The game can start ! (at last) */
958 /* init the stack */
959 for( i = 0; i<SUITS; i++ )
961 stacks[i] = NOT_A_CARD;
964 /* the cursor starts on upper left card */
965 cur_card = cols[0];
966 cur_col = 0;
968 /* no card is selected */
969 sel_card = NOT_A_CARD;
971 /* init the remainder */
972 cur_rem = NOT_A_CARD;
974 count_rem = -1;
977 /* find the column number in which 'card' can be found */
978 int find_card_col( int card )
980 int i;
981 int c;
983 if( card == NOT_A_CARD ) return NOT_A_COL;
985 for( i=0; i<COL_NUM; i++ )
987 c = cols[i];
988 while( c != NOT_A_CARD )
990 if( c == card ) return i;
991 c = deck[c].next;
995 for( i=0; i<SUITS; i++ )
997 c = stacks[i];
998 while( c != NOT_A_CARD )
1000 if( c == card ) return STACKS_COL + i;
1001 c = deck[c].next;
1005 return REM_COL;
1008 /* find the card preceding 'card' */
1009 /* if it doesn't exist, return NOT_A_CARD */
1010 int find_prev_card( int card ){
1011 int i;
1013 for( i=0; i < NUM_CARDS; i++ )
1015 if( deck[i].next == card ) return i;
1018 return NOT_A_CARD;
1021 /* find the last card of a given column */
1022 int find_last_card( int col )
1024 int c;
1026 if( col < COL_NUM )
1028 c = cols[col];
1030 else if( col < REM_COL )
1032 c = stacks[col - STACKS_COL];
1034 else
1036 c = cur_rem;
1039 if(c == NOT_A_CARD)
1040 return c;
1041 else
1043 while(deck[c].next != NOT_A_CARD)
1044 c = deck[c].next;
1045 return c;
1049 enum move { MOVE_OK, MOVE_NOT_OK };
1051 enum move move_card( int dest_col, int src_card )
1053 /* the column on which to take src_card */
1054 int src_col;
1056 /* the last card of dest_col */
1057 int dest_card;
1059 /* the card under src_card */
1060 int src_card_prev;
1062 /* you can't move no card (at least, it doesn't have any consequence) */
1063 if( src_card == NOT_A_CARD ) return MOVE_NOT_OK;
1064 /* you can't put a card back on the remains' stack */
1065 if( dest_col == REM_COL ) return MOVE_NOT_OK;
1066 /* you can't move an unknown card */
1067 if( !deck[src_card].known ) return MOVE_NOT_OK;
1069 src_col = find_card_col( src_card );
1070 dest_card = find_last_card( dest_col );
1071 src_card_prev = find_prev_card( src_card );
1073 /* you can't move more than one card at a time from the final stack */
1074 /* to the rest of the game */
1075 if( src_col >= COL_NUM && src_col < REM_COL
1076 && deck[src_card].next != NOT_A_CARD )
1078 return MOVE_NOT_OK;
1081 /* if we (that means dest) are on one of the 7 columns ... */
1082 if( dest_col < COL_NUM )
1084 /* ... check is we are on an empty color and that the src is a king */
1085 if( dest_card == NOT_A_CARD
1086 && deck[src_card].num == CARDS_PER_SUIT - 1 )
1088 /* this is a winning combination */
1089 cols[dest_col] = src_card;
1091 /* ... or check if the cards follow one another and have
1092 * different colorsuit */
1093 else if(( deck[dest_card].suit + deck[src_card].suit)%2==1
1094 && deck[dest_card].num == deck[src_card].num + 1 )
1096 /* this is a winning combination */
1097 deck[dest_card].next = src_card;
1099 /* ... or, humpf, well that's not good news */
1100 else
1102 /* this is not a winning combination */
1103 return MOVE_NOT_OK;
1106 /* if we are on one of the 4 final stacks ... */
1107 else if( dest_col < REM_COL )
1109 /* ... check if we are on an empty stack... */
1110 if( dest_card == NOT_A_CARD )
1112 /* ... and the src is an ace and this is the correct final stack */
1113 if( deck[src_card].num == 0
1114 && deck[src_card].suit == dest_col - STACKS_COL )
1116 /* this is a winning combination */
1117 stacks[dest_col - STACKS_COL] = src_card;
1119 else
1121 /* this is not a winning combination */
1122 return MOVE_NOT_OK;
1125 else /* non-empty stack */
1127 /* ...check if the cards follow one another, have the same suit and
1128 * {that src has no .next element or is from the remains' stack} */
1129 if( deck[dest_card].suit == deck[src_card].suit
1130 && deck[dest_card].num + 1 == deck[src_card].num
1131 && (deck[src_card].next == NOT_A_CARD || src_col == REM_COL) )
1133 /* this is a winning combination */
1134 deck[dest_card].next = src_card;
1136 /* ... or, well that's not good news */
1137 else
1139 /* this is not a winning combination */
1140 return MOVE_NOT_OK;
1144 /* if we are on the remains' stack */
1145 else
1147 /* you can't move a card back to the remains' stack */
1148 return MOVE_NOT_OK;
1151 /* if the src card is from the remains' stack, we don't want to take
1152 * the following cards */
1153 if( src_col == REM_COL )
1155 /* if src card is the first card from the stack */
1156 if( src_card_prev == NOT_A_CARD )
1158 rem = deck[src_card].next;
1160 /* if src card is not the first card from the stack */
1161 else
1163 deck[src_card_prev].next = deck[src_card].next;
1165 deck[src_card].next = NOT_A_CARD;
1166 cur_rem = src_card_prev;
1167 count_rem--;
1169 /* if the src card is from somewhere else, just take everything */
1170 else
1172 if( src_card_prev == NOT_A_CARD )
1174 if( src_col < COL_NUM )
1176 cols[src_col] = NOT_A_CARD;
1178 else
1180 stacks[src_col - STACKS_COL] = NOT_A_CARD;
1183 else
1185 deck[src_card_prev].next = NOT_A_CARD;
1186 deck[src_card_prev].known = true;
1189 sel_card = NOT_A_CARD;
1190 /* tada ! */
1191 return MOVE_OK;
1194 enum { SOLITAIRE_WIN, SOLITAIRE_SAVE_AND_QUIT, SOLITAIRE_QUIT, SOLITAIRE_USB };
1197 * Bouncing cards at the end of the game
1200 #define BC_ACCEL ((1<<16)*LCD_HEIGHT/128)
1201 #define BC_MYSPEED (6*BC_ACCEL)
1202 #define BC_MXSPEED (6*LCD_HEIGHT/128)
1204 int bouncing_cards( void )
1206 int i, j, x, vx, y, fp_y, fp_vy, button;
1208 /* flush the button queue */
1209 while( ( button = rb->button_get( false ) ) != BUTTON_NONE )
1211 if( rb->default_event_handler( button ) == SYS_USB_CONNECTED )
1212 return SOLITAIRE_USB;
1215 /* fun stuff :) */
1216 for( i = CARDS_PER_SUIT-1; i>=0; i-- )
1218 for( j = 0; j < SUITS; j++ )
1220 x = LCD_WIDTH-(CARD_WIDTH*4+4+MARGIN)+CARD_WIDTH*j+j+1;
1221 fp_y = MARGIN<<16;
1223 #if LCD_WIDTH > 200
1224 vx = rb->rand() % (4*BC_MXSPEED/3-2) - BC_MXSPEED;
1225 if( vx >= -1 )
1226 vx += 3;
1227 #else
1228 vx = rb->rand() % (4*BC_MXSPEED/3) - BC_MXSPEED;
1229 if( vx >= 0 )
1230 vx++;
1231 #endif
1233 fp_vy = -rb->rand() % BC_MYSPEED;
1235 while( x < LCD_WIDTH && x + CARD_WIDTH > 0 )
1237 fp_vy += BC_ACCEL;
1238 x += vx;
1239 fp_y += fp_vy;
1240 if( fp_y >= (LCD_HEIGHT-CARD_HEIGHT) << 16 )
1242 fp_vy = -fp_vy*4/5;
1243 fp_y = (LCD_HEIGHT-CARD_HEIGHT) << 16;
1245 y = fp_y >> 16;
1246 draw_card( &deck[j*CARDS_PER_SUIT+i], x, y,
1247 false, false );
1248 rb->lcd_update_rect( x<0?0:x, y<0?0:y,
1249 CARD_WIDTH, CARD_HEIGHT );
1251 button = rb->button_get_w_tmo( 2 );
1252 if( rb->default_event_handler( button ) == SYS_USB_CONNECTED )
1253 return SOLITAIRE_USB;
1254 if( button == SOL_QUIT || button == SOL_MOVE )
1255 return SOLITAIRE_WIN;
1259 return SOLITAIRE_WIN;
1263 * Game save/load routines
1265 void get_save_filename( char *buf )
1267 char *s;
1268 rb->strcpy( buf, rb->plugin_get_current_filename() );
1269 s = rb->strrchr( buf, '/' ) + 1;
1270 *s = '\0';
1271 rb->strcat( s, "sol.save" );
1274 int open_save_file( int flags )
1276 char buf[MAX_PATH];
1277 get_save_filename( buf );
1278 return rb->open( buf, flags );
1281 void delete_save_file( void )
1283 char buf[MAX_PATH];
1284 get_save_filename( buf );
1285 rb->remove( buf );
1288 #ifdef write
1289 # undef write
1290 #endif
1291 int save_write( int fd, const void *buf, size_t count, int *checksum )
1293 size_t i;
1294 if( rb->write( fd, buf, count ) < (ssize_t)count )
1295 return 1;
1296 for( i = 0; i < count; i++ )
1297 *checksum += (int)(((const char *)buf)[i]);
1298 return 0;
1301 #ifdef read
1302 # undef read
1303 #endif
1304 int save_read( int fd, void *buf, size_t count, int *checksum )
1306 size_t i;
1307 if( rb->read( fd, buf, count ) < (ssize_t)count )
1308 return 1;
1309 for( i = 0; i < count; i++ )
1310 *checksum -= (int)(((const char *)buf)[i]);
1311 return 0;
1314 int save_game( void )
1316 int fd = open_save_file( O_CREAT|O_WRONLY|O_TRUNC );
1317 int checksum = 42;
1318 if( fd < 0 )
1319 return -1;
1320 if( save_write( fd, &cur_card, sizeof( int ), &checksum )
1321 || save_write( fd, &cur_col, sizeof( int ), &checksum )
1322 || save_write( fd, &sel_card, sizeof( int ), &checksum )
1323 || save_write( fd, deck, NUM_CARDS * sizeof( card_t ), &checksum )
1324 || save_write( fd, &rem, sizeof( int ), &checksum )
1325 || save_write( fd, &cur_rem, sizeof( int ), &checksum )
1326 || save_write( fd, &count_rem, sizeof( int ), &checksum )
1327 || save_write( fd, &cards_per_draw, sizeof( int ), &checksum )
1328 || save_write( fd, cols, COL_NUM * sizeof( int ), &checksum )
1329 || save_write( fd, stacks, SUITS * sizeof( int ), &checksum )
1330 || ( rb->write( fd, &checksum, sizeof( int ) ) < (ssize_t)(sizeof( int ) ) ) )
1332 rb->close( fd );
1333 rb->splash( 2*HZ, "Error while saving game. Aborting." );
1334 return -2;
1336 rb->close( fd );
1337 return 0;
1340 int load_game( void )
1342 int checksum, retval;
1344 int fd = open_save_file( O_RDONLY );
1345 if( fd < 0 )
1346 return -1;
1348 retval = 0; /* Assume good case */
1349 if( ( rb->lseek( fd, -sizeof( int ), SEEK_END ) == -((ssize_t)sizeof( int ))-1 )
1350 || ( rb->read( fd, &checksum, sizeof( int ) ) < ((ssize_t)sizeof( int )) )
1351 || ( rb->lseek( fd, 0, SEEK_SET ) == -1 )
1352 || save_read( fd, &cur_card, sizeof( int ), &checksum )
1353 || save_read( fd, &cur_col, sizeof( int ), &checksum )
1354 || save_read( fd, &sel_card, sizeof( int ), &checksum )
1355 || save_read( fd, deck, NUM_CARDS * sizeof( card_t ), &checksum )
1356 || save_read( fd, &rem, sizeof( int ), &checksum )
1357 || save_read( fd, &cur_rem, sizeof( int ), &checksum )
1358 || save_read( fd, &count_rem, sizeof( int ), &checksum )
1359 || save_read( fd, &cards_per_draw, sizeof( int ), &checksum )
1360 || save_read( fd, cols, COL_NUM * sizeof( int ), &checksum )
1361 || save_read( fd, stacks, SUITS * sizeof( int ), &checksum ) )
1363 rb->splash( 2*HZ, "Error while loading saved game. Aborting." );
1364 retval = -2;
1366 else if( checksum != 42 )
1368 rb->splash( 2*HZ, "Save file was corrupted. Aborting." );
1369 retval = -3;
1372 rb->close( fd );
1373 delete_save_file();
1374 return retval;
1378 * The main game loop
1380 * If skipmenu is defined to SOLITAIRE_QUIT, the menu will be skipped and
1381 * game will resume.
1384 int solitaire( int skipmenu )
1387 int i,j;
1388 int button, lastbutton = 0;
1389 int c,h,prevcard;
1390 int biggest_col_length;
1392 rb->srand( *rb->current_tick );
1393 if( skipmenu != SOLITAIRE_QUIT )
1395 switch( solitaire_menu(false) )
1397 case MENU_QUIT:
1398 return SOLITAIRE_QUIT;
1400 case MENU_USB:
1401 return SOLITAIRE_USB;
1403 solitaire_init();
1406 while( true )
1408 rb->lcd_clear_display();
1410 /* get the biggest column length so that display can be "optimized" */
1411 biggest_col_length = 0;
1413 for(i=0;i<COL_NUM;i++)
1415 j = 0;
1416 c = cols[i];
1418 if( c != NOT_A_CARD )
1420 while( true )
1422 /* don't include the last card in the column length. */
1423 if( deck[c].next == NOT_A_CARD )
1425 break; /* no successor: get outta here. */
1427 else
1429 if( deck[c].known )
1430 j += 2;
1431 else
1432 j++;
1434 c = deck[c].next;
1436 /* make column distinguishable from an empty column,
1437 * and avoid division by zero while displaying */
1438 if( j == 0 )
1439 j = 1;
1441 if( j > biggest_col_length )
1442 biggest_col_length = j;
1445 /* check if there are cards remaining in the game. */
1446 /* if there aren't any, that means you won :) */
1447 if( biggest_col_length == 0 && rem == NOT_A_CARD )
1449 rb->lcd_update();
1450 rb->splash( HZ, "You Won :)" );
1451 return bouncing_cards();
1454 /* draw the columns */
1455 for( i = 0; i < COL_NUM; i++ )
1457 c = cols[i];
1458 j = CARD_START;
1459 while( true )
1461 if( c == NOT_A_CARD )
1463 /* draw the cursor on empty columns */
1464 if( cur_col == i )
1466 draw_cursor( MARGIN + i * (CARD_WIDTH
1467 +(LCD_WIDTH-COL_NUM*CARD_WIDTH-2*MARGIN)/(COL_NUM-1)),
1468 j );
1470 break;
1473 draw_card( &deck[c], MARGIN + i * (CARD_WIDTH
1474 +(LCD_WIDTH-COL_NUM*CARD_WIDTH-2*MARGIN)/(COL_NUM-1)),
1475 j, c == sel_card, c == cur_card );
1477 h = c;
1478 c = deck[c].next;
1479 if( c == NOT_A_CARD ) break;
1481 /* This is where we change the spacing between cards so that
1482 * they don't overflow out of the LCD */
1483 if( h == cur_card )
1484 j += SYMBOL_HEIGHT;
1485 else if( deck[h].known )
1486 j += min( SYMBOL_HEIGHT,
1487 2 * (LCD_HEIGHT - CARD_START - CARD_HEIGHT - MARGIN)
1488 / biggest_col_length );
1489 else
1490 j += min( SYMBOL_HEIGHT / 2,
1491 (LCD_HEIGHT - CARD_START - CARD_HEIGHT - MARGIN)
1492 / biggest_col_length );
1496 /* draw the stacks */
1497 for( i=0; i<SUITS; i++ )
1499 c = find_last_card( STACKS_COL + i );
1501 if( c != NOT_A_CARD )
1503 draw_card( &deck[c],
1504 LCD_WIDTH-(CARD_WIDTH*4+4+MARGIN)+CARD_WIDTH*i+i+1,
1505 MARGIN,
1506 c == sel_card, cur_col == STACKS_COL + i );
1508 else
1510 draw_empty_stack( i,
1511 LCD_WIDTH-(CARD_WIDTH*4+4+MARGIN)+CARD_WIDTH*i+i+1,
1512 MARGIN, cur_col == STACKS_COL + i );
1516 /* draw the remains */
1517 if( rem != NOT_A_CARD &&
1518 ( cur_rem == NOT_A_CARD || deck[cur_rem].next != NOT_A_CARD ) )
1520 /* gruik ! (we want to display a card back) */
1521 deck[rem].known = false;
1522 draw_card( &deck[rem], MARGIN, MARGIN, false, false );
1523 deck[rem].known = true;
1526 if( rem != NOT_A_CARD && cur_rem != NOT_A_CARD )
1528 if( count_rem < 0 )
1530 prevcard = rem;
1531 count_rem = 0;
1532 while( prevcard != cur_rem && count_rem < cards_per_draw-1 )
1534 prevcard = deck[prevcard].next;
1535 count_rem++;
1538 prevcard = cur_rem;
1539 j = CARD_WIDTH+2*MARGIN+1;
1540 for( i = 0; i < count_rem; i++ )
1541 prevcard = find_prev_card(prevcard);
1542 for( i = 0; i <= count_rem; i++ )
1544 draw_card( &deck[prevcard], j,
1545 MARGIN, sel_card == prevcard,
1546 cur_card == prevcard );
1547 prevcard = deck[prevcard].next;
1548 j += CARD_WIDTH/2;
1551 if( ( cur_rem == NOT_A_CARD || rem == NOT_A_CARD )
1552 && cur_col == REM_COL )
1554 draw_cursor( CARD_WIDTH+2*MARGIN+1, MARGIN );
1557 rb->lcd_update();
1559 /* what to do when a key is pressed ... */
1560 button = rb->button_get( true );
1561 #if (CONFIG_KEYPAD == SANSA_E200_PAD) || (CONFIG_KEYPAD == SANSA_FUZE_PAD)
1562 if (button&(BUTTON_SCROLL_BACK|BUTTON_SCROLL_FWD))
1563 button = button & (~BUTTON_REPEAT);
1564 #endif
1565 switch( button )
1567 /* move cursor to the last card of the previous column
1568 * or to the previous final stack
1569 * or to the remains stack */
1570 case SOL_RIGHT:
1571 #ifdef SOL_RIGHT_PRE
1572 if( lastbutton != SOL_RIGHT_PRE )
1573 break;
1574 #endif
1575 if( cur_col >= COL_NUM )
1577 cur_col = 0;
1579 else if( cur_col == COL_NUM - 1 )
1581 cur_col = REM_COL;
1583 else
1585 cur_col = (cur_col+1)%(REM_COL+1);
1587 if(cur_col == REM_COL)
1589 cur_card = cur_rem;
1590 break;
1592 cur_card = find_last_card( cur_col );
1593 break;
1595 /* move cursor to the last card of the next column
1596 * or to the next final stack
1597 * or to the remains stack */
1598 case SOL_LEFT:
1599 #ifdef SOL_LEFT_PRE
1600 if( lastbutton != SOL_LEFT_PRE )
1601 break;
1602 #endif
1603 if( cur_col == 0 )
1605 cur_col = REM_COL;
1607 else if( cur_col >= COL_NUM )
1609 cur_col = COL_NUM - 1;
1611 else
1613 cur_col = (cur_col + REM_COL)%(REM_COL+1);
1615 if( cur_col == REM_COL )
1617 cur_card = cur_rem;
1618 break;
1620 cur_card = find_last_card( cur_col );
1621 break;
1623 /* move cursor to card that's bellow */
1624 case SOL_DOWN:
1625 #ifdef SOL_DOWN_PRE
1626 if( lastbutton != SOL_DOWN_PRE )
1627 break;
1628 #else
1629 case SOL_DOWN|BUTTON_REPEAT:
1630 #endif
1631 if( cur_col >= COL_NUM )
1633 cur_col = (cur_col - COL_NUM + 1)%(SUITS + 1) + COL_NUM;
1634 if( cur_col == REM_COL )
1636 cur_card = cur_rem;
1638 else
1640 cur_card = find_last_card( cur_col );
1642 break;
1644 if( cur_card == NOT_A_CARD ) break;
1645 if( deck[cur_card].next != NOT_A_CARD )
1647 cur_card = deck[cur_card].next;
1649 else
1651 cur_card = cols[cur_col];
1652 while( !deck[ cur_card].known
1653 && deck[cur_card].next != NOT_A_CARD )
1655 cur_card = deck[cur_card].next;
1658 break;
1660 /* move cursor to card that's above */
1661 case SOL_UP:
1662 #ifdef SOL_UP_PRE
1663 if( lastbutton != SOL_UP_PRE )
1664 break;
1665 #else
1666 case SOL_UP|BUTTON_REPEAT:
1667 #endif
1668 if( cur_col >= COL_NUM )
1670 cur_col = (cur_col - COL_NUM + SUITS)%(SUITS + 1) + COL_NUM;
1671 if( cur_col == REM_COL )
1673 cur_card = cur_rem;
1675 else
1677 cur_card = find_last_card( cur_col );
1679 break;
1681 if( cur_card == NOT_A_CARD ) break;
1682 do {
1683 cur_card = find_prev_card( cur_card );
1684 if( cur_card == NOT_A_CARD )
1686 cur_card = find_last_card( cur_col );
1688 } while( deck[cur_card].next != NOT_A_CARD
1689 && !deck[cur_card].known );
1690 break;
1692 /* Try to put card under cursor on one of the stacks */
1693 case SOL_CUR2STACK:
1694 #ifdef SOL_CUR2STACK_PRE
1695 if( lastbutton != SOL_CUR2STACK_PRE )
1696 break;
1697 #endif
1698 move_card( deck[cur_card].suit + STACKS_COL, cur_card );
1699 break;
1701 /* Move cards arround, Uncover cards, ... */
1702 case SOL_MOVE:
1703 #ifdef SOL_MOVE_PRE
1704 if( lastbutton != SOL_MOVE_PRE )
1705 break;
1706 #endif
1708 if( sel_card == NOT_A_CARD )
1710 if( cur_card != NOT_A_CARD )
1712 if( deck[cur_card].next == NOT_A_CARD
1713 && !deck[cur_card].known )
1715 /* reveal a hidden card */
1716 deck[cur_card].known = true;
1718 else if( cur_col == REM_COL && cur_rem == NOT_A_CARD )
1720 break;
1722 else
1724 /* select a card */
1725 sel_card = cur_card;
1729 else if( sel_card == cur_card )
1731 /* unselect card or try putting card on
1732 * one of the 4 stacks */
1733 if( move_card( deck[sel_card].suit + COL_NUM, sel_card )
1734 == MOVE_OK && cur_col == REM_COL )
1736 cur_card = cur_rem;
1738 sel_card = NOT_A_CARD;
1740 else
1742 /* try moving cards */
1743 /* The flexible move must not be used from the remains stack. */
1744 if (find_card_col(sel_card) == REM_COL)
1746 if (move_card( cur_col, sel_card ) == MOVE_NOT_OK)
1747 sel_card = NOT_A_CARD;
1749 else
1751 do {
1752 if (move_card( cur_col, sel_card) == MOVE_OK)
1753 break;
1754 sel_card = find_prev_card(sel_card);
1755 } while (sel_card != NOT_A_CARD);
1758 break;
1760 /* If the card on the top of the remains can be put where
1761 * the cursor is, go ahead */
1762 case SOL_REM2CUR:
1763 #ifdef SOL_REM2CUR_PRE
1764 if( lastbutton != SOL_REM2CUR_PRE )
1765 break;
1766 #endif
1767 move_card( cur_col, cur_rem );
1768 break;
1770 /* If the card on top of the remains can be put on one
1771 * of the stacks, do so */
1772 case SOL_REM2STACK:
1773 #ifdef SOL_REM2STACK_PRE
1774 if( lastbutton != SOL_REM2STACK_PRE )
1775 break;
1776 #endif
1777 move_card( deck[cur_rem].suit + COL_NUM, cur_rem );
1778 break;
1780 #ifdef SOL_REM
1781 case SOL_REM:
1782 if( sel_card != NOT_A_CARD )
1784 /* unselect selected card */
1785 sel_card = NOT_A_CARD;
1786 break;
1788 if( rem != NOT_A_CARD && cur_rem != NOT_A_CARD )
1790 sel_card = cur_rem;
1791 break;
1793 break;
1794 #endif
1796 /* unselect selected card or ...
1797 * draw new cards from the remains of the deck */
1798 case SOL_DRAW:
1799 #ifdef SOL_DRAW_PRE
1800 if( lastbutton != SOL_DRAW_PRE )
1801 break;
1802 #endif
1803 if( sel_card != NOT_A_CARD )
1805 /* unselect selected card */
1806 sel_card = NOT_A_CARD;
1807 break;
1809 if( rem != NOT_A_CARD )
1811 int cur_rem_old = cur_rem;
1812 count_rem = -1;
1813 /* draw new cards form the remains of the deck */
1814 if( cur_rem == NOT_A_CARD )
1816 /*if the cursor card is null*/
1817 cur_rem = rem;
1818 i = cards_per_draw - 1;
1819 count_rem++;
1821 else
1823 i = cards_per_draw;
1826 while( i > 0 && deck[cur_rem].next != NOT_A_CARD )
1828 cur_rem = deck[cur_rem].next;
1829 i--;
1830 count_rem++;
1832 /* test if any cards are really left on
1833 * the remains' stack */
1834 if( i == cards_per_draw )
1836 cur_rem = NOT_A_CARD;
1837 count_rem = -1;
1839 /* if cursor was on remains' stack when new cards were
1840 * drawn, put cursor on top of remains' stack */
1841 if( cur_col == REM_COL && cur_card == cur_rem_old )
1843 cur_card = cur_rem;
1844 sel_card = NOT_A_CARD;
1847 break;
1849 /* Show the menu */
1850 #ifdef SOL_RC_QUIT
1851 case SOL_RC_QUIT:
1852 #endif
1853 case SOL_QUIT:
1854 switch( solitaire_menu(true) )
1856 case MENU_SAVE_AND_QUIT:
1857 return SOLITAIRE_SAVE_AND_QUIT;
1859 case MENU_QUIT:
1860 return SOLITAIRE_QUIT;
1862 case MENU_USB:
1863 return SOLITAIRE_USB;
1865 break;
1867 case SYS_POWEROFF:
1868 return SOLITAIRE_SAVE_AND_QUIT;
1870 default:
1871 if( rb->default_event_handler( button ) == SYS_USB_CONNECTED )
1872 return SOLITAIRE_USB;
1873 break;
1876 if( button != BUTTON_NONE )
1877 lastbutton = button;
1879 /* fix incoherences concerning cur_col and cur_card */
1880 c = find_card_col( cur_card );
1881 if( c != NOT_A_COL && c != cur_col )
1882 cur_card = find_last_card( cur_col );
1884 if( cur_card == NOT_A_CARD
1885 && find_last_card( cur_col ) != NOT_A_CARD )
1886 cur_card = find_last_card( cur_col );
1888 rb->yield();
1893 * Plugin entry point
1896 enum plugin_status plugin_start(const void* parameter )
1898 int result;
1900 /* plugin init */
1901 (void)parameter;
1903 configfile_load(CONFIG_FILENAME, config,
1904 sizeof(config) / sizeof(config[0]), CFGFILE_VERSION);
1905 rb->memcpy(&sol, &sol_disk, sizeof(sol)); /* copy to running config */
1907 if( load_game() == 0 )
1909 rb->splash( HZ, "Resuming saved game." );
1910 result = SOLITAIRE_QUIT;
1912 else
1913 result = SOLITAIRE_WIN;
1915 /* play the game :)
1916 * Keep playing if a game was won (that means display the menu after
1917 * winning instead of quiting) */
1918 while( ( result = solitaire( result ) ) == SOLITAIRE_WIN );
1920 if( result != SOLITAIRE_QUIT )
1921 /* result == SOLITAIRE_USB || result == SOLITAIRE_SAVE_AND_QUIT */
1922 save_game();
1924 if (rb->memcmp(&sol, &sol_disk, sizeof(sol))) /* save settings if changed */
1926 rb->memcpy(&sol_disk, &sol, sizeof(sol));
1927 configfile_save(CONFIG_FILENAME, config,
1928 sizeof(config) / sizeof(config[0]), CFGFILE_VERSION);
1931 /* Exit the plugin */
1932 return ( result == SOLITAIRE_USB ) ? PLUGIN_USB_CONNECTED : PLUGIN_OK;
1935 #endif