Fix FS#10197 by setting the viewport before calculating the string size.
[kugel-rb.git] / apps / plugins / solitaire.c
blobf9c2a63b52b7d49a1f64b07f1abbce768e1fbe36
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 "button.h"
26 #include "lcd.h"
27 #include "lib/oldmenuapi.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_SELECT|BUTTON_UP)
211 # define SOL_REM2CUR BUTTON_LEFT
212 /* FIXME:
213 # define SOL_CUR2STACK_PRE BUTTON_HOME
214 # define SOL_CUR2STACK (BUTTON_HOME | BUTTON_RIGHT) */
215 # define SOL_CUR2STACK_PRE (BUTTON_RIGHT | BUTTON_REPEAT)
216 # define SOL_CUR2STACK BUTTON_RIGHT
217 # define SOL_REM2STACK (BUTTON_LEFT|BUTTON_REPEAT)
218 # define SOL_REM2STACK_PRE BUTTON_LEFT
219 # define HK_MOVE "SELECT"
220 # define HK_DRAW "REC"
221 # define HK_REM2CUR "LEFT"
222 # define HK_CUR2STACK "DOUBLE SELECT"
223 # define HK_REM2STACK "RIGHT"
225 #elif (CONFIG_KEYPAD == SANSA_C200_PAD)
226 # define SOL_QUIT BUTTON_POWER
227 # define SOL_UP BUTTON_UP
228 # define SOL_DOWN BUTTON_DOWN
229 # define SOL_LEFT BUTTON_LEFT
230 # define SOL_RIGHT BUTTON_RIGHT
231 # define SOL_MOVE_PRE BUTTON_SELECT
232 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
233 # define SOL_DRAW BUTTON_VOL_DOWN
234 # define SOL_REM2CUR BUTTON_REC
235 # define SOL_CUR2STACK_PRE BUTTON_SELECT
236 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
237 # define SOL_REM2STACK BUTTON_VOL_UP
238 # define HK_MOVE "SELECT"
239 # define HK_DRAW "REC"
240 # define HK_REM2CUR "LEFT"
241 # define HK_CUR2STACK "DOUBLE SELECT"
242 # define HK_REM2STACK "RIGHT"
244 #elif CONFIG_KEYPAD == SANSA_CLIP_PAD
245 # define SOL_QUIT BUTTON_POWER
246 # define SOL_UP BUTTON_UP
247 # define SOL_DOWN BUTTON_DOWN
248 # define SOL_LEFT BUTTON_LEFT
249 # define SOL_RIGHT BUTTON_RIGHT
250 # define SOL_MOVE_PRE BUTTON_SELECT
251 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
252 # define SOL_DRAW BUTTON_HOME
253 # define SOL_REM2CUR BUTTON_VOL_DOWN
254 # define SOL_CUR2STACK_PRE BUTTON_SELECT
255 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
256 # define SOL_REM2STACK BUTTON_VOL_UP
257 # define HK_MOVE "SELECT"
258 # define HK_DRAW "HOME"
259 # define HK_REM2CUR "LEFT"
260 # define HK_CUR2STACK "DOUBLE SELECT"
261 # define HK_REM2STACK "RIGHT"
263 #elif CONFIG_KEYPAD == SANSA_M200_PAD
264 # define SOL_QUIT BUTTON_POWER
265 # define SOL_UP BUTTON_UP
266 # define SOL_DOWN BUTTON_DOWN
267 # define SOL_LEFT BUTTON_LEFT
268 # define SOL_RIGHT BUTTON_RIGHT
269 # define SOL_MOVE_PRE BUTTON_SELECT
270 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
271 # define SOL_DRAW (BUTTON_SELECT | BUTTON_UP)
272 # define SOL_REM2CUR BUTTON_VOL_DOWN
273 # define SOL_CUR2STACK_PRE BUTTON_SELECT
274 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
275 # define SOL_REM2STACK BUTTON_VOL_UP
276 # define HK_MOVE "SELECT"
277 # define HK_DRAW "SELECT + UP"
278 # define HK_REM2CUR "LEFT"
279 # define HK_CUR2STACK "DOUBLE SELECT"
280 # define HK_REM2STACK "RIGHT"
282 #elif (CONFIG_KEYPAD == IRIVER_H10_PAD)
283 # define SOL_QUIT BUTTON_POWER
284 # define SOL_UP BUTTON_SCROLL_UP
285 # define SOL_DOWN BUTTON_SCROLL_DOWN
286 # define SOL_LEFT_PRE BUTTON_LEFT
287 # define SOL_LEFT (BUTTON_LEFT | BUTTON_REL)
288 # define SOL_RIGHT_PRE BUTTON_RIGHT
289 # define SOL_RIGHT (BUTTON_RIGHT | BUTTON_REL)
290 # define SOL_MOVE BUTTON_PLAY
291 # define SOL_DRAW_PRE BUTTON_LEFT
292 # define SOL_DRAW (BUTTON_LEFT | BUTTON_REPEAT)
293 # define SOL_REM2CUR BUTTON_FF
294 # define SOL_CUR2STACK BUTTON_REW
295 # define SOL_REM2STACK_PRE BUTTON_RIGHT
296 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_REPEAT)
297 # define HK_MOVE "PLAY"
298 # define HK_DRAW "LEFT.."
299 # define HK_REM2CUR "FF"
300 # define HK_CUR2STACK "REW"
301 # define HK_REM2STACK "RIGHT.."
303 #elif (CONFIG_KEYPAD == GIGABEAT_S_PAD)
304 # define SOL_QUIT BUTTON_BACK
305 # define SOL_UP BUTTON_UP
306 # define SOL_DOWN BUTTON_DOWN
307 # define SOL_LEFT BUTTON_LEFT
308 # define SOL_RIGHT BUTTON_RIGHT
309 # define SOL_MOVE_PRE BUTTON_SELECT
310 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
311 # define SOL_DRAW BUTTON_MENU
312 # define SOL_REM2CUR (BUTTON_LEFT | BUTTON_SELECT)
313 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
314 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_SELECT)
315 # define HK_MOVE "SELECT"
316 # define HK_DRAW "MENU"
317 # define HK_REM2CUR "SELECT+LEFT"
318 # define HK_CUR2STACK "SELECT.."
319 # define HK_REM2STACK "SELECT+RIGHT"
321 #elif (CONFIG_KEYPAD == MROBE100_PAD)
322 # define SOL_QUIT BUTTON_POWER
323 # define SOL_UP BUTTON_UP
324 # define SOL_DOWN BUTTON_DOWN
325 # define SOL_LEFT BUTTON_LEFT
326 # define SOL_RIGHT BUTTON_RIGHT
327 # define SOL_MOVE_PRE BUTTON_SELECT
328 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
329 # define SOL_DRAW BUTTON_MENU
330 # define SOL_REM2CUR (BUTTON_LEFT | BUTTON_DISPLAY)
331 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
332 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_DISPLAY)
333 # define HK_MOVE "SELECT"
334 # define HK_DRAW "MENU"
335 # define HK_REM2CUR "DISPLAY+LEFT"
336 # define HK_CUR2STACK "SELECT.."
337 # define HK_REM2STACK "DISPLAY+RIGHT"
339 #elif CONFIG_KEYPAD == IAUDIO_M3_PAD
340 # define SOL_QUIT BUTTON_RC_REC
341 # define SOL_UP BUTTON_RC_VOL_UP
342 # define SOL_DOWN BUTTON_RC_VOL_DOWN
343 # define SOL_LEFT BUTTON_RC_REW
344 # define SOL_RIGHT BUTTON_RC_FF
345 # define SOL_MOVE BUTTON_RC_PLAY
346 # define SOL_DRAW_PRE BUTTON_RC_MENU
347 # define SOL_DRAW (BUTTON_RC_MENU | BUTTON_REL)
348 # define SOL_REM2CUR_PRE BUTTON_RC_MENU
349 # define SOL_REM2CUR (BUTTON_RC_MENU | BUTTON_REPEAT)
350 # define SOL_CUR2STACK_PRE BUTTON_RC_MODE
351 # define SOL_CUR2STACK (BUTTON_RC_MODE | BUTTON_REL)
352 # define SOL_REM2STACK_PRE BUTTON_RC_MODE
353 # define SOL_REM2STACK (BUTTON_RC_MODE | BUTTON_REPEAT)
354 # define HK_LR "REW/FF"
355 # define HK_UD "VOL UP/DOWN"
356 # define HK_MOVE "PLAY"
357 # define HK_DRAW "MENU"
358 # define HK_REM2CUR "MENU.."
359 # define HK_CUR2STACK "MODE"
360 # define HK_REM2STACK "MODE.."
362 #elif (CONFIG_KEYPAD == COWOND2_PAD)
363 # define SOL_QUIT BUTTON_POWER
365 #elif CONFIG_KEYPAD == CREATIVEZVM_PAD
366 # define SOL_QUIT BUTTON_BACK
367 # define SOL_UP BUTTON_UP
368 # define SOL_DOWN BUTTON_DOWN
369 # define SOL_LEFT BUTTON_LEFT
370 # define SOL_RIGHT BUTTON_RIGHT
371 # define SOL_MOVE_PRE BUTTON_SELECT
372 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
373 # define SOL_DRAW BUTTON_MENU
374 # define SOL_REM2CUR (BUTTON_LEFT | BUTTON_SELECT)
375 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
376 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_SELECT)
377 # define HK_MOVE "MIDDLE"
378 # define HK_DRAW "MENU"
379 # define HK_REM2CUR "PLAY+LEFT"
380 # define HK_CUR2STACK "PLAY.."
381 # define HK_REM2STACK "PLAY+RIGHT"
383 #elif CONFIG_KEYPAD == PHILIPS_HDD1630_PAD
384 # define SOL_QUIT BUTTON_POWER
385 # define SOL_UP BUTTON_UP
386 # define SOL_DOWN BUTTON_DOWN
387 # define SOL_LEFT BUTTON_LEFT
388 # define SOL_RIGHT BUTTON_RIGHT
389 # define SOL_MOVE_PRE BUTTON_SELECT
390 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
391 # define SOL_DRAW BUTTON_MENU
392 # define SOL_REM2CUR (BUTTON_LEFT | BUTTON_VIEW)
393 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
394 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_VIEW)
395 # define HK_MOVE "SELECT"
396 # define HK_DRAW "MENU"
397 # define HK_REM2CUR "VIEW+LEFT"
398 # define HK_CUR2STACK "SELECT.."
399 # define HK_REM2STACK "VIEW+RIGHT"
401 #elif (CONFIG_KEYPAD == ONDAVX747_PAD) || CONFIG_KEYPAD == MROBE500_PAD
402 # define SOL_QUIT BUTTON_POWER
404 #else
405 #error No keymap defined!
406 #endif
408 #ifdef HAVE_TOUCHSCREEN
409 //#ifndef SOL_QUIT
410 //# define SOL_QUIT BUTTON_TOPLEFT
411 //endif
412 #ifndef SOL_UP
413 # define SOL_UP BUTTON_TOPMIDDLE
414 #endif
415 #ifndef SOL_DOWN
416 # define SOL_DOWN BUTTON_BOTTOMMIDDLE
417 #endif
418 #ifndef SOL_LEFT
419 # define SOL_LEFT BUTTON_MIDLEFT
420 #endif
421 #ifndef SOL_RIGHT
422 # define SOL_RIGHT BUTTON_MIDRIGHT
423 #endif
424 #ifndef SOL_MOVE
425 # define SOL_MOVE BUTTON_CENTER
426 # define HK_MOVE "CENTRE"
427 #endif
428 #ifndef SOL_DRAW
429 # define SOL_DRAW BUTTON_TOPLEFT
430 # define HK_DRAW "TOPLEFT"
431 #endif
432 #ifndef SOL_REM2CUR
433 # define SOL_REM2CUR BUTTON_TOPRIGHT
434 # define HK_REM2CUR "TOPRIGHT"
435 #endif
436 #ifndef SOL_CUR2STACK
437 # define SOL_CUR2STACK BUTTON_BOTTOMLEFT
438 # define HK_CUR2STACK "BOTTOMLEFT"
439 #endif
440 #ifndef SOL_REM2STACK
441 # define SOL_REM2STACK BUTTON_BOTTOMRIGHT
442 # define HK_REM2STACK "BOTTOMRIGHT"
443 #endif
445 #endif
447 #ifndef HK_LR
448 # define HK_LR "LEFT/RIGHT"
449 #endif
450 #ifndef HK_UD
451 # define HK_UD "UP/DOWN"
452 #endif
455 * Help strings
458 static int helplines;
459 static int displaylines;
461 static char helptext[] =
462 /* Use single spaces only! Close each line with one \0. */
463 "-- Navigation --\0"
464 HK_LR ": Move the cursor to the previous/ next column.\0"
465 HK_UD ": Move the cursor up/ down in the column.\0"
466 HK_MOVE ": Select cards, move cards, reveal hidden cards...\0"
467 HK_DRAW ": Deselect a card if it was selected. Else draw new card(s) from the remains stack.\0"
468 "-- Shortcuts --\0"
469 HK_REM2CUR ": Put the card on top of the remains stack on top of the cursor.\0"
470 HK_CUR2STACK ": Put the card under the cursor on one of the 4 final stacks.\0"
471 HK_REM2STACK ": Put the card on top of the remains stack on one of the 4 final stacks.\0"
475 * Misc constants, graphics and other defines
478 #include "pluginbitmaps/card_back.h"
479 #include "pluginbitmaps/card_deck.h"
480 #include "pluginbitmaps/solitaire_suitsi.h"
482 #define CARD_GFX_WIDTH BMPWIDTH_card_back
483 #define CARD_GFX_HEIGHT BMPHEIGHT_card_back
484 #define CARD_WIDTH (BMPWIDTH_card_back+2)
485 #define CARD_HEIGHT (BMPHEIGHT_card_back+2)
487 #if LCD_WIDTH >= 320
488 # define MARGIN 4
489 # define LARGE_CARD
490 # define SYMBOL_HEIGHT 12
491 #elif LCD_WIDTH >= 220
492 # define MARGIN 3
493 # define LARGE_CARD
494 # define SYMBOL_HEIGHT 12
495 #elif LCD_WIDTH >= 160
496 # define MARGIN 2
497 # define SYMBOL_HEIGHT 11
498 #elif LCD_WIDTH >= 128
499 # define MARGIN 1
500 # define SYMBOL_HEIGHT 10
501 #else
502 # define MARGIN 0
503 # define SYMBOL_HEIGHT 8
504 #endif
506 #define CARD_START (CARD_HEIGHT+2*MARGIN+1)
508 /* background color */
509 #ifdef HAVE_LCD_COLOR
510 # define BACKGROUND_COLOR LCD_RGBPACK(0,157,0)
511 # define FRAME_COLOR LCD_RGBPACK(23,119,218)
512 #elif LCD_DEPTH > 1
513 # define BACKGROUND_COLOR LCD_WHITE
514 # define FRAME_COLOR LCD_BLACK
515 #endif
518 #define CONFIG_FILENAME "sol.cfg"
520 #define NOT_A_CARD -1
522 /* number of cards per suit */
523 #define CARDS_PER_SUIT 13
525 /* number of suits */
526 #define SUITS 4
528 #define NUM_CARDS ( CARDS_PER_SUIT * SUITS )
530 /* number of columns */
531 #define COL_NUM 7
533 /* pseudo column numbers to be used for cursor coordinates */
534 /* columns COL_NUM to COL_NUM + SUITS - 1 correspond to the final stacks */
535 #define STACKS_COL COL_NUM
536 /* column COL_NUM + SUITS corresponds to the remains' stack */
537 #define REM_COL (STACKS_COL + SUITS)
539 #define NOT_A_COL -1
541 typedef struct
543 signed char suit;
544 signed char num;
545 bool known : 1;
546 bool used : 1; /* this is what is used when dealing cards */
547 signed char next;
548 } card_t;
552 * LCD card drawing routines
555 static void draw_cursor( int x, int y )
557 rb->lcd_set_drawmode( DRMODE_COMPLEMENT );
558 rb->lcd_fillrect( x+1, y+1, CARD_GFX_WIDTH, CARD_GFX_HEIGHT );
559 #ifdef LARGE_CARD
560 rb->lcd_drawpixel( x+1, y+1 );
561 rb->lcd_drawpixel( x+1, y+CARD_HEIGHT-2 );
562 rb->lcd_drawpixel( x+CARD_WIDTH-2, y+1 );
563 rb->lcd_drawpixel( x+CARD_WIDTH-2, y+CARD_HEIGHT-2 );
564 #endif
565 rb->lcd_set_drawmode( DRMODE_SOLID );
568 /* Draw a card's border, select it if it's selected and draw the cursor
569 * if the cursor is currently over the card */
570 static void draw_card_ext( int x, int y, bool selected, bool cursor )
572 #if LCD_DEPTH > 1
573 int oldfg = rb->lcd_get_foreground();
575 rb->lcd_set_foreground( LCD_BLACK );
576 #endif
577 #ifdef LARGE_CARD
578 rb->lcd_hline( x+2, x+CARD_WIDTH-3, y );
579 rb->lcd_hline( x+2, x+CARD_WIDTH-3, y+CARD_HEIGHT-1 );
580 rb->lcd_vline( x, y+2, y+CARD_HEIGHT-3 );
581 rb->lcd_vline( x+CARD_WIDTH-1, y+2, y+CARD_HEIGHT-3 );
582 rb->lcd_drawpixel( x+1, y+1 );
583 rb->lcd_drawpixel( x+1, y+CARD_HEIGHT-2 );
584 rb->lcd_drawpixel( x+CARD_WIDTH-2, y+1 );
585 rb->lcd_drawpixel( x+CARD_WIDTH-2, y+CARD_HEIGHT-2 );
586 #else
587 rb->lcd_hline( x+1, x+CARD_WIDTH-2, y );
588 rb->lcd_hline( x+1, x+CARD_WIDTH-2, y+CARD_HEIGHT-1 );
589 rb->lcd_vline( x, y+1, y+CARD_HEIGHT-2 );
590 rb->lcd_vline( x+CARD_WIDTH-1, y+1, y+CARD_HEIGHT-2 );
591 #endif
593 if( selected )
595 #if LCD_DEPTH > 1
596 rb->lcd_set_foreground( FRAME_COLOR );
597 #endif
598 rb->lcd_drawrect( x+1, y+1, CARD_WIDTH-2, CARD_HEIGHT-2 );
599 #ifdef LARGE_CARD
600 rb->lcd_drawrect( x+2, y+2, CARD_WIDTH-4, CARD_HEIGHT-4 );
601 #endif
603 #if LCD_DEPTH > 1
604 rb->lcd_set_foreground( oldfg );
605 #endif
607 if( cursor )
609 draw_cursor( x, y );
613 /* Draw a card's inner graphics */
614 static void draw_card( card_t *card, int x, int y,
615 bool selected, bool cursor )
617 if( card->known )
619 rb->lcd_bitmap_part( card_deck, CARD_GFX_WIDTH * card->num,
620 CARD_GFX_HEIGHT * card->suit, BMPWIDTH_card_deck,
621 x+1, y+1, CARD_GFX_WIDTH, CARD_GFX_HEIGHT );
623 else
625 rb->lcd_bitmap( card_back, x+1, y+1,
626 CARD_GFX_WIDTH, CARD_GFX_HEIGHT );
628 draw_card_ext( x, y, selected, cursor );
631 /* Draw an empty stack */
632 static void draw_empty_stack( int s, int x, int y, bool cursor )
634 rb->lcd_bitmap_part( solitaire_suitsi, 0,
635 CARD_GFX_HEIGHT * s, BMPWIDTH_solitaire_suitsi,
636 x+1, y+1, CARD_GFX_WIDTH, CARD_GFX_HEIGHT );
638 draw_card_ext( x, y, false, cursor );
642 * Help
645 static void init_help(void)
647 int lines = 0;
648 int w_space, w, h;
649 int para_len;
650 char *para = helptext;
652 rb->lcd_getstringsize(" ", &w_space, &h);
653 displaylines = LCD_HEIGHT / h;
654 para_len = rb->strlen(para);
656 while (para_len)
658 bool first = true;
659 int x = 0;
660 char *next, *store;
662 next = rb->strtok_r(para, " ", &store);
663 while (next)
665 rb->lcd_getstringsize(next, &w, NULL);
666 if (!first)
668 if (x + w > LCD_WIDTH)
670 lines++;
671 x = 0;
673 else
674 next[-1] = ' '; /* re-concatenate string */
676 else
677 first = false;
679 x += w + w_space;
680 next = rb->strtok_r(NULL, " ", &store);
683 lines++;
684 para += para_len + 1;
685 para_len = rb->strlen(para);
687 helplines = lines;
690 enum help { HELP_QUIT, HELP_USB };
692 /* help for the not so intuitive interface */
693 enum help solitaire_help( void )
695 int start = 0;
696 int button;
697 int lastbutton = BUTTON_NONE;
698 bool fixed = (displaylines >= helplines);
700 while( true )
702 char *text = helptext;
703 int line = fixed ? (displaylines - helplines) / 2 : 0;
704 int i;
706 rb->lcd_clear_display();
708 for (i = 0; i < start + displaylines; i++)
710 if (i >= start)
711 rb->lcd_puts(0, line++, text);
712 text += rb->strlen(text) + 1;
714 rb->lcd_update();
716 button = rb->button_get( true );
717 switch( button )
719 case SOL_UP:
720 #ifdef SOL_UP_PRE
721 if( lastbutton != SOL_UP_PRE )
722 break;
723 #else
724 case SOL_UP|BUTTON_REPEAT:
725 #endif
726 if (!fixed && start > 0)
727 start--;
728 break;
730 case SOL_DOWN:
731 #ifdef SOL_DOWN_PRE
732 if( lastbutton != SOL_DOWN_PRE )
733 break;
734 #else
735 case SOL_DOWN|BUTTON_REPEAT:
736 #endif
737 if (!fixed && start < helplines - displaylines)
738 start++;
739 break;
741 #ifdef SOL_RC_QUIT
742 case SOL_RC_QUIT:
743 #endif
744 case SOL_QUIT:
745 return HELP_QUIT;
747 default:
748 if( rb->default_event_handler( button ) == SYS_USB_CONNECTED )
749 return HELP_USB;
750 break;
752 if( button != BUTTON_NONE )
753 lastbutton = button;
755 rb->yield();
760 * Custom menu / options
763 #define CFGFILE_VERSION 0
765 struct sol_config {
766 int draw_type;
769 struct sol_config sol_disk = {0};
770 struct sol_config sol;
772 static struct configdata config[] = {
773 { TYPE_INT, 0, 1, { .int_p = &sol_disk.draw_type }, "draw_type", NULL }
776 char draw_option_string[32];
778 static void create_draw_option_string(void)
780 if (sol.draw_type == 0)
781 rb->strcpy(draw_option_string, "Draw Three Cards");
782 else
783 rb->strcpy(draw_option_string, "Draw One Card");
786 void solitaire_init(void);
788 /* menu return codes */
789 enum { MENU_RESUME, MENU_SAVE_AND_QUIT, MENU_QUIT, MENU_USB };
791 int solitaire_menu(bool in_game)
793 int m;
794 int result = -1;
795 int i = 0;
797 struct menu_item items[6];
799 if( in_game )
801 items[i++].desc = "Resume Game";
802 items[i++].desc = "Restart Game";
804 else
806 items[i++].desc = "Start Game";
807 items[i++].desc = draw_option_string;
809 items[i++].desc = "Help";
810 items[i++].desc = "Audio Playback";
811 if( in_game )
813 items[i++].desc = "Save and Quit";
815 items[i++].desc = "Quit";
817 create_draw_option_string();
818 m = menu_init(items, i, NULL, NULL, NULL, NULL);
819 while (result < 0)
821 switch (menu_show(m))
823 case MENU_SELECTED_EXIT:
824 result = MENU_RESUME;
825 break;
827 case MENU_ATTACHED_USB:
828 result = MENU_USB;
829 break;
831 case 0:
832 result = MENU_RESUME;
833 break;
835 case 1:
836 if (in_game)
838 solitaire_init();
839 result = MENU_RESUME;
841 else
843 sol.draw_type = (sol.draw_type + 1) % 2;
844 create_draw_option_string();
846 break;
848 case 2:
849 if (solitaire_help() == HELP_USB)
850 result = MENU_USB;
851 break;
853 case 3:
854 playback_control(NULL);
855 break;
857 case 4:
858 if( in_game )
859 result = MENU_SAVE_AND_QUIT;
860 else
861 result = MENU_QUIT;
862 break;
864 case 5:
865 result = MENU_QUIT;
866 break;
869 menu_exit(m);
870 return result;
874 * Global variables
877 /* player's cursor */
878 int cur_card;
879 /* player's cursor column num */
880 int cur_col;
882 /* selected card */
883 int sel_card;
885 /* the deck */
886 card_t deck[ NUM_CARDS ];
888 /* the remaining cards */
889 /* first card of the remains' stack */
890 int rem;
891 /* upper visible card from the remains' stack */
892 int cur_rem;
893 /* number of cards drawn from the remains stack - 1 */
894 int count_rem;
895 /* number of cards per draw of the remains' stack */
896 int cards_per_draw;
898 /* the 7 game columns */
899 int cols[COL_NUM];
900 /* the 4 final stacks */
901 int stacks[SUITS];
904 * Card handling routines
907 int next_random_card( card_t *deck )
909 int i,r;
911 r = rb->rand()%(NUM_CARDS)+1;
912 i = 0;
914 while( r>0 )
916 i = (i + 1)%(NUM_CARDS);
917 if( !deck[i].used ) r--;
920 deck[i].used = true;
922 return i;
926 /* initialize the game */
927 void solitaire_init( void )
930 int c;
931 int i, j;
933 /* number of cards that are drawn on the remains' stack (by pressing F2) */
934 if( sol.draw_type == 0 )
936 cards_per_draw = 3;
938 else
940 cards_per_draw = 1;
943 /* init deck */
944 for( i=0; i<SUITS; i++ )
946 for( j=0; j<CARDS_PER_SUIT; j++ )
948 #define card deck[i*CARDS_PER_SUIT+j]
949 card.suit = i;
950 card.num = j;
951 card.known = true;
952 card.used = false;
953 card.next = NOT_A_CARD;
954 #undef card
958 /* deal the cards ... */
959 /* ... in the columns */
960 for( i=0; i<COL_NUM; i++ )
962 c = NOT_A_CARD;
963 for( j=0; j<=i; j++ )
965 if( c == NOT_A_CARD )
967 cols[i] = next_random_card( deck );
968 c = cols[i];
970 else
972 deck[c].next = next_random_card( deck );
973 c = deck[c].next;
975 if( j < i )
976 deck[c].known = false;
980 /* ... shuffle what's left of the deck */
981 rem = next_random_card(deck);
982 c = rem;
984 for( i=1; i < NUM_CARDS - COL_NUM * (COL_NUM + 1)/2; i++ )
986 deck[c].next = next_random_card( deck );
987 c = deck[c].next;
990 /* we now finished dealing the cards. The game can start ! (at last) */
992 /* init the stack */
993 for( i = 0; i<SUITS; i++ )
995 stacks[i] = NOT_A_CARD;
998 /* the cursor starts on upper left card */
999 cur_card = cols[0];
1000 cur_col = 0;
1002 /* no card is selected */
1003 sel_card = NOT_A_CARD;
1005 /* init the remainder */
1006 cur_rem = NOT_A_CARD;
1008 count_rem = -1;
1011 /* find the column number in which 'card' can be found */
1012 int find_card_col( int card )
1014 int i;
1015 int c;
1017 if( card == NOT_A_CARD ) return NOT_A_COL;
1019 for( i=0; i<COL_NUM; i++ )
1021 c = cols[i];
1022 while( c != NOT_A_CARD )
1024 if( c == card ) return i;
1025 c = deck[c].next;
1029 for( i=0; i<SUITS; i++ )
1031 c = stacks[i];
1032 while( c != NOT_A_CARD )
1034 if( c == card ) return STACKS_COL + i;
1035 c = deck[c].next;
1039 return REM_COL;
1042 /* find the card preceding 'card' */
1043 /* if it doesn't exist, return NOT_A_CARD */
1044 int find_prev_card( int card ){
1045 int i;
1047 for( i=0; i < NUM_CARDS; i++ )
1049 if( deck[i].next == card ) return i;
1052 return NOT_A_CARD;
1055 /* find the last card of a given column */
1056 int find_last_card( int col )
1058 int c;
1060 if( col < COL_NUM )
1062 c = cols[col];
1064 else if( col < REM_COL )
1066 c = stacks[col - STACKS_COL];
1068 else
1070 c = cur_rem;
1073 if(c == NOT_A_CARD)
1074 return c;
1075 else
1077 while(deck[c].next != NOT_A_CARD)
1078 c = deck[c].next;
1079 return c;
1083 enum move { MOVE_OK, MOVE_NOT_OK };
1085 enum move move_card( int dest_col, int src_card )
1087 /* the column on which to take src_card */
1088 int src_col;
1090 /* the last card of dest_col */
1091 int dest_card;
1093 /* the card under src_card */
1094 int src_card_prev;
1096 /* you can't move no card (at least, it doesn't have any consequence) */
1097 if( src_card == NOT_A_CARD ) return MOVE_NOT_OK;
1098 /* you can't put a card back on the remains' stack */
1099 if( dest_col == REM_COL ) return MOVE_NOT_OK;
1100 /* you can't move an unknown card */
1101 if( !deck[src_card].known ) return MOVE_NOT_OK;
1103 src_col = find_card_col( src_card );
1104 dest_card = find_last_card( dest_col );
1105 src_card_prev = find_prev_card( src_card );
1107 /* you can't move more than one card at a time from the final stack */
1108 /* to the rest of the game */
1109 if( src_col >= COL_NUM && src_col < REM_COL
1110 && deck[src_card].next != NOT_A_CARD )
1112 return MOVE_NOT_OK;
1115 /* if we (that means dest) are on one of the 7 columns ... */
1116 if( dest_col < COL_NUM )
1118 /* ... check is we are on an empty color and that the src is a king */
1119 if( dest_card == NOT_A_CARD
1120 && deck[src_card].num == CARDS_PER_SUIT - 1 )
1122 /* this is a winning combination */
1123 cols[dest_col] = src_card;
1125 /* ... or check if the cards follow one another and have
1126 * different colorsuit */
1127 else if(( deck[dest_card].suit + deck[src_card].suit)%2==1
1128 && deck[dest_card].num == deck[src_card].num + 1 )
1130 /* this is a winning combination */
1131 deck[dest_card].next = src_card;
1133 /* ... or, humpf, well that's not good news */
1134 else
1136 /* this is not a winning combination */
1137 return MOVE_NOT_OK;
1140 /* if we are on one of the 4 final stacks ... */
1141 else if( dest_col < REM_COL )
1143 /* ... check if we are on an empty stack... */
1144 if( dest_card == NOT_A_CARD )
1146 /* ... and the src is an ace and this is the correct final stack */
1147 if( deck[src_card].num == 0
1148 && deck[src_card].suit == dest_col - STACKS_COL )
1150 /* this is a winning combination */
1151 stacks[dest_col - STACKS_COL] = src_card;
1153 else
1155 /* this is not a winning combination */
1156 return MOVE_NOT_OK;
1159 else /* non-empty stack */
1161 /* ...check if the cards follow one another, have the same suit and
1162 * {that src has no .next element or is from the remains' stack} */
1163 if( deck[dest_card].suit == deck[src_card].suit
1164 && deck[dest_card].num + 1 == deck[src_card].num
1165 && (deck[src_card].next == NOT_A_CARD || src_col == REM_COL) )
1167 /* this is a winning combination */
1168 deck[dest_card].next = src_card;
1170 /* ... or, well that's not good news */
1171 else
1173 /* this is not a winning combination */
1174 return MOVE_NOT_OK;
1178 /* if we are on the remains' stack */
1179 else
1181 /* you can't move a card back to the remains' stack */
1182 return MOVE_NOT_OK;
1185 /* if the src card is from the remains' stack, we don't want to take
1186 * the following cards */
1187 if( src_col == REM_COL )
1189 /* if src card is the first card from the stack */
1190 if( src_card_prev == NOT_A_CARD )
1192 rem = deck[src_card].next;
1194 /* if src card is not the first card from the stack */
1195 else
1197 deck[src_card_prev].next = deck[src_card].next;
1199 deck[src_card].next = NOT_A_CARD;
1200 cur_rem = src_card_prev;
1201 count_rem--;
1203 /* if the src card is from somewhere else, just take everything */
1204 else
1206 if( src_card_prev == NOT_A_CARD )
1208 if( src_col < COL_NUM )
1210 cols[src_col] = NOT_A_CARD;
1212 else
1214 stacks[src_col - STACKS_COL] = NOT_A_CARD;
1217 else
1219 deck[src_card_prev].next = NOT_A_CARD;
1220 deck[src_card_prev].known = true;
1223 sel_card = NOT_A_CARD;
1224 /* tada ! */
1225 return MOVE_OK;
1228 enum { SOLITAIRE_WIN, SOLITAIRE_SAVE_AND_QUIT, SOLITAIRE_QUIT, SOLITAIRE_USB };
1231 * Bouncing cards at the end of the game
1234 #define BC_ACCEL ((1<<16)*LCD_HEIGHT/128)
1235 #define BC_MYSPEED (6*BC_ACCEL)
1236 #define BC_MXSPEED (6*LCD_HEIGHT/128)
1238 int bouncing_cards( void )
1240 int i, j, x, vx, y, fp_y, fp_vy, button;
1242 /* flush the button queue */
1243 while( ( button = rb->button_get( false ) ) != BUTTON_NONE )
1245 if( rb->default_event_handler( button ) == SYS_USB_CONNECTED )
1246 return SOLITAIRE_USB;
1249 /* fun stuff :) */
1250 for( i = CARDS_PER_SUIT-1; i>=0; i-- )
1252 for( j = 0; j < SUITS; j++ )
1254 x = LCD_WIDTH-(CARD_WIDTH*4+4+MARGIN)+CARD_WIDTH*j+j+1;
1255 fp_y = MARGIN<<16;
1257 #if LCD_WIDTH > 200
1258 vx = rb->rand() % (4*BC_MXSPEED/3-2) - BC_MXSPEED;
1259 if( vx >= -1 )
1260 vx += 3;
1261 #else
1262 vx = rb->rand() % (4*BC_MXSPEED/3) - BC_MXSPEED;
1263 if( vx >= 0 )
1264 vx++;
1265 #endif
1267 fp_vy = -rb->rand() % BC_MYSPEED;
1269 while( x < LCD_WIDTH && x + CARD_WIDTH > 0 )
1271 fp_vy += BC_ACCEL;
1272 x += vx;
1273 fp_y += fp_vy;
1274 if( fp_y >= (LCD_HEIGHT-CARD_HEIGHT) << 16 )
1276 fp_vy = -fp_vy*4/5;
1277 fp_y = (LCD_HEIGHT-CARD_HEIGHT) << 16;
1279 y = fp_y >> 16;
1280 draw_card( &deck[j*CARDS_PER_SUIT+i], x, y,
1281 false, false );
1282 rb->lcd_update_rect( x<0?0:x, y<0?0:y,
1283 CARD_WIDTH, CARD_HEIGHT );
1285 button = rb->button_get_w_tmo( 2 );
1286 if( rb->default_event_handler( button ) == SYS_USB_CONNECTED )
1287 return SOLITAIRE_USB;
1288 if( button == SOL_QUIT || button == SOL_MOVE )
1289 return SOLITAIRE_WIN;
1293 return SOLITAIRE_WIN;
1297 * Game save/load routines
1299 void get_save_filename( char *buf )
1301 char *s;
1302 rb->strcpy( buf, rb->plugin_get_current_filename() );
1303 s = rb->strrchr( buf, '/' ) + 1;
1304 *s = '\0';
1305 rb->strcat( s, "sol.save" );
1308 int open_save_file( int flags )
1310 char buf[MAX_PATH];
1311 get_save_filename( buf );
1312 return rb->open( buf, flags );
1315 void delete_save_file( void )
1317 char buf[MAX_PATH];
1318 get_save_filename( buf );
1319 rb->remove( buf );
1322 #ifdef write
1323 # undef write
1324 #endif
1325 int save_write( int fd, const void *buf, size_t count, int *checksum )
1327 size_t i;
1328 if( rb->write( fd, buf, count ) < (ssize_t)count )
1329 return 1;
1330 for( i = 0; i < count; i++ )
1331 *checksum += (int)(((const char *)buf)[i]);
1332 return 0;
1335 #ifdef read
1336 # undef read
1337 #endif
1338 int save_read( int fd, void *buf, size_t count, int *checksum )
1340 size_t i;
1341 if( rb->read( fd, buf, count ) < (ssize_t)count )
1342 return 1;
1343 for( i = 0; i < count; i++ )
1344 *checksum -= (int)(((const char *)buf)[i]);
1345 return 0;
1348 int save_game( void )
1350 int fd = open_save_file( O_CREAT|O_WRONLY|O_TRUNC );
1351 int checksum = 42;
1352 if( fd < 0 )
1353 return -1;
1354 if( save_write( fd, &cur_card, sizeof( int ), &checksum )
1355 || save_write( fd, &cur_col, sizeof( int ), &checksum )
1356 || save_write( fd, &sel_card, sizeof( int ), &checksum )
1357 || save_write( fd, deck, NUM_CARDS * sizeof( card_t ), &checksum )
1358 || save_write( fd, &rem, sizeof( int ), &checksum )
1359 || save_write( fd, &cur_rem, sizeof( int ), &checksum )
1360 || save_write( fd, &count_rem, sizeof( int ), &checksum )
1361 || save_write( fd, &cards_per_draw, sizeof( int ), &checksum )
1362 || save_write( fd, cols, COL_NUM * sizeof( int ), &checksum )
1363 || save_write( fd, stacks, SUITS * sizeof( int ), &checksum )
1364 || ( rb->write( fd, &checksum, sizeof( int ) ) < (ssize_t)(sizeof( int ) ) ) )
1366 rb->close( fd );
1367 rb->splash( 2*HZ, "Error while saving game. Aborting." );
1368 return -2;
1370 rb->close( fd );
1371 return 0;
1374 int load_game( void )
1376 int fd = open_save_file( O_RDONLY );
1377 int checksum;
1378 if( fd < 0 )
1379 return -1;
1380 if( ( rb->lseek( fd, -sizeof( int ), SEEK_END ) == -((ssize_t)sizeof( int ))-1 )
1381 || ( rb->read( fd, &checksum, sizeof( int ) ) < ((ssize_t)sizeof( int )) )
1382 || ( rb->lseek( fd, 0, SEEK_SET ) == -1 )
1383 || save_read( fd, &cur_card, sizeof( int ), &checksum )
1384 || save_read( fd, &cur_col, sizeof( int ), &checksum )
1385 || save_read( fd, &sel_card, sizeof( int ), &checksum )
1386 || save_read( fd, deck, NUM_CARDS * sizeof( card_t ), &checksum )
1387 || save_read( fd, &rem, sizeof( int ), &checksum )
1388 || save_read( fd, &cur_rem, sizeof( int ), &checksum )
1389 || save_read( fd, &count_rem, sizeof( int ), &checksum )
1390 || save_read( fd, &cards_per_draw, sizeof( int ), &checksum )
1391 || save_read( fd, cols, COL_NUM * sizeof( int ), &checksum )
1392 || save_read( fd, stacks, SUITS * sizeof( int ), &checksum ) )
1394 rb->close( fd );
1395 rb->splash( 2*HZ, "Error while loading saved game. Aborting." );
1396 delete_save_file();
1397 return -2;
1399 rb->close( fd );
1400 if( checksum != 42 )
1402 rb->splash( 2*HZ, "Save file was corrupted. Aborting." );
1403 delete_save_file();
1404 return -3;
1406 return 0;
1410 * The main game loop
1412 * If skipmenu is defined to SOLITAIRE_QUIT, the menu will be skipped and
1413 * game will resume.
1416 int solitaire( int skipmenu )
1419 int i,j;
1420 int button, lastbutton = 0;
1421 int c,h,prevcard;
1422 int biggest_col_length;
1424 rb->srand( *rb->current_tick );
1425 if( skipmenu != SOLITAIRE_QUIT )
1427 switch( solitaire_menu(false) )
1429 case MENU_QUIT:
1430 return SOLITAIRE_QUIT;
1432 case MENU_USB:
1433 return SOLITAIRE_USB;
1435 solitaire_init();
1438 while( true )
1440 rb->lcd_clear_display();
1442 /* get the biggest column length so that display can be "optimized" */
1443 biggest_col_length = 0;
1445 for(i=0;i<COL_NUM;i++)
1447 j = 0;
1448 c = cols[i];
1450 if( c != NOT_A_CARD )
1452 while( true )
1454 /* don't include the last card in the column length. */
1455 if( deck[c].next == NOT_A_CARD )
1457 break; /* no successor: get outta here. */
1459 else
1461 if( deck[c].known )
1462 j += 2;
1463 else
1464 j++;
1466 c = deck[c].next;
1468 /* make column distinguishable from an empty column,
1469 * and avoid division by zero while displaying */
1470 if( j == 0 )
1471 j = 1;
1473 if( j > biggest_col_length )
1474 biggest_col_length = j;
1477 /* check if there are cards remaining in the game. */
1478 /* if there aren't any, that means you won :) */
1479 if( biggest_col_length == 0 && rem == NOT_A_CARD )
1481 rb->splash( HZ, "You Won :)" );
1482 return bouncing_cards();
1485 /* draw the columns */
1486 for( i = 0; i < COL_NUM; i++ )
1488 c = cols[i];
1489 j = CARD_START;
1490 while( true )
1492 if( c == NOT_A_CARD )
1494 /* draw the cursor on empty columns */
1495 if( cur_col == i )
1497 draw_cursor( MARGIN + i * (CARD_WIDTH
1498 +(LCD_WIDTH-COL_NUM*CARD_WIDTH-2*MARGIN)/(COL_NUM-1)),
1499 j );
1501 break;
1504 draw_card( &deck[c], MARGIN + i * (CARD_WIDTH
1505 +(LCD_WIDTH-COL_NUM*CARD_WIDTH-2*MARGIN)/(COL_NUM-1)),
1506 j, c == sel_card, c == cur_card );
1508 h = c;
1509 c = deck[c].next;
1510 if( c == NOT_A_CARD ) break;
1512 /* This is where we change the spacing between cards so that
1513 * they don't overflow out of the LCD */
1514 if( h == cur_card )
1515 j += SYMBOL_HEIGHT;
1516 else if( deck[h].known )
1517 j += min( SYMBOL_HEIGHT,
1518 2 * (LCD_HEIGHT - CARD_START - CARD_HEIGHT - MARGIN)
1519 / biggest_col_length );
1520 else
1521 j += min( SYMBOL_HEIGHT / 2,
1522 (LCD_HEIGHT - CARD_START - CARD_HEIGHT - MARGIN)
1523 / biggest_col_length );
1527 /* draw the stacks */
1528 for( i=0; i<SUITS; i++ )
1530 c = find_last_card( STACKS_COL + i );
1532 if( c != NOT_A_CARD )
1534 draw_card( &deck[c],
1535 LCD_WIDTH-(CARD_WIDTH*4+4+MARGIN)+CARD_WIDTH*i+i+1,
1536 MARGIN,
1537 c == sel_card, cur_col == STACKS_COL + i );
1539 else
1541 draw_empty_stack( i,
1542 LCD_WIDTH-(CARD_WIDTH*4+4+MARGIN)+CARD_WIDTH*i+i+1,
1543 MARGIN, cur_col == STACKS_COL + i );
1547 /* draw the remains */
1548 if( rem != NOT_A_CARD &&
1549 ( cur_rem == NOT_A_CARD || deck[cur_rem].next != NOT_A_CARD ) )
1551 /* gruik ! (we want to display a card back) */
1552 deck[rem].known = false;
1553 draw_card( &deck[rem], MARGIN, MARGIN, false, false );
1554 deck[rem].known = true;
1557 if( rem != NOT_A_CARD && cur_rem != NOT_A_CARD )
1559 if( count_rem < 0 )
1561 prevcard = rem;
1562 count_rem = 0;
1563 while( prevcard != cur_rem && count_rem < cards_per_draw-1 )
1565 prevcard = deck[prevcard].next;
1566 count_rem++;
1569 prevcard = cur_rem;
1570 j = CARD_WIDTH+2*MARGIN+1;
1571 for( i = 0; i < count_rem; i++ )
1572 prevcard = find_prev_card(prevcard);
1573 for( i = 0; i <= count_rem; i++ )
1575 draw_card( &deck[prevcard], j,
1576 MARGIN, sel_card == prevcard,
1577 cur_card == prevcard );
1578 prevcard = deck[prevcard].next;
1579 j += CARD_WIDTH/2;
1582 if( ( cur_rem == NOT_A_CARD || rem == NOT_A_CARD )
1583 && cur_col == REM_COL )
1585 draw_cursor( CARD_WIDTH+2*MARGIN+1, MARGIN );
1588 rb->lcd_update();
1590 /* what to do when a key is pressed ... */
1591 button = rb->button_get( true );
1592 #if (CONFIG_KEYPAD == SANSA_E200_PAD)
1593 if (button&(BUTTON_SCROLL_BACK|BUTTON_SCROLL_FWD))
1594 button = button & (~BUTTON_REPEAT);
1595 #endif
1596 switch( button )
1598 /* move cursor to the last card of the previous column
1599 * or to the previous final stack
1600 * or to the remains stack */
1601 case SOL_RIGHT:
1602 #ifdef SOL_RIGHT_PRE
1603 if( lastbutton != SOL_RIGHT_PRE )
1604 break;
1605 #endif
1606 if( cur_col >= COL_NUM )
1608 cur_col = 0;
1610 else if( cur_col == COL_NUM - 1 )
1612 cur_col = REM_COL;
1614 else
1616 cur_col = (cur_col+1)%(REM_COL+1);
1618 if(cur_col == REM_COL)
1620 cur_card = cur_rem;
1621 break;
1623 cur_card = find_last_card( cur_col );
1624 break;
1626 /* move cursor to the last card of the next column
1627 * or to the next final stack
1628 * or to the remains stack */
1629 case SOL_LEFT:
1630 #ifdef SOL_LEFT_PRE
1631 if( lastbutton != SOL_LEFT_PRE )
1632 break;
1633 #endif
1634 if( cur_col == 0 )
1636 cur_col = REM_COL;
1638 else if( cur_col >= COL_NUM )
1640 cur_col = COL_NUM - 1;
1642 else
1644 cur_col = (cur_col + REM_COL)%(REM_COL+1);
1646 if( cur_col == REM_COL )
1648 cur_card = cur_rem;
1649 break;
1651 cur_card = find_last_card( cur_col );
1652 break;
1654 /* move cursor to card that's bellow */
1655 case SOL_DOWN:
1656 #ifdef SOL_DOWN_PRE
1657 if( lastbutton != SOL_DOWN_PRE )
1658 break;
1659 #else
1660 case SOL_DOWN|BUTTON_REPEAT:
1661 #endif
1662 if( cur_col >= COL_NUM )
1664 cur_col = (cur_col - COL_NUM + 1)%(SUITS + 1) + COL_NUM;
1665 if( cur_col == REM_COL )
1667 cur_card = cur_rem;
1669 else
1671 cur_card = find_last_card( cur_col );
1673 break;
1675 if( cur_card == NOT_A_CARD ) break;
1676 if( deck[cur_card].next != NOT_A_CARD )
1678 cur_card = deck[cur_card].next;
1680 else
1682 cur_card = cols[cur_col];
1683 while( !deck[ cur_card].known
1684 && deck[cur_card].next != NOT_A_CARD )
1686 cur_card = deck[cur_card].next;
1689 break;
1691 /* move cursor to card that's above */
1692 case SOL_UP:
1693 #ifdef SOL_UP_PRE
1694 if( lastbutton != SOL_UP_PRE )
1695 break;
1696 #else
1697 case SOL_UP|BUTTON_REPEAT:
1698 #endif
1699 if( cur_col >= COL_NUM )
1701 cur_col = (cur_col - COL_NUM + SUITS)%(SUITS + 1) + COL_NUM;
1702 if( cur_col == REM_COL )
1704 cur_card = cur_rem;
1706 else
1708 cur_card = find_last_card( cur_col );
1710 break;
1712 if( cur_card == NOT_A_CARD ) break;
1713 do {
1714 cur_card = find_prev_card( cur_card );
1715 if( cur_card == NOT_A_CARD )
1717 cur_card = find_last_card( cur_col );
1719 } while( deck[cur_card].next != NOT_A_CARD
1720 && !deck[cur_card].known );
1721 break;
1723 /* Try to put card under cursor on one of the stacks */
1724 case SOL_CUR2STACK:
1725 #ifdef SOL_CUR2STACK_PRE
1726 if( lastbutton != SOL_CUR2STACK_PRE )
1727 break;
1728 #endif
1729 move_card( deck[cur_card].suit + STACKS_COL, cur_card );
1730 break;
1732 /* Move cards arround, Uncover cards, ... */
1733 case SOL_MOVE:
1734 #ifdef SOL_MOVE_PRE
1735 if( lastbutton != SOL_MOVE_PRE )
1736 break;
1737 #endif
1739 if( sel_card == NOT_A_CARD )
1741 if( cur_card != NOT_A_CARD )
1743 if( deck[cur_card].next == NOT_A_CARD
1744 && !deck[cur_card].known )
1746 /* reveal a hidden card */
1747 deck[cur_card].known = true;
1749 else if( cur_col == REM_COL && cur_rem == NOT_A_CARD )
1751 break;
1753 else
1755 /* select a card */
1756 sel_card = cur_card;
1760 else if( sel_card == cur_card )
1762 /* unselect card or try putting card on
1763 * one of the 4 stacks */
1764 if( move_card( deck[sel_card].suit + COL_NUM, sel_card )
1765 == MOVE_OK && cur_col == REM_COL )
1767 cur_card = cur_rem;
1769 sel_card = NOT_A_CARD;
1771 else
1773 /* try moving cards */
1774 /* The flexible move must not be used from the remains stack. */
1775 if (find_card_col(sel_card) == REM_COL)
1777 if (move_card( cur_col, sel_card ) == MOVE_NOT_OK)
1778 sel_card = NOT_A_CARD;
1780 else
1782 do {
1783 if (move_card( cur_col, sel_card) == MOVE_OK)
1784 break;
1785 sel_card = find_prev_card(sel_card);
1786 } while (sel_card != NOT_A_CARD);
1789 break;
1791 /* If the card on the top of the remains can be put where
1792 * the cursor is, go ahead */
1793 case SOL_REM2CUR:
1794 #ifdef SOL_REM2CUR_PRE
1795 if( lastbutton != SOL_REM2CUR_PRE )
1796 break;
1797 #endif
1798 move_card( cur_col, cur_rem );
1799 break;
1801 /* If the card on top of the remains can be put on one
1802 * of the stacks, do so */
1803 case SOL_REM2STACK:
1804 #ifdef SOL_REM2STACK_PRE
1805 if( lastbutton != SOL_REM2STACK_PRE )
1806 break;
1807 #endif
1808 move_card( deck[cur_rem].suit + COL_NUM, cur_rem );
1809 break;
1811 #ifdef SOL_REM
1812 case SOL_REM:
1813 if( sel_card != NOT_A_CARD )
1815 /* unselect selected card */
1816 sel_card = NOT_A_CARD;
1817 break;
1819 if( rem != NOT_A_CARD && cur_rem != NOT_A_CARD )
1821 sel_card = cur_rem;
1822 break;
1824 break;
1825 #endif
1827 /* unselect selected card or ...
1828 * draw new cards from the remains of the deck */
1829 case SOL_DRAW:
1830 #ifdef SOL_DRAW_PRE
1831 if( lastbutton != SOL_DRAW_PRE )
1832 break;
1833 #endif
1834 if( sel_card != NOT_A_CARD )
1836 /* unselect selected card */
1837 sel_card = NOT_A_CARD;
1838 break;
1840 if( rem != NOT_A_CARD )
1842 int cur_rem_old = cur_rem;
1843 count_rem = -1;
1844 /* draw new cards form the remains of the deck */
1845 if( cur_rem == NOT_A_CARD )
1847 /*if the cursor card is null*/
1848 cur_rem = rem;
1849 i = cards_per_draw - 1;
1850 count_rem++;
1852 else
1854 i = cards_per_draw;
1857 while( i > 0 && deck[cur_rem].next != NOT_A_CARD )
1859 cur_rem = deck[cur_rem].next;
1860 i--;
1861 count_rem++;
1863 /* test if any cards are really left on
1864 * the remains' stack */
1865 if( i == cards_per_draw )
1867 cur_rem = NOT_A_CARD;
1868 count_rem = -1;
1870 /* if cursor was on remains' stack when new cards were
1871 * drawn, put cursor on top of remains' stack */
1872 if( cur_col == REM_COL && cur_card == cur_rem_old )
1874 cur_card = cur_rem;
1875 sel_card = NOT_A_CARD;
1878 break;
1880 /* Show the menu */
1881 #ifdef SOL_RC_QUIT
1882 case SOL_RC_QUIT:
1883 #endif
1884 case SOL_QUIT:
1885 switch( solitaire_menu(true) )
1887 case MENU_SAVE_AND_QUIT:
1888 return SOLITAIRE_SAVE_AND_QUIT;
1890 case MENU_QUIT:
1891 return SOLITAIRE_QUIT;
1893 case MENU_USB:
1894 return SOLITAIRE_USB;
1896 break;
1898 case SYS_POWEROFF:
1899 return SOLITAIRE_SAVE_AND_QUIT;
1901 default:
1902 if( rb->default_event_handler( button ) == SYS_USB_CONNECTED )
1903 return SOLITAIRE_USB;
1904 break;
1907 if( button != BUTTON_NONE )
1908 lastbutton = button;
1910 /* fix incoherences concerning cur_col and cur_card */
1911 c = find_card_col( cur_card );
1912 if( c != NOT_A_COL && c != cur_col )
1913 cur_card = find_last_card( cur_col );
1915 if( cur_card == NOT_A_CARD
1916 && find_last_card( cur_col ) != NOT_A_CARD )
1917 cur_card = find_last_card( cur_col );
1919 rb->yield();
1924 * Plugin entry point
1927 enum plugin_status plugin_start(const void* parameter )
1929 int result;
1931 /* plugin init */
1932 (void)parameter;
1934 rb->splash( HZ, "Welcome to Solitaire!" );
1936 configfile_load(CONFIG_FILENAME, config,
1937 sizeof(config) / sizeof(config[0]), CFGFILE_VERSION);
1938 rb->memcpy(&sol, &sol_disk, sizeof(sol)); /* copy to running config */
1940 if( load_game() == 0 )
1942 rb->splash( HZ, "Resuming saved game." );
1943 result = SOLITAIRE_QUIT;
1945 else
1946 result = SOLITAIRE_WIN;
1948 init_help();
1950 /* play the game :)
1951 * Keep playing if a game was won (that means display the menu after
1952 * winning instead of quiting) */
1953 while( ( result = solitaire( result ) ) == SOLITAIRE_WIN );
1955 if( result == SOLITAIRE_QUIT )
1956 delete_save_file();
1957 else /* result == SOLITAIRE_USB || result == SOLITAIRE_SAVE_AND_QUIT */
1958 save_game();
1960 if (rb->memcmp(&sol, &sol_disk, sizeof(sol))) /* save settings if changed */
1962 rb->memcpy(&sol_disk, &sol, sizeof(sol));
1963 configfile_save(CONFIG_FILENAME, config,
1964 sizeof(config) / sizeof(config[0]), CFGFILE_VERSION);
1967 /* Exit the plugin */
1968 return ( result == SOLITAIRE_USB ) ? PLUGIN_USB_CONNECTED : PLUGIN_OK;
1971 #endif