rockbox/apps/plugins/sliding_puzzle.c
Nicolas Pennequin fdb1028cb1 Really fix the red this time, I hope.
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@17003 a1c6a512-1295-4272-9138-f99709370657
2008-04-06 23:04:00 +00:00

708 lines
21 KiB
C

/***************************************************************************
* __________ __ ___.
* Open \______ \ ____ ____ | | _\_ |__ _______ ___
* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
* \/ \/ \/ \/ \/
* $Id$
*
* Copyright (C) 2002 Vicentini Martin
*
* All files in this archive are subject to the GNU General Public License.
* See the file COPYING in the source tree root for full license agreement.
*
* This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
* KIND, either express or implied.
*
****************************************************************************/
#include "plugin.h"
#include "bmp.h"
#ifdef HAVE_LCD_BITMAP
PLUGIN_HEADER
/* 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 == 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)
#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 == COWOND2_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_MENU
#define PUZZLE_PICTURE BUTTON_SELECT
#else
#error No keymap defined!
#endif
#include "sliding_puzzle.h"
#define IMAGE_WIDTH BMPWIDTH_sliding_puzzle
#define IMAGE_HEIGHT BMPHEIGHT_sliding_puzzle
#define IMAGE_SIZE IMAGE_WIDTH
static struct plugin_api* rb;
/* 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[IMAGE_WIDTH*IMAGE_HEIGHT*sizeof(fb_data)]
__attribute__ ((aligned(16)));
#if LCD_DEPTH>1
static unsigned char temp_img_buf[LCD_WIDTH*LCD_HEIGHT*sizeof(fb_data)]
__attribute__ ((aligned(16)));
#endif
#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
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
const char * get_random_bmp_path(void)
{
return(initial_bmp_path);
}
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;
#if LCD_DEPTH>1
struct bitmap temp_bitmap;
rb->memset(&temp_bitmap,0,sizeof(struct bitmap));
temp_bitmap.data = temp_img_buf;
main_bitmap.width = IMAGE_WIDTH;
main_bitmap.height = IMAGE_HEIGHT;
rc = rb->read_bmp_file( filename, &temp_bitmap, sizeof(temp_img_buf),
FORMAT_NATIVE );
if( rc > 0 )
{
#ifdef HAVE_LCD_COLOR
smooth_resize_bitmap( &temp_bitmap, &main_bitmap );
#else
simple_resize_bitmap( &temp_bitmap, &main_bitmap );
#endif
puzzle_bmp_ptr = (const fb_data *)img_buf;
rb->strcpy( img_buf_path, filename );
return true;
}
#else
rc = rb->read_bmp_file( filename, &main_bitmap, sizeof(img_buf),
FORMAT_NATIVE );
if( rc > 0 )
{
puzzle_bmp_ptr = (const fb_data *)img_buf;
rb->strcpy( img_buf_path, filename );
return true;
}
#endif
}
/* 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,
IMAGE_WIDTH, 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(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,
IMAGE_WIDTH, 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->snprintf(s, sizeof(s), "Moves: %d", moves);
rb->lcd_putsxy(3, moves_y, s);
#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->snprintf(s, sizeof(s), "Moves: %d", moves);
rb->lcd_putsxy(3, moves_y, s);
#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;
int lastbutton = BUTTON_NONE;
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 (button != BUTTON_NONE)
lastbutton = button;
}
}
enum plugin_status plugin_start(struct plugin_api* api, void* parameter)
{
int i, w, h;
rb = api;
initial_bmp_path=(const char *)parameter;
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, "[OFF] 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 == 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_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();
}
#endif