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 #ifdef HAVE_LCD_BITMAP
33 #define min(a,b) (a<b?a:b)
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
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
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 #elif CONFIG_KEYPAD == MPIO_HD200_PAD
461 # define SOL_QUIT (BUTTON_REC | BUTTON_PLAY)
462 # define SOL_UP BUTTON_PREV
463 # define SOL_DOWN BUTTON_NEXT
464 # define SOL_LEFT BUTTON_VOL_DOWN
465 # define SOL_RIGHT BUTTON_VOL_UP
466 # define SOL_MOVE_PRE BUTTON_SELECT
467 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
468 # define SOL_DRAW BUTTON_REC
469 # define SOL_REM2CUR (BUTTON_REC | BUTTON_REPEAT)
470 # define SOL_CUR2STACK BUTTON_PLAY
471 # define SOL_REM2STACK (BUTTON_PLAY | BUTTON_REPEAT)
472 # define HK_MOVE "SELECT"
473 # define HK_DRAW "REC"
474 # define HK_REM2CUR "REC.."
475 # define HK_CUR2STACK "PLAY"
476 # define HK_REM2STACK "PLAY...."
479 #error No keymap defined!
482 #ifdef HAVE_TOUCHSCREEN
484 //# define SOL_QUIT BUTTON_TOPLEFT
487 # define SOL_UP BUTTON_TOPMIDDLE
490 # define SOL_DOWN BUTTON_BOTTOMMIDDLE
493 # define SOL_LEFT BUTTON_MIDLEFT
496 # define SOL_RIGHT BUTTON_MIDRIGHT
499 # define SOL_MOVE BUTTON_CENTER
500 # define HK_MOVE "CENTRE"
503 # define SOL_DRAW BUTTON_TOPLEFT
504 # define HK_DRAW "TOPLEFT"
507 # define SOL_REM2CUR BUTTON_TOPRIGHT
508 # define HK_REM2CUR "TOPRIGHT"
510 #ifndef SOL_CUR2STACK
511 # define SOL_CUR2STACK BUTTON_BOTTOMLEFT
512 # define HK_CUR2STACK "BOTTOMLEFT"
514 #ifndef SOL_REM2STACK
515 # define SOL_REM2STACK BUTTON_BOTTOMRIGHT
516 # define HK_REM2STACK "BOTTOMRIGHT"
522 # define HK_LR "LEFT/RIGHT"
525 # define HK_UD "UP/DOWN"
529 * Misc constants, graphics and other defines
532 #include "pluginbitmaps/card_back.h"
533 #include "pluginbitmaps/card_deck.h"
534 #include "pluginbitmaps/solitaire_suitsi.h"
536 #define CARD_GFX_WIDTH BMPWIDTH_card_back
537 #define CARD_GFX_HEIGHT BMPHEIGHT_card_back
538 #define CARD_WIDTH (BMPWIDTH_card_back+2)
539 #define CARD_HEIGHT (BMPHEIGHT_card_back+2)
544 # define SYMBOL_HEIGHT 24
546 #elif LCD_WIDTH >= 320
549 # define SYMBOL_HEIGHT 12
550 #elif LCD_WIDTH >= 220
553 # define SYMBOL_HEIGHT 12
554 #elif LCD_WIDTH >= 160
556 # define SYMBOL_HEIGHT 11
557 #elif LCD_WIDTH >= 128
559 # define SYMBOL_HEIGHT 10
562 # define SYMBOL_HEIGHT 8
565 #define CARD_START (CARD_HEIGHT+2*MARGIN+1)
567 /* background color */
568 #ifdef HAVE_LCD_COLOR
569 # define BACKGROUND_COLOR LCD_RGBPACK(0,157,0)
570 # define FRAME_COLOR LCD_RGBPACK(23,119,218)
572 # define BACKGROUND_COLOR LCD_WHITE
573 # define FRAME_COLOR LCD_BLACK
577 #define CONFIG_FILENAME "sol.cfg"
579 #define NOT_A_CARD -1
581 /* number of cards per suit */
582 #define CARDS_PER_SUIT 13
584 /* number of suits */
587 #define NUM_CARDS ( CARDS_PER_SUIT * SUITS )
589 /* number of columns */
592 /* pseudo column numbers to be used for cursor coordinates */
593 /* columns COL_NUM to COL_NUM + SUITS - 1 correspond to the final stacks */
594 #define STACKS_COL COL_NUM
595 /* column COL_NUM + SUITS corresponds to the remains' stack */
596 #define REM_COL (STACKS_COL + SUITS)
605 bool used
: 1; /* this is what is used when dealing cards */
611 * LCD card drawing routines
614 static void draw_cursor( int x
, int y
)
616 rb
->lcd_set_drawmode( DRMODE_COMPLEMENT
);
617 rb
->lcd_fillrect( x
+1, y
+1, CARD_GFX_WIDTH
, CARD_GFX_HEIGHT
);
619 rb
->lcd_drawpixel( x
+1, y
+1 );
620 rb
->lcd_drawpixel( x
+1, y
+CARD_HEIGHT
-2 );
621 rb
->lcd_drawpixel( x
+CARD_WIDTH
-2, y
+1 );
622 rb
->lcd_drawpixel( x
+CARD_WIDTH
-2, y
+CARD_HEIGHT
-2 );
624 rb
->lcd_set_drawmode( DRMODE_SOLID
);
627 /* Draw a card's border, select it if it's selected and draw the cursor
628 * if the cursor is currently over the card */
629 static void draw_card_ext( int x
, int y
, bool selected
, bool cursor
)
632 int oldfg
= rb
->lcd_get_foreground();
634 rb
->lcd_set_foreground( LCD_BLACK
);
637 rb
->lcd_hline( x
+2, x
+CARD_WIDTH
-3, y
);
638 rb
->lcd_hline( x
+2, x
+CARD_WIDTH
-3, y
+CARD_HEIGHT
-1 );
639 rb
->lcd_vline( x
, y
+2, y
+CARD_HEIGHT
-3 );
640 rb
->lcd_vline( x
+CARD_WIDTH
-1, y
+2, y
+CARD_HEIGHT
-3 );
641 rb
->lcd_drawpixel( x
+1, y
+1 );
642 rb
->lcd_drawpixel( x
+1, y
+CARD_HEIGHT
-2 );
643 rb
->lcd_drawpixel( x
+CARD_WIDTH
-2, y
+1 );
644 rb
->lcd_drawpixel( x
+CARD_WIDTH
-2, y
+CARD_HEIGHT
-2 );
646 rb
->lcd_hline( x
+1, x
+CARD_WIDTH
-2, y
);
647 rb
->lcd_hline( x
+1, x
+CARD_WIDTH
-2, y
+CARD_HEIGHT
-1 );
648 rb
->lcd_vline( x
, y
+1, y
+CARD_HEIGHT
-2 );
649 rb
->lcd_vline( x
+CARD_WIDTH
-1, y
+1, y
+CARD_HEIGHT
-2 );
655 rb
->lcd_set_foreground( FRAME_COLOR
);
657 rb
->lcd_drawrect( x
+1, y
+1, CARD_WIDTH
-2, CARD_HEIGHT
-2 );
659 rb
->lcd_drawrect( x
+2, y
+2, CARD_WIDTH
-4, CARD_HEIGHT
-4 );
663 rb
->lcd_set_foreground( oldfg
);
672 /* Draw a card's inner graphics */
673 static void draw_card( card_t
*card
, int x
, int y
,
674 bool selected
, bool cursor
)
678 rb
->lcd_bitmap_part( card_deck
, CARD_GFX_WIDTH
* card
->num
,
679 CARD_GFX_HEIGHT
* card
->suit
,
681 BMPWIDTH_card_deck
, BMPHEIGHT_card_deck
),
682 x
+1, y
+1, CARD_GFX_WIDTH
, CARD_GFX_HEIGHT
);
686 rb
->lcd_bitmap( card_back
, x
+1, y
+1,
687 CARD_GFX_WIDTH
, CARD_GFX_HEIGHT
);
689 draw_card_ext( x
, y
, selected
, cursor
);
692 /* Draw an empty stack */
693 static void draw_empty_stack( int s
, int x
, int y
, bool cursor
)
695 rb
->lcd_bitmap_part( solitaire_suitsi
, 0,
698 BMPWIDTH_solitaire_suitsi
, BMPHEIGHT_solitaire_suitsi
),
699 x
+1, y
+1, CARD_GFX_WIDTH
, CARD_GFX_HEIGHT
);
701 draw_card_ext( x
, y
, false, cursor
);
705 static bool solitaire_help( void )
707 static char* help_text
[] = {
708 "Solitaire", "", "Controls", "",
709 HK_LR
":", "Move", "the", "cursor", "to", "the",
710 "previous/", "next", "column.", "",
711 HK_UD
":", "Move", "the", "cursor", "up/", "down", "in", "the",
713 HK_MOVE
":", "Select", "cards,", "move", "cards...", "",
714 HK_DRAW
":", "Deselect", "a", "card", "if", "it", "was", "selected.",
715 "Else", "draw", "new", "card(s)", "from", "the", "remains",
718 HK_REM2CUR
":", "Put", "the", "card", "on", "top", "of", "the",
719 "remains", "stack", "on", "top", "of", "the", "cursor.", "",
720 HK_CUR2STACK
":", "Put", "the", "card", "under", "the", "cursor",
721 "on", "one", "of", "the", "4", "final", "stacks.", "",
722 HK_REM2STACK
":", "Put", "the", "card", "on", "top", "of", "the",
723 "remains", "stack", "on", "one", "of", "the", "4", "final",
726 static struct style_text formation
[]={
727 { 0, TEXT_CENTER
|TEXT_UNDERLINE
},
732 if (display_text(ARRAYLEN(help_text
), help_text
, formation
, NULL
, true))
738 * Custom menu / options
741 #define CFGFILE_VERSION 0
747 struct sol_config sol_disk
= {0};
748 struct sol_config sol
;
750 static struct configdata config
[] = {
751 { TYPE_INT
, 0, 1, { .int_p
= &sol_disk
.draw_type
}, "draw_type", NULL
}
754 static const struct opt_items drawcards
[2] = {
755 { "Draw Three Cards", -1 },
756 { "Draw One Card", -1 },
759 void solitaire_init(void);
761 /* menu return codes */
762 enum { MENU_RESUME
, MENU_SAVE_AND_QUIT
, MENU_QUIT
, MENU_USB
};
765 int solitaire_menu_cb(int action
, const struct menu_item_ex
*this_item
)
767 int i
= (intptr_t)this_item
;
768 if( action
== ACTION_REQUEST_MENUITEM
)
770 if((!_ingame
&& (i
==0 || i
==5)) || ( _ingame
&& i
==2 ))
771 return ACTION_EXIT_MENUITEM
;
776 int solitaire_menu(bool in_game
)
781 MENUITEM_STRINGLIST(menu
, "Solitaire Menu", solitaire_menu_cb
,
782 "Resume Game", "Start New Game",
784 "Help", "Playback Control",
785 "Save and Quit", "Quit");
790 switch (rb
->do_menu(&menu
, &selected
, NULL
, false))
793 result
= MENU_RESUME
;
796 case MENU_ATTACHED_USB
:
801 result
= MENU_RESUME
;
806 result
= MENU_RESUME
;
810 if (rb
->set_option("Draw Cards Option", &sol
.draw_type
,
811 INT
, drawcards
, 2, NULL
))
816 if (solitaire_help())
821 playback_control(NULL
);
825 result
= MENU_SAVE_AND_QUIT
;
840 /* player's cursor */
842 /* player's cursor column num */
849 card_t deck
[ NUM_CARDS
];
851 /* the remaining cards */
852 /* first card of the remains' stack */
854 /* upper visible card from the remains' stack */
856 /* number of cards drawn from the remains stack - 1 */
858 /* number of cards per draw of the remains' stack */
861 /* the 7 game columns */
863 /* the 4 final stacks */
867 * Card handling routines
870 int next_random_card( card_t
*deck
)
874 r
= rb
->rand()%(NUM_CARDS
)+1;
879 i
= (i
+ 1)%(NUM_CARDS
);
880 if( !deck
[i
].used
) r
--;
889 /* initialize the game */
890 void solitaire_init( void )
896 /* number of cards that are drawn on the remains' stack (by pressing F2) */
897 if( sol
.draw_type
== 0 )
907 for( i
=0; i
<SUITS
; i
++ )
909 for( j
=0; j
<CARDS_PER_SUIT
; j
++ )
911 #define card deck[i*CARDS_PER_SUIT+j]
916 card
.next
= NOT_A_CARD
;
921 /* deal the cards ... */
922 /* ... in the columns */
923 for( i
=0; i
<COL_NUM
; i
++ )
926 for( j
=0; j
<=i
; j
++ )
928 if( c
== NOT_A_CARD
)
930 cols
[i
] = next_random_card( deck
);
935 deck
[c
].next
= next_random_card( deck
);
939 deck
[c
].known
= false;
943 /* ... shuffle what's left of the deck */
944 rem
= next_random_card(deck
);
947 for( i
=1; i
< NUM_CARDS
- COL_NUM
* (COL_NUM
+ 1)/2; i
++ )
949 deck
[c
].next
= next_random_card( deck
);
953 /* we now finished dealing the cards. The game can start ! (at last) */
956 for( i
= 0; i
<SUITS
; i
++ )
958 stacks
[i
] = NOT_A_CARD
;
961 /* the cursor starts on upper left card */
965 /* no card is selected */
966 sel_card
= NOT_A_CARD
;
968 /* init the remainder */
969 cur_rem
= NOT_A_CARD
;
974 /* find the column number in which 'card' can be found */
975 int find_card_col( int card
)
980 if( card
== NOT_A_CARD
) return NOT_A_COL
;
982 for( i
=0; i
<COL_NUM
; i
++ )
985 while( c
!= NOT_A_CARD
)
987 if( c
== card
) return i
;
992 for( i
=0; i
<SUITS
; i
++ )
995 while( c
!= NOT_A_CARD
)
997 if( c
== card
) return STACKS_COL
+ i
;
1005 /* find the card preceding 'card' */
1006 /* if it doesn't exist, return NOT_A_CARD */
1007 int find_prev_card( int card
){
1010 for( i
=0; i
< NUM_CARDS
; i
++ )
1012 if( deck
[i
].next
== card
) return i
;
1018 /* find the last card of a given column */
1019 int find_last_card( int col
)
1027 else if( col
< REM_COL
)
1029 c
= stacks
[col
- STACKS_COL
];
1040 while(deck
[c
].next
!= NOT_A_CARD
)
1046 enum move
{ MOVE_OK
, MOVE_NOT_OK
};
1048 enum move
move_card( int dest_col
, int src_card
)
1050 /* the column on which to take src_card */
1053 /* the last card of dest_col */
1056 /* the card under src_card */
1059 /* you can't move no card (at least, it doesn't have any consequence) */
1060 if( src_card
== NOT_A_CARD
) return MOVE_NOT_OK
;
1061 /* you can't put a card back on the remains' stack */
1062 if( dest_col
== REM_COL
) return MOVE_NOT_OK
;
1063 /* you can't move an unknown card */
1064 if( !deck
[src_card
].known
) return MOVE_NOT_OK
;
1066 src_col
= find_card_col( src_card
);
1067 dest_card
= find_last_card( dest_col
);
1068 src_card_prev
= find_prev_card( src_card
);
1070 /* you can't move more than one card at a time from the final stack */
1071 /* to the rest of the game */
1072 if( src_col
>= COL_NUM
&& src_col
< REM_COL
1073 && deck
[src_card
].next
!= NOT_A_CARD
)
1078 /* if we (that means dest) are on one of the 7 columns ... */
1079 if( dest_col
< COL_NUM
)
1081 /* ... check is we are on an empty color and that the src is a king */
1082 if( dest_card
== NOT_A_CARD
1083 && deck
[src_card
].num
== CARDS_PER_SUIT
- 1 )
1085 /* this is a winning combination */
1086 cols
[dest_col
] = src_card
;
1088 /* ... or check if the cards follow one another and have
1089 * different colorsuit */
1090 else if(( deck
[dest_card
].suit
+ deck
[src_card
].suit
)%2==1
1091 && deck
[dest_card
].num
== deck
[src_card
].num
+ 1 )
1093 /* this is a winning combination */
1094 deck
[dest_card
].next
= src_card
;
1096 /* ... or, humpf, well that's not good news */
1099 /* this is not a winning combination */
1103 /* if we are on one of the 4 final stacks ... */
1104 else if( dest_col
< REM_COL
)
1106 /* ... check if we are on an empty stack... */
1107 if( dest_card
== NOT_A_CARD
)
1109 /* ... and the src is an ace and this is the correct final stack */
1110 if( deck
[src_card
].num
== 0
1111 && deck
[src_card
].suit
== dest_col
- STACKS_COL
)
1113 /* this is a winning combination */
1114 stacks
[dest_col
- STACKS_COL
] = src_card
;
1118 /* this is not a winning combination */
1122 else /* non-empty stack */
1124 /* ...check if the cards follow one another, have the same suit and
1125 * {that src has no .next element or is from the remains' stack} */
1126 if( deck
[dest_card
].suit
== deck
[src_card
].suit
1127 && deck
[dest_card
].num
+ 1 == deck
[src_card
].num
1128 && (deck
[src_card
].next
== NOT_A_CARD
|| src_col
== REM_COL
) )
1130 /* this is a winning combination */
1131 deck
[dest_card
].next
= src_card
;
1133 /* ... or, well that's not good news */
1136 /* this is not a winning combination */
1141 /* if we are on the remains' stack */
1144 /* you can't move a card back to the remains' stack */
1148 /* if the src card is from the remains' stack, we don't want to take
1149 * the following cards */
1150 if( src_col
== REM_COL
)
1152 /* if src card is the first card from the stack */
1153 if( src_card_prev
== NOT_A_CARD
)
1155 rem
= deck
[src_card
].next
;
1157 /* if src card is not the first card from the stack */
1160 deck
[src_card_prev
].next
= deck
[src_card
].next
;
1162 deck
[src_card
].next
= NOT_A_CARD
;
1163 cur_rem
= src_card_prev
;
1166 /* if the src card is from somewhere else, just take everything */
1169 if( src_card_prev
== NOT_A_CARD
)
1171 if( src_col
< COL_NUM
)
1173 cols
[src_col
] = NOT_A_CARD
;
1177 stacks
[src_col
- STACKS_COL
] = NOT_A_CARD
;
1182 deck
[src_card_prev
].next
= NOT_A_CARD
;
1183 deck
[src_card_prev
].known
= true;
1186 sel_card
= NOT_A_CARD
;
1191 enum { SOLITAIRE_WIN
, SOLITAIRE_SAVE_AND_QUIT
, SOLITAIRE_QUIT
, SOLITAIRE_USB
};
1194 * Bouncing cards at the end of the game
1197 #define BC_ACCEL ((1<<16)*LCD_HEIGHT/128)
1198 #define BC_MYSPEED (6*BC_ACCEL)
1199 #define BC_MXSPEED (6*LCD_HEIGHT/128)
1201 int bouncing_cards( void )
1203 int i
, j
, x
, vx
, y
, fp_y
, fp_vy
, button
;
1205 /* flush the button queue */
1206 while( ( button
= rb
->button_get( false ) ) != BUTTON_NONE
)
1208 if( rb
->default_event_handler( button
) == SYS_USB_CONNECTED
)
1209 return SOLITAIRE_USB
;
1213 for( i
= CARDS_PER_SUIT
-1; i
>=0; i
-- )
1215 for( j
= 0; j
< SUITS
; j
++ )
1217 x
= LCD_WIDTH
-(CARD_WIDTH
*4+4+MARGIN
)+CARD_WIDTH
*j
+j
+1;
1221 vx
= rb
->rand() % (4*BC_MXSPEED
/3-2) - BC_MXSPEED
;
1225 vx
= rb
->rand() % (4*BC_MXSPEED
/3) - BC_MXSPEED
;
1230 fp_vy
= -rb
->rand() % BC_MYSPEED
;
1232 while( x
< LCD_WIDTH
&& x
+ CARD_WIDTH
> 0 )
1237 if( fp_y
>= (LCD_HEIGHT
-CARD_HEIGHT
) << 16 )
1240 fp_y
= (LCD_HEIGHT
-CARD_HEIGHT
) << 16;
1243 draw_card( &deck
[j
*CARDS_PER_SUIT
+i
], x
, y
,
1245 rb
->lcd_update_rect( x
<0?0:x
, y
<0?0:y
,
1246 CARD_WIDTH
, CARD_HEIGHT
);
1248 button
= rb
->button_get_w_tmo( 2 );
1249 if( rb
->default_event_handler( button
) == SYS_USB_CONNECTED
)
1250 return SOLITAIRE_USB
;
1251 if( button
== SOL_QUIT
|| button
== SOL_MOVE
)
1252 return SOLITAIRE_WIN
;
1256 return SOLITAIRE_WIN
;
1260 * Game save/load routines
1262 void get_save_filename( char *buf
)
1265 rb
->strcpy( buf
, rb
->plugin_get_current_filename() );
1266 s
= rb
->strrchr( buf
, '/' ) + 1;
1268 rb
->strcat( s
, "sol.save" );
1271 int open_save_file( int flags
)
1274 get_save_filename( buf
);
1275 return rb
->open( buf
, flags
, 0666);
1278 void delete_save_file( void )
1281 get_save_filename( buf
);
1288 int save_write( int fd
, const void *buf
, size_t count
, int *checksum
)
1291 if( rb
->write( fd
, buf
, count
) < (ssize_t
)count
)
1293 for( i
= 0; i
< count
; i
++ )
1294 *checksum
+= (int)(((const char *)buf
)[i
]);
1301 int save_read( int fd
, void *buf
, size_t count
, int *checksum
)
1304 if( rb
->read( fd
, buf
, count
) < (ssize_t
)count
)
1306 for( i
= 0; i
< count
; i
++ )
1307 *checksum
-= (int)(((const char *)buf
)[i
]);
1311 int save_game( void )
1313 int fd
= open_save_file( O_CREAT
|O_WRONLY
|O_TRUNC
);
1317 if( save_write( fd
, &cur_card
, sizeof( int ), &checksum
)
1318 || save_write( fd
, &cur_col
, sizeof( int ), &checksum
)
1319 || save_write( fd
, &sel_card
, sizeof( int ), &checksum
)
1320 || save_write( fd
, deck
, NUM_CARDS
* sizeof( card_t
), &checksum
)
1321 || save_write( fd
, &rem
, sizeof( int ), &checksum
)
1322 || save_write( fd
, &cur_rem
, sizeof( int ), &checksum
)
1323 || save_write( fd
, &count_rem
, sizeof( int ), &checksum
)
1324 || save_write( fd
, &cards_per_draw
, sizeof( int ), &checksum
)
1325 || save_write( fd
, cols
, COL_NUM
* sizeof( int ), &checksum
)
1326 || save_write( fd
, stacks
, SUITS
* sizeof( int ), &checksum
)
1327 || ( rb
->write( fd
, &checksum
, sizeof( int ) ) < (ssize_t
)(sizeof( int ) ) ) )
1330 rb
->splash( 2*HZ
, "Error while saving game. Aborting." );
1337 int load_game( void )
1339 int checksum
, retval
;
1341 int fd
= open_save_file( O_RDONLY
);
1345 retval
= 0; /* Assume good case */
1346 if( ( rb
->lseek( fd
, -sizeof( int ), SEEK_END
) == -((ssize_t
)sizeof( int ))-1 )
1347 || ( rb
->read( fd
, &checksum
, sizeof( int ) ) < ((ssize_t
)sizeof( int )) )
1348 || ( rb
->lseek( fd
, 0, SEEK_SET
) == -1 )
1349 || save_read( fd
, &cur_card
, sizeof( int ), &checksum
)
1350 || save_read( fd
, &cur_col
, sizeof( int ), &checksum
)
1351 || save_read( fd
, &sel_card
, sizeof( int ), &checksum
)
1352 || save_read( fd
, deck
, NUM_CARDS
* sizeof( card_t
), &checksum
)
1353 || save_read( fd
, &rem
, sizeof( int ), &checksum
)
1354 || save_read( fd
, &cur_rem
, sizeof( int ), &checksum
)
1355 || save_read( fd
, &count_rem
, sizeof( int ), &checksum
)
1356 || save_read( fd
, &cards_per_draw
, sizeof( int ), &checksum
)
1357 || save_read( fd
, cols
, COL_NUM
* sizeof( int ), &checksum
)
1358 || save_read( fd
, stacks
, SUITS
* sizeof( int ), &checksum
) )
1360 rb
->splash( 2*HZ
, "Error while loading saved game. Aborting." );
1363 else if( checksum
!= 42 )
1365 rb
->splash( 2*HZ
, "Save file was corrupted. Aborting." );
1375 * The main game loop
1377 * If skipmenu is defined to SOLITAIRE_QUIT, the menu will be skipped and
1381 int solitaire( int skipmenu
)
1385 int button
, lastbutton
= 0;
1387 int biggest_col_length
;
1389 rb
->srand( *rb
->current_tick
);
1390 if( skipmenu
!= SOLITAIRE_QUIT
)
1392 switch( solitaire_menu(false) )
1395 return SOLITAIRE_QUIT
;
1398 return SOLITAIRE_USB
;
1405 rb
->lcd_clear_display();
1407 /* get the biggest column length so that display can be "optimized" */
1408 biggest_col_length
= 0;
1410 for(i
=0;i
<COL_NUM
;i
++)
1415 if( c
!= NOT_A_CARD
)
1419 /* don't include the last card in the column length. */
1420 if( deck
[c
].next
== NOT_A_CARD
)
1422 break; /* no successor: get outta here. */
1433 /* make column distinguishable from an empty column,
1434 * and avoid division by zero while displaying */
1438 if( j
> biggest_col_length
)
1439 biggest_col_length
= j
;
1442 /* check if there are cards remaining in the game. */
1443 /* if there aren't any, that means you won :) */
1444 if( biggest_col_length
== 0 && rem
== NOT_A_CARD
)
1447 rb
->splash( HZ
, "You Won :)" );
1448 return bouncing_cards();
1451 /* draw the columns */
1452 for( i
= 0; i
< COL_NUM
; i
++ )
1458 if( c
== NOT_A_CARD
)
1460 /* draw the cursor on empty columns */
1463 draw_cursor( MARGIN
+ i
* (CARD_WIDTH
1464 +(LCD_WIDTH
-COL_NUM
*CARD_WIDTH
-2*MARGIN
)/(COL_NUM
-1)),
1470 draw_card( &deck
[c
], MARGIN
+ i
* (CARD_WIDTH
1471 +(LCD_WIDTH
-COL_NUM
*CARD_WIDTH
-2*MARGIN
)/(COL_NUM
-1)),
1472 j
, c
== sel_card
, c
== cur_card
);
1476 if( c
== NOT_A_CARD
) break;
1478 /* This is where we change the spacing between cards so that
1479 * they don't overflow out of the LCD */
1482 else if( deck
[h
].known
)
1483 j
+= min( SYMBOL_HEIGHT
,
1484 2 * (LCD_HEIGHT
- CARD_START
- CARD_HEIGHT
- MARGIN
)
1485 / biggest_col_length
);
1487 j
+= min( SYMBOL_HEIGHT
/ 2,
1488 (LCD_HEIGHT
- CARD_START
- CARD_HEIGHT
- MARGIN
)
1489 / biggest_col_length
);
1493 /* draw the stacks */
1494 for( i
=0; i
<SUITS
; i
++ )
1496 c
= find_last_card( STACKS_COL
+ i
);
1498 if( c
!= NOT_A_CARD
)
1500 draw_card( &deck
[c
],
1501 LCD_WIDTH
-(CARD_WIDTH
*4+4+MARGIN
)+CARD_WIDTH
*i
+i
+1,
1503 c
== sel_card
, cur_col
== STACKS_COL
+ i
);
1507 draw_empty_stack( i
,
1508 LCD_WIDTH
-(CARD_WIDTH
*4+4+MARGIN
)+CARD_WIDTH
*i
+i
+1,
1509 MARGIN
, cur_col
== STACKS_COL
+ i
);
1513 /* draw the remains */
1514 if( rem
!= NOT_A_CARD
&&
1515 ( cur_rem
== NOT_A_CARD
|| deck
[cur_rem
].next
!= NOT_A_CARD
) )
1517 /* gruik ! (we want to display a card back) */
1518 deck
[rem
].known
= false;
1519 draw_card( &deck
[rem
], MARGIN
, MARGIN
, false, false );
1520 deck
[rem
].known
= true;
1523 if( rem
!= NOT_A_CARD
&& cur_rem
!= NOT_A_CARD
)
1529 while( prevcard
!= cur_rem
&& count_rem
< cards_per_draw
-1 )
1531 prevcard
= deck
[prevcard
].next
;
1536 j
= CARD_WIDTH
+2*MARGIN
+1;
1537 for( i
= 0; i
< count_rem
; i
++ )
1538 prevcard
= find_prev_card(prevcard
);
1539 for( i
= 0; i
<= count_rem
; i
++ )
1541 draw_card( &deck
[prevcard
], j
,
1542 MARGIN
, sel_card
== prevcard
,
1543 cur_card
== prevcard
);
1544 prevcard
= deck
[prevcard
].next
;
1548 if( ( cur_rem
== NOT_A_CARD
|| rem
== NOT_A_CARD
)
1549 && cur_col
== REM_COL
)
1551 draw_cursor( CARD_WIDTH
+2*MARGIN
+1, MARGIN
);
1556 /* what to do when a key is pressed ... */
1557 button
= rb
->button_get( true );
1558 #if (CONFIG_KEYPAD == SANSA_E200_PAD) || (CONFIG_KEYPAD == SANSA_FUZE_PAD)
1559 if (button
&(BUTTON_SCROLL_BACK
|BUTTON_SCROLL_FWD
))
1560 button
= button
& (~BUTTON_REPEAT
);
1564 /* move cursor to the last card of the previous column
1565 * or to the previous final stack
1566 * or to the remains stack */
1568 #ifdef SOL_RIGHT_PRE
1569 if( lastbutton
!= SOL_RIGHT_PRE
)
1572 if( cur_col
>= COL_NUM
)
1576 else if( cur_col
== COL_NUM
- 1 )
1582 cur_col
= (cur_col
+1)%(REM_COL
+1);
1584 if(cur_col
== REM_COL
)
1589 cur_card
= find_last_card( cur_col
);
1592 /* move cursor to the last card of the next column
1593 * or to the next final stack
1594 * or to the remains stack */
1597 if( lastbutton
!= SOL_LEFT_PRE
)
1604 else if( cur_col
>= COL_NUM
)
1606 cur_col
= COL_NUM
- 1;
1610 cur_col
= (cur_col
+ REM_COL
)%(REM_COL
+1);
1612 if( cur_col
== REM_COL
)
1617 cur_card
= find_last_card( cur_col
);
1620 /* move cursor to card that's bellow */
1623 if( lastbutton
!= SOL_DOWN_PRE
)
1626 case SOL_DOWN
|BUTTON_REPEAT
:
1628 if( cur_col
>= COL_NUM
)
1630 cur_col
= (cur_col
- COL_NUM
+ 1)%(SUITS
+ 1) + COL_NUM
;
1631 if( cur_col
== REM_COL
)
1637 cur_card
= find_last_card( cur_col
);
1641 if( cur_card
== NOT_A_CARD
) break;
1642 if( deck
[cur_card
].next
!= NOT_A_CARD
)
1644 cur_card
= deck
[cur_card
].next
;
1648 cur_card
= cols
[cur_col
];
1649 while( !deck
[ cur_card
].known
1650 && deck
[cur_card
].next
!= NOT_A_CARD
)
1652 cur_card
= deck
[cur_card
].next
;
1657 /* move cursor to card that's above */
1660 if( lastbutton
!= SOL_UP_PRE
)
1663 case SOL_UP
|BUTTON_REPEAT
:
1665 if( cur_col
>= COL_NUM
)
1667 cur_col
= (cur_col
- COL_NUM
+ SUITS
)%(SUITS
+ 1) + COL_NUM
;
1668 if( cur_col
== REM_COL
)
1674 cur_card
= find_last_card( cur_col
);
1678 if( cur_card
== NOT_A_CARD
) break;
1680 cur_card
= find_prev_card( cur_card
);
1681 if( cur_card
== NOT_A_CARD
)
1683 cur_card
= find_last_card( cur_col
);
1685 } while( deck
[cur_card
].next
!= NOT_A_CARD
1686 && !deck
[cur_card
].known
);
1689 /* Try to put card under cursor on one of the stacks */
1691 #ifdef SOL_CUR2STACK_PRE
1692 if( lastbutton
!= SOL_CUR2STACK_PRE
)
1695 move_card( deck
[cur_card
].suit
+ STACKS_COL
, cur_card
);
1698 /* Move cards arround, Uncover cards, ... */
1701 if( lastbutton
!= SOL_MOVE_PRE
)
1705 if( sel_card
== NOT_A_CARD
)
1707 if( cur_card
!= NOT_A_CARD
)
1709 if( deck
[cur_card
].next
== NOT_A_CARD
1710 && !deck
[cur_card
].known
)
1712 /* reveal a hidden card */
1713 deck
[cur_card
].known
= true;
1715 else if( cur_col
== REM_COL
&& cur_rem
== NOT_A_CARD
)
1722 sel_card
= cur_card
;
1726 else if( sel_card
== cur_card
)
1728 /* unselect card or try putting card on
1729 * one of the 4 stacks */
1730 if( move_card( deck
[sel_card
].suit
+ COL_NUM
, sel_card
)
1731 == MOVE_OK
&& cur_col
== REM_COL
)
1735 sel_card
= NOT_A_CARD
;
1739 /* try moving cards */
1740 /* The flexible move must not be used from the remains stack. */
1741 if (find_card_col(sel_card
) == REM_COL
)
1743 if (move_card( cur_col
, sel_card
) == MOVE_NOT_OK
)
1744 sel_card
= NOT_A_CARD
;
1749 if (move_card( cur_col
, sel_card
) == MOVE_OK
)
1751 sel_card
= find_prev_card(sel_card
);
1752 } while (sel_card
!= NOT_A_CARD
);
1757 /* If the card on the top of the remains can be put where
1758 * the cursor is, go ahead */
1760 #ifdef SOL_REM2CUR_PRE
1761 if( lastbutton
!= SOL_REM2CUR_PRE
)
1764 move_card( cur_col
, cur_rem
);
1767 /* If the card on top of the remains can be put on one
1768 * of the stacks, do so */
1770 #ifdef SOL_REM2STACK_PRE
1771 if( lastbutton
!= SOL_REM2STACK_PRE
)
1774 move_card( deck
[cur_rem
].suit
+ COL_NUM
, cur_rem
);
1779 if( sel_card
!= NOT_A_CARD
)
1781 /* unselect selected card */
1782 sel_card
= NOT_A_CARD
;
1785 if( rem
!= NOT_A_CARD
&& cur_rem
!= NOT_A_CARD
)
1793 /* unselect selected card or ...
1794 * draw new cards from the remains of the deck */
1797 if( lastbutton
!= SOL_DRAW_PRE
)
1800 if( sel_card
!= NOT_A_CARD
)
1802 /* unselect selected card */
1803 sel_card
= NOT_A_CARD
;
1806 if( rem
!= NOT_A_CARD
)
1808 int cur_rem_old
= cur_rem
;
1810 /* draw new cards form the remains of the deck */
1811 if( cur_rem
== NOT_A_CARD
)
1813 /*if the cursor card is null*/
1815 i
= cards_per_draw
- 1;
1823 while( i
> 0 && deck
[cur_rem
].next
!= NOT_A_CARD
)
1825 cur_rem
= deck
[cur_rem
].next
;
1829 /* test if any cards are really left on
1830 * the remains' stack */
1831 if( i
== cards_per_draw
)
1833 cur_rem
= NOT_A_CARD
;
1836 /* if cursor was on remains' stack when new cards were
1837 * drawn, put cursor on top of remains' stack */
1838 if( cur_col
== REM_COL
&& cur_card
== cur_rem_old
)
1841 sel_card
= NOT_A_CARD
;
1851 switch( solitaire_menu(true) )
1853 case MENU_SAVE_AND_QUIT
:
1854 return SOLITAIRE_SAVE_AND_QUIT
;
1857 return SOLITAIRE_QUIT
;
1860 return SOLITAIRE_USB
;
1865 return SOLITAIRE_SAVE_AND_QUIT
;
1868 if( rb
->default_event_handler( button
) == SYS_USB_CONNECTED
)
1869 return SOLITAIRE_USB
;
1873 if( button
!= BUTTON_NONE
)
1874 lastbutton
= button
;
1876 /* fix incoherences concerning cur_col and cur_card */
1877 c
= find_card_col( cur_card
);
1878 if( c
!= NOT_A_COL
&& c
!= cur_col
)
1879 cur_card
= find_last_card( cur_col
);
1881 if( cur_card
== NOT_A_CARD
1882 && find_last_card( cur_col
) != NOT_A_CARD
)
1883 cur_card
= find_last_card( cur_col
);
1890 * Plugin entry point
1893 enum plugin_status
plugin_start(const void* parameter
)
1900 configfile_load(CONFIG_FILENAME
, config
,
1901 sizeof(config
) / sizeof(config
[0]), CFGFILE_VERSION
);
1902 rb
->memcpy(&sol
, &sol_disk
, sizeof(sol
)); /* copy to running config */
1904 if( load_game() == 0 )
1906 rb
->splash( HZ
, "Resuming saved game." );
1907 result
= SOLITAIRE_QUIT
;
1910 result
= SOLITAIRE_WIN
;
1913 * Keep playing if a game was won (that means display the menu after
1914 * winning instead of quiting) */
1915 while( ( result
= solitaire( result
) ) == SOLITAIRE_WIN
);
1917 if( result
!= SOLITAIRE_QUIT
)
1918 /* result == SOLITAIRE_USB || result == SOLITAIRE_SAVE_AND_QUIT */
1921 if (rb
->memcmp(&sol
, &sol_disk
, sizeof(sol
))) /* save settings if changed */
1923 rb
->memcpy(&sol_disk
, &sol
, sizeof(sol
));
1924 configfile_save(CONFIG_FILENAME
, config
,
1925 sizeof(config
) / sizeof(config
[0]), CFGFILE_VERSION
);
1928 /* Exit the plugin */
1929 return ( result
== SOLITAIRE_USB
) ? PLUGIN_USB_CONNECTED
: PLUGIN_OK
;