rockbox/apps/plugins/sliding_puzzle.c

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/***************************************************************************
* __________ __ ___.
* Open \______ \ ____ ____ | | _\_ |__ _______ ___
* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
* \/ \/ \/ \/ \/
* $Id$
*
* Copyright (C) 2002 Vicentini Martin
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
* KIND, either express or implied.
*
****************************************************************************/
#include "plugin.h"
/* variable button definitions */
#if CONFIG_KEYPAD == RECORDER_PAD
#define PUZZLE_QUIT BUTTON_OFF
#define PUZZLE_LEFT BUTTON_LEFT
#define PUZZLE_RIGHT BUTTON_RIGHT
#define PUZZLE_UP BUTTON_UP
#define PUZZLE_DOWN BUTTON_DOWN
#define PUZZLE_SHUFFLE BUTTON_F1
#define PUZZLE_PICTURE BUTTON_F2
#elif CONFIG_KEYPAD == ARCHOS_AV300_PAD
#define PUZZLE_QUIT BUTTON_OFF
#define PUZZLE_LEFT BUTTON_LEFT
#define PUZZLE_RIGHT BUTTON_RIGHT
#define PUZZLE_UP BUTTON_UP
#define PUZZLE_DOWN BUTTON_DOWN
#define PUZZLE_SHUFFLE BUTTON_F1
#define PUZZLE_PICTURE BUTTON_F2
#elif CONFIG_KEYPAD == ONDIO_PAD
#define PUZZLE_QUIT BUTTON_OFF
#define PUZZLE_LEFT BUTTON_LEFT
#define PUZZLE_RIGHT BUTTON_RIGHT
#define PUZZLE_UP BUTTON_UP
#define PUZZLE_DOWN BUTTON_DOWN
#define PUZZLE_SHUFFLE_PICTURE_PRE BUTTON_MENU
#define PUZZLE_SHUFFLE (BUTTON_MENU | BUTTON_REPEAT)
#define PUZZLE_PICTURE (BUTTON_MENU | BUTTON_REL)
#elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
(CONFIG_KEYPAD == IRIVER_H300_PAD)
#define PUZZLE_QUIT BUTTON_OFF
#define PUZZLE_LEFT BUTTON_LEFT
#define PUZZLE_RIGHT BUTTON_RIGHT
#define PUZZLE_UP BUTTON_UP
#define PUZZLE_DOWN BUTTON_DOWN
#define PUZZLE_SHUFFLE BUTTON_SELECT
#define PUZZLE_PICTURE BUTTON_ON
#define PUZZLE_RC_QUIT BUTTON_RC_STOP
#elif (CONFIG_KEYPAD == IPOD_4G_PAD) || \
(CONFIG_KEYPAD == IPOD_3G_PAD) || \
(CONFIG_KEYPAD == IPOD_1G2G_PAD)
#define PUZZLE_QUIT (BUTTON_SELECT | BUTTON_MENU)
#define PUZZLE_LEFT BUTTON_LEFT
#define PUZZLE_RIGHT BUTTON_RIGHT
#define PUZZLE_UP BUTTON_MENU
#define PUZZLE_DOWN BUTTON_PLAY
#define PUZZLE_SHUFFLE (BUTTON_SELECT | BUTTON_LEFT)
#define PUZZLE_PICTURE (BUTTON_SELECT | BUTTON_RIGHT)
#elif (CONFIG_KEYPAD == IAUDIO_X5M5_PAD)
#define PUZZLE_QUIT BUTTON_POWER
#define PUZZLE_LEFT BUTTON_LEFT
#define PUZZLE_RIGHT BUTTON_RIGHT
#define PUZZLE_UP BUTTON_UP
#define PUZZLE_DOWN BUTTON_DOWN
#define PUZZLE_SHUFFLE BUTTON_REC
#define PUZZLE_PICTURE BUTTON_PLAY
#elif (CONFIG_KEYPAD == GIGABEAT_PAD)
#define PUZZLE_QUIT BUTTON_POWER
#define PUZZLE_LEFT BUTTON_LEFT
#define PUZZLE_RIGHT BUTTON_RIGHT
#define PUZZLE_UP BUTTON_UP
#define PUZZLE_DOWN BUTTON_DOWN
#define PUZZLE_SHUFFLE BUTTON_SELECT
#define PUZZLE_PICTURE BUTTON_A
#elif (CONFIG_KEYPAD == SANSA_E200_PAD) || \
(CONFIG_KEYPAD == SANSA_C200_PAD)
#define PUZZLE_QUIT BUTTON_POWER
#define PUZZLE_LEFT BUTTON_LEFT
#define PUZZLE_RIGHT BUTTON_RIGHT
#define PUZZLE_UP BUTTON_UP
#define PUZZLE_DOWN BUTTON_DOWN
#define PUZZLE_SHUFFLE BUTTON_REC
#define PUZZLE_PICTURE BUTTON_SELECT
#elif (CONFIG_KEYPAD == SANSA_FUZE_PAD)
#define PUZZLE_QUIT (BUTTON_HOME|BUTTON_REPEAT)
#define PUZZLE_LEFT BUTTON_LEFT
#define PUZZLE_RIGHT BUTTON_RIGHT
#define PUZZLE_UP BUTTON_UP
#define PUZZLE_DOWN BUTTON_DOWN
#define PUZZLE_SHUFFLE BUTTON_SELECT|BUTTON_DOWN
#define PUZZLE_PICTURE BUTTON_SELECT
#elif (CONFIG_KEYPAD == SANSA_CLIP_PAD)
#define PUZZLE_QUIT BUTTON_POWER
#define PUZZLE_LEFT BUTTON_LEFT
#define PUZZLE_RIGHT BUTTON_RIGHT
#define PUZZLE_UP BUTTON_UP
#define PUZZLE_DOWN BUTTON_DOWN
#define PUZZLE_SHUFFLE BUTTON_HOME
#define PUZZLE_PICTURE BUTTON_SELECT
#elif (CONFIG_KEYPAD == SANSA_M200_PAD)
#define PUZZLE_QUIT BUTTON_POWER
#define PUZZLE_LEFT BUTTON_LEFT
#define PUZZLE_RIGHT BUTTON_RIGHT
#define PUZZLE_UP BUTTON_UP
#define PUZZLE_DOWN BUTTON_DOWN
#define PUZZLE_SHUFFLE (BUTTON_SELECT | BUTTON_UP)
#define PUZZLE_PICTURE (BUTTON_SELECT | BUTTON_REL)
#elif (CONFIG_KEYPAD == IRIVER_H10_PAD)
#define PUZZLE_QUIT BUTTON_POWER
#define PUZZLE_LEFT BUTTON_LEFT
#define PUZZLE_RIGHT BUTTON_RIGHT
#define PUZZLE_UP BUTTON_SCROLL_UP
#define PUZZLE_DOWN BUTTON_SCROLL_DOWN
#define PUZZLE_SHUFFLE BUTTON_REW
#define PUZZLE_PICTURE BUTTON_PLAY
#elif (CONFIG_KEYPAD == GIGABEAT_S_PAD) || \
(CONFIG_KEYPAD == SAMSUNG_YPR0_PAD)
#define PUZZLE_QUIT BUTTON_BACK
#define PUZZLE_LEFT BUTTON_LEFT
#define PUZZLE_RIGHT BUTTON_RIGHT
#define PUZZLE_UP BUTTON_UP
#define PUZZLE_DOWN BUTTON_DOWN
#define PUZZLE_SHUFFLE BUTTON_SELECT
#define PUZZLE_PICTURE BUTTON_MENU
#elif (CONFIG_KEYPAD == MROBE100_PAD)
#define PUZZLE_QUIT BUTTON_POWER
#define PUZZLE_LEFT BUTTON_LEFT
#define PUZZLE_RIGHT BUTTON_RIGHT
#define PUZZLE_UP BUTTON_UP
#define PUZZLE_DOWN BUTTON_DOWN
#define PUZZLE_SHUFFLE BUTTON_SELECT
#define PUZZLE_PICTURE BUTTON_DISPLAY
#elif CONFIG_KEYPAD == IAUDIO_M3_PAD
#define PUZZLE_QUIT BUTTON_RC_REC
#define PUZZLE_LEFT BUTTON_RC_REW
#define PUZZLE_RIGHT BUTTON_RC_FF
#define PUZZLE_UP BUTTON_RC_VOL_UP
#define PUZZLE_DOWN BUTTON_RC_VOL_DOWN
#define PUZZLE_SHUFFLE BUTTON_RC_MODE
#define PUZZLE_PICTURE BUTTON_RC_MENU
#elif (CONFIG_KEYPAD == COWON_D2_PAD)
#define PUZZLE_QUIT BUTTON_POWER
#define PUZZLE_QUIT_TEXT "[POWER]"
#elif CONFIG_KEYPAD == CREATIVEZVM_PAD
#define PUZZLE_QUIT BUTTON_BACK
#define PUZZLE_LEFT BUTTON_LEFT
#define PUZZLE_RIGHT BUTTON_RIGHT
#define PUZZLE_UP BUTTON_UP
#define PUZZLE_DOWN BUTTON_DOWN
#define PUZZLE_SHUFFLE BUTTON_PLAY
#define PUZZLE_PICTURE BUTTON_MENU
#elif (CONFIG_KEYPAD == CREATIVE_ZENXFI3_PAD)
#define PUZZLE_QUIT BUTTON_POWER
#define PUZZLE_LEFT BUTTON_BACK
#define PUZZLE_RIGHT BUTTON_MENU
#define PUZZLE_UP BUTTON_UP
#define PUZZLE_DOWN BUTTON_DOWN
#define PUZZLE_SHUFFLE BUTTON_VOL_UP
#define PUZZLE_PICTURE BUTTON_PLAY
#elif CONFIG_KEYPAD == PHILIPS_HDD1630_PAD
#define PUZZLE_QUIT BUTTON_POWER
#define PUZZLE_LEFT BUTTON_LEFT
#define PUZZLE_RIGHT BUTTON_RIGHT
#define PUZZLE_UP BUTTON_UP
#define PUZZLE_DOWN BUTTON_DOWN
#define PUZZLE_SHUFFLE BUTTON_VIEW
#define PUZZLE_PICTURE BUTTON_MENU
#elif CONFIG_KEYPAD == PHILIPS_HDD6330_PAD
#define PUZZLE_QUIT BUTTON_POWER
#define PUZZLE_LEFT BUTTON_LEFT
#define PUZZLE_RIGHT BUTTON_RIGHT
#define PUZZLE_UP BUTTON_UP
#define PUZZLE_DOWN BUTTON_DOWN
#define PUZZLE_SHUFFLE BUTTON_NEXT
#define PUZZLE_PICTURE BUTTON_MENU
#elif CONFIG_KEYPAD == PHILIPS_SA9200_PAD
#define PUZZLE_QUIT BUTTON_POWER
#define PUZZLE_LEFT BUTTON_PREV
#define PUZZLE_RIGHT BUTTON_NEXT
#define PUZZLE_UP BUTTON_UP
#define PUZZLE_DOWN BUTTON_DOWN
#define PUZZLE_SHUFFLE BUTTON_RIGHT
#define PUZZLE_PICTURE BUTTON_MENU
#elif CONFIG_KEYPAD == ONDAVX747_PAD || \
CONFIG_KEYPAD == ONDAVX777_PAD || \
CONFIG_KEYPAD == MROBE500_PAD
#define PUZZLE_QUIT BUTTON_POWER
#define PUZZLE_QUIT_TEXT "[POWER]"
#elif (CONFIG_KEYPAD == SAMSUNG_YH820_PAD) || \
(CONFIG_KEYPAD == SAMSUNG_YH920_PAD)
#define PUZZLE_QUIT BUTTON_REW
#define PUZZLE_LEFT BUTTON_LEFT
#define PUZZLE_RIGHT BUTTON_RIGHT
#define PUZZLE_UP BUTTON_UP
#define PUZZLE_DOWN BUTTON_DOWN
#define PUZZLE_SHUFFLE BUTTON_FFWD
#define PUZZLE_PICTURE BUTTON_PLAY
#elif (CONFIG_KEYPAD == PBELL_VIBE500_PAD)
#define PUZZLE_QUIT BUTTON_REC
#define PUZZLE_LEFT BUTTON_PREV
#define PUZZLE_RIGHT BUTTON_NEXT
#define PUZZLE_UP BUTTON_UP
#define PUZZLE_DOWN BUTTON_DOWN
#define PUZZLE_SHUFFLE BUTTON_CANCEL
#define PUZZLE_PICTURE BUTTON_MENU
#elif CONFIG_KEYPAD == MPIO_HD200_PAD
#define PUZZLE_QUIT (BUTTON_REC | BUTTON_PLAY)
#define PUZZLE_LEFT BUTTON_VOL_DOWN
#define PUZZLE_RIGHT BUTTON_VOL_UP
#define PUZZLE_UP BUTTON_REW
#define PUZZLE_DOWN BUTTON_FF
#define PUZZLE_SHUFFLE BUTTON_REC
#define PUZZLE_PICTURE BUTTON_PLAY
#elif CONFIG_KEYPAD == MPIO_HD300_PAD
#define PUZZLE_QUIT (BUTTON_MENU | BUTTON_REPEAT)
#define PUZZLE_LEFT BUTTON_FF
#define PUZZLE_RIGHT BUTTON_REW
#define PUZZLE_UP BUTTON_DOWN
#define PUZZLE_DOWN BUTTON_UP
#define PUZZLE_SHUFFLE BUTTON_ENTER
#define PUZZLE_PICTURE BUTTON_PLAY
#elif CONFIG_KEYPAD == SANSA_FUZEPLUS_PAD
#define PUZZLE_QUIT BUTTON_POWER
#define PUZZLE_LEFT BUTTON_LEFT
#define PUZZLE_RIGHT BUTTON_RIGHT
#define PUZZLE_UP BUTTON_UP
#define PUZZLE_DOWN BUTTON_DOWN
#define PUZZLE_SHUFFLE BUTTON_PLAYPAUSE|BUTTON_REPEAT
#define PUZZLE_PICTURE BUTTON_SELECT|BUTTON_REPEAT
#elif CONFIG_KEYPAD == SANSA_CONNECT_PAD
#define PUZZLE_QUIT BUTTON_POWER
#define PUZZLE_LEFT BUTTON_LEFT
#define PUZZLE_RIGHT BUTTON_RIGHT
#define PUZZLE_UP BUTTON_UP
#define PUZZLE_DOWN BUTTON_DOWN
#define PUZZLE_SHUFFLE BUTTON_VOL_DOWN
#define PUZZLE_PICTURE BUTTON_SELECT
#elif (CONFIG_KEYPAD == HM60X_PAD)
#define PUZZLE_QUIT BUTTON_POWER
#define PUZZLE_LEFT BUTTON_LEFT
#define PUZZLE_RIGHT BUTTON_RIGHT
#define PUZZLE_UP BUTTON_UP
#define PUZZLE_DOWN BUTTON_DOWN
#define PUZZLE_SHUFFLE BUTTON_SELECT
#define PUZZLE_PICTURE (BUTTON_POWER|BUTTON_SELECT)
#elif (CONFIG_KEYPAD == HM801_PAD)
#define PUZZLE_QUIT BUTTON_POWER
#define PUZZLE_LEFT BUTTON_LEFT
#define PUZZLE_RIGHT BUTTON_RIGHT
#define PUZZLE_UP BUTTON_UP
#define PUZZLE_DOWN BUTTON_DOWN
#define PUZZLE_SHUFFLE BUTTON_SELECT
#define PUZZLE_PICTURE BUTTON_PLAY
#elif (CONFIG_KEYPAD == SONY_NWZ_PAD)
#define PUZZLE_QUIT BUTTON_BACK
#define PUZZLE_LEFT BUTTON_LEFT
#define PUZZLE_RIGHT BUTTON_RIGHT
#define PUZZLE_UP BUTTON_UP
#define PUZZLE_DOWN BUTTON_DOWN
#define PUZZLE_SHUFFLE BUTTON_POWER
#define PUZZLE_PICTURE BUTTON_PLAY
#elif (CONFIG_KEYPAD == CREATIVE_ZEN_PAD)
#define PUZZLE_QUIT BUTTON_BACK
#define PUZZLE_LEFT BUTTON_LEFT
#define PUZZLE_RIGHT BUTTON_RIGHT
#define PUZZLE_UP BUTTON_UP
#define PUZZLE_DOWN BUTTON_DOWN
#define PUZZLE_SHUFFLE BUTTON_SHORTCUT
#define PUZZLE_PICTURE BUTTON_PLAYPAUSE
Introducing Targets iBasso DX50 & iBasso DX90 The port to for this two targets has been entirely developped by Ilia Sergachev (alias Il or xzcc). His source can be found at https://bitbucket.org/isergachev/rockbox . The few necesary modifications for the DX90 port was done by headwhacker form head-fi.org. Unfortunately i could not try out the final state of the DX90 port. The port is hosted on android (without java) as standalone app. The official Firmware is required to run this port. Ilia did modify the source files for the "android" target in the rockbox source to make the DX port work. The work I did was to separate the code for DX50 (&DX90) from the android target. On this Target Ilia used source from tinyalsa from AOSP. I did not touch that part of the code because I do not understand it. What else I changed from Ilias sources besides the separation from the target "android": * removed a dirty hack to keep backlight off * changed value battery meter to voltage battery meter * made all plugins compile (named target as "standalone") and added keymaps * i added the graphics for the manual but did not do anything else for the manual yet * minor optimizations known bugs: * timers are slowed donw when playback is active (tinyalsa related?) * some minor bugs Things to do: * The main prolem will be how to install the app correctly. A guy called DOC2008 added a CWM (by androtab.info) to the official firmware and Ilia made a CWM installation script and a dualboot selector (rbutils/ibassoboot, build with ndk-build). We will have to find a way to install rockbox in a proper way without breaking any copyrights. Maybe ADB is an option but it is not enable with OF by default. Patching the OF is probably the way to go. * All the wiki and manual to build: needed: android ndk installed, android sdk installed with additional build-tools 19.1.0 installed ./tools/configure select iBasso DX50 or iBasso DX90 make -j apk the content of rockbox.zip/.rockbox needs to be copied to /system/rockbox/app_rockbox/rockbox/ (rockbox app not needed) the content of libs/armeabi to /system/rockbox/lib/ (rockbox app needed) The boot selector is needed as /system/bin/MangoPlayer and the iBasso app as /system/bin/MangoPlayer_original. There is also the "vold" file. The one from OF does not work with DX50 rockbox (DX90 works!?), the one from Ilia is necessary. Until we have found a proper way to install it, it can only be installed following the instructions of Ilia on his bitbucket page, using the CWM-OF and his installation script package. Change-Id: Ic4faaf84824c162aabcc08e492cee6e0068719d0 Reviewed-on: http://gerrit.rockbox.org/941 Tested: Chiwen Chang <rock1104.tw@yahoo.com.tw> Reviewed-by: Michael Giacomelli <giac2000@hotmail.com>
2014-08-30 11:15:53 +00:00
#elif (CONFIG_KEYPAD == DX50_PAD)
#define PUZZLE_QUIT (BUTTON_POWER|BUTTON_REL)
#define PUZZLE_SHUFFLE BUTTON_PLAY
#define PUZZLE_PICTURE BUTTON_RIGHT
#define PUZZLE_QUIT_TEXT "[Power]"
#else
#error No keymap defined!
#endif
#ifdef HAVE_TOUCHSCREEN
#ifndef PUZZLE_QUIT
#define PUZZLE_QUIT BUTTON_TOPLEFT
#endif
#ifndef PUZZLE_LEFT
#define PUZZLE_LEFT BUTTON_MIDLEFT
#endif
#ifndef PUZZLE_RIGHT
#define PUZZLE_RIGHT BUTTON_MIDRIGHT
#endif
#ifndef PUZZLE_UP
#define PUZZLE_UP BUTTON_TOPMIDDLE
#endif
#ifndef PUZZLE_DOWN
#define PUZZLE_DOWN BUTTON_BOTTOMMIDDLE
#endif
#ifndef PUZZLE_SHUFFLE
#define PUZZLE_SHUFFLE BUTTON_BOTTOMLEFT
#endif
#ifndef PUZZLE_PICTURE
#define PUZZLE_PICTURE BUTTON_CENTER
#endif
#ifndef PUZZLE_QUIT_TEXT
#define PUZZLE_QUIT_TEXT "[TOPLEFT]"
#endif
#ifndef PUZZLE_SHUFFLE_TEXT
#define PUZZLE_SHUFFLE_TEXT "[BOTTOMLEFT]"
#endif
#ifndef PUZZLE_PICTURE_TEXT
#define PUZZLE_PICTURE_TEXT "[CENTER]"
#endif
#endif
#ifdef HAVE_ALBUMART
#include "lib/read_image.h"
#define READ_IMAGE read_image_file
#else
#define READ_IMAGE rb->read_bmp_file
#endif
#include "pluginbitmaps/sliding_puzzle.h"
#define IMAGE_WIDTH BMPWIDTH_sliding_puzzle
#define IMAGE_HEIGHT BMPHEIGHT_sliding_puzzle
#define IMAGE_SIZE IMAGE_WIDTH
/* use a square image, (the default Archos bitmap looks square on its display)
Puzzle image dimension is min(lcd_height,lcd_width)
4x4 is more convenient for square puzzles
Note: sliding_puzzle.bmp should be evenly divisible by SPOTS_X
and SPOTS_Y, otherwise lcd_bitmap_part stride won't be correct */
#define SPOTS_X 4
#define SPOTS_Y 4
#define SPOTS_WIDTH (IMAGE_WIDTH / SPOTS_X)
#define SPOTS_HEIGHT (IMAGE_HEIGHT / SPOTS_Y)
#define NUM_SPOTS (SPOTS_X*SPOTS_Y)
#define HOLE_ID (NUM_SPOTS)
#define INITIAL_HOLE (HOLE_ID-1)
enum picmodes
{
PICMODE_NUMERALS = 0,
PICMODE_INITIAL_PICTURE,
PICMODE_DEFAULT_PICTURE,
#ifdef HAVE_ALBUMART
PICMODE_ALBUM_ART,
#endif
// PICMODE_RANDOM,
PICMODE_LAST_XXX /* placeholder */
};
static const char* const picmode_descriptions[] = {
"Numerals",
"Viewer Picture",
"Default Picture",
#ifdef HAVE_ALBUMART
"Album Art",
#endif
"Shouldn't Get Here",
};
static int spots[NUM_SPOTS];
static int hole = INITIAL_HOLE, moves;
static unsigned char s[32];
static enum picmodes picmode = PICMODE_INITIAL_PICTURE;
static int num_font = FONT_UI;
static int moves_font = FONT_UI;
static int moves_y = 0;
static unsigned char *img_buf;
static size_t img_buf_len;
#ifdef HAVE_ALBUMART
static char albumart_path[MAX_PATH+1];
#endif
static char img_buf_path[MAX_PATH+1];
static const fb_data * puzzle_bmp_ptr;
/* initial_bmp_path points to selected bitmap if this game is launched
as a viewer for a .bmp file, or NULL if game is launched regular way */
static const char * initial_bmp_path=NULL;
#ifdef HAVE_ALBUMART
static const char * get_albumart_bmp_path(void)
{
struct mp3entry* track = rb->audio_current_track();
if (!track || !track->path || track->path[0] == '\0')
return NULL;
if (!rb->search_albumart_files(track, "", albumart_path, MAX_PATH ) )
return NULL;
albumart_path[ MAX_PATH ] = '\0';
return albumart_path;
}
#endif
#if 0 /* unused */
static const char * get_random_bmp_path(void)
{
return(initial_bmp_path);
}
#endif
static bool load_resize_bitmap(void)
{
int rc;
const char * filename = NULL;
/* initially assume using the built-in default */
puzzle_bmp_ptr = sliding_puzzle;
switch( picmode ){
/* some modes don't even need to touch disk and trivially succeed */
case PICMODE_NUMERALS:
case PICMODE_DEFAULT_PICTURE:
default:
return(true);
#ifdef HAVE_ALBUMART
case PICMODE_ALBUM_ART:
filename = get_albumart_bmp_path();
break;
#endif
/*
case PICMODE_RANDOM:
if(NULL == (filename=get_random_bmp_path()) )
filename = initial_bmp_path;
break;
*/
case PICMODE_INITIAL_PICTURE:
filename = initial_bmp_path;
break;
};
if( filename != NULL )
{
/* if we already loaded image before, don't touch disk */
if( 0 == rb->strcmp( filename, img_buf_path ) )
{
puzzle_bmp_ptr = (const fb_data *)img_buf;
return true;
}
struct bitmap main_bitmap;
rb->memset(&main_bitmap,0,sizeof(struct bitmap));
main_bitmap.data = img_buf;
main_bitmap.width = IMAGE_WIDTH;
main_bitmap.height = IMAGE_HEIGHT;
rc = READ_IMAGE( filename, &main_bitmap,
img_buf_len,
FORMAT_NATIVE|FORMAT_RESIZE|FORMAT_DITHER,
NULL);
if( rc > 0 )
{
puzzle_bmp_ptr = (const fb_data *)img_buf;
rb->strcpy( img_buf_path, filename );
return true;
}
}
/* something must have failed. get_albumart_bmp_path could return
NULL if albumart doesn't exist or couldn't be loaded, or
read_bmp_file could have failed. return false and caller should
try the next mode (PICMODE_DEFAULT_PICTURE and PICMODE_NUMERALS will
always succeed) */
return false;
}
/* draws a spot at the coordinates (x,y), range of p is 1-20 */
static void draw_spot(int p, int x, int y)
{
int w, h;
if (p == HOLE_ID)
{
#if LCD_DEPTH==1
/* the bottom-right cell of the default sliding_puzzle image is
an appropriate hole graphic */
rb->lcd_bitmap_part(sliding_puzzle, ((p-1)%SPOTS_X)*SPOTS_WIDTH,
((p-1)/SPOTS_X)*SPOTS_HEIGHT,
STRIDE( SCREEN_MAIN,
BMPWIDTH_sliding_puzzle, BMPHEIGHT_sliding_puzzle),
x, y, SPOTS_WIDTH, SPOTS_HEIGHT);
#else
/* just draw a black rectangle */
int old_fg = rb->lcd_get_foreground();
rb->lcd_set_foreground(LCD_BLACK);
rb->lcd_fillrect(x,y,SPOTS_WIDTH,SPOTS_HEIGHT);
rb->lcd_set_foreground(LCD_WHITE);
rb->lcd_drawrect(x,y,SPOTS_WIDTH,SPOTS_HEIGHT);
rb->lcd_set_foreground(old_fg);
#endif
}
else if (picmode != PICMODE_NUMERALS)
{
rb->lcd_bitmap_part( puzzle_bmp_ptr, ((p-1)%SPOTS_X)*SPOTS_WIDTH,
((p-1)/SPOTS_X)*SPOTS_HEIGHT,
STRIDE( SCREEN_MAIN,
BMPWIDTH_sliding_puzzle, BMPHEIGHT_sliding_puzzle),
x, y, SPOTS_WIDTH, SPOTS_HEIGHT);
} else {
rb->lcd_drawrect(x, y, SPOTS_WIDTH, SPOTS_HEIGHT);
rb->lcd_set_drawmode(DRMODE_SOLID|DRMODE_INVERSEVID);
rb->lcd_fillrect(x+1, y+1, SPOTS_WIDTH-2, SPOTS_HEIGHT-2);
rb->lcd_set_drawmode(DRMODE_SOLID);
rb->snprintf(s, sizeof(s), "%d", p);
rb->lcd_setfont(num_font);
rb->lcd_getstringsize(s, &w, &h);
rb->lcd_putsxy(x + (SPOTS_WIDTH/2) - w / 2,
y + (SPOTS_HEIGHT/2) - h / 2, s);
}
}
/* check if the puzzle is solved */
static bool puzzle_finished(void)
{
int i;
for (i=0; i<NUM_SPOTS; i++)
if (spots[i] != (i+1))
return false;
return true;
}
/* move a piece in any direction */
static void move_spot(int x, int y)
{
int i, w;
spots[hole] = spots[hole-x-SPOTS_X*y];
hole -= (x+SPOTS_X*y);
moves++;
rb->lcd_setfont(moves_font);
#if LCD_WIDTH > LCD_HEIGHT
rb->snprintf(s, sizeof(s), "%d", moves);
w = rb->lcd_getstringsize(s, NULL, NULL);
rb->lcd_putsxy((IMAGE_WIDTH+1+(LCD_WIDTH-IMAGE_WIDTH-1)/2) - w / 2,
moves_y, s);
#else
(void)w;
rb->lcd_putsxyf(3, moves_y, "Moves: %d", moves);
#endif
for(i=1;i<=4;i++)
{
draw_spot(HOLE_ID,
(hole%SPOTS_X)*SPOTS_WIDTH,
(hole/SPOTS_X)*SPOTS_HEIGHT);
draw_spot(spots[hole],
(hole%SPOTS_X)*SPOTS_WIDTH + (i*x*SPOTS_WIDTH)/5,
(hole/SPOTS_X)*SPOTS_HEIGHT + (i*y*SPOTS_HEIGHT)/5);
rb->lcd_update();
rb->sleep(HZ/50);
}
draw_spot(HOLE_ID,
(hole%SPOTS_X)*SPOTS_WIDTH,
(hole/SPOTS_X)*SPOTS_HEIGHT);
draw_spot(spots[hole],
((hole%SPOTS_X)+x)*SPOTS_WIDTH,
((hole/SPOTS_X)+y)*SPOTS_HEIGHT);
rb->lcd_update();
spots[hole] = HOLE_ID;
}
static void draw_playfield(void)
{
int i, w;
rb->lcd_clear_display();
rb->lcd_setfont(moves_font);
#if LCD_WIDTH > LCD_HEIGHT
rb->lcd_vline(IMAGE_WIDTH, 0, LCD_HEIGHT-1);
w = rb->lcd_getstringsize("Moves", NULL, NULL);
rb->lcd_putsxy((IMAGE_WIDTH+1+(LCD_WIDTH-IMAGE_WIDTH-1)/2) - w / 2,
10, "Moves");
rb->snprintf(s, sizeof(s), "%d", moves);
w = rb->lcd_getstringsize(s, NULL, NULL);
rb->lcd_putsxy((IMAGE_WIDTH+1+(LCD_WIDTH-IMAGE_WIDTH-1)/2) - w / 2,
moves_y, s);
#else
(void)w;
rb->lcd_hline(0, LCD_WIDTH-1, IMAGE_HEIGHT);
rb->lcd_putsxyf(3, moves_y, "Moves: %d", moves);
#endif
/* draw spots to the lcd */
for (i=0; i<NUM_SPOTS; i++)
draw_spot(spots[i], (i%SPOTS_X)*SPOTS_WIDTH, (i/SPOTS_X)*SPOTS_HEIGHT);
rb->lcd_update();
}
/* initializes the puzzle */
static void puzzle_init(void)
{
int i, r, temp, tsp[NUM_SPOTS];
moves = 0;
/* shuffle spots */
for (i=NUM_SPOTS-1; i>=0; i--) {
r = (rb->rand() % (i+1));
temp = spots[r];
spots[r] = spots[i];
spots[i] = temp;
if (spots[i]==HOLE_ID)
hole = i;
}
/* test if the puzzle is solvable */
for (i=0; i<NUM_SPOTS; i++)
tsp[i] = spots[i];
r=0;
/* First, check if the problem has even or odd parity,
depending on where the empty square is */
if ((((SPOTS_X-1)-hole%SPOTS_X) + ((SPOTS_Y-1)-hole/SPOTS_X))%2 == 1)
++r;
/* Now check how many swaps we need to solve it */
for (i=0; i<NUM_SPOTS-1; i++) {
while (tsp[i] != (i+1)) {
temp = tsp[i];
tsp[i] = tsp[temp-1];
tsp[temp-1] = temp;
++r;
}
}
/* if the random puzzle isn't solvable just change two spots */
if (r%2 == 1) {
if (spots[0]!=HOLE_ID && spots[1]!=HOLE_ID) {
temp = spots[0];
spots[0] = spots[1];
spots[1] = temp;
} else {
temp = spots[2];
spots[2] = spots[3];
spots[3] = temp;
}
}
draw_playfield();
}
/* the main game loop */
static int puzzle_loop(void)
{
int button;
#if defined(PUZZLE_SHUFFLE_PICTURE_PRE)
int lastbutton = BUTTON_NONE;
#endif
bool load_success;
puzzle_init();
while(true) {
button = rb->button_get(true);
switch (button) {
#ifdef PUZZLE_RC_QUIT
case PUZZLE_RC_QUIT:
#endif
case PUZZLE_QUIT:
/* get out of here */
return PLUGIN_OK;
case PUZZLE_SHUFFLE:
#ifdef PUZZLE_SHUFFLE_PICTURE_PRE
if (lastbutton != PUZZLE_SHUFFLE_PICTURE_PRE)
break;
#endif
/* mix up the pieces */
puzzle_init();
break;
case PUZZLE_PICTURE:
#ifdef PUZZLE_SHUFFLE_PICTURE_PRE
if (lastbutton != PUZZLE_SHUFFLE_PICTURE_PRE)
break;
#endif
/* change picture */
picmode = (picmode+1)%PICMODE_LAST_XXX;
/* if load_resize_bitmap fails to load bitmap, try next picmode
*/
do
{
load_success = load_resize_bitmap();
if( !load_success )
picmode = (picmode+1)%PICMODE_LAST_XXX;
}
while( !load_success );
/* tell the user what mode we picked in the end! */
rb->splash(HZ,picmode_descriptions[ picmode ] );
draw_playfield();
break;
case PUZZLE_LEFT:
if ((hole%SPOTS_X)<(SPOTS_X-1) && !puzzle_finished())
move_spot(-1, 0);
break;
case PUZZLE_RIGHT:
if ((hole%SPOTS_X)>0 && !puzzle_finished())
move_spot(1, 0);
break;
case PUZZLE_UP:
if ((hole/SPOTS_X)<(SPOTS_Y-1) && !puzzle_finished())
move_spot(0, -1);
break;
case PUZZLE_DOWN:
if ((hole/SPOTS_X)>0 && !puzzle_finished())
move_spot(0, 1);
break;
default:
if (rb->default_event_handler(button) == SYS_USB_CONNECTED)
return PLUGIN_USB_CONNECTED;
break;
}
#if defined(PUZZLE_SHUFFLE_PICTURE_PRE)
if (button != BUTTON_NONE)
lastbutton = button;
#endif
}
}
enum plugin_status plugin_start(
const void* parameter)
{
int i, w, h;
initial_bmp_path=(const char *)parameter;
img_buf = rb->plugin_get_buffer(&img_buf_len);
picmode = PICMODE_INITIAL_PICTURE;
img_buf_path[0] = '\0';
/* If launched as a viewer, just go straight to the game without
bothering with the splash or instructions page */
if(parameter==NULL)
{
/* if not launched as a viewer, use default puzzle, and show help */
picmode = PICMODE_DEFAULT_PICTURE;
/* print title */
rb->lcd_getstringsize((unsigned char *)"Sliding Puzzle", &w, &h);
w = (w+1)/2;
h = (h+1)/2;
rb->lcd_clear_display();
rb->lcd_putsxy(LCD_WIDTH/2-w, (LCD_HEIGHT/2)-h,
(unsigned char *)"Sliding Puzzle");
rb->lcd_update();
rb->sleep(HZ);
/* print instructions */
rb->lcd_clear_display();
rb->lcd_setfont(FONT_SYSFIXED);
#if CONFIG_KEYPAD == RECORDER_PAD || CONFIG_KEYPAD == ARCHOS_AV300_PAD
rb->lcd_putsxy(3, 18, "[OFF] to stop");
rb->lcd_putsxy(3, 28, "[F1] shuffle");
rb->lcd_putsxy(3, 38, "[F2] change pic");
#elif CONFIG_KEYPAD == ONDIO_PAD
rb->lcd_putsxy(0, 18, "[OFF] to stop");
rb->lcd_putsxy(0, 28, "[MODE..] shuffle");
rb->lcd_putsxy(0, 38, "[MODE] change pic");
#elif (CONFIG_KEYPAD == IPOD_4G_PAD) || \
(CONFIG_KEYPAD == IPOD_3G_PAD) || \
(CONFIG_KEYPAD == IPOD_1G2G_PAD)
rb->lcd_putsxy(0, 18, "[S-MENU] to stop");
rb->lcd_putsxy(0, 28, "[S-LEFT] shuffle");
rb->lcd_putsxy(0, 38, "[S-RIGHT] change pic");
#elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
(CONFIG_KEYPAD == IRIVER_H300_PAD)
rb->lcd_putsxy(0, 18, "[STOP] to stop");
rb->lcd_putsxy(0, 28, "[SELECT] shuffle");
rb->lcd_putsxy(0, 38, "[PLAY] change pic");
#elif CONFIG_KEYPAD == IAUDIO_X5M5_PAD
rb->lcd_putsxy(0, 18, "[OFF] to stop");
rb->lcd_putsxy(0, 28, "[REC] shuffle");
rb->lcd_putsxy(0, 38, "[PLAY] change pic");
#elif CONFIG_KEYPAD == GIGABEAT_PAD
rb->lcd_putsxy(0, 18, "[POWER] to stop");
rb->lcd_putsxy(0, 28, "[SELECT] shuffle");
rb->lcd_putsxy(0, 38, "[A] change pic");
#elif (CONFIG_KEYPAD == SANSA_E200_PAD) || \
(CONFIG_KEYPAD == SANSA_C200_PAD)
rb->lcd_putsxy(0, 18, "[OFF] to stop");
rb->lcd_putsxy(0, 28, "[REC] shuffle");
rb->lcd_putsxy(0, 38, "[SELECT] change pic");
#elif CONFIG_KEYPAD == IRIVER_H10_PAD
rb->lcd_putsxy(0, 18, "[OFF] to stop");
rb->lcd_putsxy(0, 28, "[REW] shuffle");
rb->lcd_putsxy(0, 38, "[PLAY] change pic");
#elif CONFIG_KEYPAD == GIGABEAT_S_PAD || \
CONFIG_KEYPAD == SAMSUNG_YPR0_PAD
rb->lcd_putsxy(0, 18, "[BACK] to stop");
rb->lcd_putsxy(0, 28, "[SELECT] shuffle");
rb->lcd_putsxy(0, 38, "[MENU] change pic");
#elif CONFIG_KEYPAD == IAUDIO_M3_PAD
rb->lcd_putsxy(0, 18, "[REC] to stop");
rb->lcd_putsxy(0, 28, "[MODE] shuffle");
rb->lcd_putsxy(0, 38, "[MENU] change pic");
#endif
#ifdef HAVE_TOUCHSCREEN
rb->lcd_putsxy(0, 18, PUZZLE_QUIT_TEXT " to stop");
rb->lcd_putsxy(0, 28, PUZZLE_SHUFFLE_TEXT " shuffle");
rb->lcd_putsxy(0, 38, PUZZLE_PICTURE_TEXT " change pic");
#endif
#ifdef HAVE_ALBUMART
rb->lcd_putsxy(0,48," pic->albumart->num");
#else
rb->lcd_putsxy(0,48," pic<->num");
#endif
rb->lcd_update();
rb->button_get_w_tmo(HZ*2);
}
hole = INITIAL_HOLE;
if( !load_resize_bitmap() )
{
rb->lcd_clear_display();
rb->splash(HZ*2,"Failed to load bitmap!");
return PLUGIN_OK;
}
/* Calculate possible font sizes and text positions */
rb->lcd_setfont(FONT_UI);
rb->lcd_getstringsize("15", &w, &h);
if ((w > (SPOTS_WIDTH-2)) || (h > (SPOTS_HEIGHT-2)))
num_font = FONT_SYSFIXED;
#if LCD_WIDTH > LCD_HEIGHT
rb->lcd_getstringsize("Moves", &w, &h);
if (w > (LCD_WIDTH-IMAGE_WIDTH-1))
moves_font = FONT_SYSFIXED;
rb->lcd_setfont(moves_font);
rb->lcd_getstringsize("Moves", &w, &h);
moves_y = 10 + h;
#else
rb->lcd_getstringsize("Moves: 999", &w, &h);
if ((w > LCD_WIDTH) || (h > (LCD_HEIGHT-IMAGE_HEIGHT-1)))
moves_font = FONT_SYSFIXED;
rb->lcd_setfont(moves_font);
rb->lcd_getstringsize("Moves: 999", &w, &h);
moves_y = (IMAGE_HEIGHT+1+(LCD_HEIGHT-IMAGE_HEIGHT-1)/2) - h / 2;
#endif
for (i=0; i<NUM_SPOTS; i++)
spots[i]=(i+1);
#ifdef HAVE_LCD_COLOR
rb->lcd_set_background(LCD_BLACK);
rb->lcd_set_foreground(LCD_WHITE);
rb->lcd_set_backdrop(NULL);
#elif LCD_DEPTH > 1
rb->lcd_set_background(LCD_WHITE);
rb->lcd_set_foreground(LCD_BLACK);
rb->lcd_set_backdrop(NULL);
#endif
draw_playfield();
rb->sleep(HZ*2);
return puzzle_loop();
}