rockbox/apps/plugins/sliding_puzzle.c
Christian Soffke faa2cb9942 plugins: Improve usability of iPod keymaps
- Reduce need to press multiple buttons at
the same time to quit a plugin

- Have "Menu" be default way to quit plugins or
to access plugin menu

- Fall back to (Long) "Select" or Long "Menu"
in cases where Menu button isn't available
(e.g. in ImageViewer and many games)

out of scope:
boomshine, lua_scripts, Rockpaint,
Doom, Duke3D, Pacbox, Quake,
Sgt-Puzzles, Wolf3D, XWorld,
Minesweeper, Pixel Painter, Spacerocks

Change-Id: I6d4dc7174695fe4b8ee9cbaccb21bdbfe6af5c48
2022-12-29 04:39:22 +01:00

947 lines
29 KiB
C

/***************************************************************************
* __________ __ ___.
* 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 == 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_REPEAT)
#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_YH92X_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
#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]"
#elif CONFIG_KEYPAD == CREATIVE_ZENXFI2_PAD
#define PUZZLE_QUIT BUTTON_POWER
#define PUZZLE_SHUFFLE BUTTON_MENU
#define PUZZLE_QUIT_TEXT "[POWER]"
#define PUZZLE_SHUFFLE_TEXT "[MENU]"
#elif (CONFIG_KEYPAD == AGPTEK_ROCKER_PAD)
#define PUZZLE_QUIT (BUTTON_POWER|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_POWER
#define PUZZLE_PICTURE BUTTON_SELECT
#elif (CONFIG_KEYPAD == XDUOO_X3_PAD)
#define PUZZLE_QUIT BUTTON_POWER
#define PUZZLE_LEFT BUTTON_PREV
#define PUZZLE_RIGHT BUTTON_NEXT
#define PUZZLE_UP BUTTON_HOME
#define PUZZLE_DOWN BUTTON_OPTION
#define PUZZLE_SHUFFLE (BUTTON_HOME | BUTTON_PWRALT)
#define PUZZLE_PICTURE BUTTON_PLAY
#elif (CONFIG_KEYPAD == XDUOO_X3II_PAD) || (CONFIG_KEYPAD == XDUOO_X20_PAD)
#define PUZZLE_QUIT BUTTON_POWER
#define PUZZLE_LEFT BUTTON_PREV
#define PUZZLE_RIGHT BUTTON_NEXT
#define PUZZLE_UP BUTTON_HOME
#define PUZZLE_DOWN BUTTON_OPTION
#define PUZZLE_SHUFFLE (BUTTON_HOME | BUTTON_POWER)
#define PUZZLE_PICTURE BUTTON_PLAY
#elif (CONFIG_KEYPAD == FIIO_M3K_LINUX_PAD)
#define PUZZLE_QUIT BUTTON_POWER
#define PUZZLE_LEFT BUTTON_PREV
#define PUZZLE_RIGHT BUTTON_NEXT
#define PUZZLE_UP BUTTON_HOME
#define PUZZLE_DOWN BUTTON_OPTION
#define PUZZLE_SHUFFLE (BUTTON_HOME | BUTTON_POWER)
#define PUZZLE_PICTURE BUTTON_PLAY
#elif (CONFIG_KEYPAD == IHIFI_770_PAD) || (CONFIG_KEYPAD == IHIFI_800_PAD)
#define PUZZLE_QUIT BUTTON_POWER
#define PUZZLE_LEFT BUTTON_HOME
#define PUZZLE_RIGHT BUTTON_VOL_DOWN
#define PUZZLE_UP BUTTON_PREV
#define PUZZLE_DOWN BUTTON_NEXT
#define PUZZLE_SHUFFLE (BUTTON_HOME | BUTTON_POWER)
#define PUZZLE_PICTURE BUTTON_PLAY
#elif (CONFIG_KEYPAD == EROSQ_PAD)
#define PUZZLE_QUIT BUTTON_POWER
#define PUZZLE_LEFT BUTTON_SCROLL_BACK
#define PUZZLE_RIGHT BUTTON_SCROLL_FWD
#define PUZZLE_UP BUTTON_PREV
#define PUZZLE_DOWN BUTTON_NEXT
#define PUZZLE_SHUFFLE BUTTON_BACK
#define PUZZLE_PICTURE BUTTON_PLAY
#elif CONFIG_KEYPAD == FIIO_M3K_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_BACK
#define PUZZLE_PICTURE BUTTON_PLAY
#elif CONFIG_KEYPAD == SHANLING_Q1_PAD
/* use touchscreen */
#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();
/* Note rb->audio_current_track->path should never be null */
if (!track || 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 == IPOD_4G_PAD) || \
(CONFIG_KEYPAD == IPOD_3G_PAD) || \
(CONFIG_KEYPAD == IPOD_1G2G_PAD)
rb->lcd_putsxy(0, 18, "Long [SELECT] 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();
}