20e9d56ba5
It changes pluginlib actions to contain only a single and simple context (and other one for remote directional buttons), consisting of 7(9) buttons: up/down/left/right, select OR short select and long select, exit and cancel (plus 2 for scrollwheel targets). This ensures contexts don't clash with other contexts and simplifies them, at the expense of reduced versatility. However, the versatility made it largely unusable due to the great number of targets. This should allow for using pluginlib actions safely for the most simple plugins (e.g. almost all demos). git-svn-id: svn://svn.rockbox.org/rockbox/trunk@26202 a1c6a512-1295-4272-9138-f99709370657
334 lines
9.9 KiB
C
334 lines
9.9 KiB
C
/***************************************************************************
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* __________ __ ___.
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* Open \______ \ ____ ____ | | _\_ |__ _______ ___
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* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
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* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
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* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
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* \/ \/ \/ \/ \/
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* $Id$
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*
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* Copyright (C) 2007 Copyright Kévin Ferrare based on work by Pierre Delore
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
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* KIND, either express or implied.
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*
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****************************************************************************/
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#include "plugin.h"
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#include "lib/pluginlib_actions.h"
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#include "lib/picture.h"
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PLUGIN_HEADER
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const struct button_mapping* plugin_contexts[]={pla_main_ctx};
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#define NB_PICTURES 9
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#define NB_SLOTS 3
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#ifdef HAVE_LCD_CHARCELLS
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#define PICTURE_ROTATION_STEPS 7
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static unsigned char jackpot_slots_patterns[]={
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0x00, 0x0A, 0x1F, 0x1F, 0x1F, 0x0e, 0x04, /* (+00)Heart */
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0x00, 0x04, 0x0E, 0x1F, 0x1F, 0x04, 0x0E, /* (+07)Spade */
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0x00, 0x04, 0x0E, 0x1F, 0x0E, 0x04, 0x00, /* (+14)Diamond */
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0x00, 0x15, 0x0E, 0x1F, 0x0E, 0x15, 0x00, /* (+21)Club */
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0x03, 0x04, 0x0e, 0x1F, 0x1F, 0x1F, 0x0e, /* (+28)Cherry */
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0x00, 0x04, 0x04, 0x1F, 0x04, 0x0E, 0x1F, /* (+35)Cross */
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0x04, 0x0E, 0x15, 0x04, 0x0A, 0x0A, 0x11, /* (+42)Man */
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0x00, 0x1F, 0x1F, 0x1F, 0x1F, 0x1F, 0x00, /* (+49)Square */
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, /* (+56)Empty */
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0x00, 0x0A, 0x1F, 0x1F, 0x1F, 0x0e, 0x04 /* (+63)Heart */
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};
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static unsigned long char_patterns[NB_SLOTS];
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#define SLEEP_TIME (HZ/24)
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#else /* bitmaps LCDs */
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#define PICTURE_HEIGHT (BMPHEIGHT_jackpot_slots/(NB_PICTURES+1))
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#if NB_SCREENS==1
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#define PICTURE_ROTATION_STEPS PICTURE_HEIGHT
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#else
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#define REMOTE_PICTURE_HEIGHT (BMPHEIGHT_jackpot_slots_remote/(NB_PICTURES+1))
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#define PICTURE_ROTATION_STEPS REMOTE_PICTURE_HEIGHT
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#endif
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/* FIXME: would be nice to have better graphics ... */
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#include "pluginbitmaps/jackpot_slots.h"
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#if NB_SCREENS==2
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#include "pluginbitmaps/jackpot_slots_remote.h"
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#endif
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const struct picture jackpot_pictures[]={
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{jackpot_slots, BMPWIDTH_jackpot_slots, BMPHEIGHT_jackpot_slots,
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PICTURE_HEIGHT},
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#if NB_SCREENS==2
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{jackpot_slots_remote,BMPWIDTH_jackpot_slots_remote,
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BMPHEIGHT_jackpot_slots_remote, REMOTE_PICTURE_HEIGHT}
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#endif
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};
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#define SLEEP_TIME (HZ/200)
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#endif /* HAVE_LCD_CHARCELLS */
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struct jackpot
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{
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/* A slot can display "NB_PICTURES" pictures
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A picture is moving up, it can take PICTURE_ROTATION_STEPS
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to move a single picture completely.
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So values in slot_state are comprised between
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0 and NB_PICTURES*PICTURE_ROTATION_STEPS
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*/
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int slot_state[NB_SLOTS];
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/*
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The real state of the picture in pixels on each screen
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Different from slot_state because of the synchronised
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rotation between different sized bitmaps on remote and main screen
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*/
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int state_y[NB_SCREENS][NB_SLOTS];
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int money;
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};
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#ifdef HAVE_LCD_CHARCELLS
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void patterns_init(struct screen* display)
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{
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int i;
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for(i=0;i<NB_SLOTS;i++)
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char_patterns[i]=display->get_locked_pattern();
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}
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void patterns_deinit(struct screen* display)
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{
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/* Restore the old pattern */
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int i;
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for(i=0;i<NB_SLOTS;i++)
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display->unlock_pattern(char_patterns[i]);
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}
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#endif /* HAVE_LCD_CHARCELLS */
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/*Call when the program exit*/
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void jackpot_exit(void *parameter)
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{
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(void)parameter;
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#ifdef HAVE_LCD_CHARCELLS
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patterns_deinit(rb->screens[SCREEN_MAIN]);
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#endif /* HAVE_LCD_CHARCELLS */
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}
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void jackpot_init(struct jackpot* game)
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{
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int i,j;
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game->money=20;
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for(i=0;i<NB_SLOTS;i++){
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game->slot_state[i]=(rb->rand()%NB_PICTURES)*PICTURE_ROTATION_STEPS;
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FOR_NB_SCREENS(j)
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game->state_y[j][i]=-1;
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}
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}
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int jackpot_get_result(struct jackpot* game)
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{
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int i=NB_SLOTS-1;
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int multiple=1;
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int result=0;
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for(;i>=0;i--)
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{
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result+=game->slot_state[i]*multiple/PICTURE_ROTATION_STEPS;
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multiple*=10;
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}
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return(result);
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}
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int jackpot_get_gain(struct jackpot* game)
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{
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switch (jackpot_get_result(game))
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{
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case 111 : return(20);
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case 000 : return(15);
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case 333 : return(10);
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case 222 : return(8);
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case 555 : return(5);
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case 777 : return(4);
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case 251 : return(4);
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case 510 : return(4);
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case 686 : return(3);
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case 585 : return(3);
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case 282 : return(3);
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case 484 : return(3);
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case 787 : return(2);
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case 383 : return(2);
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case 80 : return(2);
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}
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return(0);
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}
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void jackpot_display_slot_machine(struct jackpot* game, struct screen* display)
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{
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char str[20];
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int i;
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bool changes=false;
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#ifdef HAVE_LCD_CHARCELLS
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display->putchar(0, 0, '[');
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#else
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const struct picture* picture= &(jackpot_pictures[display->screen_type]);
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int pos_x=(display->getwidth()-NB_SLOTS*(picture->width+1))/2;
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int pos_y=(display->getheight()-(picture->slide_height))/2;
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#endif /* HAVE_LCD_CHARCELLS */
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for(i=0;i<NB_SLOTS;i++)
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{
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#ifdef HAVE_LCD_CHARCELLS
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/* the only charcell lcd is 7 pixel high */
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int state_y=(game->slot_state[i]*7)/PICTURE_ROTATION_STEPS;
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#else
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int state_y=
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(picture->slide_height*game->slot_state[i])/PICTURE_ROTATION_STEPS;
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#endif /* HAVE_LCD_CHARCELLS */
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int previous_state_y=game->state_y[display->screen_type][i];
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if(state_y==previous_state_y)
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continue;/*no need to update the picture
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as it's the same as previous displayed one*/
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changes=true;
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game->state_y[display->screen_type][i]=state_y;
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#ifdef HAVE_LCD_CHARCELLS
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char* current_pattern=&(jackpot_slots_patterns[state_y]);
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display->define_pattern(char_patterns[i],
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current_pattern);
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display->putchar(i+1, 0, char_patterns[i]);
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#else
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vertical_picture_draw_part(display, picture, state_y, pos_x, pos_y);
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pos_x+=(picture->width+1);
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#endif
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}
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if(changes){
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#ifdef HAVE_LCD_CHARCELLS
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rb->snprintf(str,sizeof(str),"$%d", game->money);
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display->putchar(++i, 0, ']');
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display->puts(++i, 0, str);
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#else
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rb->snprintf(str,sizeof(str),"money : $%d", game->money);
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display->puts(0, 0, str);
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#endif
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display->update();
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}
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}
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void jackpot_info_message(struct screen* display, char* message)
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{
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#ifdef HAVE_LCD_CHARCELLS
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display->puts_scroll(0,1,message);
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#else
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int xpos, ypos;
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int message_height, message_width;
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display->getstringsize(message, &message_width, &message_height);
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xpos=(display->getwidth()-message_width)/2;
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ypos=display->getheight()-message_height;
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rb->screen_clear_area(display, 0, ypos, display->getwidth(),
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message_height);
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display->putsxy(xpos,ypos,message);
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display->update();
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#endif /* HAVE_LCD_CHARCELLS */
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}
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void jackpot_print_turn_result(struct jackpot* game,
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int gain, struct screen* display)
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{
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char str[20];
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if (gain==0)
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{
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jackpot_info_message(display, "None ...");
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if (game->money<=0)
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jackpot_info_message(display, "You lose...STOP to quit");
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}
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else
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{
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rb->snprintf(str,sizeof(str),"You win %d$",gain);
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jackpot_info_message(display, str);
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}
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display->update();
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}
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void jackpot_play_turn(struct jackpot* game)
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{
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/* How many pattern? */
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int nb_turns[NB_SLOTS];
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int i,d,gain,turns_remaining=0;
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if(game->money<=0)
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return;
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game->money--;
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for(i=0;i<NB_SLOTS;i++)
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{
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nb_turns[i]=(rb->rand()%15+5)*PICTURE_ROTATION_STEPS;
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turns_remaining+=nb_turns[i];
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}
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FOR_NB_SCREENS(d)
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{
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rb->screens[d]->clear_display();
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jackpot_info_message(rb->screens[d],"Good luck");
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}
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/* Jackpot Animation */
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while(turns_remaining>0)
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{
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for(i=0;i<NB_SLOTS;i++)
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{
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if(nb_turns[i]>0)
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{
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nb_turns[i]--;
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game->slot_state[i]++;
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if(game->slot_state[i]>=PICTURE_ROTATION_STEPS*NB_PICTURES)
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game->slot_state[i]=0;
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turns_remaining--;
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}
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}
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FOR_NB_SCREENS(d)
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jackpot_display_slot_machine(game, rb->screens[d]);
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rb->sleep(SLEEP_TIME);
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}
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gain=jackpot_get_gain(game);
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if(gain!=0)
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game->money+=gain;
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FOR_NB_SCREENS(d)
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jackpot_print_turn_result(game, gain, rb->screens[d]);
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}
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enum plugin_status plugin_start(const void* parameter)
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{
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int action, i;
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struct jackpot game;
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(void)parameter;
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rb->srand(*rb->current_tick);
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#ifdef HAVE_LCD_CHARCELLS
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patterns_init(rb->screens[SCREEN_MAIN]);
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#endif /* HAVE_LCD_CHARCELLS */
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jackpot_init(&game);
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FOR_NB_SCREENS(i){
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rb->screens[i]->clear_display();
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jackpot_display_slot_machine(&game, rb->screens[i]);
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}
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/*Empty the event queue*/
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rb->button_clear_queue();
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while (true)
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{
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action = pluginlib_getaction(TIMEOUT_BLOCK,
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plugin_contexts, ARRAYLEN(plugin_contexts));
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switch ( action )
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{
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case PLA_CANCEL:
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return PLUGIN_OK;
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case PLA_SELECT:
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jackpot_play_turn(&game);
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break;
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default:
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if (rb->default_event_handler_ex(action, jackpot_exit, NULL)
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== SYS_USB_CONNECTED)
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return PLUGIN_USB_CONNECTED;
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break;
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}
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}
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jackpot_exit(NULL);
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return PLUGIN_OK;
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}
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