1 /***************************************************************************
3 * Open \______ \ ____ ____ | | _\_ |__ _______ ___
4 * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
5 * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
6 * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
10 * Copyright (C) 2004-2007 Antoine Cellerier <dionoea @t videolan d.t org>
12 * This program is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU General Public License
14 * as published by the Free Software Foundation; either version 2
15 * of the License, or (at your option) any later version.
17 * This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
18 * KIND, either express or implied.
20 ****************************************************************************/
23 #include "lib/playback_control.h"
24 #include "lib/configfile.h"
27 #include "lib/oldmenuapi.h"
29 #ifdef HAVE_LCD_BITMAP
33 #define min(a,b) (a<b?a:b)
39 #if CONFIG_KEYPAD == RECORDER_PAD
40 # define SOL_QUIT BUTTON_OFF
41 # define SOL_UP BUTTON_UP
42 # define SOL_DOWN BUTTON_DOWN
43 # define SOL_LEFT BUTTON_LEFT
44 # define SOL_RIGHT BUTTON_RIGHT
45 # define SOL_MOVE BUTTON_ON
46 # define SOL_DRAW BUTTON_F1
47 # define SOL_REM2CUR BUTTON_PLAY
48 # define SOL_CUR2STACK BUTTON_F2
49 # define SOL_REM2STACK BUTTON_F3
52 # define HK_REM2CUR "PLAY"
53 # define HK_CUR2STACK "F2"
54 # define HK_REM2STACK "F3"
56 #elif CONFIG_KEYPAD == ARCHOS_AV300_PAD
57 # define SOL_QUIT BUTTON_OFF
58 # define SOL_UP BUTTON_UP
59 # define SOL_DOWN BUTTON_DOWN
60 # define SOL_LEFT BUTTON_LEFT
61 # define SOL_RIGHT BUTTON_RIGHT
62 # define SOL_MOVE BUTTON_ON
63 # define SOL_DRAW BUTTON_F1
64 # define SOL_REM2CUR BUTTON_SELECT
65 # define SOL_CUR2STACK BUTTON_F2
66 # define SOL_REM2STACK BUTTON_F3
69 # define HK_REM2CUR "SELECT"
70 # define HK_CUR2STACK "F2"
71 # define HK_REM2STACK "F3"
73 #elif CONFIG_KEYPAD == ONDIO_PAD
74 # define SOL_QUIT BUTTON_OFF
75 # define SOL_UP_PRE BUTTON_UP
76 # define SOL_UP (BUTTON_UP | BUTTON_REL)
77 # define SOL_DOWN_PRE BUTTON_DOWN
78 # define SOL_DOWN (BUTTON_DOWN | BUTTON_REL)
79 # define SOL_LEFT_PRE BUTTON_LEFT
80 # define SOL_LEFT (BUTTON_LEFT | BUTTON_REL)
81 # define SOL_RIGHT_PRE BUTTON_RIGHT
82 # define SOL_RIGHT (BUTTON_RIGHT | BUTTON_REL)
83 # define SOL_MOVE_PRE BUTTON_MENU
84 # define SOL_MOVE (BUTTON_MENU | BUTTON_REL)
85 # define SOL_DRAW_PRE BUTTON_MENU
86 # define SOL_DRAW (BUTTON_MENU | BUTTON_REPEAT)
87 # define SOL_REM2CUR_PRE BUTTON_DOWN
88 # define SOL_REM2CUR (BUTTON_DOWN | BUTTON_REPEAT)
89 # define SOL_CUR2STACK_PRE BUTTON_UP
90 # define SOL_CUR2STACK (BUTTON_UP | BUTTON_REPEAT)
91 # define SOL_REM2STACK_PRE BUTTON_RIGHT
92 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_REPEAT)
93 # define HK_MOVE "MODE"
94 # define HK_DRAW "MODE.."
95 # define HK_REM2CUR "DOWN.."
96 # define HK_CUR2STACK "UP.."
97 # define HK_REM2STACK "RIGHT.."
99 #elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
100 (CONFIG_KEYPAD == IRIVER_H300_PAD)
101 # define SOL_QUIT BUTTON_OFF
102 # define SOL_UP BUTTON_UP
103 # define SOL_DOWN BUTTON_DOWN
104 # define SOL_LEFT BUTTON_LEFT
105 # define SOL_RIGHT BUTTON_RIGHT
106 # define SOL_MOVE_PRE BUTTON_SELECT
107 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
108 # define SOL_DRAW BUTTON_MODE
109 # define SOL_REM2CUR (BUTTON_LEFT | BUTTON_ON)
110 # define SOL_CUR2STACK_PRE BUTTON_SELECT
111 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
112 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_ON)
113 # define SOL_REM BUTTON_REC
114 # define SOL_RC_QUIT BUTTON_RC_STOP
115 # define HK_MOVE "NAVI"
116 # define HK_DRAW "A-B"
117 # define HK_REM2CUR "PLAY+LEFT"
118 # define HK_CUR2STACK "NAVI.."
119 # define HK_REM2STACK "PLAY+RIGHT"
121 #elif (CONFIG_KEYPAD == IPOD_4G_PAD) || (CONFIG_KEYPAD == IPOD_3G_PAD) || \
122 (CONFIG_KEYPAD == IPOD_1G2G_PAD)
123 # define SOL_QUIT (BUTTON_SELECT | BUTTON_MENU)
124 # define SOL_UP BUTTON_SCROLL_BACK
125 # define SOL_DOWN BUTTON_SCROLL_FWD
126 # define SOL_LEFT_PRE BUTTON_LEFT
127 # define SOL_LEFT (BUTTON_LEFT | BUTTON_REL)
128 # define SOL_RIGHT_PRE BUTTON_RIGHT
129 # define SOL_RIGHT (BUTTON_RIGHT | BUTTON_REL)
130 # define SOL_MOVE_PRE BUTTON_SELECT
131 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
132 # define SOL_DRAW_PRE BUTTON_MENU
133 # define SOL_DRAW (BUTTON_MENU | BUTTON_REL)
134 # define SOL_REM2CUR BUTTON_PLAY
135 # define SOL_CUR2STACK_PRE BUTTON_MENU
136 # define SOL_CUR2STACK (BUTTON_MENU | BUTTON_REPEAT)
137 # define SOL_REM2STACK_PRE BUTTON_RIGHT
138 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_REPEAT)
139 # define HK_UD "SCROLL U/D"
140 # define HK_MOVE "SELECT"
141 # define HK_DRAW "MENU"
142 # define HK_REM2CUR "PLAY"
143 # define HK_CUR2STACK "MENU.."
144 # define HK_REM2STACK "RIGHT.."
146 #elif (CONFIG_KEYPAD == IAUDIO_X5M5_PAD)
147 # define SOL_QUIT BUTTON_POWER
148 # define SOL_UP BUTTON_UP
149 # define SOL_DOWN BUTTON_DOWN
150 # define SOL_LEFT BUTTON_LEFT
151 # define SOL_RIGHT BUTTON_RIGHT
152 # define SOL_MOVE_PRE BUTTON_SELECT
153 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
154 # define SOL_DRAW_PRE BUTTON_PLAY
155 # define SOL_DRAW (BUTTON_PLAY | BUTTON_REL)
156 # define SOL_REM2CUR_PRE BUTTON_PLAY
157 # define SOL_REM2CUR (BUTTON_PLAY | BUTTON_REPEAT)
158 # define SOL_CUR2STACK_PRE BUTTON_SELECT
159 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
160 # define SOL_REM2STACK BUTTON_REC
161 # define HK_MOVE "SELECT"
162 # define HK_DRAW "PLAY"
163 # define HK_REM2CUR "PLAY.."
164 # define HK_CUR2STACK "SELECT.."
165 # define HK_REM2STACK "REC"
167 #elif (CONFIG_KEYPAD == GIGABEAT_PAD)
168 # define SOL_QUIT BUTTON_POWER
169 # define SOL_UP BUTTON_UP
170 # define SOL_DOWN BUTTON_DOWN
171 # define SOL_LEFT BUTTON_LEFT
172 # define SOL_RIGHT BUTTON_RIGHT
173 # define SOL_MOVE_PRE BUTTON_SELECT
174 # define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
175 # define SOL_DRAW BUTTON_MENU
176 # define SOL_REM2CUR (BUTTON_LEFT | BUTTON_A)
177 # define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
178 # define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_A)
179 # define HK_MOVE "SELECT"
180 # define HK_DRAW "MENU"
181 # define HK_REM2CUR "A+LEFT"
182 # define HK_CUR2STACK "SELECT.."
183 # define HK_REM2STACK "A+RIGHT"
185 #elif (CONFIG_KEYPAD == SANSA_E200_PAD)
186 # define SOL_QUIT BUTTON_POWER
187 # define SOL_UP BUTTON_UP
188 # define SOL_DOWN BUTTON_DOWN
189 # define SOL_LEFT BUTTON_SCROLL_BACK
190 # define SOL_RIGHT BUTTON_SCROLL_FWD
191 # define SOL_MOVE BUTTON_SELECT
192 # define SOL_DRAW BUTTON_REC
193 # define SOL_REM2CUR BUTTON_LEFT
194 # define SOL_CUR2STACK_PRE BUTTON_REC
195 # define SOL_CUR2STACK (BUTTON_REC | BUTTON_RIGHT)
196 # define SOL_REM2STACK BUTTON_RIGHT
197 # define HK_MOVE "SELECT"
198 # define HK_DRAW "REC"
199 # define HK_REM2CUR "LEFT"
200 # define HK_CUR2STACK "DOUBLE SELECT"
201 # define HK_REM2STACK "RIGHT"
203 #elif (CONFIG_KEYPAD == SANSA_FUZE_PAD)
204 # define SOL_QUIT (BUTTON_HOME|BUTTON_REPEAT)
205 # define SOL_UP BUTTON_UP
206 # define SOL_DOWN BUTTON_DOWN
207 # define SOL_LEFT BUTTON_SCROLL_BACK
208 # define SOL_RIGHT BUTTON_SCROLL_FWD
209 # define SOL_MOVE (BUTTON_SELECT|BUTTON_REL)
210 # define SOL_DRAW (BUTTON_SELECT|BUTTON_UP)
211 # define SOL_REM2CUR BUTTON_LEFT
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
405 #error No keymap defined!
408 #ifdef HAVE_TOUCHSCREEN
410 //# define SOL_QUIT BUTTON_TOPLEFT
413 # define SOL_UP BUTTON_TOPMIDDLE
416 # define SOL_DOWN BUTTON_BOTTOMMIDDLE
419 # define SOL_LEFT BUTTON_MIDLEFT
422 # define SOL_RIGHT BUTTON_MIDRIGHT
425 # define SOL_MOVE BUTTON_CENTER
426 # define HK_MOVE "CENTRE"
429 # define SOL_DRAW BUTTON_TOPLEFT
430 # define HK_DRAW "TOPLEFT"
433 # define SOL_REM2CUR BUTTON_TOPRIGHT
434 # define HK_REM2CUR "TOPRIGHT"
436 #ifndef SOL_CUR2STACK
437 # define SOL_CUR2STACK BUTTON_BOTTOMLEFT
438 # define HK_CUR2STACK "BOTTOMLEFT"
440 #ifndef SOL_REM2STACK
441 # define SOL_REM2STACK BUTTON_BOTTOMRIGHT
442 # define HK_REM2STACK "BOTTOMRIGHT"
448 # define HK_LR "LEFT/RIGHT"
451 # define HK_UD "UP/DOWN"
458 static int helplines
;
459 static int displaylines
;
461 static char helptext
[] =
462 /* Use single spaces only! Close each line with one \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"
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)
490 # define SYMBOL_HEIGHT 12
491 #elif LCD_WIDTH >= 220
494 # define SYMBOL_HEIGHT 12
495 #elif LCD_WIDTH >= 160
497 # define SYMBOL_HEIGHT 11
498 #elif LCD_WIDTH >= 128
500 # define SYMBOL_HEIGHT 10
503 # define SYMBOL_HEIGHT 8
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)
513 # define BACKGROUND_COLOR LCD_WHITE
514 # define FRAME_COLOR LCD_BLACK
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 */
528 #define NUM_CARDS ( CARDS_PER_SUIT * SUITS )
530 /* number of columns */
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)
546 bool used
: 1; /* this is what is used when dealing cards */
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
);
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 );
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
)
573 int oldfg
= rb
->lcd_get_foreground();
575 rb
->lcd_set_foreground( LCD_BLACK
);
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 );
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 );
596 rb
->lcd_set_foreground( FRAME_COLOR
);
598 rb
->lcd_drawrect( x
+1, y
+1, CARD_WIDTH
-2, CARD_HEIGHT
-2 );
600 rb
->lcd_drawrect( x
+2, y
+2, CARD_WIDTH
-4, CARD_HEIGHT
-4 );
604 rb
->lcd_set_foreground( oldfg
);
613 /* Draw a card's inner graphics */
614 static void draw_card( card_t
*card
, int x
, int y
,
615 bool selected
, bool cursor
)
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
);
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
);
645 static void init_help(void)
650 char *para
= helptext
;
652 rb
->lcd_getstringsize(" ", &w_space
, &h
);
653 displaylines
= LCD_HEIGHT
/ h
;
654 para_len
= rb
->strlen(para
);
662 next
= rb
->strtok_r(para
, " ", &store
);
665 rb
->lcd_getstringsize(next
, &w
, NULL
);
668 if (x
+ w
> LCD_WIDTH
)
674 next
[-1] = ' '; /* re-concatenate string */
680 next
= rb
->strtok_r(NULL
, " ", &store
);
684 para
+= para_len
+ 1;
685 para_len
= rb
->strlen(para
);
690 enum help
{ HELP_QUIT
, HELP_USB
};
692 /* help for the not so intuitive interface */
693 enum help
solitaire_help( void )
697 int lastbutton
= BUTTON_NONE
;
698 bool fixed
= (displaylines
>= helplines
);
702 char *text
= helptext
;
703 int line
= fixed
? (displaylines
- helplines
) / 2 : 0;
706 rb
->lcd_clear_display();
708 for (i
= 0; i
< start
+ displaylines
; i
++)
711 rb
->lcd_puts(0, line
++, text
);
712 text
+= rb
->strlen(text
) + 1;
716 button
= rb
->button_get( true );
721 if( lastbutton
!= SOL_UP_PRE
)
724 case SOL_UP
|BUTTON_REPEAT
:
726 if (!fixed
&& start
> 0)
732 if( lastbutton
!= SOL_DOWN_PRE
)
735 case SOL_DOWN
|BUTTON_REPEAT
:
737 if (!fixed
&& start
< helplines
- displaylines
)
748 if( rb
->default_event_handler( button
) == SYS_USB_CONNECTED
)
752 if( button
!= BUTTON_NONE
)
760 * Custom menu / options
763 #define CFGFILE_VERSION 0
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");
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
)
797 struct menu_item items
[6];
801 items
[i
++].desc
= "Resume Game";
802 items
[i
++].desc
= "Restart Game";
806 items
[i
++].desc
= "Start Game";
807 items
[i
++].desc
= draw_option_string
;
809 items
[i
++].desc
= "Help";
810 items
[i
++].desc
= "Audio Playback";
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
);
821 switch (menu_show(m
))
823 case MENU_SELECTED_EXIT
:
824 result
= MENU_RESUME
;
827 case MENU_ATTACHED_USB
:
832 result
= MENU_RESUME
;
839 result
= MENU_RESUME
;
843 sol
.draw_type
= (sol
.draw_type
+ 1) % 2;
844 create_draw_option_string();
849 if (solitaire_help() == HELP_USB
)
854 playback_control(NULL
);
859 result
= MENU_SAVE_AND_QUIT
;
877 /* player's cursor */
879 /* player's cursor column num */
886 card_t deck
[ NUM_CARDS
];
888 /* the remaining cards */
889 /* first card of the remains' stack */
891 /* upper visible card from the remains' stack */
893 /* number of cards drawn from the remains stack - 1 */
895 /* number of cards per draw of the remains' stack */
898 /* the 7 game columns */
900 /* the 4 final stacks */
904 * Card handling routines
907 int next_random_card( card_t
*deck
)
911 r
= rb
->rand()%(NUM_CARDS
)+1;
916 i
= (i
+ 1)%(NUM_CARDS
);
917 if( !deck
[i
].used
) r
--;
926 /* initialize the game */
927 void solitaire_init( void )
933 /* number of cards that are drawn on the remains' stack (by pressing F2) */
934 if( sol
.draw_type
== 0 )
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]
953 card
.next
= NOT_A_CARD
;
958 /* deal the cards ... */
959 /* ... in the columns */
960 for( i
=0; i
<COL_NUM
; i
++ )
963 for( j
=0; j
<=i
; j
++ )
965 if( c
== NOT_A_CARD
)
967 cols
[i
] = next_random_card( deck
);
972 deck
[c
].next
= next_random_card( deck
);
976 deck
[c
].known
= false;
980 /* ... shuffle what's left of the deck */
981 rem
= next_random_card(deck
);
984 for( i
=1; i
< NUM_CARDS
- COL_NUM
* (COL_NUM
+ 1)/2; i
++ )
986 deck
[c
].next
= next_random_card( deck
);
990 /* we now finished dealing the cards. The game can start ! (at last) */
993 for( i
= 0; i
<SUITS
; i
++ )
995 stacks
[i
] = NOT_A_CARD
;
998 /* the cursor starts on upper left card */
1002 /* no card is selected */
1003 sel_card
= NOT_A_CARD
;
1005 /* init the remainder */
1006 cur_rem
= NOT_A_CARD
;
1011 /* find the column number in which 'card' can be found */
1012 int find_card_col( int card
)
1017 if( card
== NOT_A_CARD
) return NOT_A_COL
;
1019 for( i
=0; i
<COL_NUM
; i
++ )
1022 while( c
!= NOT_A_CARD
)
1024 if( c
== card
) return i
;
1029 for( i
=0; i
<SUITS
; i
++ )
1032 while( c
!= NOT_A_CARD
)
1034 if( c
== card
) return STACKS_COL
+ i
;
1042 /* find the card preceding 'card' */
1043 /* if it doesn't exist, return NOT_A_CARD */
1044 int find_prev_card( int card
){
1047 for( i
=0; i
< NUM_CARDS
; i
++ )
1049 if( deck
[i
].next
== card
) return i
;
1055 /* find the last card of a given column */
1056 int find_last_card( int col
)
1064 else if( col
< REM_COL
)
1066 c
= stacks
[col
- STACKS_COL
];
1077 while(deck
[c
].next
!= NOT_A_CARD
)
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 */
1090 /* the last card of dest_col */
1093 /* the card under src_card */
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
)
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 */
1136 /* this is not a winning combination */
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
;
1155 /* this is not a winning combination */
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 */
1173 /* this is not a winning combination */
1178 /* if we are on the remains' stack */
1181 /* you can't move a card back to the remains' stack */
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 */
1197 deck
[src_card_prev
].next
= deck
[src_card
].next
;
1199 deck
[src_card
].next
= NOT_A_CARD
;
1200 cur_rem
= src_card_prev
;
1203 /* if the src card is from somewhere else, just take everything */
1206 if( src_card_prev
== NOT_A_CARD
)
1208 if( src_col
< COL_NUM
)
1210 cols
[src_col
] = NOT_A_CARD
;
1214 stacks
[src_col
- STACKS_COL
] = NOT_A_CARD
;
1219 deck
[src_card_prev
].next
= NOT_A_CARD
;
1220 deck
[src_card_prev
].known
= true;
1223 sel_card
= NOT_A_CARD
;
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
;
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;
1258 vx
= rb
->rand() % (4*BC_MXSPEED
/3-2) - BC_MXSPEED
;
1262 vx
= rb
->rand() % (4*BC_MXSPEED
/3) - BC_MXSPEED
;
1267 fp_vy
= -rb
->rand() % BC_MYSPEED
;
1269 while( x
< LCD_WIDTH
&& x
+ CARD_WIDTH
> 0 )
1274 if( fp_y
>= (LCD_HEIGHT
-CARD_HEIGHT
) << 16 )
1277 fp_y
= (LCD_HEIGHT
-CARD_HEIGHT
) << 16;
1280 draw_card( &deck
[j
*CARDS_PER_SUIT
+i
], x
, y
,
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
)
1302 rb
->strcpy( buf
, rb
->plugin_get_current_filename() );
1303 s
= rb
->strrchr( buf
, '/' ) + 1;
1305 rb
->strcat( s
, "sol.save" );
1308 int open_save_file( int flags
)
1311 get_save_filename( buf
);
1312 return rb
->open( buf
, flags
);
1315 void delete_save_file( void )
1318 get_save_filename( buf
);
1325 int save_write( int fd
, const void *buf
, size_t count
, int *checksum
)
1328 if( rb
->write( fd
, buf
, count
) < (ssize_t
)count
)
1330 for( i
= 0; i
< count
; i
++ )
1331 *checksum
+= (int)(((const char *)buf
)[i
]);
1338 int save_read( int fd
, void *buf
, size_t count
, int *checksum
)
1341 if( rb
->read( fd
, buf
, count
) < (ssize_t
)count
)
1343 for( i
= 0; i
< count
; i
++ )
1344 *checksum
-= (int)(((const char *)buf
)[i
]);
1348 int save_game( void )
1350 int fd
= open_save_file( O_CREAT
|O_WRONLY
|O_TRUNC
);
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 ) ) ) )
1367 rb
->splash( 2*HZ
, "Error while saving game. Aborting." );
1374 int load_game( void )
1376 int fd
= open_save_file( O_RDONLY
);
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
) )
1395 rb
->splash( 2*HZ
, "Error while loading saved game. Aborting." );
1400 if( checksum
!= 42 )
1402 rb
->splash( 2*HZ
, "Save file was corrupted. Aborting." );
1410 * The main game loop
1412 * If skipmenu is defined to SOLITAIRE_QUIT, the menu will be skipped and
1416 int solitaire( int skipmenu
)
1420 int button
, lastbutton
= 0;
1422 int biggest_col_length
;
1424 rb
->srand( *rb
->current_tick
);
1425 if( skipmenu
!= SOLITAIRE_QUIT
)
1427 switch( solitaire_menu(false) )
1430 return SOLITAIRE_QUIT
;
1433 return SOLITAIRE_USB
;
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
++)
1450 if( c
!= NOT_A_CARD
)
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. */
1468 /* make column distinguishable from an empty column,
1469 * and avoid division by zero while displaying */
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
++ )
1492 if( c
== NOT_A_CARD
)
1494 /* draw the cursor on empty columns */
1497 draw_cursor( MARGIN
+ i
* (CARD_WIDTH
1498 +(LCD_WIDTH
-COL_NUM
*CARD_WIDTH
-2*MARGIN
)/(COL_NUM
-1)),
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
);
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 */
1516 else if( deck
[h
].known
)
1517 j
+= min( SYMBOL_HEIGHT
,
1518 2 * (LCD_HEIGHT
- CARD_START
- CARD_HEIGHT
- MARGIN
)
1519 / biggest_col_length
);
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,
1537 c
== sel_card
, cur_col
== STACKS_COL
+ i
);
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
)
1563 while( prevcard
!= cur_rem
&& count_rem
< cards_per_draw
-1 )
1565 prevcard
= deck
[prevcard
].next
;
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
;
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
);
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
);
1598 /* move cursor to the last card of the previous column
1599 * or to the previous final stack
1600 * or to the remains stack */
1602 #ifdef SOL_RIGHT_PRE
1603 if( lastbutton
!= SOL_RIGHT_PRE
)
1606 if( cur_col
>= COL_NUM
)
1610 else if( cur_col
== COL_NUM
- 1 )
1616 cur_col
= (cur_col
+1)%(REM_COL
+1);
1618 if(cur_col
== REM_COL
)
1623 cur_card
= find_last_card( cur_col
);
1626 /* move cursor to the last card of the next column
1627 * or to the next final stack
1628 * or to the remains stack */
1631 if( lastbutton
!= SOL_LEFT_PRE
)
1638 else if( cur_col
>= COL_NUM
)
1640 cur_col
= COL_NUM
- 1;
1644 cur_col
= (cur_col
+ REM_COL
)%(REM_COL
+1);
1646 if( cur_col
== REM_COL
)
1651 cur_card
= find_last_card( cur_col
);
1654 /* move cursor to card that's bellow */
1657 if( lastbutton
!= SOL_DOWN_PRE
)
1660 case SOL_DOWN
|BUTTON_REPEAT
:
1662 if( cur_col
>= COL_NUM
)
1664 cur_col
= (cur_col
- COL_NUM
+ 1)%(SUITS
+ 1) + COL_NUM
;
1665 if( cur_col
== REM_COL
)
1671 cur_card
= find_last_card( cur_col
);
1675 if( cur_card
== NOT_A_CARD
) break;
1676 if( deck
[cur_card
].next
!= NOT_A_CARD
)
1678 cur_card
= deck
[cur_card
].next
;
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
;
1691 /* move cursor to card that's above */
1694 if( lastbutton
!= SOL_UP_PRE
)
1697 case SOL_UP
|BUTTON_REPEAT
:
1699 if( cur_col
>= COL_NUM
)
1701 cur_col
= (cur_col
- COL_NUM
+ SUITS
)%(SUITS
+ 1) + COL_NUM
;
1702 if( cur_col
== REM_COL
)
1708 cur_card
= find_last_card( cur_col
);
1712 if( cur_card
== NOT_A_CARD
) break;
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
);
1723 /* Try to put card under cursor on one of the stacks */
1725 #ifdef SOL_CUR2STACK_PRE
1726 if( lastbutton
!= SOL_CUR2STACK_PRE
)
1729 move_card( deck
[cur_card
].suit
+ STACKS_COL
, cur_card
);
1732 /* Move cards arround, Uncover cards, ... */
1735 if( lastbutton
!= SOL_MOVE_PRE
)
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
)
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
)
1769 sel_card
= NOT_A_CARD
;
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
;
1783 if (move_card( cur_col
, sel_card
) == MOVE_OK
)
1785 sel_card
= find_prev_card(sel_card
);
1786 } while (sel_card
!= NOT_A_CARD
);
1791 /* If the card on the top of the remains can be put where
1792 * the cursor is, go ahead */
1794 #ifdef SOL_REM2CUR_PRE
1795 if( lastbutton
!= SOL_REM2CUR_PRE
)
1798 move_card( cur_col
, cur_rem
);
1801 /* If the card on top of the remains can be put on one
1802 * of the stacks, do so */
1804 #ifdef SOL_REM2STACK_PRE
1805 if( lastbutton
!= SOL_REM2STACK_PRE
)
1808 move_card( deck
[cur_rem
].suit
+ COL_NUM
, cur_rem
);
1813 if( sel_card
!= NOT_A_CARD
)
1815 /* unselect selected card */
1816 sel_card
= NOT_A_CARD
;
1819 if( rem
!= NOT_A_CARD
&& cur_rem
!= NOT_A_CARD
)
1827 /* unselect selected card or ...
1828 * draw new cards from the remains of the deck */
1831 if( lastbutton
!= SOL_DRAW_PRE
)
1834 if( sel_card
!= NOT_A_CARD
)
1836 /* unselect selected card */
1837 sel_card
= NOT_A_CARD
;
1840 if( rem
!= NOT_A_CARD
)
1842 int cur_rem_old
= cur_rem
;
1844 /* draw new cards form the remains of the deck */
1845 if( cur_rem
== NOT_A_CARD
)
1847 /*if the cursor card is null*/
1849 i
= cards_per_draw
- 1;
1857 while( i
> 0 && deck
[cur_rem
].next
!= NOT_A_CARD
)
1859 cur_rem
= deck
[cur_rem
].next
;
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
;
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
)
1875 sel_card
= NOT_A_CARD
;
1885 switch( solitaire_menu(true) )
1887 case MENU_SAVE_AND_QUIT
:
1888 return SOLITAIRE_SAVE_AND_QUIT
;
1891 return SOLITAIRE_QUIT
;
1894 return SOLITAIRE_USB
;
1899 return SOLITAIRE_SAVE_AND_QUIT
;
1902 if( rb
->default_event_handler( button
) == SYS_USB_CONNECTED
)
1903 return SOLITAIRE_USB
;
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
);
1924 * Plugin entry point
1927 enum plugin_status
plugin_start(const 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
;
1946 result
= SOLITAIRE_WIN
;
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
)
1957 else /* result == SOLITAIRE_USB || result == SOLITAIRE_SAVE_AND_QUIT */
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
;