rockbox/apps/plugins/solitaire.c
Rafaël Carré 7014faee69 Remove build conditions inside .c plugin files
Rather use the Makefile to specify which files must be built
Fix color builds with test plugins enabled (test_scanrate gave an empty
.o file)

git-svn-id: svn://svn.rockbox.org/rockbox/trunk@27886 a1c6a512-1295-4272-9138-f99709370657
2010-08-25 19:00:58 +00:00

1926 lines
59 KiB
C

/***************************************************************************
* __________ __ ___.
* Open \______ \ ____ ____ | | _\_ |__ _______ ___
* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
* \/ \/ \/ \/ \/
* $Id$
*
* Copyright (C) 2004-2007 Antoine Cellerier <dionoea @t videolan d.t org>
*
* 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"
#include "lib/playback_control.h"
#include "lib/configfile.h"
#include "lib/display_text.h"
#include "button.h"
#include "lcd.h"
#define min(a,b) (a<b?a:b)
/**
* Key definitions
*/
#if CONFIG_KEYPAD == RECORDER_PAD
# define SOL_QUIT BUTTON_OFF
# define SOL_UP BUTTON_UP
# define SOL_DOWN BUTTON_DOWN
# define SOL_LEFT BUTTON_LEFT
# define SOL_RIGHT BUTTON_RIGHT
# define SOL_MOVE BUTTON_ON
# define SOL_DRAW BUTTON_F1
# define SOL_REM2CUR BUTTON_PLAY
# define SOL_CUR2STACK BUTTON_F2
# define SOL_REM2STACK BUTTON_F3
# define HK_MOVE "ON"
# define HK_DRAW "F1"
# define HK_REM2CUR "PLAY"
# define HK_CUR2STACK "F2"
# define HK_REM2STACK "F3"
#elif CONFIG_KEYPAD == ARCHOS_AV300_PAD
# define SOL_QUIT BUTTON_OFF
# define SOL_UP BUTTON_UP
# define SOL_DOWN BUTTON_DOWN
# define SOL_LEFT BUTTON_LEFT
# define SOL_RIGHT BUTTON_RIGHT
# define SOL_MOVE BUTTON_ON
# define SOL_DRAW BUTTON_F1
# define SOL_REM2CUR BUTTON_SELECT
# define SOL_CUR2STACK BUTTON_F2
# define SOL_REM2STACK BUTTON_F3
# define HK_MOVE "ON"
# define HK_DRAW "F1"
# define HK_REM2CUR "SELECT"
# define HK_CUR2STACK "F2"
# define HK_REM2STACK "F3"
#elif CONFIG_KEYPAD == ONDIO_PAD
# define SOL_QUIT BUTTON_OFF
# define SOL_UP_PRE BUTTON_UP
# define SOL_UP (BUTTON_UP | BUTTON_REL)
# define SOL_DOWN_PRE BUTTON_DOWN
# define SOL_DOWN (BUTTON_DOWN | BUTTON_REL)
# define SOL_LEFT_PRE BUTTON_LEFT
# define SOL_LEFT (BUTTON_LEFT | BUTTON_REL)
# define SOL_RIGHT_PRE BUTTON_RIGHT
# define SOL_RIGHT (BUTTON_RIGHT | BUTTON_REL)
# define SOL_MOVE_PRE BUTTON_MENU
# define SOL_MOVE (BUTTON_MENU | BUTTON_REL)
# define SOL_DRAW_PRE BUTTON_MENU
# define SOL_DRAW (BUTTON_MENU | BUTTON_REPEAT)
# define SOL_REM2CUR_PRE BUTTON_DOWN
# define SOL_REM2CUR (BUTTON_DOWN | BUTTON_REPEAT)
# define SOL_CUR2STACK_PRE BUTTON_UP
# define SOL_CUR2STACK (BUTTON_UP | BUTTON_REPEAT)
# define SOL_REM2STACK_PRE BUTTON_RIGHT
# define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_REPEAT)
# define HK_MOVE "MODE"
# define HK_DRAW "MODE.."
# define HK_REM2CUR "DOWN.."
# define HK_CUR2STACK "UP.."
# define HK_REM2STACK "RIGHT.."
#elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
(CONFIG_KEYPAD == IRIVER_H300_PAD)
# define SOL_QUIT BUTTON_OFF
# define SOL_UP BUTTON_UP
# define SOL_DOWN BUTTON_DOWN
# define SOL_LEFT BUTTON_LEFT
# define SOL_RIGHT BUTTON_RIGHT
# define SOL_MOVE_PRE BUTTON_SELECT
# define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
# define SOL_DRAW BUTTON_MODE
# define SOL_REM2CUR (BUTTON_LEFT | BUTTON_ON)
# define SOL_CUR2STACK_PRE BUTTON_SELECT
# define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
# define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_ON)
# define SOL_REM BUTTON_REC
# define SOL_RC_QUIT BUTTON_RC_STOP
# define HK_MOVE "NAVI"
# define HK_DRAW "A-B"
# define HK_REM2CUR "PLAY+LEFT"
# define HK_CUR2STACK "NAVI.."
# define HK_REM2STACK "PLAY+RIGHT"
#elif (CONFIG_KEYPAD == IPOD_4G_PAD) || (CONFIG_KEYPAD == IPOD_3G_PAD) || \
(CONFIG_KEYPAD == IPOD_1G2G_PAD)
# define SOL_QUIT (BUTTON_SELECT | BUTTON_MENU)
# define SOL_UP BUTTON_SCROLL_BACK
# define SOL_DOWN BUTTON_SCROLL_FWD
# define SOL_LEFT_PRE BUTTON_LEFT
# define SOL_LEFT (BUTTON_LEFT | BUTTON_REL)
# define SOL_RIGHT_PRE BUTTON_RIGHT
# define SOL_RIGHT (BUTTON_RIGHT | BUTTON_REL)
# define SOL_MOVE_PRE BUTTON_SELECT
# define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
# define SOL_DRAW_PRE BUTTON_MENU
# define SOL_DRAW (BUTTON_MENU | BUTTON_REL)
# define SOL_REM2CUR BUTTON_PLAY
# define SOL_CUR2STACK_PRE BUTTON_MENU
# define SOL_CUR2STACK (BUTTON_MENU | BUTTON_REPEAT)
# define SOL_REM2STACK_PRE BUTTON_RIGHT
# define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_REPEAT)
# define HK_UD "SCROLL U/D"
# define HK_MOVE "SELECT"
# define HK_DRAW "MENU"
# define HK_REM2CUR "PLAY"
# define HK_CUR2STACK "MENU.."
# define HK_REM2STACK "RIGHT.."
#elif (CONFIG_KEYPAD == IAUDIO_X5M5_PAD)
# define SOL_QUIT BUTTON_POWER
# define SOL_UP BUTTON_UP
# define SOL_DOWN BUTTON_DOWN
# define SOL_LEFT BUTTON_LEFT
# define SOL_RIGHT BUTTON_RIGHT
# define SOL_MOVE_PRE BUTTON_SELECT
# define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
# define SOL_DRAW_PRE BUTTON_PLAY
# define SOL_DRAW (BUTTON_PLAY | BUTTON_REL)
# define SOL_REM2CUR_PRE BUTTON_PLAY
# define SOL_REM2CUR (BUTTON_PLAY | BUTTON_REPEAT)
# define SOL_CUR2STACK_PRE BUTTON_SELECT
# define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
# define SOL_REM2STACK BUTTON_REC
# define HK_MOVE "SELECT"
# define HK_DRAW "PLAY"
# define HK_REM2CUR "PLAY.."
# define HK_CUR2STACK "SELECT.."
# define HK_REM2STACK "REC"
#elif (CONFIG_KEYPAD == GIGABEAT_PAD)
# define SOL_QUIT BUTTON_POWER
# define SOL_UP BUTTON_UP
# define SOL_DOWN BUTTON_DOWN
# define SOL_LEFT BUTTON_LEFT
# define SOL_RIGHT BUTTON_RIGHT
# define SOL_MOVE_PRE BUTTON_SELECT
# define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
# define SOL_DRAW BUTTON_MENU
# define SOL_REM2CUR (BUTTON_LEFT | BUTTON_A)
# define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
# define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_A)
# define HK_MOVE "SELECT"
# define HK_DRAW "MENU"
# define HK_REM2CUR "A+LEFT"
# define HK_CUR2STACK "SELECT.."
# define HK_REM2STACK "A+RIGHT"
#elif (CONFIG_KEYPAD == SANSA_E200_PAD)
# define SOL_QUIT BUTTON_POWER
# define SOL_UP BUTTON_UP
# define SOL_DOWN BUTTON_DOWN
# define SOL_LEFT BUTTON_SCROLL_BACK
# define SOL_RIGHT BUTTON_SCROLL_FWD
# define SOL_MOVE BUTTON_SELECT
# define SOL_DRAW BUTTON_REC
# define SOL_REM2CUR BUTTON_LEFT
# define SOL_CUR2STACK_PRE BUTTON_REC
# define SOL_CUR2STACK (BUTTON_REC | BUTTON_RIGHT)
# define SOL_REM2STACK BUTTON_RIGHT
# define HK_MOVE "SELECT"
# define HK_DRAW "REC"
# define HK_REM2CUR "LEFT"
# define HK_CUR2STACK "DOUBLE SELECT"
# define HK_REM2STACK "RIGHT"
#elif (CONFIG_KEYPAD == SANSA_FUZE_PAD)
# define SOL_QUIT (BUTTON_HOME|BUTTON_REPEAT)
# define SOL_UP BUTTON_UP
# define SOL_DOWN BUTTON_DOWN
# define SOL_LEFT BUTTON_SCROLL_BACK
# define SOL_RIGHT BUTTON_SCROLL_FWD
# define SOL_MOVE (BUTTON_SELECT|BUTTON_REL)
# define SOL_DRAW (BUTTON_HOME|BUTTON_REL)
# define SOL_REM2CUR BUTTON_LEFT
# define SOL_CUR2STACK_PRE (BUTTON_RIGHT | BUTTON_REPEAT)
# define SOL_CUR2STACK BUTTON_RIGHT
# define SOL_REM2STACK (BUTTON_LEFT|BUTTON_REPEAT)
# define SOL_REM2STACK_PRE BUTTON_LEFT
# define HK_MOVE "SHORT SELECT"
# define HK_DRAW "SHORT HOME"
# define HK_REM2CUR "LEFT"
# define HK_CUR2STACK "DOUBLE SELECT"
# define HK_REM2STACK "LEFT"
#elif (CONFIG_KEYPAD == SANSA_C200_PAD)
# define SOL_QUIT BUTTON_POWER
# define SOL_UP BUTTON_UP
# define SOL_DOWN BUTTON_DOWN
# define SOL_LEFT BUTTON_LEFT
# define SOL_RIGHT BUTTON_RIGHT
# define SOL_MOVE_PRE BUTTON_SELECT
# define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
# define SOL_DRAW BUTTON_VOL_DOWN
# define SOL_REM2CUR BUTTON_REC
# define SOL_CUR2STACK_PRE BUTTON_SELECT
# define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
# define SOL_REM2STACK BUTTON_VOL_UP
# define HK_MOVE "SELECT"
# define HK_DRAW "REC"
# define HK_REM2CUR "LEFT"
# define HK_CUR2STACK "DOUBLE SELECT"
# define HK_REM2STACK "RIGHT"
#elif CONFIG_KEYPAD == SANSA_CLIP_PAD
# define SOL_QUIT BUTTON_POWER
# define SOL_UP BUTTON_UP
# define SOL_DOWN BUTTON_DOWN
# define SOL_LEFT BUTTON_LEFT
# define SOL_RIGHT BUTTON_RIGHT
# define SOL_MOVE_PRE BUTTON_SELECT
# define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
# define SOL_DRAW BUTTON_HOME
# define SOL_REM2CUR BUTTON_VOL_DOWN
# define SOL_CUR2STACK_PRE BUTTON_SELECT
# define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
# define SOL_REM2STACK BUTTON_VOL_UP
# define HK_MOVE "SELECT"
# define HK_DRAW "HOME"
# define HK_REM2CUR "LEFT"
# define HK_CUR2STACK "DOUBLE SELECT"
# define HK_REM2STACK "RIGHT"
#elif CONFIG_KEYPAD == SANSA_M200_PAD
# define SOL_QUIT BUTTON_POWER
# define SOL_UP BUTTON_UP
# define SOL_DOWN BUTTON_DOWN
# define SOL_LEFT BUTTON_LEFT
# define SOL_RIGHT BUTTON_RIGHT
# define SOL_MOVE_PRE BUTTON_SELECT
# define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
# define SOL_DRAW (BUTTON_SELECT | BUTTON_UP)
# define SOL_REM2CUR BUTTON_VOL_DOWN
# define SOL_CUR2STACK_PRE BUTTON_SELECT
# define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
# define SOL_REM2STACK BUTTON_VOL_UP
# define HK_MOVE "SELECT"
# define HK_DRAW "SELECT + UP"
# define HK_REM2CUR "LEFT"
# define HK_CUR2STACK "DOUBLE SELECT"
# define HK_REM2STACK "RIGHT"
#elif (CONFIG_KEYPAD == IRIVER_H10_PAD)
# define SOL_QUIT BUTTON_POWER
# define SOL_UP BUTTON_SCROLL_UP
# define SOL_DOWN BUTTON_SCROLL_DOWN
# define SOL_LEFT_PRE BUTTON_LEFT
# define SOL_LEFT (BUTTON_LEFT | BUTTON_REL)
# define SOL_RIGHT_PRE BUTTON_RIGHT
# define SOL_RIGHT (BUTTON_RIGHT | BUTTON_REL)
# define SOL_MOVE BUTTON_PLAY
# define SOL_DRAW_PRE BUTTON_LEFT
# define SOL_DRAW (BUTTON_LEFT | BUTTON_REPEAT)
# define SOL_REM2CUR BUTTON_FF
# define SOL_CUR2STACK BUTTON_REW
# define SOL_REM2STACK_PRE BUTTON_RIGHT
# define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_REPEAT)
# define HK_MOVE "PLAY"
# define HK_DRAW "LEFT.."
# define HK_REM2CUR "FF"
# define HK_CUR2STACK "REW"
# define HK_REM2STACK "RIGHT.."
#elif (CONFIG_KEYPAD == GIGABEAT_S_PAD)
# define SOL_QUIT BUTTON_BACK
# define SOL_UP BUTTON_UP
# define SOL_DOWN BUTTON_DOWN
# define SOL_LEFT BUTTON_LEFT
# define SOL_RIGHT BUTTON_RIGHT
# define SOL_MOVE_PRE BUTTON_SELECT
# define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
# define SOL_DRAW BUTTON_MENU
# define SOL_REM2CUR (BUTTON_LEFT | BUTTON_SELECT)
# define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
# define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_SELECT)
# define HK_MOVE "SELECT"
# define HK_DRAW "MENU"
# define HK_REM2CUR "SELECT+LEFT"
# define HK_CUR2STACK "SELECT.."
# define HK_REM2STACK "SELECT+RIGHT"
#elif (CONFIG_KEYPAD == MROBE100_PAD)
# define SOL_QUIT BUTTON_POWER
# define SOL_UP BUTTON_UP
# define SOL_DOWN BUTTON_DOWN
# define SOL_LEFT BUTTON_LEFT
# define SOL_RIGHT BUTTON_RIGHT
# define SOL_MOVE_PRE BUTTON_SELECT
# define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
# define SOL_DRAW BUTTON_MENU
# define SOL_REM2CUR (BUTTON_LEFT | BUTTON_DISPLAY)
# define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
# define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_DISPLAY)
# define HK_MOVE "SELECT"
# define HK_DRAW "MENU"
# define HK_REM2CUR "DISPLAY+LEFT"
# define HK_CUR2STACK "SELECT.."
# define HK_REM2STACK "DISPLAY+RIGHT"
#elif CONFIG_KEYPAD == IAUDIO_M3_PAD
# define SOL_QUIT BUTTON_RC_REC
# define SOL_UP BUTTON_RC_VOL_UP
# define SOL_DOWN BUTTON_RC_VOL_DOWN
# define SOL_LEFT BUTTON_RC_REW
# define SOL_RIGHT BUTTON_RC_FF
# define SOL_MOVE BUTTON_RC_PLAY
# define SOL_DRAW_PRE BUTTON_RC_MENU
# define SOL_DRAW (BUTTON_RC_MENU | BUTTON_REL)
# define SOL_REM2CUR_PRE BUTTON_RC_MENU
# define SOL_REM2CUR (BUTTON_RC_MENU | BUTTON_REPEAT)
# define SOL_CUR2STACK_PRE BUTTON_RC_MODE
# define SOL_CUR2STACK (BUTTON_RC_MODE | BUTTON_REL)
# define SOL_REM2STACK_PRE BUTTON_RC_MODE
# define SOL_REM2STACK (BUTTON_RC_MODE | BUTTON_REPEAT)
# define HK_LR "REW/FF"
# define HK_UD "VOL UP/DOWN"
# define HK_MOVE "PLAY"
# define HK_DRAW "MENU"
# define HK_REM2CUR "MENU.."
# define HK_CUR2STACK "MODE"
# define HK_REM2STACK "MODE.."
#elif (CONFIG_KEYPAD == COWON_D2_PAD)
# define SOL_QUIT BUTTON_POWER
#elif CONFIG_KEYPAD == CREATIVEZVM_PAD
# define SOL_QUIT BUTTON_BACK
# define SOL_UP BUTTON_UP
# define SOL_DOWN BUTTON_DOWN
# define SOL_LEFT BUTTON_LEFT
# define SOL_RIGHT BUTTON_RIGHT
# define SOL_MOVE_PRE BUTTON_SELECT
# define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
# define SOL_DRAW BUTTON_MENU
# define SOL_REM2CUR (BUTTON_LEFT | BUTTON_SELECT)
# define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
# define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_SELECT)
# define HK_MOVE "MIDDLE"
# define HK_DRAW "MENU"
# define HK_REM2CUR "PLAY+LEFT"
# define HK_CUR2STACK "PLAY.."
# define HK_REM2STACK "PLAY+RIGHT"
#elif CONFIG_KEYPAD == PHILIPS_HDD1630_PAD
# define SOL_QUIT BUTTON_POWER
# define SOL_UP BUTTON_UP
# define SOL_DOWN BUTTON_DOWN
# define SOL_LEFT BUTTON_LEFT
# define SOL_RIGHT BUTTON_RIGHT
# define SOL_MOVE_PRE BUTTON_SELECT
# define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
# define SOL_DRAW BUTTON_MENU
# define SOL_REM2CUR (BUTTON_LEFT | BUTTON_VIEW)
# define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
# define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_VIEW)
# define HK_MOVE "SELECT"
# define HK_DRAW "MENU"
# define HK_REM2CUR "VIEW+LEFT"
# define HK_CUR2STACK "SELECT.."
# define HK_REM2STACK "VIEW+RIGHT"
#elif CONFIG_KEYPAD == PHILIPS_SA9200_PAD
# define SOL_QUIT BUTTON_POWER
# define SOL_UP BUTTON_UP
# define SOL_DOWN BUTTON_DOWN
# define SOL_LEFT BUTTON_PREV
# define SOL_RIGHT BUTTON_NEXT
# define SOL_MOVE_PRE BUTTON_PLAY
# define SOL_MOVE (BUTTON_PLAY | BUTTON_REL)
# define SOL_DRAW BUTTON_MENU
# define SOL_REM2CUR BUTTON_LEFT
# define SOL_CUR2STACK (BUTTON_PLAY | BUTTON_REPEAT)
# define SOL_REM2STACK BUTTON_RIGHT
# define HK_MOVE "PLAY"
# define HK_DRAW "MENU"
# define HK_REM2CUR "LEFT"
# define HK_CUR2STACK "PLAY..."
# define HK_REM2STACK "RIGHT"
#elif (CONFIG_KEYPAD == ONDAVX747_PAD) || \
(CONFIG_KEYPAD == ONDAVX777_PAD) || \
CONFIG_KEYPAD == MROBE500_PAD
# define SOL_QUIT BUTTON_POWER
#elif (CONFIG_KEYPAD == SAMSUNG_YH_PAD)
# define SOL_QUIT BUTTON_REC
# define SOL_UP BUTTON_UP
# define SOL_DOWN BUTTON_DOWN
# define SOL_LEFT_PRE BUTTON_LEFT
# define SOL_LEFT (BUTTON_LEFT | BUTTON_REW)
# define SOL_RIGHT_PRE BUTTON_RIGHT
# define SOL_RIGHT (BUTTON_RIGHT | BUTTON_REW)
# define SOL_MOVE BUTTON_PLAY
# define SOL_DRAW_PRE (BUTTON_PLAY | BUTTON_RIGHT)
# define SOL_DRAW (BUTTON_PLAY | BUTTON_LEFT)
# define SOL_REM2CUR BUTTON_FFWD
# define SOL_CUR2STACK BUTTON_REW
# define SOL_REM2STACK_PRE (BUTTON_FFWD | BUTTON_RIGHT)
# define SOL_REM2STACK (BUTTON_FFWD | BUTTON_LEFT)
# define HK_MOVE "PLAY"
# define HK_DRAW "REW.."
# define HK_REM2CUR "FFWD"
# define HK_CUR2STACK "REW"
# define HK_REM2STACK "FFWD.."
#elif CONFIG_KEYPAD == PBELL_VIBE500_PAD
# define SOL_QUIT BUTTON_REC
# define SOL_UP BUTTON_UP
# define SOL_DOWN BUTTON_DOWN
# define SOL_LEFT BUTTON_PREV
# define SOL_RIGHT BUTTON_NEXT
# define SOL_MOVE_PRE BUTTON_OK
# define SOL_MOVE (BUTTON_OK | BUTTON_REL)
# define SOL_DRAW BUTTON_MENU
# define SOL_REM2CUR BUTTON_CANCEL
# define SOL_CUR2STACK BUTTON_PLAY
# define SOL_REM2STACK (BUTTON_PLAY | BUTTON_REPEAT)
# define HK_MOVE "OK"
# define HK_DRAW "MENU"
# define HK_REM2CUR "CANCEL"
# define HK_CUR2STACK "PLAY"
# define HK_REM2STACK "PLAY..."
#elif CONFIG_KEYPAD == MPIO_HD200_PAD
# define SOL_QUIT (BUTTON_REC | BUTTON_PLAY)
# define SOL_UP BUTTON_PREV
# define SOL_DOWN BUTTON_NEXT
# define SOL_LEFT BUTTON_VOL_DOWN
# define SOL_RIGHT BUTTON_VOL_UP
# define SOL_MOVE_PRE BUTTON_SELECT
# define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
# define SOL_DRAW BUTTON_REC
# define SOL_REM2CUR (BUTTON_REC | BUTTON_REPEAT)
# define SOL_CUR2STACK BUTTON_PLAY
# define SOL_REM2STACK (BUTTON_PLAY | BUTTON_REPEAT)
# define HK_MOVE "SELECT"
# define HK_DRAW "REC"
# define HK_REM2CUR "REC.."
# define HK_CUR2STACK "PLAY"
# define HK_REM2STACK "PLAY...."
#else
#error No keymap defined!
#endif
#ifdef HAVE_TOUCHSCREEN
//#ifndef SOL_QUIT
//# define SOL_QUIT BUTTON_TOPLEFT
//endif
#ifndef SOL_UP
# define SOL_UP BUTTON_TOPMIDDLE
#endif
#ifndef SOL_DOWN
# define SOL_DOWN BUTTON_BOTTOMMIDDLE
#endif
#ifndef SOL_LEFT
# define SOL_LEFT BUTTON_MIDLEFT
#endif
#ifndef SOL_RIGHT
# define SOL_RIGHT BUTTON_MIDRIGHT
#endif
#ifndef SOL_MOVE
# define SOL_MOVE BUTTON_CENTER
# define HK_MOVE "CENTRE"
#endif
#ifndef SOL_DRAW
# define SOL_DRAW BUTTON_TOPLEFT
# define HK_DRAW "TOPLEFT"
#endif
#ifndef SOL_REM2CUR
# define SOL_REM2CUR BUTTON_TOPRIGHT
# define HK_REM2CUR "TOPRIGHT"
#endif
#ifndef SOL_CUR2STACK
# define SOL_CUR2STACK BUTTON_BOTTOMLEFT
# define HK_CUR2STACK "BOTTOMLEFT"
#endif
#ifndef SOL_REM2STACK
# define SOL_REM2STACK BUTTON_BOTTOMRIGHT
# define HK_REM2STACK "BOTTOMRIGHT"
#endif
#endif
#ifndef HK_LR
# define HK_LR "LEFT/RIGHT"
#endif
#ifndef HK_UD
# define HK_UD "UP/DOWN"
#endif
/**
* Misc constants, graphics and other defines
*/
#include "pluginbitmaps/card_back.h"
#include "pluginbitmaps/card_deck.h"
#include "pluginbitmaps/solitaire_suitsi.h"
#define CARD_GFX_WIDTH BMPWIDTH_card_back
#define CARD_GFX_HEIGHT BMPHEIGHT_card_back
#define CARD_WIDTH (BMPWIDTH_card_back+2)
#define CARD_HEIGHT (BMPHEIGHT_card_back+2)
#if LCD_WIDTH >= 640
# define MARGIN 4
# define LARGE_CARD
# define SYMBOL_HEIGHT 24
#elif LCD_WIDTH >= 320
# define MARGIN 4
# define LARGE_CARD
# define SYMBOL_HEIGHT 12
#elif LCD_WIDTH >= 220
# define MARGIN 3
# define LARGE_CARD
# define SYMBOL_HEIGHT 12
#elif LCD_WIDTH >= 160
# define MARGIN 2
# define SYMBOL_HEIGHT 11
#elif LCD_WIDTH >= 128
# define MARGIN 1
# define SYMBOL_HEIGHT 10
#else
# define MARGIN 0
# define SYMBOL_HEIGHT 8
#endif
#define CARD_START (CARD_HEIGHT+2*MARGIN+1)
/* background color */
#ifdef HAVE_LCD_COLOR
# define BACKGROUND_COLOR LCD_RGBPACK(0,157,0)
# define FRAME_COLOR LCD_RGBPACK(23,119,218)
#elif LCD_DEPTH > 1
# define BACKGROUND_COLOR LCD_WHITE
# define FRAME_COLOR LCD_BLACK
#endif
#define CONFIG_FILENAME "sol.cfg"
#define NOT_A_CARD -1
/* number of cards per suit */
#define CARDS_PER_SUIT 13
/* number of suits */
#define SUITS 4
#define NUM_CARDS ( CARDS_PER_SUIT * SUITS )
/* number of columns */
#define COL_NUM 7
/* pseudo column numbers to be used for cursor coordinates */
/* columns COL_NUM to COL_NUM + SUITS - 1 correspond to the final stacks */
#define STACKS_COL COL_NUM
/* column COL_NUM + SUITS corresponds to the remains' stack */
#define REM_COL (STACKS_COL + SUITS)
#define NOT_A_COL -1
typedef struct
{
signed char suit;
signed char num;
bool known : 1;
bool used : 1; /* this is what is used when dealing cards */
signed char next;
} card_t;
/**
* LCD card drawing routines
*/
static void draw_cursor( int x, int y )
{
rb->lcd_set_drawmode( DRMODE_COMPLEMENT );
rb->lcd_fillrect( x+1, y+1, CARD_GFX_WIDTH, CARD_GFX_HEIGHT );
#ifdef LARGE_CARD
rb->lcd_drawpixel( x+1, y+1 );
rb->lcd_drawpixel( x+1, y+CARD_HEIGHT-2 );
rb->lcd_drawpixel( x+CARD_WIDTH-2, y+1 );
rb->lcd_drawpixel( x+CARD_WIDTH-2, y+CARD_HEIGHT-2 );
#endif
rb->lcd_set_drawmode( DRMODE_SOLID );
}
/* Draw a card's border, select it if it's selected and draw the cursor
* if the cursor is currently over the card */
static void draw_card_ext( int x, int y, bool selected, bool cursor )
{
#if LCD_DEPTH > 1
int oldfg = rb->lcd_get_foreground();
rb->lcd_set_foreground( LCD_BLACK );
#endif
#ifdef LARGE_CARD
rb->lcd_hline( x+2, x+CARD_WIDTH-3, y );
rb->lcd_hline( x+2, x+CARD_WIDTH-3, y+CARD_HEIGHT-1 );
rb->lcd_vline( x, y+2, y+CARD_HEIGHT-3 );
rb->lcd_vline( x+CARD_WIDTH-1, y+2, y+CARD_HEIGHT-3 );
rb->lcd_drawpixel( x+1, y+1 );
rb->lcd_drawpixel( x+1, y+CARD_HEIGHT-2 );
rb->lcd_drawpixel( x+CARD_WIDTH-2, y+1 );
rb->lcd_drawpixel( x+CARD_WIDTH-2, y+CARD_HEIGHT-2 );
#else
rb->lcd_hline( x+1, x+CARD_WIDTH-2, y );
rb->lcd_hline( x+1, x+CARD_WIDTH-2, y+CARD_HEIGHT-1 );
rb->lcd_vline( x, y+1, y+CARD_HEIGHT-2 );
rb->lcd_vline( x+CARD_WIDTH-1, y+1, y+CARD_HEIGHT-2 );
#endif
if( selected )
{
#if LCD_DEPTH > 1
rb->lcd_set_foreground( FRAME_COLOR );
#endif
rb->lcd_drawrect( x+1, y+1, CARD_WIDTH-2, CARD_HEIGHT-2 );
#ifdef LARGE_CARD
rb->lcd_drawrect( x+2, y+2, CARD_WIDTH-4, CARD_HEIGHT-4 );
#endif
}
#if LCD_DEPTH > 1
rb->lcd_set_foreground( oldfg );
#endif
if( cursor )
{
draw_cursor( x, y );
}
}
/* Draw a card's inner graphics */
static void draw_card( card_t *card, int x, int y,
bool selected, bool cursor )
{
if( card->known )
{
rb->lcd_bitmap_part( card_deck, CARD_GFX_WIDTH * card->num,
CARD_GFX_HEIGHT * card->suit,
STRIDE(SCREEN_MAIN,
BMPWIDTH_card_deck, BMPHEIGHT_card_deck),
x+1, y+1, CARD_GFX_WIDTH, CARD_GFX_HEIGHT );
}
else
{
rb->lcd_bitmap( card_back, x+1, y+1,
CARD_GFX_WIDTH, CARD_GFX_HEIGHT );
}
draw_card_ext( x, y, selected, cursor );
}
/* Draw an empty stack */
static void draw_empty_stack( int s, int x, int y, bool cursor )
{
rb->lcd_bitmap_part( solitaire_suitsi, 0,
CARD_GFX_HEIGHT * s,
STRIDE( SCREEN_MAIN,
BMPWIDTH_solitaire_suitsi, BMPHEIGHT_solitaire_suitsi),
x+1, y+1, CARD_GFX_WIDTH, CARD_GFX_HEIGHT );
draw_card_ext( x, y, false, cursor );
}
/* Help */
static bool solitaire_help( void )
{
static char* help_text[] = {
"Solitaire", "", "Controls", "",
HK_LR ":", "Move", "the", "cursor", "to", "the",
"previous/", "next", "column.", "",
HK_UD ":", "Move", "the", "cursor", "up/", "down", "in", "the",
"column.", "",
HK_MOVE ":", "Select", "cards,", "move", "cards...", "",
HK_DRAW ":", "Deselect", "a", "card", "if", "it", "was", "selected.",
"Else", "draw", "new", "card(s)", "from", "the", "remains",
"stack.", "", "",
"Shortcuts", "",
HK_REM2CUR ":", "Put", "the", "card", "on", "top", "of", "the",
"remains", "stack", "on", "top", "of", "the", "cursor.", "",
HK_CUR2STACK ":", "Put", "the", "card", "under", "the", "cursor",
"on", "one", "of", "the", "4", "final", "stacks.", "",
HK_REM2STACK ":", "Put", "the", "card", "on", "top", "of", "the",
"remains", "stack", "on", "one", "of", "the", "4", "final",
"stacks."
};
static struct style_text formation[]={
{ 0, TEXT_CENTER|TEXT_UNDERLINE },
{ 2, C_RED },
{ 48, C_RED },
LAST_STYLE_ITEM
};
if (display_text(ARRAYLEN(help_text), help_text, formation, NULL, true))
return true;
return false;
}
/**
* Custom menu / options
*/
#define CFGFILE_VERSION 0
struct sol_config {
int draw_type;
};
struct sol_config sol_disk = {0};
struct sol_config sol;
static struct configdata config[] = {
{ TYPE_INT, 0, 1, { .int_p = &sol_disk.draw_type }, "draw_type", NULL }
};
static const struct opt_items drawcards[2] = {
{ "Draw Three Cards", -1 },
{ "Draw One Card", -1 },
};
void solitaire_init(void);
/* menu return codes */
enum { MENU_RESUME, MENU_SAVE_AND_QUIT, MENU_QUIT, MENU_USB };
static bool _ingame;
int solitaire_menu_cb(int action, const struct menu_item_ex *this_item)
{
int i = (intptr_t)this_item;
if( action == ACTION_REQUEST_MENUITEM )
{
if((!_ingame && (i==0 || i==5)) || ( _ingame && i==2 ))
return ACTION_EXIT_MENUITEM;
}
return action;
}
int solitaire_menu(bool in_game)
{
int selected = 0;
int result = -1;
MENUITEM_STRINGLIST(menu, "Solitaire Menu", solitaire_menu_cb,
"Resume Game", "Start New Game",
"Draw Cards Option",
"Help", "Playback Control",
"Save and Quit", "Quit");
_ingame = in_game;
while (result < 0)
{
switch (rb->do_menu(&menu, &selected, NULL, false))
{
default:
result = MENU_RESUME;
break;
case MENU_ATTACHED_USB:
result = MENU_USB;
break;
case 0:
result = MENU_RESUME;
break;
case 1:
solitaire_init();
result = MENU_RESUME;
break;
case 2:
if (rb->set_option("Draw Cards Option", &sol.draw_type,
INT, drawcards, 2, NULL))
result = MENU_USB;
break;
case 3:
if (solitaire_help())
result = MENU_USB;
break;
case 4:
playback_control(NULL);
break;
case 5:
result = MENU_SAVE_AND_QUIT;
break;
case 6:
result = MENU_QUIT;
break;
}
}
return result;
}
/**
* Global variables
*/
/* player's cursor */
int cur_card;
/* player's cursor column num */
int cur_col;
/* selected card */
int sel_card;
/* the deck */
card_t deck[ NUM_CARDS ];
/* the remaining cards */
/* first card of the remains' stack */
int rem;
/* upper visible card from the remains' stack */
int cur_rem;
/* number of cards drawn from the remains stack - 1 */
int count_rem;
/* number of cards per draw of the remains' stack */
int cards_per_draw;
/* the 7 game columns */
int cols[COL_NUM];
/* the 4 final stacks */
int stacks[SUITS];
/**
* Card handling routines
*/
int next_random_card( card_t *deck )
{
int i,r;
r = rb->rand()%(NUM_CARDS)+1;
i = 0;
while( r>0 )
{
i = (i + 1)%(NUM_CARDS);
if( !deck[i].used ) r--;
}
deck[i].used = true;
return i;
}
/* initialize the game */
void solitaire_init( void )
{
int c;
int i, j;
/* number of cards that are drawn on the remains' stack (by pressing F2) */
if( sol.draw_type == 0 )
{
cards_per_draw = 3;
}
else
{
cards_per_draw = 1;
}
/* init deck */
for( i=0; i<SUITS; i++ )
{
for( j=0; j<CARDS_PER_SUIT; j++ )
{
#define card deck[i*CARDS_PER_SUIT+j]
card.suit = i;
card.num = j;
card.known = true;
card.used = false;
card.next = NOT_A_CARD;
#undef card
}
}
/* deal the cards ... */
/* ... in the columns */
for( i=0; i<COL_NUM; i++ )
{
c = NOT_A_CARD;
for( j=0; j<=i; j++ )
{
if( c == NOT_A_CARD )
{
cols[i] = next_random_card( deck );
c = cols[i];
}
else
{
deck[c].next = next_random_card( deck );
c = deck[c].next;
}
if( j < i )
deck[c].known = false;
}
}
/* ... shuffle what's left of the deck */
rem = next_random_card(deck);
c = rem;
for( i=1; i < NUM_CARDS - COL_NUM * (COL_NUM + 1)/2; i++ )
{
deck[c].next = next_random_card( deck );
c = deck[c].next;
}
/* we now finished dealing the cards. The game can start ! (at last) */
/* init the stack */
for( i = 0; i<SUITS; i++ )
{
stacks[i] = NOT_A_CARD;
}
/* the cursor starts on upper left card */
cur_card = cols[0];
cur_col = 0;
/* no card is selected */
sel_card = NOT_A_CARD;
/* init the remainder */
cur_rem = NOT_A_CARD;
count_rem = -1;
}
/* find the column number in which 'card' can be found */
int find_card_col( int card )
{
int i;
int c;
if( card == NOT_A_CARD ) return NOT_A_COL;
for( i=0; i<COL_NUM; i++ )
{
c = cols[i];
while( c != NOT_A_CARD )
{
if( c == card ) return i;
c = deck[c].next;
}
}
for( i=0; i<SUITS; i++ )
{
c = stacks[i];
while( c != NOT_A_CARD )
{
if( c == card ) return STACKS_COL + i;
c = deck[c].next;
}
}
return REM_COL;
}
/* find the card preceding 'card' */
/* if it doesn't exist, return NOT_A_CARD */
int find_prev_card( int card ){
int i;
for( i=0; i < NUM_CARDS; i++ )
{
if( deck[i].next == card ) return i;
}
return NOT_A_CARD;
}
/* find the last card of a given column */
int find_last_card( int col )
{
int c;
if( col < COL_NUM )
{
c = cols[col];
}
else if( col < REM_COL )
{
c = stacks[col - STACKS_COL];
}
else
{
c = cur_rem;
}
if(c == NOT_A_CARD)
return c;
else
{
while(deck[c].next != NOT_A_CARD)
c = deck[c].next;
return c;
}
}
enum move { MOVE_OK, MOVE_NOT_OK };
enum move move_card( int dest_col, int src_card )
{
/* the column on which to take src_card */
int src_col;
/* the last card of dest_col */
int dest_card;
/* the card under src_card */
int src_card_prev;
/* you can't move no card (at least, it doesn't have any consequence) */
if( src_card == NOT_A_CARD ) return MOVE_NOT_OK;
/* you can't put a card back on the remains' stack */
if( dest_col == REM_COL ) return MOVE_NOT_OK;
/* you can't move an unknown card */
if( !deck[src_card].known ) return MOVE_NOT_OK;
src_col = find_card_col( src_card );
dest_card = find_last_card( dest_col );
src_card_prev = find_prev_card( src_card );
/* you can't move more than one card at a time from the final stack */
/* to the rest of the game */
if( src_col >= COL_NUM && src_col < REM_COL
&& deck[src_card].next != NOT_A_CARD )
{
return MOVE_NOT_OK;
}
/* if we (that means dest) are on one of the 7 columns ... */
if( dest_col < COL_NUM )
{
/* ... check is we are on an empty color and that the src is a king */
if( dest_card == NOT_A_CARD
&& deck[src_card].num == CARDS_PER_SUIT - 1 )
{
/* this is a winning combination */
cols[dest_col] = src_card;
}
/* ... or check if the cards follow one another and have
* different colorsuit */
else if(( deck[dest_card].suit + deck[src_card].suit)%2==1
&& deck[dest_card].num == deck[src_card].num + 1 )
{
/* this is a winning combination */
deck[dest_card].next = src_card;
}
/* ... or, humpf, well that's not good news */
else
{
/* this is not a winning combination */
return MOVE_NOT_OK;
}
}
/* if we are on one of the 4 final stacks ... */
else if( dest_col < REM_COL )
{
/* ... check if we are on an empty stack... */
if( dest_card == NOT_A_CARD )
{
/* ... and the src is an ace and this is the correct final stack */
if( deck[src_card].num == 0
&& deck[src_card].suit == dest_col - STACKS_COL )
{
/* this is a winning combination */
stacks[dest_col - STACKS_COL] = src_card;
}
else
{
/* this is not a winning combination */
return MOVE_NOT_OK;
}
}
else /* non-empty stack */
{
/* ...check if the cards follow one another, have the same suit and
* {that src has no .next element or is from the remains' stack} */
if( deck[dest_card].suit == deck[src_card].suit
&& deck[dest_card].num + 1 == deck[src_card].num
&& (deck[src_card].next == NOT_A_CARD || src_col == REM_COL) )
{
/* this is a winning combination */
deck[dest_card].next = src_card;
}
/* ... or, well that's not good news */
else
{
/* this is not a winning combination */
return MOVE_NOT_OK;
}
}
}
/* if we are on the remains' stack */
else
{
/* you can't move a card back to the remains' stack */
return MOVE_NOT_OK;
}
/* if the src card is from the remains' stack, we don't want to take
* the following cards */
if( src_col == REM_COL )
{
/* if src card is the first card from the stack */
if( src_card_prev == NOT_A_CARD )
{
rem = deck[src_card].next;
}
/* if src card is not the first card from the stack */
else
{
deck[src_card_prev].next = deck[src_card].next;
}
deck[src_card].next = NOT_A_CARD;
cur_rem = src_card_prev;
count_rem--;
}
/* if the src card is from somewhere else, just take everything */
else
{
if( src_card_prev == NOT_A_CARD )
{
if( src_col < COL_NUM )
{
cols[src_col] = NOT_A_CARD;
}
else
{
stacks[src_col - STACKS_COL] = NOT_A_CARD;
}
}
else
{
deck[src_card_prev].next = NOT_A_CARD;
deck[src_card_prev].known = true;
}
}
sel_card = NOT_A_CARD;
/* tada ! */
return MOVE_OK;
}
enum { SOLITAIRE_WIN, SOLITAIRE_SAVE_AND_QUIT, SOLITAIRE_QUIT, SOLITAIRE_USB };
/**
* Bouncing cards at the end of the game
*/
#define BC_ACCEL ((1<<16)*LCD_HEIGHT/128)
#define BC_MYSPEED (6*BC_ACCEL)
#define BC_MXSPEED (6*LCD_HEIGHT/128)
int bouncing_cards( void )
{
int i, j, x, vx, y, fp_y, fp_vy, button;
/* flush the button queue */
while( ( button = rb->button_get( false ) ) != BUTTON_NONE )
{
if( rb->default_event_handler( button ) == SYS_USB_CONNECTED )
return SOLITAIRE_USB;
}
/* fun stuff :) */
for( i = CARDS_PER_SUIT-1; i>=0; i-- )
{
for( j = 0; j < SUITS; j++ )
{
x = LCD_WIDTH-(CARD_WIDTH*4+4+MARGIN)+CARD_WIDTH*j+j+1;
fp_y = MARGIN<<16;
#if LCD_WIDTH > 200
vx = rb->rand() % (4*BC_MXSPEED/3-2) - BC_MXSPEED;
if( vx >= -1 )
vx += 3;
#else
vx = rb->rand() % (4*BC_MXSPEED/3) - BC_MXSPEED;
if( vx >= 0 )
vx++;
#endif
fp_vy = -rb->rand() % BC_MYSPEED;
while( x < LCD_WIDTH && x + CARD_WIDTH > 0 )
{
fp_vy += BC_ACCEL;
x += vx;
fp_y += fp_vy;
if( fp_y >= (LCD_HEIGHT-CARD_HEIGHT) << 16 )
{
fp_vy = -fp_vy*4/5;
fp_y = (LCD_HEIGHT-CARD_HEIGHT) << 16;
}
y = fp_y >> 16;
draw_card( &deck[j*CARDS_PER_SUIT+i], x, y,
false, false );
rb->lcd_update_rect( x<0?0:x, y<0?0:y,
CARD_WIDTH, CARD_HEIGHT );
button = rb->button_get_w_tmo( 2 );
if( rb->default_event_handler( button ) == SYS_USB_CONNECTED )
return SOLITAIRE_USB;
if( button == SOL_QUIT || button == SOL_MOVE )
return SOLITAIRE_WIN;
}
}
}
return SOLITAIRE_WIN;
}
/**
* Game save/load routines
*/
void get_save_filename( char *buf )
{
char *s;
rb->strcpy( buf, rb->plugin_get_current_filename() );
s = rb->strrchr( buf, '/' ) + 1;
*s = '\0';
rb->strcat( s, "sol.save" );
}
int open_save_file( int flags )
{
char buf[MAX_PATH];
get_save_filename( buf );
return rb->open( buf, flags, 0666);
}
void delete_save_file( void )
{
char buf[MAX_PATH];
get_save_filename( buf );
rb->remove( buf );
}
#ifdef write
# undef write
#endif
int save_write( int fd, const void *buf, size_t count, int *checksum )
{
size_t i;
if( rb->write( fd, buf, count ) < (ssize_t)count )
return 1;
for( i = 0; i < count; i++ )
*checksum += (int)(((const char *)buf)[i]);
return 0;
}
#ifdef read
# undef read
#endif
int save_read( int fd, void *buf, size_t count, int *checksum )
{
size_t i;
if( rb->read( fd, buf, count ) < (ssize_t)count )
return 1;
for( i = 0; i < count; i++ )
*checksum -= (int)(((const char *)buf)[i]);
return 0;
}
int save_game( void )
{
int fd = open_save_file( O_CREAT|O_WRONLY|O_TRUNC );
int checksum = 42;
if( fd < 0 )
return -1;
if( save_write( fd, &cur_card, sizeof( int ), &checksum )
|| save_write( fd, &cur_col, sizeof( int ), &checksum )
|| save_write( fd, &sel_card, sizeof( int ), &checksum )
|| save_write( fd, deck, NUM_CARDS * sizeof( card_t ), &checksum )
|| save_write( fd, &rem, sizeof( int ), &checksum )
|| save_write( fd, &cur_rem, sizeof( int ), &checksum )
|| save_write( fd, &count_rem, sizeof( int ), &checksum )
|| save_write( fd, &cards_per_draw, sizeof( int ), &checksum )
|| save_write( fd, cols, COL_NUM * sizeof( int ), &checksum )
|| save_write( fd, stacks, SUITS * sizeof( int ), &checksum )
|| ( rb->write( fd, &checksum, sizeof( int ) ) < (ssize_t)(sizeof( int ) ) ) )
{
rb->close( fd );
rb->splash( 2*HZ, "Error while saving game. Aborting." );
return -2;
}
rb->close( fd );
return 0;
}
int load_game( void )
{
int checksum, retval;
int fd = open_save_file( O_RDONLY );
if( fd < 0 )
return -1;
retval = 0; /* Assume good case */
if( ( rb->lseek( fd, -sizeof( int ), SEEK_END ) == -((ssize_t)sizeof( int ))-1 )
|| ( rb->read( fd, &checksum, sizeof( int ) ) < ((ssize_t)sizeof( int )) )
|| ( rb->lseek( fd, 0, SEEK_SET ) == -1 )
|| save_read( fd, &cur_card, sizeof( int ), &checksum )
|| save_read( fd, &cur_col, sizeof( int ), &checksum )
|| save_read( fd, &sel_card, sizeof( int ), &checksum )
|| save_read( fd, deck, NUM_CARDS * sizeof( card_t ), &checksum )
|| save_read( fd, &rem, sizeof( int ), &checksum )
|| save_read( fd, &cur_rem, sizeof( int ), &checksum )
|| save_read( fd, &count_rem, sizeof( int ), &checksum )
|| save_read( fd, &cards_per_draw, sizeof( int ), &checksum )
|| save_read( fd, cols, COL_NUM * sizeof( int ), &checksum )
|| save_read( fd, stacks, SUITS * sizeof( int ), &checksum ) )
{
rb->splash( 2*HZ, "Error while loading saved game. Aborting." );
retval = -2;
}
else if( checksum != 42 )
{
rb->splash( 2*HZ, "Save file was corrupted. Aborting." );
retval = -3;
}
rb->close( fd );
delete_save_file();
return retval;
}
/**
* The main game loop
*
* If skipmenu is defined to SOLITAIRE_QUIT, the menu will be skipped and
* game will resume.
*/
int solitaire( int skipmenu )
{
int i,j;
int button, lastbutton = 0;
int c,h,prevcard;
int biggest_col_length;
rb->srand( *rb->current_tick );
if( skipmenu != SOLITAIRE_QUIT )
{
switch( solitaire_menu(false) )
{
case MENU_QUIT:
return SOLITAIRE_QUIT;
case MENU_USB:
return SOLITAIRE_USB;
}
solitaire_init();
}
while( true )
{
rb->lcd_clear_display();
/* get the biggest column length so that display can be "optimized" */
biggest_col_length = 0;
for(i=0;i<COL_NUM;i++)
{
j = 0;
c = cols[i];
if( c != NOT_A_CARD )
{
while( true )
{
/* don't include the last card in the column length. */
if( deck[c].next == NOT_A_CARD )
{
break; /* no successor: get outta here. */
}
else
{
if( deck[c].known )
j += 2;
else
j++;
}
c = deck[c].next;
}
/* make column distinguishable from an empty column,
* and avoid division by zero while displaying */
if( j == 0 )
j = 1;
}
if( j > biggest_col_length )
biggest_col_length = j;
}
/* check if there are cards remaining in the game. */
/* if there aren't any, that means you won :) */
if( biggest_col_length == 0 && rem == NOT_A_CARD )
{
rb->lcd_update();
rb->splash( HZ, "You Won :)" );
return bouncing_cards();
}
/* draw the columns */
for( i = 0; i < COL_NUM; i++ )
{
c = cols[i];
j = CARD_START;
while( true )
{
if( c == NOT_A_CARD )
{
/* draw the cursor on empty columns */
if( cur_col == i )
{
draw_cursor( MARGIN + i * (CARD_WIDTH
+(LCD_WIDTH-COL_NUM*CARD_WIDTH-2*MARGIN)/(COL_NUM-1)),
j );
}
break;
}
draw_card( &deck[c], MARGIN + i * (CARD_WIDTH
+(LCD_WIDTH-COL_NUM*CARD_WIDTH-2*MARGIN)/(COL_NUM-1)),
j, c == sel_card, c == cur_card );
h = c;
c = deck[c].next;
if( c == NOT_A_CARD ) break;
/* This is where we change the spacing between cards so that
* they don't overflow out of the LCD */
if( h == cur_card )
j += SYMBOL_HEIGHT;
else if( deck[h].known )
j += min( SYMBOL_HEIGHT,
2 * (LCD_HEIGHT - CARD_START - CARD_HEIGHT - MARGIN)
/ biggest_col_length );
else
j += min( SYMBOL_HEIGHT / 2,
(LCD_HEIGHT - CARD_START - CARD_HEIGHT - MARGIN)
/ biggest_col_length );
}
}
/* draw the stacks */
for( i=0; i<SUITS; i++ )
{
c = find_last_card( STACKS_COL + i );
if( c != NOT_A_CARD )
{
draw_card( &deck[c],
LCD_WIDTH-(CARD_WIDTH*4+4+MARGIN)+CARD_WIDTH*i+i+1,
MARGIN,
c == sel_card, cur_col == STACKS_COL + i );
}
else
{
draw_empty_stack( i,
LCD_WIDTH-(CARD_WIDTH*4+4+MARGIN)+CARD_WIDTH*i+i+1,
MARGIN, cur_col == STACKS_COL + i );
}
}
/* draw the remains */
if( rem != NOT_A_CARD &&
( cur_rem == NOT_A_CARD || deck[cur_rem].next != NOT_A_CARD ) )
{
/* gruik ! (we want to display a card back) */
deck[rem].known = false;
draw_card( &deck[rem], MARGIN, MARGIN, false, false );
deck[rem].known = true;
}
if( rem != NOT_A_CARD && cur_rem != NOT_A_CARD )
{
if( count_rem < 0 )
{
prevcard = rem;
count_rem = 0;
while( prevcard != cur_rem && count_rem < cards_per_draw-1 )
{
prevcard = deck[prevcard].next;
count_rem++;
}
}
prevcard = cur_rem;
j = CARD_WIDTH+2*MARGIN+1;
for( i = 0; i < count_rem; i++ )
prevcard = find_prev_card(prevcard);
for( i = 0; i <= count_rem; i++ )
{
draw_card( &deck[prevcard], j,
MARGIN, sel_card == prevcard,
cur_card == prevcard );
prevcard = deck[prevcard].next;
j += CARD_WIDTH/2;
}
}
if( ( cur_rem == NOT_A_CARD || rem == NOT_A_CARD )
&& cur_col == REM_COL )
{
draw_cursor( CARD_WIDTH+2*MARGIN+1, MARGIN );
}
rb->lcd_update();
/* what to do when a key is pressed ... */
button = rb->button_get( true );
#if (CONFIG_KEYPAD == SANSA_E200_PAD) || (CONFIG_KEYPAD == SANSA_FUZE_PAD)
if (button&(BUTTON_SCROLL_BACK|BUTTON_SCROLL_FWD))
button = button & (~BUTTON_REPEAT);
#endif
switch( button )
{
/* move cursor to the last card of the previous column
* or to the previous final stack
* or to the remains stack */
case SOL_RIGHT:
#ifdef SOL_RIGHT_PRE
if( lastbutton != SOL_RIGHT_PRE )
break;
#endif
if( cur_col >= COL_NUM )
{
cur_col = 0;
}
else if( cur_col == COL_NUM - 1 )
{
cur_col = REM_COL;
}
else
{
cur_col = (cur_col+1)%(REM_COL+1);
}
if(cur_col == REM_COL)
{
cur_card = cur_rem;
break;
}
cur_card = find_last_card( cur_col );
break;
/* move cursor to the last card of the next column
* or to the next final stack
* or to the remains stack */
case SOL_LEFT:
#ifdef SOL_LEFT_PRE
if( lastbutton != SOL_LEFT_PRE )
break;
#endif
if( cur_col == 0 )
{
cur_col = REM_COL;
}
else if( cur_col >= COL_NUM )
{
cur_col = COL_NUM - 1;
}
else
{
cur_col = (cur_col + REM_COL)%(REM_COL+1);
}
if( cur_col == REM_COL )
{
cur_card = cur_rem;
break;
}
cur_card = find_last_card( cur_col );
break;
/* move cursor to card that's bellow */
case SOL_DOWN:
#ifdef SOL_DOWN_PRE
if( lastbutton != SOL_DOWN_PRE )
break;
#else
case SOL_DOWN|BUTTON_REPEAT:
#endif
if( cur_col >= COL_NUM )
{
cur_col = (cur_col - COL_NUM + 1)%(SUITS + 1) + COL_NUM;
if( cur_col == REM_COL )
{
cur_card = cur_rem;
}
else
{
cur_card = find_last_card( cur_col );
}
break;
}
if( cur_card == NOT_A_CARD ) break;
if( deck[cur_card].next != NOT_A_CARD )
{
cur_card = deck[cur_card].next;
}
else
{
cur_card = cols[cur_col];
while( !deck[ cur_card].known
&& deck[cur_card].next != NOT_A_CARD )
{
cur_card = deck[cur_card].next;
}
}
break;
/* move cursor to card that's above */
case SOL_UP:
#ifdef SOL_UP_PRE
if( lastbutton != SOL_UP_PRE )
break;
#else
case SOL_UP|BUTTON_REPEAT:
#endif
if( cur_col >= COL_NUM )
{
cur_col = (cur_col - COL_NUM + SUITS)%(SUITS + 1) + COL_NUM;
if( cur_col == REM_COL )
{
cur_card = cur_rem;
}
else
{
cur_card = find_last_card( cur_col );
}
break;
}
if( cur_card == NOT_A_CARD ) break;
do {
cur_card = find_prev_card( cur_card );
if( cur_card == NOT_A_CARD )
{
cur_card = find_last_card( cur_col );
}
} while( deck[cur_card].next != NOT_A_CARD
&& !deck[cur_card].known );
break;
/* Try to put card under cursor on one of the stacks */
case SOL_CUR2STACK:
#ifdef SOL_CUR2STACK_PRE
if( lastbutton != SOL_CUR2STACK_PRE )
break;
#endif
move_card( deck[cur_card].suit + STACKS_COL, cur_card );
break;
/* Move cards arround, Uncover cards, ... */
case SOL_MOVE:
#ifdef SOL_MOVE_PRE
if( lastbutton != SOL_MOVE_PRE )
break;
#endif
if( sel_card == NOT_A_CARD )
{
if( cur_card != NOT_A_CARD )
{
if( deck[cur_card].next == NOT_A_CARD
&& !deck[cur_card].known )
{
/* reveal a hidden card */
deck[cur_card].known = true;
}
else if( cur_col == REM_COL && cur_rem == NOT_A_CARD )
{
break;
}
else
{
/* select a card */
sel_card = cur_card;
}
}
}
else if( sel_card == cur_card )
{
/* unselect card or try putting card on
* one of the 4 stacks */
if( move_card( deck[sel_card].suit + COL_NUM, sel_card )
== MOVE_OK && cur_col == REM_COL )
{
cur_card = cur_rem;
}
sel_card = NOT_A_CARD;
}
else
{
/* try moving cards */
/* The flexible move must not be used from the remains stack. */
if (find_card_col(sel_card) == REM_COL)
{
if (move_card( cur_col, sel_card ) == MOVE_NOT_OK)
sel_card = NOT_A_CARD;
}
else
{
do {
if (move_card( cur_col, sel_card) == MOVE_OK)
break;
sel_card = find_prev_card(sel_card);
} while (sel_card != NOT_A_CARD);
}
}
break;
/* If the card on the top of the remains can be put where
* the cursor is, go ahead */
case SOL_REM2CUR:
#ifdef SOL_REM2CUR_PRE
if( lastbutton != SOL_REM2CUR_PRE )
break;
#endif
move_card( cur_col, cur_rem );
break;
/* If the card on top of the remains can be put on one
* of the stacks, do so */
case SOL_REM2STACK:
#ifdef SOL_REM2STACK_PRE
if( lastbutton != SOL_REM2STACK_PRE )
break;
#endif
move_card( deck[cur_rem].suit + COL_NUM, cur_rem );
break;
#ifdef SOL_REM
case SOL_REM:
if( sel_card != NOT_A_CARD )
{
/* unselect selected card */
sel_card = NOT_A_CARD;
break;
}
if( rem != NOT_A_CARD && cur_rem != NOT_A_CARD )
{
sel_card = cur_rem;
break;
}
break;
#endif
/* unselect selected card or ...
* draw new cards from the remains of the deck */
case SOL_DRAW:
#ifdef SOL_DRAW_PRE
if( lastbutton != SOL_DRAW_PRE )
break;
#endif
if( sel_card != NOT_A_CARD )
{
/* unselect selected card */
sel_card = NOT_A_CARD;
break;
}
if( rem != NOT_A_CARD )
{
int cur_rem_old = cur_rem;
count_rem = -1;
/* draw new cards form the remains of the deck */
if( cur_rem == NOT_A_CARD )
{
/*if the cursor card is null*/
cur_rem = rem;
i = cards_per_draw - 1;
count_rem++;
}
else
{
i = cards_per_draw;
}
while( i > 0 && deck[cur_rem].next != NOT_A_CARD )
{
cur_rem = deck[cur_rem].next;
i--;
count_rem++;
}
/* test if any cards are really left on
* the remains' stack */
if( i == cards_per_draw )
{
cur_rem = NOT_A_CARD;
count_rem = -1;
}
/* if cursor was on remains' stack when new cards were
* drawn, put cursor on top of remains' stack */
if( cur_col == REM_COL && cur_card == cur_rem_old )
{
cur_card = cur_rem;
sel_card = NOT_A_CARD;
}
}
break;
/* Show the menu */
#ifdef SOL_RC_QUIT
case SOL_RC_QUIT:
#endif
case SOL_QUIT:
switch( solitaire_menu(true) )
{
case MENU_SAVE_AND_QUIT:
return SOLITAIRE_SAVE_AND_QUIT;
case MENU_QUIT:
return SOLITAIRE_QUIT;
case MENU_USB:
return SOLITAIRE_USB;
}
break;
case SYS_POWEROFF:
return SOLITAIRE_SAVE_AND_QUIT;
default:
if( rb->default_event_handler( button ) == SYS_USB_CONNECTED )
return SOLITAIRE_USB;
break;
}
if( button != BUTTON_NONE )
lastbutton = button;
/* fix incoherences concerning cur_col and cur_card */
c = find_card_col( cur_card );
if( c != NOT_A_COL && c != cur_col )
cur_card = find_last_card( cur_col );
if( cur_card == NOT_A_CARD
&& find_last_card( cur_col ) != NOT_A_CARD )
cur_card = find_last_card( cur_col );
rb->yield();
}
}
/**
* Plugin entry point
*/
enum plugin_status plugin_start(const void* parameter )
{
int result;
/* plugin init */
(void)parameter;
configfile_load(CONFIG_FILENAME, config,
sizeof(config) / sizeof(config[0]), CFGFILE_VERSION);
rb->memcpy(&sol, &sol_disk, sizeof(sol)); /* copy to running config */
if( load_game() == 0 )
{
rb->splash( HZ, "Resuming saved game." );
result = SOLITAIRE_QUIT;
}
else
result = SOLITAIRE_WIN;
/* play the game :)
* Keep playing if a game was won (that means display the menu after
* winning instead of quiting) */
while( ( result = solitaire( result ) ) == SOLITAIRE_WIN );
if( result != SOLITAIRE_QUIT )
/* result == SOLITAIRE_USB || result == SOLITAIRE_SAVE_AND_QUIT */
save_game();
if (rb->memcmp(&sol, &sol_disk, sizeof(sol))) /* save settings if changed */
{
rb->memcpy(&sol_disk, &sol, sizeof(sol));
configfile_save(CONFIG_FILENAME, config,
sizeof(config) / sizeof(config[0]), CFGFILE_VERSION);
}
/* Exit the plugin */
return ( result == SOLITAIRE_USB ) ? PLUGIN_USB_CONNECTED : PLUGIN_OK;
}