rockbox/apps/plugins/sudoku/sudoku.c
Jens Arnold 4d6374c923 Get rid of the 'center' parameter for splashes. There were only 2 of almost 500 splashes which were not centered.
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@12807 a1c6a512-1295-4272-9138-f99709370657
2007-03-16 21:56:08 +00:00

1362 lines
40 KiB
C

/***************************************************************************
* __________ __ ___.
* Open \______ \ ____ ____ | | _\_ |__ _______ ___
* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
* \/ \/ \/ \/ \/
* $Id$
*
* Copyright (C) 2005 Dave Chapman
*
* 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.
*
****************************************************************************/
/***
Sudoku by Dave Chapman
User instructions
-----------------
Use the arrow keys to move cursor, and press SELECT/ON/F2 to increment
the number under the cursor.
At any time during the game, press On to bring up the game menu with
further options:
Save
Reload
Clear
Solve
Sudoku is implemented as a "viewer" for a ".ss" file, as generated by
Simple Sudoku and other applications - http://angusj.com/sudoku/
In-progress game positions are saved in the original .ss file, with
A-I used to indicate numbers entered by the user.
Example ".ss" file, and one with a saved state:
...|...|... ...|...|...
2..|8.4|9.1 2.C|8.4|9.1
...|1.6|32. E..|1.6|32.
----------- -----------
...|..5|.4. ...|..5|.4.
8..|423|..6 8..|423|..6
.3.|9..|... .3D|9..|A..
----------- -----------
.63|7.9|... .63|7.9|...
4.9|5.2|..8 4.9|5.2|.C8
...|...|... ...|...|...
*/
#include "plugin.h"
#ifdef HAVE_LCD_BITMAP
#include <lib/playback_control.h>
#include "sudoku.h"
#include "generator.h"
/* The bitmaps */
#include "sudoku_normal.h"
#include "sudoku_inverse.h"
#include "sudoku_start.h"
#define BITMAP_HEIGHT (BMPHEIGHT_sudoku_normal/10)
#define BITMAP_STRIDE BMPWIDTH_sudoku_normal
PLUGIN_HEADER
/* here is a global api struct pointer. while not strictly necessary,
it's nice not to have to pass the api pointer in all function calls
in the plugin */
struct plugin_api* rb;
/* Default game - used to initialise sudoku.ss if it doesn't exist. */
static const char default_game[9][9] =
{
{ '0','1','0', '3','0','7', '0','0','4' },
{ '0','0','0', '0','6','0', '1','0','2' },
{ '0','0','0', '0','8','0', '5','6','0' },
{ '0','6','0', '0','0','0', '0','2','9' },
{ '0','0','0', '5','0','3', '0','0','0' },
{ '7','9','0', '0','0','0', '0','3','0' },
{ '0','8','5', '0','3','0', '0','0','0' },
{ '1','0','2', '0','7','0', '0','0','0' },
{ '0','0','0', '4','0','8', '0','5','0' },
};
#if LCD_HEIGHT <= LCD_WIDTH /* Horizontal layout, scratchpad at the left */
#if (LCD_HEIGHT==64) && (LCD_WIDTH==112)
/* Archos Recorders and Ondios - 112x64, 9 cells @ 8x6 with 10 border lines */
/* Internal dimensions of a cell */
#define CELL_WIDTH 8
#define CELL_HEIGHT 6
#define SMALL_BOARD
#elif (LCD_HEIGHT==110) && (LCD_WIDTH==138)
/* iPod Mini - 138x110, 9 cells @ 10x10 with 14 border lines */
/* Internal dimensions of a cell */
#define CELL_WIDTH 10
#define CELL_HEIGHT 10
#elif (LCD_HEIGHT==128) && (LCD_WIDTH==128)
/* iriver H10 5-6GB - 128x128, 9 cells @ 10x10 with 14 border lines */
/* Internal dimensions of a cell */
#define CELL_WIDTH 10
#define CELL_HEIGHT 10
#elif ((LCD_HEIGHT==128) && (LCD_WIDTH==160)) || \
((LCD_HEIGHT==132) && (LCD_WIDTH==176))
/* iAudio X5, Iriver H1x0, iPod G3, G4 - 160x128; */
/* iPod Nano - 176x132, 9 cells @ 12x12 with 14 border lines */
/* Internal dimensions of a cell */
#define CELL_WIDTH 12
#define CELL_HEIGHT 12
#elif ((LCD_HEIGHT==176) && (LCD_WIDTH==220))
/* Iriver h300, iPod Color/Photo - 220x176, 9 cells @ 16x16 with 14 border lines */
/* Internal dimensions of a cell */
#define CELL_WIDTH 16
#define CELL_HEIGHT 16
#elif (LCD_HEIGHT>=240) && (LCD_WIDTH>=320)
/* iPod Video - 320x240, 9 cells @ 24x24 with 14 border lines */
/* Internal dimensions of a cell */
#define CELL_WIDTH 24
#define CELL_HEIGHT 24
#else
#error SUDOKU: Unsupported LCD size
#endif
#else /* Vertical layout, scratchpad at the bottom */
#define VERTICAL_LAYOUT
#if ((LCD_HEIGHT==220) && (LCD_WIDTH==176))
/* e200, 9 cells @ 16x16 with 14 border lines */
/* Internal dimensions of a cell */
#define CELL_WIDTH 16
#define CELL_HEIGHT 16
#elif (LCD_HEIGHT>=320) && (LCD_WIDTH>=240)
/* Gigabeat - 240x320, 9 cells @ 24x24 with 14 border lines */
/* Internal dimensions of a cell */
#define CELL_WIDTH 24
#define CELL_HEIGHT 24
#else
#error SUDOKU: Unsupported LCD size
#endif
#endif /* Layout */
/* Size dependent build-time calculations */
#ifdef SMALL_BOARD
#define BOARD_WIDTH (CELL_WIDTH*9+10)
#define BOARD_HEIGHT (CELL_HEIGHT*9+10)
static unsigned char cellxpos[9]={
1, (CELL_WIDTH+2), (2*CELL_WIDTH+3),
(3*CELL_WIDTH+4), (4*CELL_WIDTH+5), (5*CELL_WIDTH+6),
(6*CELL_WIDTH+7), (7*CELL_WIDTH+8), (8*CELL_WIDTH+9)
};
static unsigned char cellypos[9]={
1, (CELL_HEIGHT+2), (2*CELL_HEIGHT+3),
(3*CELL_HEIGHT+4), (4*CELL_HEIGHT+5), (5*CELL_HEIGHT+6),
(6*CELL_HEIGHT+7), (7*CELL_HEIGHT+8), (8*CELL_HEIGHT+9)
};
#else /* !SMALL_BOARD */
#define BOARD_WIDTH (CELL_WIDTH*9+10+4)
#define BOARD_HEIGHT (CELL_HEIGHT*9+10+4)
static unsigned char cellxpos[9]={
2, (CELL_WIDTH +3), (2*CELL_WIDTH +4),
(3*CELL_WIDTH +6), (4*CELL_WIDTH +7), (5*CELL_WIDTH +8),
(6*CELL_WIDTH+10), (7*CELL_WIDTH+11), (8*CELL_WIDTH+12)
};
static unsigned char cellypos[9]={
2, (CELL_HEIGHT +3), (2*CELL_HEIGHT +4),
(3*CELL_HEIGHT +6), (4*CELL_HEIGHT +7), (5*CELL_HEIGHT +8),
(6*CELL_HEIGHT+10), (7*CELL_HEIGHT+11), (8*CELL_HEIGHT+12)
};
#endif
#ifdef VERTICAL_LAYOUT
#define XOFS ((LCD_WIDTH-BOARD_WIDTH)/2)
#define YOFS ((LCD_HEIGHT-(BOARD_HEIGHT+CELL_HEIGHT*2+2))/2)
#define YOFSSCRATCHPAD (YOFS+BOARD_HEIGHT+CELL_WIDTH)
#else
#define XOFSSCRATCHPAD ((LCD_WIDTH-(BOARD_WIDTH+CELL_WIDTH*2+2))/2)
#define XOFS (XOFSSCRATCHPAD+CELL_WIDTH*2+2)
#define YOFS ((LCD_HEIGHT-BOARD_HEIGHT)/2)
#endif
/****** Solver routine by Tom Shackell <shackell@cs.york.ac.uk>
Downloaded from:
http://www-users.cs.york.ac.uk/~shackell/sudoku/Sudoku.html
Released under GPLv2
*/
typedef unsigned int Bitset;
#define BLOCK 3
#define SIZE (BLOCK*BLOCK)
#define true 1
#define false 0
typedef struct _Sudoku {
Bitset table[SIZE][SIZE];
}Sudoku;
typedef struct _Stats {
int numTries;
int backTracks;
int numEmpty;
bool solutionFound;
}Stats;
typedef struct _Options {
bool allSolutions;
bool uniquenessCheck;
}Options;
void sudoku_init(Sudoku* sud);
void sudoku_set(Sudoku* sud, int x, int y, int num, bool original);
int sudoku_get(Sudoku* sud, int x, int y, bool* original);
#define BIT(n) ((Bitset)(1<<(n)))
#define BIT_TEST(v,n) ((((Bitset)v) & BIT(n)) != 0)
#define BIT_CLEAR(v,n) (v) &= ~BIT(n)
#define MARK_BIT BIT(0)
#define ORIGINAL_BIT BIT(SIZE+1)
#define ALL_BITS (BIT(1) | BIT(2) | BIT(3) | BIT(4) | BIT(5) | BIT(6) | BIT(7) | BIT(8) | BIT(9))
/* initialize a sudoku problem, should be called before using set or get */
void sudoku_init(Sudoku* sud)
{
int y, x;
for (y = 0; y < SIZE; y++){
for (x = 0; x < SIZE; x++){
sud->table[x][y] = ALL_BITS;
}
}
}
/* set the number at a particular x and y column */
void sudoku_set(Sudoku* sud, int x, int y, int num, bool original)
{
int i, j;
int bx, by;
Bitset orig;
/* clear the row and columns */
for (i = 0; i < SIZE; i++){
BIT_CLEAR(sud->table[i][y], num);
BIT_CLEAR(sud->table[x][i], num);
}
/* clear the block */
bx = x - (x % BLOCK);
by = y - (y % BLOCK);
for (i = 0; i < BLOCK; i++){
for (j = 0; j < BLOCK; j++){
BIT_CLEAR(sud->table[bx+j][by+i], num);
}
}
/* mark the table */
orig = original ? ORIGINAL_BIT : 0;
sud->table[x][y] = BIT(num) | MARK_BIT | orig;
}
/* get the number at a particular x and y column, if this
is not unique return 0 */
int sudoku_get(Sudoku* sud, int x, int y, bool* original)
{
Bitset val = sud->table[x][y];
int result = 0;
int i;
if (original) {
*original = val & ORIGINAL_BIT;
}
for (i = 1; i <= SIZE; i++){
if (BIT_TEST(val, i)){
if (result != 0){
return 0;
}
result = i;
}
}
return result;
}
/* returns true if this is a valid problem, this is necessary because the input
problem might be degenerate which breaks the solver algorithm. */
static bool is_valid(const Sudoku* sud)
{
int x, y;
for (y = 0; y < SIZE; y++){
for (x = 0; x < SIZE; x++){
if ((sud->table[x][y] & ALL_BITS) == 0){
return false;
}
}
}
return true;
}
/* scan the table for the most constrained item, giving all it's options, sets
the best x and y coordinates, the number of options and the options for
that coordinate and returns true if the puzzle is finished */
static bool scan(const Sudoku* sud, int* rX, int* rY, int *num, int* options)
{
int x, y, i, j;
int bestCount = SIZE+1;
Bitset val;
bool allMarked = true;
for (y = 0; y < SIZE; y++){
for (x = 0; x < SIZE; x++){
Bitset val = sud->table[x][y];
int i;
int count = 0;
if (val & MARK_BIT) {
/* already set */
continue;
}
allMarked = false;
for (i = 1; i <= SIZE; i++){
if (BIT_TEST(val, i)){
count++;
}
}
if (count < bestCount){
bestCount = count;
*rX = x;
*rY = y;
if (count == 0){
/* can't possibly be beaten */
*num = 0;
return false;
}
}
}
}
/* now copy into options */
*num = bestCount;
val = sud->table[*rX][*rY];
for (i = 1, j = 0; i <= SIZE; i++){
if (BIT_TEST(val, i)){
options[j++] = i;
}
}
return allMarked;
}
static bool solve(Sudoku* sud, Stats* stats, const Options* options);
/* try a particular option and return true if that gives a solution or false
if it doesn't, restores board on backtracking */
static bool spawn_option(Sudoku* sud, Stats* stats, const Options* options,
int x, int y, int num)
{
Sudoku copy;
rb->memcpy(&copy,sud,sizeof(Sudoku));
sudoku_set(&copy, x, y, num, false);
stats->numTries += 1;
if (solve(&copy, stats, options)){
if (!options->allSolutions && stats->solutionFound){
rb->memcpy(sud,&copy,sizeof(Sudoku));
}
return true;
}else{
stats->backTracks++;
}
return false;
}
/* solve a sudoku problem, returns true if there is a solution and false
otherwise. stats is used to track statisticss */
static bool solve(Sudoku* sud, Stats* stats, const Options* options)
{
while (true){
int x = 0;
int y = 0;
int i, num;
int places[SIZE];
if (scan(sud, &x, &y, &num, places)){
/* a solution was found! */
if (options->uniquenessCheck && stats->solutionFound){
/*printf("\n\t... But the solution is not unique!\n"); */
return true;
}
stats->solutionFound = true;
if (options->allSolutions || options->uniquenessCheck){
/*printf("\n\tSolution after %d iterations\n", stats->numTries); */
/*sudoku_print(sud); */
return false;
}
else{
return true;
}
}
if (num == 0){
/* can't be satisfied */
return false;
}
/* try all the places (except the last one) */
for (i = 0; i < num-1; i++){
if (spawn_option(sud, stats, options, x, y, places[i])){
/* solution found! */
if (!options->allSolutions && stats->solutionFound){
return true;
}
}
}
/* take the last place ourself */
stats->numTries += 1;
sudoku_set(sud, x, y, places[num-1], false);
}
}
/******** END OF IMPORTED CODE */
/* A wrapper function between the Sudoku plugin and the above solver code */
void sudoku_solve(struct sudoku_state_t* state)
{
bool ret;
Stats stats;
Options options;
Sudoku sud;
bool original;
int r,c;
/* Initialise the parameters */
sudoku_init(&sud);
rb->memset(&stats,0,sizeof(stats));
options.allSolutions=false;
options.uniquenessCheck=false;
/* Convert Rockbox format into format for solver */
for (r=0;r<9;r++) {
for (c=0;c<9;c++) {
if (state->startboard[r][c]!='0') {
sudoku_set(&sud, c, r, state->startboard[r][c]-'0', true);
}
}
}
/* need to check for degenerate input problems ... */
if (is_valid(&sud)){
ret = solve(&sud, &stats, &options);
} else {
ret = false;
}
if (ret) {
/* Populate the board with the solution. */
for (r=0;r<9;r++) {
for (c=0;c<9;c++) {
state->currentboard[r][c]='0'+
sudoku_get(&sud, c, r, &original);
}
}
} else {
rb->splash(HZ*2, "Solve failed");
}
return;
}
void default_state(struct sudoku_state_t* state)
{
int r,c;
rb->strncpy(state->filename,GAME_FILE,MAX_PATH);
for (r=0;r<9;r++) {
for (c=0;c<9;c++) {
state->startboard[r][c]=default_game[r][c];
state->currentboard[r][c]=default_game[r][c];
#ifdef SUDOKU_BUTTON_POSSIBLE
state->possiblevals[r][c]=0;
#endif
}
}
state->x=0;
state->y=0;
state->editmode=0;
}
void clear_state(struct sudoku_state_t* state)
{
int r,c;
rb->strncpy(state->filename,GAME_FILE,MAX_PATH);
for (r=0;r<9;r++) {
for (c=0;c<9;c++) {
state->startboard[r][c]='0';
state->currentboard[r][c]='0';
#ifdef SUDOKU_BUTTON_POSSIBLE
state->possiblevals[r][c]=0;
#endif
}
}
state->x=0;
state->y=0;
state->editmode=0;
}
/* Check the status of the board, assuming a change at the cursor location */
bool check_status(struct sudoku_state_t* state)
{
int check[9];
int r,c;
int r1,c1;
int cell;
/* First, check the column */
for (cell=0;cell<9;cell++) {
check[cell]=0;
}
for (r=0;r<9;r++) {
cell=state->currentboard[r][state->x];
if (cell!='0') {
if (check[cell-'1']==1) {
return true;
}
check[cell-'1']=1;
}
}
/* Second, check the row */
for (cell=0;cell<9;cell++) {
check[cell]=0;
}
for (c=0;c<9;c++) {
cell=state->currentboard[state->y][c];
if (cell!='0') {
if (check[cell-'1']==1) {
return true;
}
check[cell-'1']=1;
}
}
/* Finally, check the 3x3 sub-grid */
for (cell=0;cell<9;cell++) {
check[cell]=0;
}
r1=(state->y/3)*3;
c1=(state->x/3)*3;
for (r=r1;r<r1+3;r++) {
for (c=c1;c<c1+3;c++) {
cell=state->currentboard[r][c];
if (cell!='0') {
if (check[cell-'1']==1) {
return true;
}
check[cell-'1']=1;
}
}
}
/* We passed all the checks :) */
return false;
}
/* Load game - only ".ss" is officially supported, but any sensible
text representation (one line per row) may load.
*/
bool load_sudoku(struct sudoku_state_t* state, char* filename)
{
int fd;
size_t n;
int r = 0, c = 0;
unsigned int i;
int valid=0;
char buf[300]; /* A buffer to read a sudoku board from */
fd=rb->open(filename, O_RDONLY);
if (fd < 0) {
LOGF("Invalid sudoku file: %s\n",filename);
return(false);
}
rb->strncpy(state->filename,filename,MAX_PATH);
n=rb->read(fd,buf,300);
if (n <= 0) {
return(false);
}
rb->close(fd);
r=0;
c=0;
i=0;
while ((i < n) && (r < 9)) {
switch (buf[i]){
case ' ': case '\t':
if (c > 0)
valid=1;
break;
case '|':
case '*':
case '-':
case '\r':
break;
case '\n':
if (valid) {
r++;
valid=0;
}
c = 0;
break;
case '_': case '.':
valid=1;
if (c >= SIZE || r >= SIZE){
LOGF("ERROR: sudoku problem is the wrong size (%d,%d)\n",
c, r);
return(false);
}
c++;
break;
default:
if (((buf[i]>='A') && (buf[i]<='I')) ||
((buf[i]>='0') && (buf[i]<='9'))) {
valid=1;
if (r >= SIZE || c >= SIZE){
LOGF("ERROR: sudoku problem is the wrong size "
"(%d,%d)\n", c, r);
return(false);
}
if ((buf[i]>='0') && (buf[i]<='9')) {
state->startboard[r][c]=buf[i];
state->currentboard[r][c]=buf[i];
} else {
state->currentboard[r][c]='1'+(buf[i]-'A');
}
c++;
}
/* Ignore any other characters */
break;
}
i++;
}
/* Check that the board is valid - we need to check every row/column
individually, so we check the diagonal from top-left to bottom-right */
for (state->x = 0; state->x < 9; state->x++) {
state->y = state->x;
if (check_status(state)) return false;
}
state->x = 0;
state->y = 0;
/* Save a copy of the saved state - so we can reload without using the
disk */
rb->memcpy(state->savedboard,state->currentboard,81);
return(true);
}
bool save_sudoku(struct sudoku_state_t* state)
{
int fd;
int r,c;
int i;
char line[13];
char sep[13];
rb->splash(0, "Saving...");
rb->memcpy(line,"...|...|...\r\n",13);
rb->memcpy(sep,"-----------\r\n",13);
if (state->filename[0]==0) {
return false;
}
fd=rb->open(state->filename, O_WRONLY|O_CREAT);
if (fd >= 0) {
for (r=0;r<9;r++) {
i=0;
for (c=0;c<9;c++) {
if (state->startboard[r][c]!='0') {
line[i]=state->startboard[r][c];
} else if (state->currentboard[r][c]!='0') {
line[i]='A'+(state->currentboard[r][c]-'1');
} else {
line[i]='.';
}
i++;
if ((c==2) || (c==5)) {
i++;
}
}
rb->write(fd,line,sizeof(line));
if ((r==2) || (r==5)) {
rb->write(fd,sep,sizeof(sep));
}
}
/* Add a blank line at end */
rb->write(fd,"\r\n",2);
rb->close(fd);
rb->reload_directory();
/* Save a copy of the saved state - so we can reload without
using the disk */
rb->memcpy(state->savedboard,state->currentboard,81);
return true;
} else {
return false;
}
}
void restore_state(struct sudoku_state_t* state)
{
rb->memcpy(state->currentboard,state->savedboard,81);
}
void clear_board(struct sudoku_state_t* state)
{
int r,c;
for (r=0;r<9;r++) {
for (c=0;c<9;c++) {
state->currentboard[r][c]=state->startboard[r][c];
}
}
state->x=0;
state->y=0;
}
void update_cell(struct sudoku_state_t* state, int r, int c)
{
/* We have four types of cell:
1) User-entered number
2) Starting number
3) Cursor in cell
*/
if ((r==state->y) && (c==state->x)) {
rb->lcd_bitmap_part(sudoku_inverse,0,
BITMAP_HEIGHT*(state->currentboard[r][c]-'0'),
BITMAP_STRIDE,
XOFS+cellxpos[c],YOFS+cellypos[r],CELL_WIDTH,
CELL_HEIGHT);
} else {
if (state->startboard[r][c]!='0') {
rb->lcd_bitmap_part(sudoku_start,0,
BITMAP_HEIGHT*(state->startboard[r][c]-'0'),
BITMAP_STRIDE,
XOFS+cellxpos[c],YOFS+cellypos[r],
CELL_WIDTH,CELL_HEIGHT);
} else {
rb->lcd_bitmap_part(sudoku_normal,0,
BITMAP_HEIGHT*(state->currentboard[r][c]-'0'),
BITMAP_STRIDE,
XOFS+cellxpos[c],YOFS+cellypos[r],
CELL_WIDTH,CELL_HEIGHT);
}
}
rb->lcd_update_rect(cellxpos[c],cellypos[r],CELL_WIDTH,CELL_HEIGHT);
}
void display_board(struct sudoku_state_t* state)
{
int r,c;
/* Clear the display buffer */
rb->lcd_clear_display();
/* Draw the gridlines - differently for different targets */
#ifdef SMALL_BOARD
/* Small targets - draw dotted/single lines */
for (r=0;r<9;r++) {
if ((r % 3)==0) {
/* Solid Line */
rb->lcd_hline(XOFS,XOFS+BOARD_WIDTH-1,YOFS+cellypos[r]-1);
rb->lcd_vline(XOFS+cellxpos[r]-1,YOFS,YOFS+BOARD_HEIGHT-1);
} else {
/* Dotted line */
for (c=XOFS;c<XOFS+BOARD_WIDTH;c+=2) {
rb->lcd_drawpixel(c,YOFS+cellypos[r]-1);
}
for (c=YOFS;c<YOFS+BOARD_HEIGHT;c+=2) {
rb->lcd_drawpixel(XOFS+cellxpos[r]-1,c);
}
}
}
rb->lcd_hline(XOFS,XOFS+BOARD_WIDTH-1,YOFS+cellypos[8]+CELL_HEIGHT);
rb->lcd_vline(XOFS+cellxpos[8]+CELL_WIDTH,YOFS,YOFS+BOARD_HEIGHT-1);
#else
/* Large targets - draw single/double lines */
for (r=0;r<9;r++) {
rb->lcd_hline(XOFS,XOFS+BOARD_WIDTH-1,YOFS+cellypos[r]-1);
rb->lcd_vline(XOFS+cellxpos[r]-1,YOFS,YOFS+BOARD_HEIGHT-1);
if ((r % 3)==0) {
rb->lcd_hline(XOFS,XOFS+BOARD_WIDTH-1,YOFS+cellypos[r]-2);
rb->lcd_vline(XOFS+cellxpos[r]-2,YOFS,YOFS+BOARD_HEIGHT-1);
}
}
rb->lcd_hline(XOFS,XOFS+BOARD_WIDTH-1,YOFS+cellypos[8]+CELL_HEIGHT);
rb->lcd_hline(XOFS,XOFS+BOARD_WIDTH-1,YOFS+cellypos[8]+CELL_HEIGHT+1);
rb->lcd_vline(XOFS+cellxpos[8]+CELL_WIDTH,YOFS,YOFS+BOARD_HEIGHT-1);
rb->lcd_vline(XOFS+cellxpos[8]+CELL_WIDTH+1,YOFS,YOFS+BOARD_HEIGHT-1);
#endif
#ifdef SUDOKU_BUTTON_POSSIBLE
#ifdef VERTICAL_LAYOUT
rb->lcd_hline(XOFS,XOFS+BOARD_WIDTH-1,YOFSSCRATCHPAD);
rb->lcd_hline(XOFS,XOFS+BOARD_WIDTH-1,YOFSSCRATCHPAD+CELL_HEIGHT+1);
for (r=0;r<9;r++) {
#ifdef SMALL_BOARD
/* Small targets - draw dotted/single lines */
if ((r % 3)==0) {
/* Solid Line */
rb->lcd_vline(XOFS+cellxpos[r]-1,YOFSSCRATCHPAD,
YOFSSCRATCHPAD+CELL_HEIGHT+1);
} else {
/* Dotted line */
for (c=YOFSSCRATCHPAD;c<YOFSSCRATCHPAD+CELL_HEIGHT+1;c+=2) {
rb->lcd_drawpixel(XOFS+cellxpos[r]-1,c);
}
}
#else
/* Large targets - draw single/double lines */
rb->lcd_vline(XOFS+cellxpos[r]-1,YOFSSCRATCHPAD,
YOFSSCRATCHPAD+CELL_HEIGHT+1);
if ((r % 3)==0)
rb->lcd_vline(XOFS+cellxpos[r]-2,YOFSSCRATCHPAD,
YOFSSCRATCHPAD+CELL_HEIGHT+1);
#endif
if ((r>0) && state->possiblevals[state->y][state->x]&(1<<(r)))
rb->lcd_bitmap_part(sudoku_normal,0,BITMAP_HEIGHT*r,BITMAP_STRIDE,
XOFS+cellxpos[r-1],YOFSSCRATCHPAD+1,
CELL_WIDTH,CELL_HEIGHT);
}
rb->lcd_vline(XOFS+cellxpos[8]+CELL_WIDTH,YOFSSCRATCHPAD,
YOFSSCRATCHPAD+CELL_HEIGHT+1);
#ifndef SMALL_BOARD
rb->lcd_vline(XOFS+cellxpos[8]+CELL_WIDTH+1,YOFSSCRATCHPAD,
YOFSSCRATCHPAD+CELL_HEIGHT+1);
#endif
if (state->possiblevals[state->y][state->x]&(1<<(r)))
rb->lcd_bitmap_part(sudoku_normal,0,BITMAP_HEIGHT*r,BITMAP_STRIDE,
XOFS+cellxpos[8],YOFSSCRATCHPAD+1,
CELL_WIDTH,CELL_HEIGHT);
#else /* Horizontal layout */
rb->lcd_vline(XOFSSCRATCHPAD,YOFS,YOFS+BOARD_HEIGHT-1);
rb->lcd_vline(XOFSSCRATCHPAD+CELL_WIDTH+1,YOFS,YOFS+BOARD_HEIGHT-1);
for (r=0;r<9;r++) {
#ifdef SMALL_BOARD
/* Small targets - draw dotted/single lines */
if ((r % 3)==0) {
/* Solid Line */
rb->lcd_hline(XOFSSCRATCHPAD,XOFSSCRATCHPAD+CELL_WIDTH+1,
YOFS+cellypos[r]-1);
} else {
/* Dotted line */
for (c=XOFSSCRATCHPAD;c<XOFSSCRATCHPAD+CELL_WIDTH+1;c+=2) {
rb->lcd_drawpixel(c,YOFS+cellypos[r]-1);
}
}
#else
/* Large targets - draw single/double lines */
rb->lcd_hline(XOFSSCRATCHPAD,XOFSSCRATCHPAD+CELL_WIDTH+1,
YOFS+cellypos[r]-1);
if ((r % 3)==0)
rb->lcd_hline(XOFSSCRATCHPAD,XOFSSCRATCHPAD+CELL_WIDTH+1,
YOFS+cellypos[r]-2);
#endif
if ((r>0) && state->possiblevals[state->y][state->x]&(1<<(r)))
rb->lcd_bitmap_part(sudoku_normal,0,BITMAP_HEIGHT*r,BITMAP_STRIDE,
XOFSSCRATCHPAD+1,YOFS+cellypos[r-1],
CELL_WIDTH,CELL_HEIGHT);
}
rb->lcd_hline(XOFSSCRATCHPAD,XOFSSCRATCHPAD+CELL_WIDTH+1,
YOFS+cellypos[8]+CELL_HEIGHT);
#ifndef SMALL_BOARD
rb->lcd_hline(XOFSSCRATCHPAD,XOFSSCRATCHPAD+CELL_WIDTH+1,
YOFS+cellypos[8]+CELL_HEIGHT+1);
#endif
if (state->possiblevals[state->y][state->x]&(1<<(r)))
rb->lcd_bitmap_part(sudoku_normal,0,BITMAP_HEIGHT*r,BITMAP_STRIDE,
XOFSSCRATCHPAD+1,YOFS+cellypos[8],
CELL_WIDTH,CELL_HEIGHT);
#endif /* Layout */
#endif /* SUDOKU_BUTTON_POSSIBLE */
/* Draw the numbers */
for (r=0;r<9;r++) {
for (c=0;c<9;c++) {
/* We have four types of cell:
1) User-entered number
2) Starting number
3) Cursor in cell
*/
if ((r==state->y) && (c==state->x)) {
rb->lcd_bitmap_part(sudoku_inverse,0,
BITMAP_HEIGHT*(state->currentboard[r][c]-
'0'),
BITMAP_STRIDE,
XOFS+cellxpos[c],YOFS+cellypos[r],
CELL_WIDTH,CELL_HEIGHT);
} else {
if (state->startboard[r][c]!='0') {
rb->lcd_bitmap_part(sudoku_start,0,
BITMAP_HEIGHT*(state->startboard[r][c]-
'0'),
BITMAP_STRIDE,
XOFS+cellxpos[c],YOFS+cellypos[r],
CELL_WIDTH,CELL_HEIGHT);
} else {
rb->lcd_bitmap_part(sudoku_normal,0,
BITMAP_HEIGHT*
(state->currentboard[r][c]-'0'),
BITMAP_STRIDE,
XOFS+cellxpos[c],YOFS+cellypos[r],
CELL_WIDTH,CELL_HEIGHT);
}
}
}
}
/* update the screen */
rb->lcd_update();
}
bool sudoku_generate(struct sudoku_state_t* state)
{
char* difficulty;
char str[80];
bool res;
struct sudoku_state_t new_state;
clear_state(&new_state);
display_board(&new_state);
rb->splash(0, "Generating...");
#ifdef HAVE_ADJUSTABLE_CPU_FREQ
rb->cpu_boost(true);
#endif
res = sudoku_generate_board(&new_state,&difficulty);
#ifdef HAVE_ADJUSTABLE_CPU_FREQ
rb->cpu_boost(false);
#endif
if (res) {
rb->memcpy(state,&new_state,sizeof(new_state));
rb->snprintf(str,sizeof(str),"Difficulty: %s",difficulty);
display_board(state);
rb->splash(HZ*3, str);
rb->strncpy(state->filename,GAME_FILE,MAX_PATH);
} else {
display_board(&new_state);
rb->splash(HZ*2, "Aborted");
}
return res;
}
bool sudoku_menu(struct sudoku_state_t* state)
{
int m;
int result;
static const struct menu_item items[] = {
{ "Audio Playback", NULL },
{ "Save", NULL },
{ "Reload", NULL },
{ "Clear", NULL },
{ "Solve", NULL },
{ "Generate", NULL },
{ "New", NULL },
{ "Quit", NULL },
};
m = rb->menu_init(items, sizeof(items) / sizeof(*items),
NULL, NULL, NULL, NULL);
result=rb->menu_show(m);
switch (result) {
case 0: /* Audio playback */
playback_control(rb);
break;
case 1: /* Save state */
save_sudoku(state);
break;
case 2: /* Restore state */
restore_state(state);
break;
case 3: /* Clear all */
clear_board(state);
break;
case 4: /* Solve */
sudoku_solve(state);
break;
case 5: /* Generate Game */
sudoku_generate(state);
break;
case 6: /* Create a new game manually */
clear_state(state);
state->editmode=1;
break;
case 7: /* Quit */
save_sudoku(state);
rb->menu_exit(m);
return true;
break;
default:
break;
}
rb->menu_exit(m);
return (result==MENU_ATTACHED_USB);
}
/* Menu used when user is in edit mode - i.e. creating a new game manually */
int sudoku_edit_menu(struct sudoku_state_t* state)
{
int m;
int result;
static const struct menu_item items[] = {
{ "Save as", NULL },
{ "Quit", NULL },
};
m = rb->menu_init(items, sizeof(items) / sizeof(*items),
NULL, NULL, NULL, NULL);
result=rb->menu_show(m);
switch (result) {
case 0: /* Save new game */
rb->kbd_input(state->filename,MAX_PATH);
if (save_sudoku(state)) {
state->editmode=0;
} else {
rb->splash(HZ*2, "Save failed");
}
break;
case 1: /* Quit */
break;
default:
break;
}
rb->menu_exit(m);
return result;
}
void move_cursor(struct sudoku_state_t* state, int newx, int newy)
{
int oldx, oldy;
/* Check that the character at the cursor position is legal */
if (check_status(state)) {
rb->splash(HZ*2, "Illegal move!");
/* Ignore any button presses during the splash */
rb->button_clear_queue();
return;
}
/* Move Cursor */
oldx=state->x;
oldy=state->y;
state->x=newx;
state->y=newy;
/* Redraw current and old cells */
update_cell(state,oldx,oldy);
update_cell(state,newx,newy);
}
/* plugin entry point */
enum plugin_status plugin_start(struct plugin_api* api, void* parameter)
{
bool exit;
int button;
int lastbutton = BUTTON_NONE;
int res;
long ticks;
struct sudoku_state_t state;
/* plugin init */
rb = api;
/* end of plugin init */
#if LCD_DEPTH > 1
rb->lcd_set_backdrop(NULL);
rb->lcd_set_foreground(LCD_BLACK);
rb->lcd_set_background(LCD_WHITE);
#endif
clear_state(&state);
if (parameter==NULL) {
/* We have been started as a plugin - try default sudoku.ss */
if (!load_sudoku(&state,GAME_FILE)) {
/* No previous game saved, use the default */
default_state(&state);
}
} else {
if (!load_sudoku(&state,(char*)parameter)) {
rb->splash(HZ*2, "Load error");
return(PLUGIN_ERROR);
}
}
display_board(&state);
/* The main game loop */
exit=false;
ticks=0;
while(!exit) {
button = rb->button_get(true);
switch(button){
#ifdef SUDOKU_BUTTON_QUIT
/* Exit game */
case SUDOKU_BUTTON_QUIT:
if (check_status(&state)) {
rb->splash(HZ*2, "Illegal move!");
/* Ignore any button presses during the splash */
rb->button_clear_queue();
} else {
save_sudoku(&state);
exit=1;
}
break;
#endif
/* Increment digit */
#ifdef SUDOKU_BUTTON_ALTTOGGLE
case SUDOKU_BUTTON_ALTTOGGLE | BUTTON_REPEAT:
#endif
case SUDOKU_BUTTON_TOGGLE | BUTTON_REPEAT:
/* Slow down the repeat speed to 1/3 second */
if ((*rb->current_tick-ticks) < (HZ/3)) {
break;
}
#ifdef SUDOKU_BUTTON_ALTTOGGLE
case SUDOKU_BUTTON_ALTTOGGLE:
#endif
case SUDOKU_BUTTON_TOGGLE:
#ifdef SUDOKU_BUTTON_TOGGLE_PRE
if ((button == SUDOKU_BUTTON_TOGGLE)
&& (lastbutton != SUDOKU_BUTTON_TOGGLE_PRE))
break;
#endif
/* Increment digit */
ticks=*rb->current_tick;
if (state.editmode) {
if (state.startboard[state.y][state.x]=='9') {
state.startboard[state.y][state.x]='0';
state.currentboard[state.y][state.x]='0';
} else {
state.startboard[state.y][state.x]++;
state.currentboard[state.y][state.x]++;
}
} else {
if (state.startboard[state.y][state.x]=='0') {
if (state.currentboard[state.y][state.x]=='9') {
state.currentboard[state.y][state.x]='0';
} else {
state.currentboard[state.y][state.x]++;
}
}
}
update_cell(&state,state.y,state.x);
break;
#ifdef SUDOKU_BUTTON_TOGGLEBACK
case SUDOKU_BUTTON_TOGGLEBACK | BUTTON_REPEAT:
/* Slow down the repeat speed to 1/3 second */
if ((*rb->current_tick-ticks) < (HZ/3)) {
break;
}
case SUDOKU_BUTTON_TOGGLEBACK:
/* Decrement digit */
ticks=*rb->current_tick;
if (state.editmode) {
if (state.startboard[state.y][state.x]=='0') {
state.startboard[state.y][state.x]='9';
state.currentboard[state.y][state.x]='9';
} else {
state.startboard[state.y][state.x]--;
state.currentboard[state.y][state.x]--;
}
} else {
if (state.startboard[state.y][state.x]=='0') {
if (state.currentboard[state.y][state.x]=='0') {
state.currentboard[state.y][state.x]='9';
} else {
state.currentboard[state.y][state.x]--;
}
}
}
update_cell(&state,state.y,state.x);
break;
#endif
/* move cursor left */
case SUDOKU_BUTTON_LEFT:
case (SUDOKU_BUTTON_LEFT | BUTTON_REPEAT):
if (state.x==0) {
#ifndef SUDOKU_BUTTON_UP
if (state.y==0) {
move_cursor(&state,8,8);
} else {
move_cursor(&state,8,state.y-1);
}
#else
move_cursor(&state,8,state.y);
#endif
} else {
move_cursor(&state,state.x-1,state.y);
}
break;
/* move cursor right */
case SUDOKU_BUTTON_RIGHT:
case (SUDOKU_BUTTON_RIGHT | BUTTON_REPEAT):
if (state.x==8) {
#ifndef SUDOKU_BUTTON_DOWN
if (state.y==8) {
move_cursor(&state,0,0);
} else {
move_cursor(&state,0,state.y+1);
}
#else
move_cursor(&state,0,state.y);
#endif
} else {
move_cursor(&state,state.x+1,state.y);
}
break;
#ifdef SUDOKU_BUTTON_UP
/* move cursor up */
case SUDOKU_BUTTON_UP:
case (SUDOKU_BUTTON_UP | BUTTON_REPEAT):
if (state.y==0) {
move_cursor(&state,state.x,8);
} else {
move_cursor(&state,state.x,state.y-1);
}
break;
#endif
#ifdef SUDOKU_BUTTON_DOWN
/* move cursor down */
case SUDOKU_BUTTON_DOWN:
case (SUDOKU_BUTTON_DOWN | BUTTON_REPEAT):
if (state.y==8) {
move_cursor(&state,state.x,0);
} else {
move_cursor(&state,state.x,state.y+1);
}
break;
#endif
case SUDOKU_BUTTON_MENU:
#ifdef SUDOKU_BUTTON_MENU_PRE
if (lastbutton != SUDOKU_BUTTON_MENU_PRE)
break;
#endif
/* Don't let the user leave a game in a bad state */
if (check_status(&state)) {
rb->splash(HZ*2, "Illegal move!");
/* Ignore any button presses during the splash */
rb->button_clear_queue();
} else {
if (state.editmode) {
res = sudoku_edit_menu(&state);
if (res == MENU_ATTACHED_USB) {
return PLUGIN_USB_CONNECTED;
} else if (res == 1) { /* Quit */
return PLUGIN_OK;
}
} else {
if (sudoku_menu(&state)) {
return PLUGIN_USB_CONNECTED;
}
}
}
break;
#ifdef SUDOKU_BUTTON_POSSIBLE
case SUDOKU_BUTTON_POSSIBLE:
/* Toggle current number in the possiblevals structure */
if (state.currentboard[state.y][state.x]!='0') {
state.possiblevals[state.y][state.x]^=
(1 << (state.currentboard[state.y][state.x] - '0'));
}
break;
#endif
default:
if (rb->default_event_handler(button) == SYS_USB_CONNECTED) {
/* Quit if USB has been connected */
return PLUGIN_USB_CONNECTED;
}
break;
}
if (button != BUTTON_NONE)
lastbutton = button;
display_board(&state);
}
return PLUGIN_OK;
}
#endif