FS#8961 - Anti-Aliased Fonts.
[kugel-rb.git] / apps / plugins / solitaire.c
blob993ba47ec604bf46b4222a1a7d268e81c16f8a24
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 == COWOND2_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 == ONDAVX747_PAD) || CONFIG_KEYPAD == MROBE500_PAD
399 # define SOL_QUIT BUTTON_POWER
401 #elif (CONFIG_KEYPAD == SAMSUNG_YH_PAD)
402 # define SOL_QUIT BUTTON_REC
403 # define SOL_UP BUTTON_UP
404 # define SOL_DOWN BUTTON_DOWN
405 # define SOL_LEFT_PRE BUTTON_LEFT
406 # define SOL_LEFT (BUTTON_LEFT | BUTTON_REW)
407 # define SOL_RIGHT_PRE BUTTON_RIGHT
408 # define SOL_RIGHT (BUTTON_RIGHT | BUTTON_REW)
409 # define SOL_MOVE BUTTON_PLAY
410 # define SOL_DRAW_PRE (BUTTON_PLAY | BUTTON_RIGHT)
411 # define SOL_DRAW (BUTTON_PLAY | BUTTON_LEFT)
412 # define SOL_REM2CUR BUTTON_FFWD
413 # define SOL_CUR2STACK BUTTON_REW
414 # define SOL_REM2STACK_PRE (BUTTON_FFWD | BUTTON_RIGHT)
415 # define SOL_REM2STACK (BUTTON_FFWD | BUTTON_LEFT)
416 # define HK_MOVE "PLAY"
417 # define HK_DRAW "REW.."
418 # define HK_REM2CUR "FFWD"
419 # define HK_CUR2STACK "REW"
420 # define HK_REM2STACK "FFWD.."
422 #else
423 #error No keymap defined!
424 #endif
426 #ifdef HAVE_TOUCHSCREEN
427 //#ifndef SOL_QUIT
428 //# define SOL_QUIT BUTTON_TOPLEFT
429 //endif
430 #ifndef SOL_UP
431 # define SOL_UP BUTTON_TOPMIDDLE
432 #endif
433 #ifndef SOL_DOWN
434 # define SOL_DOWN BUTTON_BOTTOMMIDDLE
435 #endif
436 #ifndef SOL_LEFT
437 # define SOL_LEFT BUTTON_MIDLEFT
438 #endif
439 #ifndef SOL_RIGHT
440 # define SOL_RIGHT BUTTON_MIDRIGHT
441 #endif
442 #ifndef SOL_MOVE
443 # define SOL_MOVE BUTTON_CENTER
444 # define HK_MOVE "CENTRE"
445 #endif
446 #ifndef SOL_DRAW
447 # define SOL_DRAW BUTTON_TOPLEFT
448 # define HK_DRAW "TOPLEFT"
449 #endif
450 #ifndef SOL_REM2CUR
451 # define SOL_REM2CUR BUTTON_TOPRIGHT
452 # define HK_REM2CUR "TOPRIGHT"
453 #endif
454 #ifndef SOL_CUR2STACK
455 # define SOL_CUR2STACK BUTTON_BOTTOMLEFT
456 # define HK_CUR2STACK "BOTTOMLEFT"
457 #endif
458 #ifndef SOL_REM2STACK
459 # define SOL_REM2STACK BUTTON_BOTTOMRIGHT
460 # define HK_REM2STACK "BOTTOMRIGHT"
461 #endif
463 #endif
465 #ifndef HK_LR
466 # define HK_LR "LEFT/RIGHT"
467 #endif
468 #ifndef HK_UD
469 # define HK_UD "UP/DOWN"
470 #endif
473 * Misc constants, graphics and other defines
476 #include "pluginbitmaps/card_back.h"
477 #include "pluginbitmaps/card_deck.h"
478 #include "pluginbitmaps/solitaire_suitsi.h"
480 #define CARD_GFX_WIDTH BMPWIDTH_card_back
481 #define CARD_GFX_HEIGHT BMPHEIGHT_card_back
482 #define CARD_WIDTH (BMPWIDTH_card_back+2)
483 #define CARD_HEIGHT (BMPHEIGHT_card_back+2)
485 #if LCD_WIDTH >= 320
486 # define MARGIN 4
487 # define LARGE_CARD
488 # define SYMBOL_HEIGHT 12
489 #elif LCD_WIDTH >= 220
490 # define MARGIN 3
491 # define LARGE_CARD
492 # define SYMBOL_HEIGHT 12
493 #elif LCD_WIDTH >= 160
494 # define MARGIN 2
495 # define SYMBOL_HEIGHT 11
496 #elif LCD_WIDTH >= 128
497 # define MARGIN 1
498 # define SYMBOL_HEIGHT 10
499 #else
500 # define MARGIN 0
501 # define SYMBOL_HEIGHT 8
502 #endif
504 #define CARD_START (CARD_HEIGHT+2*MARGIN+1)
506 /* background color */
507 #ifdef HAVE_LCD_COLOR
508 # define BACKGROUND_COLOR LCD_RGBPACK(0,157,0)
509 # define FRAME_COLOR LCD_RGBPACK(23,119,218)
510 #elif LCD_DEPTH > 1
511 # define BACKGROUND_COLOR LCD_WHITE
512 # define FRAME_COLOR LCD_BLACK
513 #endif
516 #define CONFIG_FILENAME "sol.cfg"
518 #define NOT_A_CARD -1
520 /* number of cards per suit */
521 #define CARDS_PER_SUIT 13
523 /* number of suits */
524 #define SUITS 4
526 #define NUM_CARDS ( CARDS_PER_SUIT * SUITS )
528 /* number of columns */
529 #define COL_NUM 7
531 /* pseudo column numbers to be used for cursor coordinates */
532 /* columns COL_NUM to COL_NUM + SUITS - 1 correspond to the final stacks */
533 #define STACKS_COL COL_NUM
534 /* column COL_NUM + SUITS corresponds to the remains' stack */
535 #define REM_COL (STACKS_COL + SUITS)
537 #define NOT_A_COL -1
539 typedef struct
541 signed char suit;
542 signed char num;
543 bool known : 1;
544 bool used : 1; /* this is what is used when dealing cards */
545 signed char next;
546 } card_t;
550 * LCD card drawing routines
553 static void draw_cursor( int x, int y )
555 rb->lcd_set_drawmode( DRMODE_COMPLEMENT );
556 rb->lcd_fillrect( x+1, y+1, CARD_GFX_WIDTH, CARD_GFX_HEIGHT );
557 #ifdef LARGE_CARD
558 rb->lcd_drawpixel( x+1, y+1 );
559 rb->lcd_drawpixel( x+1, y+CARD_HEIGHT-2 );
560 rb->lcd_drawpixel( x+CARD_WIDTH-2, y+1 );
561 rb->lcd_drawpixel( x+CARD_WIDTH-2, y+CARD_HEIGHT-2 );
562 #endif
563 rb->lcd_set_drawmode( DRMODE_SOLID );
566 /* Draw a card's border, select it if it's selected and draw the cursor
567 * if the cursor is currently over the card */
568 static void draw_card_ext( int x, int y, bool selected, bool cursor )
570 #if LCD_DEPTH > 1
571 int oldfg = rb->lcd_get_foreground();
573 rb->lcd_set_foreground( LCD_BLACK );
574 #endif
575 #ifdef LARGE_CARD
576 rb->lcd_hline( x+2, x+CARD_WIDTH-3, y );
577 rb->lcd_hline( x+2, x+CARD_WIDTH-3, y+CARD_HEIGHT-1 );
578 rb->lcd_vline( x, y+2, y+CARD_HEIGHT-3 );
579 rb->lcd_vline( x+CARD_WIDTH-1, y+2, y+CARD_HEIGHT-3 );
580 rb->lcd_drawpixel( x+1, y+1 );
581 rb->lcd_drawpixel( x+1, y+CARD_HEIGHT-2 );
582 rb->lcd_drawpixel( x+CARD_WIDTH-2, y+1 );
583 rb->lcd_drawpixel( x+CARD_WIDTH-2, y+CARD_HEIGHT-2 );
584 #else
585 rb->lcd_hline( x+1, x+CARD_WIDTH-2, y );
586 rb->lcd_hline( x+1, x+CARD_WIDTH-2, y+CARD_HEIGHT-1 );
587 rb->lcd_vline( x, y+1, y+CARD_HEIGHT-2 );
588 rb->lcd_vline( x+CARD_WIDTH-1, y+1, y+CARD_HEIGHT-2 );
589 #endif
591 if( selected )
593 #if LCD_DEPTH > 1
594 rb->lcd_set_foreground( FRAME_COLOR );
595 #endif
596 rb->lcd_drawrect( x+1, y+1, CARD_WIDTH-2, CARD_HEIGHT-2 );
597 #ifdef LARGE_CARD
598 rb->lcd_drawrect( x+2, y+2, CARD_WIDTH-4, CARD_HEIGHT-4 );
599 #endif
601 #if LCD_DEPTH > 1
602 rb->lcd_set_foreground( oldfg );
603 #endif
605 if( cursor )
607 draw_cursor( x, y );
611 /* Draw a card's inner graphics */
612 static void draw_card( card_t *card, int x, int y,
613 bool selected, bool cursor )
615 if( card->known )
617 rb->lcd_bitmap_part( card_deck, CARD_GFX_WIDTH * card->num,
618 CARD_GFX_HEIGHT * card->suit, BMPWIDTH_card_deck,
619 x+1, y+1, CARD_GFX_WIDTH, CARD_GFX_HEIGHT );
621 else
623 rb->lcd_bitmap( card_back, x+1, y+1,
624 CARD_GFX_WIDTH, CARD_GFX_HEIGHT );
626 draw_card_ext( x, y, selected, cursor );
629 /* Draw an empty stack */
630 static void draw_empty_stack( int s, int x, int y, bool cursor )
632 rb->lcd_bitmap_part( solitaire_suitsi, 0,
633 CARD_GFX_HEIGHT * s, BMPWIDTH_solitaire_suitsi,
634 x+1, y+1, CARD_GFX_WIDTH, CARD_GFX_HEIGHT );
636 draw_card_ext( x, y, false, cursor );
639 /* Help */
640 static bool solitaire_help( void )
643 #define WORDS (sizeof help_text / sizeof (char*))
644 static char* help_text[] = {
645 "Solitaire", "", "Controls", "",
646 HK_LR ":", "Move", "the", "cursor", "to", "the",
647 "previous/", "next", "column.", "",
648 HK_UD ":", "Move", "the", "cursor", "up/", "down", "in", "the",
649 "column.", "",
650 HK_MOVE ":", "Select", "cards,", "move", "cards...", "",
651 HK_DRAW ":", "Deselect", "a", "card", "if", "it", "was", "selected.",
652 "Else", "draw", "new", "card(s)", "from", "the", "remains",
653 "stack.", "", "",
654 "Shortcuts", "",
655 HK_REM2CUR ":", "Put", "the", "card", "on", "top", "of", "the",
656 "remains", "stack", "on", "top", "of", "the", "cursor.", "",
657 HK_CUR2STACK ":", "Put", "the", "card", "under", "the", "cursor",
658 "on", "one", "of", "the", "4", "final", "stacks.", "",
659 HK_REM2STACK ":", "Put", "the", "card", "on", "top", "of", "the",
660 "remains", "stack", "on", "one", "of", "the", "4", "final",
661 "stacks."
663 static struct style_text formation[]={
664 { 0, TEXT_CENTER|TEXT_UNDERLINE },
665 { 2, C_RED },
666 { 48, C_RED },
667 { -1, 0 }
669 #if LCD_DEPTH > 1
670 fb_data* backdrop = rb->lcd_get_backdrop();
671 rb->lcd_set_backdrop(NULL);
672 #endif
673 #ifdef HAVE_LCD_COLOR
674 rb->lcd_set_background(LCD_BLACK);
675 rb->lcd_set_foreground(LCD_WHITE);
676 #endif
677 int button;
678 if (display_text(WORDS, help_text, formation, NULL))
679 return true;
680 do {
681 button = rb->button_get(true);
682 if ( rb->default_event_handler( button ) == SYS_USB_CONNECTED )
683 return true;
684 } while( ( button == BUTTON_NONE )
685 || ( button & (BUTTON_REL|BUTTON_REPEAT) ) );
687 #if LCD_DEPTH > 1
688 rb->lcd_set_backdrop(backdrop);
689 #endif
690 return false;
694 * Custom menu / options
697 #define CFGFILE_VERSION 0
699 struct sol_config {
700 int draw_type;
703 struct sol_config sol_disk = {0};
704 struct sol_config sol;
706 static struct configdata config[] = {
707 { TYPE_INT, 0, 1, { .int_p = &sol_disk.draw_type }, "draw_type", NULL }
710 static const struct opt_items drawcards[2] = {
711 { "Draw Three Cards", -1 },
712 { "Draw One Card", -1 },
715 void solitaire_init(void);
717 /* menu return codes */
718 enum { MENU_RESUME, MENU_SAVE_AND_QUIT, MENU_QUIT, MENU_USB };
720 static bool _ingame;
721 int solitaire_menu_cb(int action, const struct menu_item_ex *this_item)
723 int i = (intptr_t)this_item;
724 if( action == ACTION_REQUEST_MENUITEM )
726 if((!_ingame && (i==0 || i==5)) || ( _ingame && i==2 ))
727 return ACTION_EXIT_MENUITEM;
729 return action;
732 int solitaire_menu(bool in_game)
734 int selected = 0;
735 int result = -1;
737 MENUITEM_STRINGLIST(menu, "Solitaire Menu", solitaire_menu_cb,
738 "Resume Game", "Start New Game",
739 "Draw Cards Option",
740 "Help", "Playback Control",
741 "Save and Quit", "Quit");
742 _ingame = in_game;
744 while (result < 0)
746 switch (rb->do_menu(&menu, &selected, NULL, false))
748 default:
749 result = MENU_RESUME;
750 break;
752 case MENU_ATTACHED_USB:
753 result = MENU_USB;
754 break;
756 case 0:
757 result = MENU_RESUME;
758 break;
760 case 1:
761 solitaire_init();
762 result = MENU_RESUME;
763 break;
765 case 2:
766 if (rb->set_option("Draw Cards Option", &sol.draw_type,
767 INT, drawcards, 2, NULL))
768 result = MENU_USB;
769 break;
771 case 3:
772 if (solitaire_help())
773 result = MENU_USB;
774 break;
776 case 4:
777 playback_control(NULL);
778 break;
780 case 5:
781 result = MENU_SAVE_AND_QUIT;
782 break;
784 case 6:
785 result = MENU_QUIT;
786 break;
789 return result;
793 * Global variables
796 /* player's cursor */
797 int cur_card;
798 /* player's cursor column num */
799 int cur_col;
801 /* selected card */
802 int sel_card;
804 /* the deck */
805 card_t deck[ NUM_CARDS ];
807 /* the remaining cards */
808 /* first card of the remains' stack */
809 int rem;
810 /* upper visible card from the remains' stack */
811 int cur_rem;
812 /* number of cards drawn from the remains stack - 1 */
813 int count_rem;
814 /* number of cards per draw of the remains' stack */
815 int cards_per_draw;
817 /* the 7 game columns */
818 int cols[COL_NUM];
819 /* the 4 final stacks */
820 int stacks[SUITS];
823 * Card handling routines
826 int next_random_card( card_t *deck )
828 int i,r;
830 r = rb->rand()%(NUM_CARDS)+1;
831 i = 0;
833 while( r>0 )
835 i = (i + 1)%(NUM_CARDS);
836 if( !deck[i].used ) r--;
839 deck[i].used = true;
841 return i;
845 /* initialize the game */
846 void solitaire_init( void )
849 int c;
850 int i, j;
852 /* number of cards that are drawn on the remains' stack (by pressing F2) */
853 if( sol.draw_type == 0 )
855 cards_per_draw = 3;
857 else
859 cards_per_draw = 1;
862 /* init deck */
863 for( i=0; i<SUITS; i++ )
865 for( j=0; j<CARDS_PER_SUIT; j++ )
867 #define card deck[i*CARDS_PER_SUIT+j]
868 card.suit = i;
869 card.num = j;
870 card.known = true;
871 card.used = false;
872 card.next = NOT_A_CARD;
873 #undef card
877 /* deal the cards ... */
878 /* ... in the columns */
879 for( i=0; i<COL_NUM; i++ )
881 c = NOT_A_CARD;
882 for( j=0; j<=i; j++ )
884 if( c == NOT_A_CARD )
886 cols[i] = next_random_card( deck );
887 c = cols[i];
889 else
891 deck[c].next = next_random_card( deck );
892 c = deck[c].next;
894 if( j < i )
895 deck[c].known = false;
899 /* ... shuffle what's left of the deck */
900 rem = next_random_card(deck);
901 c = rem;
903 for( i=1; i < NUM_CARDS - COL_NUM * (COL_NUM + 1)/2; i++ )
905 deck[c].next = next_random_card( deck );
906 c = deck[c].next;
909 /* we now finished dealing the cards. The game can start ! (at last) */
911 /* init the stack */
912 for( i = 0; i<SUITS; i++ )
914 stacks[i] = NOT_A_CARD;
917 /* the cursor starts on upper left card */
918 cur_card = cols[0];
919 cur_col = 0;
921 /* no card is selected */
922 sel_card = NOT_A_CARD;
924 /* init the remainder */
925 cur_rem = NOT_A_CARD;
927 count_rem = -1;
930 /* find the column number in which 'card' can be found */
931 int find_card_col( int card )
933 int i;
934 int c;
936 if( card == NOT_A_CARD ) return NOT_A_COL;
938 for( i=0; i<COL_NUM; i++ )
940 c = cols[i];
941 while( c != NOT_A_CARD )
943 if( c == card ) return i;
944 c = deck[c].next;
948 for( i=0; i<SUITS; i++ )
950 c = stacks[i];
951 while( c != NOT_A_CARD )
953 if( c == card ) return STACKS_COL + i;
954 c = deck[c].next;
958 return REM_COL;
961 /* find the card preceding 'card' */
962 /* if it doesn't exist, return NOT_A_CARD */
963 int find_prev_card( int card ){
964 int i;
966 for( i=0; i < NUM_CARDS; i++ )
968 if( deck[i].next == card ) return i;
971 return NOT_A_CARD;
974 /* find the last card of a given column */
975 int find_last_card( int col )
977 int c;
979 if( col < COL_NUM )
981 c = cols[col];
983 else if( col < REM_COL )
985 c = stacks[col - STACKS_COL];
987 else
989 c = cur_rem;
992 if(c == NOT_A_CARD)
993 return c;
994 else
996 while(deck[c].next != NOT_A_CARD)
997 c = deck[c].next;
998 return c;
1002 enum move { MOVE_OK, MOVE_NOT_OK };
1004 enum move move_card( int dest_col, int src_card )
1006 /* the column on which to take src_card */
1007 int src_col;
1009 /* the last card of dest_col */
1010 int dest_card;
1012 /* the card under src_card */
1013 int src_card_prev;
1015 /* you can't move no card (at least, it doesn't have any consequence) */
1016 if( src_card == NOT_A_CARD ) return MOVE_NOT_OK;
1017 /* you can't put a card back on the remains' stack */
1018 if( dest_col == REM_COL ) return MOVE_NOT_OK;
1019 /* you can't move an unknown card */
1020 if( !deck[src_card].known ) return MOVE_NOT_OK;
1022 src_col = find_card_col( src_card );
1023 dest_card = find_last_card( dest_col );
1024 src_card_prev = find_prev_card( src_card );
1026 /* you can't move more than one card at a time from the final stack */
1027 /* to the rest of the game */
1028 if( src_col >= COL_NUM && src_col < REM_COL
1029 && deck[src_card].next != NOT_A_CARD )
1031 return MOVE_NOT_OK;
1034 /* if we (that means dest) are on one of the 7 columns ... */
1035 if( dest_col < COL_NUM )
1037 /* ... check is we are on an empty color and that the src is a king */
1038 if( dest_card == NOT_A_CARD
1039 && deck[src_card].num == CARDS_PER_SUIT - 1 )
1041 /* this is a winning combination */
1042 cols[dest_col] = src_card;
1044 /* ... or check if the cards follow one another and have
1045 * different colorsuit */
1046 else if(( deck[dest_card].suit + deck[src_card].suit)%2==1
1047 && deck[dest_card].num == deck[src_card].num + 1 )
1049 /* this is a winning combination */
1050 deck[dest_card].next = src_card;
1052 /* ... or, humpf, well that's not good news */
1053 else
1055 /* this is not a winning combination */
1056 return MOVE_NOT_OK;
1059 /* if we are on one of the 4 final stacks ... */
1060 else if( dest_col < REM_COL )
1062 /* ... check if we are on an empty stack... */
1063 if( dest_card == NOT_A_CARD )
1065 /* ... and the src is an ace and this is the correct final stack */
1066 if( deck[src_card].num == 0
1067 && deck[src_card].suit == dest_col - STACKS_COL )
1069 /* this is a winning combination */
1070 stacks[dest_col - STACKS_COL] = src_card;
1072 else
1074 /* this is not a winning combination */
1075 return MOVE_NOT_OK;
1078 else /* non-empty stack */
1080 /* ...check if the cards follow one another, have the same suit and
1081 * {that src has no .next element or is from the remains' stack} */
1082 if( deck[dest_card].suit == deck[src_card].suit
1083 && deck[dest_card].num + 1 == deck[src_card].num
1084 && (deck[src_card].next == NOT_A_CARD || src_col == REM_COL) )
1086 /* this is a winning combination */
1087 deck[dest_card].next = src_card;
1089 /* ... or, well that's not good news */
1090 else
1092 /* this is not a winning combination */
1093 return MOVE_NOT_OK;
1097 /* if we are on the remains' stack */
1098 else
1100 /* you can't move a card back to the remains' stack */
1101 return MOVE_NOT_OK;
1104 /* if the src card is from the remains' stack, we don't want to take
1105 * the following cards */
1106 if( src_col == REM_COL )
1108 /* if src card is the first card from the stack */
1109 if( src_card_prev == NOT_A_CARD )
1111 rem = deck[src_card].next;
1113 /* if src card is not the first card from the stack */
1114 else
1116 deck[src_card_prev].next = deck[src_card].next;
1118 deck[src_card].next = NOT_A_CARD;
1119 cur_rem = src_card_prev;
1120 count_rem--;
1122 /* if the src card is from somewhere else, just take everything */
1123 else
1125 if( src_card_prev == NOT_A_CARD )
1127 if( src_col < COL_NUM )
1129 cols[src_col] = NOT_A_CARD;
1131 else
1133 stacks[src_col - STACKS_COL] = NOT_A_CARD;
1136 else
1138 deck[src_card_prev].next = NOT_A_CARD;
1139 deck[src_card_prev].known = true;
1142 sel_card = NOT_A_CARD;
1143 /* tada ! */
1144 return MOVE_OK;
1147 enum { SOLITAIRE_WIN, SOLITAIRE_SAVE_AND_QUIT, SOLITAIRE_QUIT, SOLITAIRE_USB };
1150 * Bouncing cards at the end of the game
1153 #define BC_ACCEL ((1<<16)*LCD_HEIGHT/128)
1154 #define BC_MYSPEED (6*BC_ACCEL)
1155 #define BC_MXSPEED (6*LCD_HEIGHT/128)
1157 int bouncing_cards( void )
1159 int i, j, x, vx, y, fp_y, fp_vy, button;
1161 /* flush the button queue */
1162 while( ( button = rb->button_get( false ) ) != BUTTON_NONE )
1164 if( rb->default_event_handler( button ) == SYS_USB_CONNECTED )
1165 return SOLITAIRE_USB;
1168 /* fun stuff :) */
1169 for( i = CARDS_PER_SUIT-1; i>=0; i-- )
1171 for( j = 0; j < SUITS; j++ )
1173 x = LCD_WIDTH-(CARD_WIDTH*4+4+MARGIN)+CARD_WIDTH*j+j+1;
1174 fp_y = MARGIN<<16;
1176 #if LCD_WIDTH > 200
1177 vx = rb->rand() % (4*BC_MXSPEED/3-2) - BC_MXSPEED;
1178 if( vx >= -1 )
1179 vx += 3;
1180 #else
1181 vx = rb->rand() % (4*BC_MXSPEED/3) - BC_MXSPEED;
1182 if( vx >= 0 )
1183 vx++;
1184 #endif
1186 fp_vy = -rb->rand() % BC_MYSPEED;
1188 while( x < LCD_WIDTH && x + CARD_WIDTH > 0 )
1190 fp_vy += BC_ACCEL;
1191 x += vx;
1192 fp_y += fp_vy;
1193 if( fp_y >= (LCD_HEIGHT-CARD_HEIGHT) << 16 )
1195 fp_vy = -fp_vy*4/5;
1196 fp_y = (LCD_HEIGHT-CARD_HEIGHT) << 16;
1198 y = fp_y >> 16;
1199 draw_card( &deck[j*CARDS_PER_SUIT+i], x, y,
1200 false, false );
1201 rb->lcd_update_rect( x<0?0:x, y<0?0:y,
1202 CARD_WIDTH, CARD_HEIGHT );
1204 button = rb->button_get_w_tmo( 2 );
1205 if( rb->default_event_handler( button ) == SYS_USB_CONNECTED )
1206 return SOLITAIRE_USB;
1207 if( button == SOL_QUIT || button == SOL_MOVE )
1208 return SOLITAIRE_WIN;
1212 return SOLITAIRE_WIN;
1216 * Game save/load routines
1218 void get_save_filename( char *buf )
1220 char *s;
1221 rb->strcpy( buf, rb->plugin_get_current_filename() );
1222 s = rb->strrchr( buf, '/' ) + 1;
1223 *s = '\0';
1224 rb->strcat( s, "sol.save" );
1227 int open_save_file( int flags )
1229 char buf[MAX_PATH];
1230 get_save_filename( buf );
1231 return rb->open( buf, flags );
1234 void delete_save_file( void )
1236 char buf[MAX_PATH];
1237 get_save_filename( buf );
1238 rb->remove( buf );
1241 #ifdef write
1242 # undef write
1243 #endif
1244 int save_write( int fd, const void *buf, size_t count, int *checksum )
1246 size_t i;
1247 if( rb->write( fd, buf, count ) < (ssize_t)count )
1248 return 1;
1249 for( i = 0; i < count; i++ )
1250 *checksum += (int)(((const char *)buf)[i]);
1251 return 0;
1254 #ifdef read
1255 # undef read
1256 #endif
1257 int save_read( int fd, void *buf, size_t count, int *checksum )
1259 size_t i;
1260 if( rb->read( fd, buf, count ) < (ssize_t)count )
1261 return 1;
1262 for( i = 0; i < count; i++ )
1263 *checksum -= (int)(((const char *)buf)[i]);
1264 return 0;
1267 int save_game( void )
1269 int fd = open_save_file( O_CREAT|O_WRONLY|O_TRUNC );
1270 int checksum = 42;
1271 if( fd < 0 )
1272 return -1;
1273 if( save_write( fd, &cur_card, sizeof( int ), &checksum )
1274 || save_write( fd, &cur_col, sizeof( int ), &checksum )
1275 || save_write( fd, &sel_card, sizeof( int ), &checksum )
1276 || save_write( fd, deck, NUM_CARDS * sizeof( card_t ), &checksum )
1277 || save_write( fd, &rem, sizeof( int ), &checksum )
1278 || save_write( fd, &cur_rem, sizeof( int ), &checksum )
1279 || save_write( fd, &count_rem, sizeof( int ), &checksum )
1280 || save_write( fd, &cards_per_draw, sizeof( int ), &checksum )
1281 || save_write( fd, cols, COL_NUM * sizeof( int ), &checksum )
1282 || save_write( fd, stacks, SUITS * sizeof( int ), &checksum )
1283 || ( rb->write( fd, &checksum, sizeof( int ) ) < (ssize_t)(sizeof( int ) ) ) )
1285 rb->close( fd );
1286 rb->splash( 2*HZ, "Error while saving game. Aborting." );
1287 return -2;
1289 rb->close( fd );
1290 return 0;
1293 int load_game( void )
1295 int checksum, retval;
1297 int fd = open_save_file( O_RDONLY );
1298 if( fd < 0 )
1299 return -1;
1301 retval = 0; /* Assume good case */
1302 if( ( rb->lseek( fd, -sizeof( int ), SEEK_END ) == -((ssize_t)sizeof( int ))-1 )
1303 || ( rb->read( fd, &checksum, sizeof( int ) ) < ((ssize_t)sizeof( int )) )
1304 || ( rb->lseek( fd, 0, SEEK_SET ) == -1 )
1305 || save_read( fd, &cur_card, sizeof( int ), &checksum )
1306 || save_read( fd, &cur_col, sizeof( int ), &checksum )
1307 || save_read( fd, &sel_card, sizeof( int ), &checksum )
1308 || save_read( fd, deck, NUM_CARDS * sizeof( card_t ), &checksum )
1309 || save_read( fd, &rem, sizeof( int ), &checksum )
1310 || save_read( fd, &cur_rem, sizeof( int ), &checksum )
1311 || save_read( fd, &count_rem, sizeof( int ), &checksum )
1312 || save_read( fd, &cards_per_draw, sizeof( int ), &checksum )
1313 || save_read( fd, cols, COL_NUM * sizeof( int ), &checksum )
1314 || save_read( fd, stacks, SUITS * sizeof( int ), &checksum ) )
1316 rb->splash( 2*HZ, "Error while loading saved game. Aborting." );
1317 retval = -2;
1319 else if( checksum != 42 )
1321 rb->splash( 2*HZ, "Save file was corrupted. Aborting." );
1322 retval = -3;
1325 rb->close( fd );
1326 delete_save_file();
1327 return retval;
1331 * The main game loop
1333 * If skipmenu is defined to SOLITAIRE_QUIT, the menu will be skipped and
1334 * game will resume.
1337 int solitaire( int skipmenu )
1340 int i,j;
1341 int button, lastbutton = 0;
1342 int c,h,prevcard;
1343 int biggest_col_length;
1345 rb->srand( *rb->current_tick );
1346 if( skipmenu != SOLITAIRE_QUIT )
1348 switch( solitaire_menu(false) )
1350 case MENU_QUIT:
1351 return SOLITAIRE_QUIT;
1353 case MENU_USB:
1354 return SOLITAIRE_USB;
1356 solitaire_init();
1359 while( true )
1361 rb->lcd_clear_display();
1363 /* get the biggest column length so that display can be "optimized" */
1364 biggest_col_length = 0;
1366 for(i=0;i<COL_NUM;i++)
1368 j = 0;
1369 c = cols[i];
1371 if( c != NOT_A_CARD )
1373 while( true )
1375 /* don't include the last card in the column length. */
1376 if( deck[c].next == NOT_A_CARD )
1378 break; /* no successor: get outta here. */
1380 else
1382 if( deck[c].known )
1383 j += 2;
1384 else
1385 j++;
1387 c = deck[c].next;
1389 /* make column distinguishable from an empty column,
1390 * and avoid division by zero while displaying */
1391 if( j == 0 )
1392 j = 1;
1394 if( j > biggest_col_length )
1395 biggest_col_length = j;
1398 /* check if there are cards remaining in the game. */
1399 /* if there aren't any, that means you won :) */
1400 if( biggest_col_length == 0 && rem == NOT_A_CARD )
1402 rb->lcd_update();
1403 rb->splash( HZ, "You Won :)" );
1404 return bouncing_cards();
1407 /* draw the columns */
1408 for( i = 0; i < COL_NUM; i++ )
1410 c = cols[i];
1411 j = CARD_START;
1412 while( true )
1414 if( c == NOT_A_CARD )
1416 /* draw the cursor on empty columns */
1417 if( cur_col == i )
1419 draw_cursor( MARGIN + i * (CARD_WIDTH
1420 +(LCD_WIDTH-COL_NUM*CARD_WIDTH-2*MARGIN)/(COL_NUM-1)),
1421 j );
1423 break;
1426 draw_card( &deck[c], MARGIN + i * (CARD_WIDTH
1427 +(LCD_WIDTH-COL_NUM*CARD_WIDTH-2*MARGIN)/(COL_NUM-1)),
1428 j, c == sel_card, c == cur_card );
1430 h = c;
1431 c = deck[c].next;
1432 if( c == NOT_A_CARD ) break;
1434 /* This is where we change the spacing between cards so that
1435 * they don't overflow out of the LCD */
1436 if( h == cur_card )
1437 j += SYMBOL_HEIGHT;
1438 else if( deck[h].known )
1439 j += min( SYMBOL_HEIGHT,
1440 2 * (LCD_HEIGHT - CARD_START - CARD_HEIGHT - MARGIN)
1441 / biggest_col_length );
1442 else
1443 j += min( SYMBOL_HEIGHT / 2,
1444 (LCD_HEIGHT - CARD_START - CARD_HEIGHT - MARGIN)
1445 / biggest_col_length );
1449 /* draw the stacks */
1450 for( i=0; i<SUITS; i++ )
1452 c = find_last_card( STACKS_COL + i );
1454 if( c != NOT_A_CARD )
1456 draw_card( &deck[c],
1457 LCD_WIDTH-(CARD_WIDTH*4+4+MARGIN)+CARD_WIDTH*i+i+1,
1458 MARGIN,
1459 c == sel_card, cur_col == STACKS_COL + i );
1461 else
1463 draw_empty_stack( i,
1464 LCD_WIDTH-(CARD_WIDTH*4+4+MARGIN)+CARD_WIDTH*i+i+1,
1465 MARGIN, cur_col == STACKS_COL + i );
1469 /* draw the remains */
1470 if( rem != NOT_A_CARD &&
1471 ( cur_rem == NOT_A_CARD || deck[cur_rem].next != NOT_A_CARD ) )
1473 /* gruik ! (we want to display a card back) */
1474 deck[rem].known = false;
1475 draw_card( &deck[rem], MARGIN, MARGIN, false, false );
1476 deck[rem].known = true;
1479 if( rem != NOT_A_CARD && cur_rem != NOT_A_CARD )
1481 if( count_rem < 0 )
1483 prevcard = rem;
1484 count_rem = 0;
1485 while( prevcard != cur_rem && count_rem < cards_per_draw-1 )
1487 prevcard = deck[prevcard].next;
1488 count_rem++;
1491 prevcard = cur_rem;
1492 j = CARD_WIDTH+2*MARGIN+1;
1493 for( i = 0; i < count_rem; i++ )
1494 prevcard = find_prev_card(prevcard);
1495 for( i = 0; i <= count_rem; i++ )
1497 draw_card( &deck[prevcard], j,
1498 MARGIN, sel_card == prevcard,
1499 cur_card == prevcard );
1500 prevcard = deck[prevcard].next;
1501 j += CARD_WIDTH/2;
1504 if( ( cur_rem == NOT_A_CARD || rem == NOT_A_CARD )
1505 && cur_col == REM_COL )
1507 draw_cursor( CARD_WIDTH+2*MARGIN+1, MARGIN );
1510 rb->lcd_update();
1512 /* what to do when a key is pressed ... */
1513 button = rb->button_get( true );
1514 #if (CONFIG_KEYPAD == SANSA_E200_PAD) || (CONFIG_KEYPAD == SANSA_FUZE_PAD)
1515 if (button&(BUTTON_SCROLL_BACK|BUTTON_SCROLL_FWD))
1516 button = button & (~BUTTON_REPEAT);
1517 #endif
1518 switch( button )
1520 /* move cursor to the last card of the previous column
1521 * or to the previous final stack
1522 * or to the remains stack */
1523 case SOL_RIGHT:
1524 #ifdef SOL_RIGHT_PRE
1525 if( lastbutton != SOL_RIGHT_PRE )
1526 break;
1527 #endif
1528 if( cur_col >= COL_NUM )
1530 cur_col = 0;
1532 else if( cur_col == COL_NUM - 1 )
1534 cur_col = REM_COL;
1536 else
1538 cur_col = (cur_col+1)%(REM_COL+1);
1540 if(cur_col == REM_COL)
1542 cur_card = cur_rem;
1543 break;
1545 cur_card = find_last_card( cur_col );
1546 break;
1548 /* move cursor to the last card of the next column
1549 * or to the next final stack
1550 * or to the remains stack */
1551 case SOL_LEFT:
1552 #ifdef SOL_LEFT_PRE
1553 if( lastbutton != SOL_LEFT_PRE )
1554 break;
1555 #endif
1556 if( cur_col == 0 )
1558 cur_col = REM_COL;
1560 else if( cur_col >= COL_NUM )
1562 cur_col = COL_NUM - 1;
1564 else
1566 cur_col = (cur_col + REM_COL)%(REM_COL+1);
1568 if( cur_col == REM_COL )
1570 cur_card = cur_rem;
1571 break;
1573 cur_card = find_last_card( cur_col );
1574 break;
1576 /* move cursor to card that's bellow */
1577 case SOL_DOWN:
1578 #ifdef SOL_DOWN_PRE
1579 if( lastbutton != SOL_DOWN_PRE )
1580 break;
1581 #else
1582 case SOL_DOWN|BUTTON_REPEAT:
1583 #endif
1584 if( cur_col >= COL_NUM )
1586 cur_col = (cur_col - COL_NUM + 1)%(SUITS + 1) + COL_NUM;
1587 if( cur_col == REM_COL )
1589 cur_card = cur_rem;
1591 else
1593 cur_card = find_last_card( cur_col );
1595 break;
1597 if( cur_card == NOT_A_CARD ) break;
1598 if( deck[cur_card].next != NOT_A_CARD )
1600 cur_card = deck[cur_card].next;
1602 else
1604 cur_card = cols[cur_col];
1605 while( !deck[ cur_card].known
1606 && deck[cur_card].next != NOT_A_CARD )
1608 cur_card = deck[cur_card].next;
1611 break;
1613 /* move cursor to card that's above */
1614 case SOL_UP:
1615 #ifdef SOL_UP_PRE
1616 if( lastbutton != SOL_UP_PRE )
1617 break;
1618 #else
1619 case SOL_UP|BUTTON_REPEAT:
1620 #endif
1621 if( cur_col >= COL_NUM )
1623 cur_col = (cur_col - COL_NUM + SUITS)%(SUITS + 1) + COL_NUM;
1624 if( cur_col == REM_COL )
1626 cur_card = cur_rem;
1628 else
1630 cur_card = find_last_card( cur_col );
1632 break;
1634 if( cur_card == NOT_A_CARD ) break;
1635 do {
1636 cur_card = find_prev_card( cur_card );
1637 if( cur_card == NOT_A_CARD )
1639 cur_card = find_last_card( cur_col );
1641 } while( deck[cur_card].next != NOT_A_CARD
1642 && !deck[cur_card].known );
1643 break;
1645 /* Try to put card under cursor on one of the stacks */
1646 case SOL_CUR2STACK:
1647 #ifdef SOL_CUR2STACK_PRE
1648 if( lastbutton != SOL_CUR2STACK_PRE )
1649 break;
1650 #endif
1651 move_card( deck[cur_card].suit + STACKS_COL, cur_card );
1652 break;
1654 /* Move cards arround, Uncover cards, ... */
1655 case SOL_MOVE:
1656 #ifdef SOL_MOVE_PRE
1657 if( lastbutton != SOL_MOVE_PRE )
1658 break;
1659 #endif
1661 if( sel_card == NOT_A_CARD )
1663 if( cur_card != NOT_A_CARD )
1665 if( deck[cur_card].next == NOT_A_CARD
1666 && !deck[cur_card].known )
1668 /* reveal a hidden card */
1669 deck[cur_card].known = true;
1671 else if( cur_col == REM_COL && cur_rem == NOT_A_CARD )
1673 break;
1675 else
1677 /* select a card */
1678 sel_card = cur_card;
1682 else if( sel_card == cur_card )
1684 /* unselect card or try putting card on
1685 * one of the 4 stacks */
1686 if( move_card( deck[sel_card].suit + COL_NUM, sel_card )
1687 == MOVE_OK && cur_col == REM_COL )
1689 cur_card = cur_rem;
1691 sel_card = NOT_A_CARD;
1693 else
1695 /* try moving cards */
1696 /* The flexible move must not be used from the remains stack. */
1697 if (find_card_col(sel_card) == REM_COL)
1699 if (move_card( cur_col, sel_card ) == MOVE_NOT_OK)
1700 sel_card = NOT_A_CARD;
1702 else
1704 do {
1705 if (move_card( cur_col, sel_card) == MOVE_OK)
1706 break;
1707 sel_card = find_prev_card(sel_card);
1708 } while (sel_card != NOT_A_CARD);
1711 break;
1713 /* If the card on the top of the remains can be put where
1714 * the cursor is, go ahead */
1715 case SOL_REM2CUR:
1716 #ifdef SOL_REM2CUR_PRE
1717 if( lastbutton != SOL_REM2CUR_PRE )
1718 break;
1719 #endif
1720 move_card( cur_col, cur_rem );
1721 break;
1723 /* If the card on top of the remains can be put on one
1724 * of the stacks, do so */
1725 case SOL_REM2STACK:
1726 #ifdef SOL_REM2STACK_PRE
1727 if( lastbutton != SOL_REM2STACK_PRE )
1728 break;
1729 #endif
1730 move_card( deck[cur_rem].suit + COL_NUM, cur_rem );
1731 break;
1733 #ifdef SOL_REM
1734 case SOL_REM:
1735 if( sel_card != NOT_A_CARD )
1737 /* unselect selected card */
1738 sel_card = NOT_A_CARD;
1739 break;
1741 if( rem != NOT_A_CARD && cur_rem != NOT_A_CARD )
1743 sel_card = cur_rem;
1744 break;
1746 break;
1747 #endif
1749 /* unselect selected card or ...
1750 * draw new cards from the remains of the deck */
1751 case SOL_DRAW:
1752 #ifdef SOL_DRAW_PRE
1753 if( lastbutton != SOL_DRAW_PRE )
1754 break;
1755 #endif
1756 if( sel_card != NOT_A_CARD )
1758 /* unselect selected card */
1759 sel_card = NOT_A_CARD;
1760 break;
1762 if( rem != NOT_A_CARD )
1764 int cur_rem_old = cur_rem;
1765 count_rem = -1;
1766 /* draw new cards form the remains of the deck */
1767 if( cur_rem == NOT_A_CARD )
1769 /*if the cursor card is null*/
1770 cur_rem = rem;
1771 i = cards_per_draw - 1;
1772 count_rem++;
1774 else
1776 i = cards_per_draw;
1779 while( i > 0 && deck[cur_rem].next != NOT_A_CARD )
1781 cur_rem = deck[cur_rem].next;
1782 i--;
1783 count_rem++;
1785 /* test if any cards are really left on
1786 * the remains' stack */
1787 if( i == cards_per_draw )
1789 cur_rem = NOT_A_CARD;
1790 count_rem = -1;
1792 /* if cursor was on remains' stack when new cards were
1793 * drawn, put cursor on top of remains' stack */
1794 if( cur_col == REM_COL && cur_card == cur_rem_old )
1796 cur_card = cur_rem;
1797 sel_card = NOT_A_CARD;
1800 break;
1802 /* Show the menu */
1803 #ifdef SOL_RC_QUIT
1804 case SOL_RC_QUIT:
1805 #endif
1806 case SOL_QUIT:
1807 switch( solitaire_menu(true) )
1809 case MENU_SAVE_AND_QUIT:
1810 return SOLITAIRE_SAVE_AND_QUIT;
1812 case MENU_QUIT:
1813 return SOLITAIRE_QUIT;
1815 case MENU_USB:
1816 return SOLITAIRE_USB;
1818 break;
1820 case SYS_POWEROFF:
1821 return SOLITAIRE_SAVE_AND_QUIT;
1823 default:
1824 if( rb->default_event_handler( button ) == SYS_USB_CONNECTED )
1825 return SOLITAIRE_USB;
1826 break;
1829 if( button != BUTTON_NONE )
1830 lastbutton = button;
1832 /* fix incoherences concerning cur_col and cur_card */
1833 c = find_card_col( cur_card );
1834 if( c != NOT_A_COL && c != cur_col )
1835 cur_card = find_last_card( cur_col );
1837 if( cur_card == NOT_A_CARD
1838 && find_last_card( cur_col ) != NOT_A_CARD )
1839 cur_card = find_last_card( cur_col );
1841 rb->yield();
1846 * Plugin entry point
1849 enum plugin_status plugin_start(const void* parameter )
1851 int result;
1853 /* plugin init */
1854 (void)parameter;
1856 configfile_load(CONFIG_FILENAME, config,
1857 sizeof(config) / sizeof(config[0]), CFGFILE_VERSION);
1858 rb->memcpy(&sol, &sol_disk, sizeof(sol)); /* copy to running config */
1860 if( load_game() == 0 )
1862 rb->splash( HZ, "Resuming saved game." );
1863 result = SOLITAIRE_QUIT;
1865 else
1866 result = SOLITAIRE_WIN;
1868 /* play the game :)
1869 * Keep playing if a game was won (that means display the menu after
1870 * winning instead of quiting) */
1871 while( ( result = solitaire( result ) ) == SOLITAIRE_WIN );
1873 if( result != SOLITAIRE_QUIT )
1874 /* result == SOLITAIRE_USB || result == SOLITAIRE_SAVE_AND_QUIT */
1875 save_game();
1877 if (rb->memcmp(&sol, &sol_disk, sizeof(sol))) /* save settings if changed */
1879 rb->memcpy(&sol_disk, &sol, sizeof(sol));
1880 configfile_save(CONFIG_FILENAME, config,
1881 sizeof(config) / sizeof(config[0]), CFGFILE_VERSION);
1884 /* Exit the plugin */
1885 return ( result == SOLITAIRE_USB ) ? PLUGIN_USB_CONNECTED : PLUGIN_OK;
1888 #endif