Add 3 plugins to be included in base package

Solitaire, Blackjack, HEX Viewer
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MX 2022-11-24 03:00:15 +03:00
parent 6ebdf6dffb
commit 0321717a86
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40 changed files with 4785 additions and 0 deletions

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App(
appid="Blackjack",
name="Blackjack",
apptype=FlipperAppType.EXTERNAL,
entry_point="blackjack_app",
cdefines=["APP_BLACKJACK"],
requires=["gui","storage","canvas"],
stack_size=2 * 1024,
order=30,
fap_icon="blackjack_10px.png",
fap_category="Games",
fap_icon_assets="assets"
)

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#include <gui/gui.h>
#include <stdlib.h>
#include <dolphin/dolphin.h>
#include <dialogs/dialogs.h>
#include <gui/canvas_i.h>
#include <math.h>
#include "util.h"
#include "defines.h"
#include "common/card.h"
#include "common/dml.h"
#include "common/queue.h"
#include "util.h"
#include "ui.h"
#include "Blackjack_icons.h"
#define DEALER_MAX 17
void start_round(GameState* game_state);
void init(GameState* game_state);
static void draw_ui(Canvas* const canvas, const GameState* game_state) {
draw_money(canvas, game_state->player_score);
draw_score(canvas, true, hand_count(game_state->player_cards, game_state->player_card_count));
if(!game_state->queue_state.running && game_state->state == GameStatePlay) {
render_menu(game_state->menu, canvas, 2, 47);
}
}
static void render_callback(Canvas* const canvas, void* ctx) {
const GameState* game_state = acquire_mutex((ValueMutex*)ctx, 25);
if(game_state == NULL) {
return;
}
canvas_set_color(canvas, ColorBlack);
canvas_draw_frame(canvas, 0, 0, 128, 64);
if(game_state->state == GameStateStart) {
canvas_draw_icon(canvas, 0, 0, &I_blackjack);
}
if(game_state->state == GameStateGameOver) {
canvas_draw_icon(canvas, 0, 0, &I_endscreen);
}
if(game_state->state == GameStatePlay || game_state->state == GameStateDealer) {
if(game_state->state == GameStatePlay)
draw_player_scene(canvas, game_state);
else
draw_dealer_scene(canvas, game_state);
render_queue(&(game_state->queue_state), game_state, canvas);
draw_ui(canvas, game_state);
} else if(game_state->state == GameStateSettings) {
settings_page(canvas, game_state);
}
release_mutex((ValueMutex*)ctx, game_state);
}
//region card draw
Card draw_card(GameState* game_state) {
Card c = game_state->deck.cards[game_state->deck.index];
game_state->deck.index++;
return c;
}
void drawPlayerCard(void* ctx) {
GameState* game_state = ctx;
Card c = draw_card(game_state);
game_state->player_cards[game_state->player_card_count] = c;
game_state->player_card_count++;
if(game_state->player_score < game_state->settings.round_price || game_state->doubled) {
set_menu_state(game_state->menu, 0, false);
}
}
void drawDealerCard(void* ctx) {
GameState* game_state = ctx;
Card c = draw_card(game_state);
game_state->dealer_cards[game_state->dealer_card_count] = c;
game_state->dealer_card_count++;
}
//endregion
//region queue callbacks
void to_lose_state(const void* ctx, Canvas* const canvas) {
const GameState* game_state = ctx;
if(game_state->settings.message_duration == 0) return;
popup_frame(canvas);
elements_multiline_text_aligned(canvas, 64, 22, AlignCenter, AlignCenter, "You lost");
}
void to_bust_state(const void* ctx, Canvas* const canvas) {
const GameState* game_state = ctx;
if(game_state->settings.message_duration == 0) return;
popup_frame(canvas);
elements_multiline_text_aligned(canvas, 64, 22, AlignCenter, AlignCenter, "Busted!");
}
void to_draw_state(const void* ctx, Canvas* const canvas) {
const GameState* game_state = ctx;
if(game_state->settings.message_duration == 0) return;
popup_frame(canvas);
elements_multiline_text_aligned(canvas, 64, 22, AlignCenter, AlignCenter, "Draw");
}
void to_dealer_turn(const void* ctx, Canvas* const canvas) {
const GameState* game_state = ctx;
if(game_state->settings.message_duration == 0) return;
popup_frame(canvas);
elements_multiline_text_aligned(canvas, 64, 22, AlignCenter, AlignCenter, "Dealers turn");
}
void to_win_state(const void* ctx, Canvas* const canvas) {
const GameState* game_state = ctx;
if(game_state->settings.message_duration == 0) return;
popup_frame(canvas);
elements_multiline_text_aligned(canvas, 64, 22, AlignCenter, AlignCenter, "You win");
}
void to_start(const void* ctx, Canvas* const canvas) {
const GameState* game_state = ctx;
if(game_state->settings.message_duration == 0) return;
popup_frame(canvas);
elements_multiline_text_aligned(canvas, 64, 22, AlignCenter, AlignCenter, "Round started");
}
void before_start(void* ctx) {
GameState* game_state = ctx;
game_state->dealer_card_count = 0;
game_state->player_card_count = 0;
}
void start(void* ctx) {
GameState* game_state = ctx;
start_round(game_state);
}
void draw(void* ctx) {
GameState* game_state = ctx;
game_state->player_score += game_state->bet;
game_state->bet = 0;
enqueue(
&(game_state->queue_state),
game_state,
start,
before_start,
to_start,
game_state->settings.message_duration);
}
void game_over(void* ctx) {
GameState* game_state = ctx;
game_state->state = GameStateGameOver;
}
void lose(void* ctx) {
GameState* game_state = ctx;
game_state->state = GameStatePlay;
game_state->bet = 0;
if(game_state->player_score >= game_state->settings.round_price) {
enqueue(
&(game_state->queue_state),
game_state,
start,
before_start,
to_start,
game_state->settings.message_duration);
} else {
enqueue(&(game_state->queue_state), game_state, game_over, NULL, NULL, 0);
}
}
void win(void* ctx) {
GameState* game_state = ctx;
game_state->state = GameStatePlay;
game_state->player_score += game_state->bet * 2;
game_state->bet = 0;
enqueue(
&(game_state->queue_state),
game_state,
start,
before_start,
to_start,
game_state->settings.message_duration);
}
void dealerTurn(void* ctx) {
GameState* game_state = ctx;
game_state->state = GameStateDealer;
}
float animationTime(const GameState* game_state) {
return (float)(furi_get_tick() - game_state->queue_state.start) /
(float)(game_state->settings.animation_duration);
}
void dealer_card_animation(const void* ctx, Canvas* const canvas) {
const GameState* game_state = ctx;
float t = animationTime(game_state);
Card animatingCard = game_state->deck.cards[game_state->deck.index];
if(game_state->dealer_card_count > 1) {
Vector end = card_pos_at_index(game_state->dealer_card_count);
draw_card_animation(animatingCard, (Vector){0, 64}, (Vector){0, 32}, end, t, true, canvas);
} else {
draw_card_animation(
animatingCard,
(Vector){32, -CARD_HEIGHT},
(Vector){64, 32},
(Vector){2, 2},
t,
false,
canvas);
}
}
void dealer_back_card_animation(const void* ctx, Canvas* const canvas) {
const GameState* game_state = ctx;
float t = animationTime(game_state);
Vector currentPos =
quadratic_2d((Vector){32, -CARD_HEIGHT}, (Vector){64, 32}, (Vector){13, 5}, t);
draw_card_back_at(currentPos.x, currentPos.y, canvas);
}
void player_card_animation(const void* ctx, Canvas* const canvas) {
const GameState* game_state = ctx;
float t = animationTime(game_state);
Card animatingCard = game_state->deck.cards[game_state->deck.index];
Vector end = card_pos_at_index(game_state->player_card_count);
draw_card_animation(
animatingCard, (Vector){32, -CARD_HEIGHT}, (Vector){0, 32}, end, t, true, canvas);
}
//endregion
void player_tick(GameState* game_state) {
uint8_t score = hand_count(game_state->player_cards, game_state->player_card_count);
if((game_state->doubled && score <= 21) || score == 21) {
enqueue(
&(game_state->queue_state),
game_state,
dealerTurn,
NULL,
to_dealer_turn,
game_state->settings.message_duration);
} else if(score > 21) {
enqueue(
&(game_state->queue_state),
game_state,
lose,
NULL,
to_bust_state,
game_state->settings.message_duration);
} else {
if(game_state->selectDirection == DirectionUp ||
game_state->selectDirection == DirectionDown) {
move_menu(game_state->menu, game_state->selectDirection == DirectionUp ? -1 : 1);
}
if(game_state->selectDirection == Select) {
activate_menu(game_state->menu, game_state);
}
}
}
void dealer_tick(GameState* game_state) {
uint8_t dealer_score = hand_count(game_state->dealer_cards, game_state->dealer_card_count);
uint8_t player_score = hand_count(game_state->player_cards, game_state->player_card_count);
if(dealer_score >= DEALER_MAX) {
if(dealer_score > 21 || dealer_score < player_score) {
enqueue(
&(game_state->queue_state),
game_state,
win,
NULL,
to_win_state,
game_state->settings.message_duration);
} else if(dealer_score > player_score) {
enqueue(
&(game_state->queue_state),
game_state,
lose,
NULL,
to_lose_state,
game_state->settings.message_duration);
} else if(dealer_score == player_score) {
enqueue(
&(game_state->queue_state),
game_state,
draw,
NULL,
to_draw_state,
game_state->settings.message_duration);
}
} else {
enqueue(
&(game_state->queue_state),
game_state,
drawDealerCard,
NULL,
dealer_card_animation,
game_state->settings.animation_duration);
}
}
void settings_tick(GameState* game_state) {
if(game_state->selectDirection == DirectionDown && game_state->selectedMenu < 4) {
game_state->selectedMenu++;
}
if(game_state->selectDirection == DirectionUp && game_state->selectedMenu > 0) {
game_state->selectedMenu--;
}
if(game_state->selectDirection == DirectionLeft ||
game_state->selectDirection == DirectionRight) {
int nextScore = 0;
switch(game_state->selectedMenu) {
case 0:
nextScore = game_state->settings.starting_money;
if(game_state->selectDirection == DirectionLeft)
nextScore -= 10;
else
nextScore += 10;
if(nextScore >= (int)game_state->settings.round_price && nextScore < 400)
game_state->settings.starting_money = nextScore;
break;
case 1:
nextScore = game_state->settings.round_price;
if(game_state->selectDirection == DirectionLeft)
nextScore -= 10;
else
nextScore += 10;
if(nextScore >= 5 && nextScore <= (int)game_state->settings.starting_money)
game_state->settings.round_price = nextScore;
break;
case 2:
nextScore = game_state->settings.animation_duration;
if(game_state->selectDirection == DirectionLeft)
nextScore -= 100;
else
nextScore += 100;
if(nextScore >= 0 && nextScore < 2000)
game_state->settings.animation_duration = nextScore;
break;
case 3:
nextScore = game_state->settings.message_duration;
if(game_state->selectDirection == DirectionLeft)
nextScore -= 100;
else
nextScore += 100;
if(nextScore >= 0 && nextScore < 2000)
game_state->settings.message_duration = nextScore;
break;
case 4:
game_state->settings.sound_effects = !game_state->settings.sound_effects;
default:
break;
}
}
}
void tick(GameState* game_state) {
game_state->last_tick = furi_get_tick();
bool queue_ran = run_queue(&(game_state->queue_state), game_state);
switch(game_state->state) {
case GameStateGameOver:
case GameStateStart:
if(game_state->selectDirection == Select)
init(game_state);
else if(game_state->selectDirection == DirectionRight) {
game_state->selectedMenu = 0;
game_state->state = GameStateSettings;
}
break;
case GameStatePlay:
if(!game_state->started) {
game_state->selectedMenu = 0;
game_state->started = true;
enqueue(
&(game_state->queue_state),
game_state,
drawDealerCard,
NULL,
dealer_back_card_animation,
game_state->settings.animation_duration);
enqueue(
&(game_state->queue_state),
game_state,
drawPlayerCard,
NULL,
player_card_animation,
game_state->settings.animation_duration);
enqueue(
&(game_state->queue_state),
game_state,
drawDealerCard,
NULL,
dealer_card_animation,
game_state->settings.animation_duration);
enqueue(
&(game_state->queue_state),
game_state,
drawPlayerCard,
NULL,
player_card_animation,
game_state->settings.animation_duration);
}
if(!queue_ran) player_tick(game_state);
break;
case GameStateDealer:
if(!queue_ran) dealer_tick(game_state);
break;
case GameStateSettings:
settings_tick(game_state);
break;
default:
break;
}
game_state->selectDirection = None;
}
void start_round(GameState* game_state) {
game_state->menu->current_menu = 1;
game_state->player_card_count = 0;
game_state->dealer_card_count = 0;
set_menu_state(game_state->menu, 0, true);
game_state->menu->enabled = true;
game_state->started = false;
game_state->doubled = false;
game_state->queue_state.running = true;
shuffle_deck(&(game_state->deck));
game_state->doubled = false;
game_state->bet = game_state->settings.round_price;
if(game_state->player_score < game_state->settings.round_price) {
game_state->state = GameStateGameOver;
} else {
game_state->player_score -= game_state->settings.round_price;
}
game_state->state = GameStatePlay;
}
void init(GameState* game_state) {
set_menu_state(game_state->menu, 0, true);
game_state->menu->enabled = true;
game_state->menu->current_menu = 1;
game_state->settings = load_settings();
game_state->last_tick = 0;
game_state->processing = true;
game_state->selectedMenu = 0;
game_state->player_score = game_state->settings.starting_money;
generate_deck(&(game_state->deck), 6);
start_round(game_state);
}
static void input_callback(InputEvent* input_event, FuriMessageQueue* event_queue) {
furi_assert(event_queue);
AppEvent event = {.type = EventTypeKey, .input = *input_event};
furi_message_queue_put(event_queue, &event, FuriWaitForever);
}
static void update_timer_callback(FuriMessageQueue* event_queue) {
furi_assert(event_queue);
AppEvent event = {.type = EventTypeTick};
furi_message_queue_put(event_queue, &event, 0);
}
void doubleAction(void* state) {
GameState* game_state = state;
if(!game_state->doubled && game_state->player_score >= game_state->settings.round_price) {
game_state->player_score -= game_state->settings.round_price;
game_state->bet += game_state->settings.round_price;
game_state->doubled = true;
enqueue(
&(game_state->queue_state),
game_state,
drawPlayerCard,
NULL,
player_card_animation,
game_state->settings.animation_duration);
game_state->player_cards[game_state->player_card_count] =
game_state->deck.cards[game_state->deck.index];
uint8_t score = hand_count(game_state->player_cards, game_state->player_card_count + 1);
if(score > 21) {
enqueue(
&(game_state->queue_state),
game_state,
lose,
NULL,
to_bust_state,
game_state->settings.message_duration);
} else {
enqueue(
&(game_state->queue_state),
game_state,
dealerTurn,
NULL,
to_dealer_turn,
game_state->settings.message_duration);
}
set_menu_state(game_state->menu, 0, false);
}
}
void hitAction(void* state) {
GameState* game_state = state;
enqueue(
&(game_state->queue_state),
game_state,
drawPlayerCard,
NULL,
player_card_animation,
game_state->settings.animation_duration);
}
void stayAction(void* state) {
GameState* game_state = state;
enqueue(
&(game_state->queue_state),
game_state,
dealerTurn,
NULL,
to_dealer_turn,
game_state->settings.message_duration);
}
int32_t blackjack_app(void* p) {
UNUSED(p);
int32_t return_code = 0;
FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(AppEvent));
GameState* game_state = malloc(sizeof(GameState));
game_state->menu = malloc(sizeof(Menu));
game_state->menu->menu_width = 40;
init(game_state);
add_menu(game_state->menu, "Double", doubleAction);
add_menu(game_state->menu, "Hit", hitAction);
add_menu(game_state->menu, "Stay", stayAction);
set_card_graphics(&I_card_graphics);
game_state->state = GameStateStart;
ValueMutex state_mutex;
if(!init_mutex(&state_mutex, game_state, sizeof(GameState))) {
FURI_LOG_E(APP_NAME, "cannot create mutex\r\n");
return_code = 255;
goto free_and_exit;
}
ViewPort* view_port = view_port_alloc();
view_port_draw_callback_set(view_port, render_callback, &state_mutex);
view_port_input_callback_set(view_port, input_callback, event_queue);
FuriTimer* timer = furi_timer_alloc(update_timer_callback, FuriTimerTypePeriodic, event_queue);
furi_timer_start(timer, furi_kernel_get_tick_frequency() / 25);
Gui* gui = furi_record_open("gui");
gui_add_view_port(gui, view_port, GuiLayerFullscreen);
AppEvent event;
for(bool processing = true; processing;) {
FuriStatus event_status = furi_message_queue_get(event_queue, &event, 100);
GameState* localstate = (GameState*)acquire_mutex_block(&state_mutex);
if(event_status == FuriStatusOk) {
if(event.type == EventTypeKey) {
if(event.input.type == InputTypePress) {
switch(event.input.key) {
case InputKeyUp:
localstate->selectDirection = DirectionUp;
break;
case InputKeyDown:
localstate->selectDirection = DirectionDown;
break;
case InputKeyRight:
localstate->selectDirection = DirectionRight;
break;
case InputKeyLeft:
localstate->selectDirection = DirectionLeft;
break;
case InputKeyBack:
if(localstate->state == GameStateSettings) {
localstate->state = GameStateStart;
save_settings(localstate->settings);
} else
processing = false;
break;
case InputKeyOk:
localstate->selectDirection = Select;
break;
default:
break;
}
}
} else if(event.type == EventTypeTick) {
tick(localstate);
processing = localstate->processing;
}
} else {
//FURI_LOG_D(APP_NAME, "osMessageQueue: event timeout");
// event timeout
}
view_port_update(view_port);
release_mutex(&state_mutex, localstate);
}
furi_timer_free(timer);
view_port_enabled_set(view_port, false);
gui_remove_view_port(gui, view_port);
furi_record_close(RECORD_GUI);
view_port_free(view_port);
delete_mutex(&state_mutex);
free_and_exit:
free(game_state->deck.cards);
free_menu(game_state->menu);
queue_clear(&(game_state->queue_state));
free(game_state);
furi_message_queue_free(event_queue);
return return_code;
}

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#include "card.h"
#include "dml.h"
#include "ui.h"
#define CARD_DRAW_X_START 108
#define CARD_DRAW_Y_START 38
#define CARD_DRAW_X_SPACE 10
#define CARD_DRAW_Y_SPACE 8
#define CARD_DRAW_X_OFFSET 4
#define CARD_DRAW_FIRST_ROW_LENGTH 7
uint8_t pips[4][3] = {
{21, 10, 7}, //spades
{7, 10, 7}, //hearts
{0, 10, 7}, //diamonds
{14, 10, 7}, //clubs
};
uint8_t letters[13][3] = {
{0, 0, 5},
{5, 0, 5},
{10, 0, 5},
{15, 0, 5},
{20, 0, 5},
{25, 0, 5},
{30, 0, 5},
{0, 5, 5},
{5, 5, 5},
{10, 5, 5},
{15, 5, 5},
{20, 5, 5},
{25, 5, 5},
};
//region Player card positions
uint8_t playerCardPositions[22][4] = {
//first row
{108, 38},
{98, 38},
{88, 38},
{78, 38},
{68, 38},
{58, 38},
{48, 38},
{38, 38},
//second row
{104, 26},
{94, 26},
{84, 26},
{74, 26},
{64, 26},
{54, 26},
{44, 26},
//third row
{99, 14},
{89, 14},
{79, 14},
{69, 14},
{59, 14},
{49, 14},
};
//endregion
Icon* card_graphics = NULL;
void set_card_graphics(const Icon* graphics) {
card_graphics = (Icon*)graphics;
}
void draw_card_at_colored(
int8_t pos_x,
int8_t pos_y,
uint8_t pip,
uint8_t character,
bool inverted,
Canvas* const canvas) {
DrawMode primary = inverted ? Black : White;
DrawMode secondary = inverted ? White : Black;
draw_rounded_box(canvas, pos_x, pos_y, CARD_WIDTH, CARD_HEIGHT, primary);
draw_rounded_box_frame(canvas, pos_x, pos_y, CARD_WIDTH, CARD_HEIGHT, Black);
uint8_t* drawInfo = pips[pip];
uint8_t px = drawInfo[0], py = drawInfo[1], s = drawInfo[2];
uint8_t left = pos_x + 2;
uint8_t right = (pos_x + CARD_WIDTH - s - 2);
uint8_t top = pos_y + 2;
uint8_t bottom = (pos_y + CARD_HEIGHT - s - 2);
draw_icon_clip(canvas, card_graphics, right, top, px, py, s, s, secondary);
draw_icon_clip_flipped(canvas, card_graphics, left, bottom, px, py, s, s, secondary);
drawInfo = letters[character];
px = drawInfo[0], py = drawInfo[1], s = drawInfo[2];
left = pos_x + 2;
right = (pos_x + CARD_WIDTH - s - 2);
top = pos_y + 2;
bottom = (pos_y + CARD_HEIGHT - s - 2);
draw_icon_clip(canvas, card_graphics, left, top + 1, px, py, s, s, secondary);
draw_icon_clip_flipped(canvas, card_graphics, right, bottom - 1, px, py, s, s, secondary);
}
void draw_card_at(int8_t pos_x, int8_t pos_y, uint8_t pip, uint8_t character, Canvas* const canvas) {
draw_card_at_colored(pos_x, pos_y, pip, character, false, canvas);
}
void draw_deck(const Card* cards, uint8_t count, Canvas* const canvas) {
for(int i = count - 1; i >= 0; i--) {
draw_card_at(
playerCardPositions[i][0],
playerCardPositions[i][1],
cards[i].pip,
cards[i].character,
canvas);
}
}
Vector card_pos_at_index(uint8_t index) {
return (Vector){playerCardPositions[index][0], playerCardPositions[index][1]};
}
void draw_card_back_at(int8_t pos_x, int8_t pos_y, Canvas* const canvas) {
draw_rounded_box(canvas, pos_x, pos_y, CARD_WIDTH, CARD_HEIGHT, White);
draw_rounded_box_frame(canvas, pos_x, pos_y, CARD_WIDTH, CARD_HEIGHT, Black);
draw_icon_clip(canvas, card_graphics, pos_x + 1, pos_y + 1, 35, 0, 15, 21, Black);
}
void generate_deck(Deck* deck_ptr, uint8_t deck_count) {
uint16_t counter = 0;
if(deck_ptr->cards != NULL) {
free(deck_ptr->cards);
}
deck_ptr->deck_count = deck_count;
deck_ptr->card_count = deck_count * 52;
deck_ptr->cards = malloc(sizeof(Card) * deck_ptr->card_count);
for(uint8_t deck = 0; deck < deck_count; deck++) {
for(uint8_t pip = 0; pip < 4; pip++) {
for(uint8_t label = 0; label < 13; label++) {
deck_ptr->cards[counter] = (Card){pip, label, false, false};
counter++;
}
}
}
}
void shuffle_deck(Deck* deck_ptr) {
srand(DWT->CYCCNT);
deck_ptr->index = 0;
int max = deck_ptr->deck_count * 52;
for(int i = 0; i < max; i++) {
int r = i + (rand() % (max - i));
Card tmp = deck_ptr->cards[i];
deck_ptr->cards[i] = deck_ptr->cards[r];
deck_ptr->cards[r] = tmp;
}
}
uint8_t hand_count(const Card* cards, uint8_t count) {
uint8_t aceCount = 0;
uint8_t score = 0;
for(uint8_t i = 0; i < count; i++) {
if(cards[i].character == 12)
aceCount++;
else {
if(cards[i].character > 8)
score += 10;
else
score += cards[i].character + 2;
}
}
for(uint8_t i = 0; i < aceCount; i++) {
if((score + 11) <= 21)
score += 11;
else
score++;
}
return score;
}
void draw_card_animation(
Card animatingCard,
Vector from,
Vector control,
Vector to,
float t,
bool extra_margin,
Canvas* const canvas) {
float time = t;
if(extra_margin) {
time += 0.2;
}
Vector currentPos = quadratic_2d(from, control, to, time);
if(t > 1) {
draw_card_at(
currentPos.x, currentPos.y, animatingCard.pip, animatingCard.character, canvas);
} else {
if(t < 0.5)
draw_card_back_at(currentPos.x, currentPos.y, canvas);
else
draw_card_at(
currentPos.x, currentPos.y, animatingCard.pip, animatingCard.character, canvas);
}
}
void init_hand(Hand* hand_ptr, uint8_t count) {
hand_ptr->cards = malloc(sizeof(Card) * count);
hand_ptr->index = 0;
hand_ptr->max = count;
}
void free_hand(Hand* hand_ptr) {
FURI_LOG_D("CARD", "Freeing hand");
free(hand_ptr->cards);
}
void add_to_hand(Hand* hand_ptr, Card card) {
FURI_LOG_D("CARD", "Adding to hand");
if(hand_ptr->index < hand_ptr->max) {
hand_ptr->cards[hand_ptr->index] = card;
hand_ptr->index++;
}
}
void draw_card_space(int16_t pos_x, int16_t pos_y, bool highlighted, Canvas* const canvas) {
if(highlighted) {
draw_rounded_box_frame(canvas, pos_x, pos_y, CARD_WIDTH, CARD_HEIGHT, Black);
draw_rounded_box_frame(
canvas, pos_x + 2, pos_y + 2, CARD_WIDTH - 4, CARD_HEIGHT - 4, White);
} else {
draw_rounded_box(canvas, pos_x, pos_y, CARD_WIDTH, CARD_HEIGHT, Black);
draw_rounded_box_frame(
canvas, pos_x + 2, pos_y + 2, CARD_WIDTH - 4, CARD_HEIGHT - 4, White);
}
}
int first_non_flipped_card(Hand hand) {
for(int i = 0; i < hand.index; i++) {
if(!hand.cards[i].flipped) {
return i;
}
}
return hand.index;
}
void draw_hand_column(
Hand hand,
int16_t pos_x,
int16_t pos_y,
int8_t highlight,
Canvas* const canvas) {
if(hand.index == 0) {
draw_card_space(pos_x, pos_y, highlight > 0, canvas);
if(highlight == 0)
draw_rounded_box(canvas, pos_x, pos_y, CARD_WIDTH, CARD_HEIGHT, Inverse);
return;
}
int loopEnd = hand.index;
int hStart = max(loopEnd - 4, 0);
int pos = 0;
int first = first_non_flipped_card(hand);
bool wastop = false;
if(first >= 0 && first <= hStart && highlight != first) {
if(first > 0) {
draw_card_back_at(pos_x, pos_y + pos, canvas);
pos += 4;
hStart++;
wastop = true;
}
draw_card_at_colored(
pos_x, pos_y + pos, hand.cards[first].pip, hand.cards[first].character, false, canvas);
pos += 8;
hStart++;
}
if(hStart > highlight && highlight >= 0) {
if(!wastop && first > 0) {
draw_card_back_at(pos_x, pos_y + pos, canvas);
pos += 4;
hStart++;
}
draw_card_at_colored(
pos_x,
pos_y + pos,
hand.cards[highlight].pip,
hand.cards[highlight].character,
true,
canvas);
pos += 8;
hStart++;
}
for(int i = hStart; i < loopEnd; i++, pos += 4) {
if(hand.cards[i].flipped) {
draw_card_back_at(pos_x, pos_y + pos, canvas);
if(i == highlight)
draw_rounded_box(
canvas, pos_x + 1, pos_y + pos + 1, CARD_WIDTH - 2, CARD_HEIGHT - 2, Inverse);
} else {
draw_card_at_colored(
pos_x,
pos_y + pos,
hand.cards[i].pip,
hand.cards[i].character,
(i == highlight),
canvas);
if(i == highlight || i == first) pos += 4;
}
}
}
Card remove_from_deck(uint16_t index, Deck* deck) {
FURI_LOG_D("CARD", "Removing from deck");
Card result = {0, 0, true, false};
if(deck->card_count > 0) {
deck->card_count--;
for(int i = 0, curr_index = 0; i <= deck->card_count; i++) {
if(i != index) {
deck->cards[curr_index] = deck->cards[i];
curr_index++;
} else {
result = deck->cards[i];
}
}
if(deck->index >= 0) {
deck->index--;
}
}
return result;
}
void extract_hand_region(Hand* hand, Hand* to, uint8_t start_index) {
FURI_LOG_D("CARD", "Extracting hand region");
if(start_index >= hand->index) return;
for(uint8_t i = start_index; i < hand->index; i++) {
add_to_hand(to, hand->cards[i]);
}
hand->index = start_index;
}
void add_hand_region(Hand* to, Hand* from) {
FURI_LOG_D("CARD", "Adding hand region");
if((to->index + from->index) <= to->max) {
for(int i = 0; i < from->index; i++) {
add_to_hand(to, from->cards[i]);
}
}
}

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#pragma once
#include <gui/gui.h>
#include <math.h>
#include <stdlib.h>
#include "dml.h"
#define CARD_HEIGHT 23
#define CARD_HALF_HEIGHT 11
#define CARD_WIDTH 17
#define CARD_HALF_WIDTH 8
//region types
typedef struct {
uint8_t pip; //Pip index 0:spades, 1:hearths, 2:diamonds, 3:clubs
uint8_t character; //Card letter [0-12], 0 means 2, 12 is Ace
bool disabled;
bool flipped;
} Card;
typedef struct {
uint8_t deck_count; //Number of decks used
Card* cards; //Cards in the deck
int card_count;
int index; //Card index (to know where we at in the deck)
} Deck;
typedef struct {
Card* cards; //Cards in the deck
uint8_t index; //Current index
uint8_t max; //How many cards we want to store
} Hand;
//endregion
void set_card_graphics(const Icon* graphics);
/**
* Gets card coordinates at the index (range: 0-20).
*
* @param index Index to check 0-20
* @return Position of the card
*/
Vector card_pos_at_index(uint8_t index);
/**
* Draws card at a given coordinate (top-left corner)
*
* @param pos_x X position
* @param pos_y Y position
* @param pip Pip index 0:spades, 1:hearths, 2:diamonds, 3:clubs
* @param character Letter [0-12] 0 is 2, 12 is A
* @param canvas Pointer to Flipper's canvas object
*/
void draw_card_at(int8_t pos_x, int8_t pos_y, uint8_t pip, uint8_t character, Canvas* const canvas);
/**
* Draws card at a given coordinate (top-left corner)
*
* @param pos_x X position
* @param pos_y Y position
* @param pip Pip index 0:spades, 1:hearths, 2:diamonds, 3:clubs
* @param character Letter [0-12] 0 is 2, 12 is A
* @param inverted Invert colors
* @param canvas Pointer to Flipper's canvas object
*/
void draw_card_at_colored(
int8_t pos_x,
int8_t pos_y,
uint8_t pip,
uint8_t character,
bool inverted,
Canvas* const canvas);
/**
* Draws 'count' cards at the bottom right corner
*
* @param cards List of cards
* @param count Count of cards
* @param canvas Pointer to Flipper's canvas object
*/
void draw_deck(const Card* cards, uint8_t count, Canvas* const canvas);
/**
* Draws card back at a given coordinate (top-left corner)
*
* @param pos_x X coordinate
* @param pos_y Y coordinate
* @param canvas Pointer to Flipper's canvas object
*/
void draw_card_back_at(int8_t pos_x, int8_t pos_y, Canvas* const canvas);
/**
* Generates the deck
*
* @param deck_ptr Pointer to the deck
* @param deck_count Number of decks
*/
void generate_deck(Deck* deck_ptr, uint8_t deck_count);
/**
* Shuffles the deck
*
* @param deck_ptr Pointer to the deck
*/
void shuffle_deck(Deck* deck_ptr);
/**
* Calculates the hand count for blackjack
*
* @param cards List of cards
* @param count Count of cards
* @return Hand value
*/
uint8_t hand_count(const Card* cards, uint8_t count);
/**
* Draws card animation
*
* @param animatingCard Card to animate
* @param from Starting position
* @param control Quadratic lerp control point
* @param to End point
* @param t Current time (0-1)
* @param extra_margin Use extra margin at the end (arrives 0.2 unit before the end so it can stay there a bit)
* @param canvas Pointer to Flipper's canvas object
*/
void draw_card_animation(
Card animatingCard,
Vector from,
Vector control,
Vector to,
float t,
bool extra_margin,
Canvas* const canvas);
/**
* Init hand pointer
* @param hand_ptr Pointer to hand
* @param count Number of cards we want to store
*/
void init_hand(Hand* hand_ptr, uint8_t count);
/**
* Free hand resources
* @param hand_ptr Pointer to hand
*/
void free_hand(Hand* hand_ptr);
/**
* Add card to hand
* @param hand_ptr Pointer to hand
* @param card Card to add
*/
void add_to_hand(Hand* hand_ptr, Card card);
/**
* Draw card placement position at coordinate
* @param pos_x X coordinate
* @param pos_y Y coordinate
* @param highlighted Apply highlight effect
* @param canvas Canvas object
*/
void draw_card_space(int16_t pos_x, int16_t pos_y, bool highlighted, Canvas* const canvas);
/**
* Draws a column of card, displaying the last [max_cards] cards on the list
* @param hand Hand object
* @param pos_x X coordinate to draw
* @param pos_y Y coordinate to draw
* @param highlight Index to highlight, negative means no highlight
* @param canvas Canvas object
*/
void draw_hand_column(
Hand hand,
int16_t pos_x,
int16_t pos_y,
int8_t highlight,
Canvas* const canvas);
/**
* Removes a card from the deck (Be aware, if you remove the first item, the deck index will be at -1 so you have to handle that)
* @param index Index to remove
* @param deck Deck reference
* @return The removed card
*/
Card remove_from_deck(uint16_t index, Deck* deck);
int first_non_flipped_card(Hand hand);
void extract_hand_region(Hand* hand, Hand* to, uint8_t start_index);
void add_hand_region(Hand* to, Hand* from);

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#include "dml.h"
#include <math.h>
float lerp(float v0, float v1, float t) {
if(t > 1) return v1;
return (1 - t) * v0 + t * v1;
}
Vector lerp_2d(Vector start, Vector end, float t) {
return (Vector){
lerp(start.x, end.x, t),
lerp(start.y, end.y, t),
};
}
Vector quadratic_2d(Vector start, Vector control, Vector end, float t) {
return lerp_2d(lerp_2d(start, control, t), lerp_2d(control, end, t), t);
}
Vector vector_add(Vector a, Vector b) {
return (Vector){a.x + b.x, a.y + b.y};
}
Vector vector_sub(Vector a, Vector b) {
return (Vector){a.x - b.x, a.y - b.y};
}
Vector vector_mul_components(Vector a, Vector b) {
return (Vector){a.x * b.x, a.y * b.y};
}
Vector vector_div_components(Vector a, Vector b) {
return (Vector){a.x / b.x, a.y / b.y};
}
Vector vector_normalized(Vector a) {
float length = vector_magnitude(a);
return (Vector){a.x / length, a.y / length};
}
float vector_magnitude(Vector a) {
return sqrt(a.x * a.x + a.y * a.y);
}
float vector_distance(Vector a, Vector b) {
return vector_magnitude(vector_sub(a, b));
}
float vector_dot(Vector a, Vector b) {
Vector _a = vector_normalized(a);
Vector _b = vector_normalized(b);
return _a.x * _b.x + _a.y * _b.y;
}

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//
// Doofy's Math library
//
#pragma once
typedef struct {
float x;
float y;
} Vector;
#define min(a, b) ((a) < (b) ? (a) : (b))
#define max(a, b) ((a) > (b) ? (a) : (b))
#define abs(x) ((x) > 0 ? (x) : -(x))
/**
* Lerp function
*
* @param v0 Start value
* @param v1 End value
* @param t Time (0-1 range)
* @return Point between v0-v1 at a given time
*/
float lerp(float v0, float v1, float t);
/**
* 2D lerp function
*
* @param start Start vector
* @param end End vector
* @param t Time (0-1 range)
* @return 2d Vector between start and end at time
*/
Vector lerp_2d(Vector start, Vector end, float t);
/**
* Quadratic lerp function
*
* @param start Start vector
* @param control Control point
* @param end End vector
* @param t Time (0-1 range)
* @return 2d Vector at time
*/
Vector quadratic_2d(Vector start, Vector control, Vector end, float t);
/**
* Add vector components together
*
* @param a First vector
* @param b Second vector
* @return Resulting vector
*/
Vector vector_add(Vector a, Vector b);
/**
* Subtract vector components together
*
* @param a First vector
* @param b Second vector
* @return Resulting vector
*/
Vector vector_sub(Vector a, Vector b);
/**
* Multiplying vector components together
*
* @param a First vector
* @param b Second vector
* @return Resulting vector
*/
Vector vector_mul_components(Vector a, Vector b);
/**
* Dividing vector components
*
* @param a First vector
* @param b Second vector
* @return Resulting vector
*/
Vector vector_div_components(Vector a, Vector b);
/**
* Calculating Vector length
*
* @param a Direction vector
* @return Length of the vector
*/
float vector_magnitude(Vector a);
/**
* Get a normalized vector (length of 1)
*
* @param a Direction vector
* @return Normalized vector
*/
Vector vector_normalized(Vector a);
/**
* Calculate two vector's distance
*
* @param a First vector
* @param b Second vector
* @return Distance between vectors
*/
float vector_distance(Vector a, Vector b);
/**
* Calculate the dot product of the vectors.
* No need to normalize, it will do it
*
* @param a First vector
* @param b Second vector
* @return value from -1 to 1
*/
float vector_dot(Vector a, Vector b);

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#include "menu.h"
void add_menu(Menu* menu, const char* name, void (*callback)(void*)) {
MenuItem* items = menu->items;
menu->items = malloc(sizeof(MenuItem) * (menu->menu_count + 1));
for(uint8_t i = 0; i < menu->menu_count; i++) {
menu->items[i] = items[i];
}
free(items);
menu->items[menu->menu_count] = (MenuItem){name, true, callback};
menu->menu_count++;
}
void free_menu(Menu* menu) {
free(menu->items);
free(menu);
}
void set_menu_state(Menu* menu, uint8_t index, bool state) {
if(menu->menu_count > index) {
menu->items[index].enabled = state;
}
if(!state && menu->current_menu == index) move_menu(menu, 1);
}
void move_menu(Menu* menu, int8_t direction) {
if(!menu->enabled) return;
int max = menu->menu_count;
for(int8_t i = 0; i < max; i++) {
FURI_LOG_D(
"MENU",
"Iteration %i, current %i, direction %i, state %i",
i,
menu->current_menu,
direction,
menu->items[menu->current_menu].enabled ? 1 : 0);
if(direction < 0 && menu->current_menu == 0) {
menu->current_menu = menu->menu_count - 1;
} else {
menu->current_menu = (menu->current_menu + direction) % menu->menu_count;
}
FURI_LOG_D(
"MENU",
"After process current %i, direction %i, state %i",
menu->current_menu,
direction,
menu->items[menu->current_menu].enabled ? 1 : 0);
if(menu->items[menu->current_menu].enabled) {
FURI_LOG_D("MENU", "Next menu %i", menu->current_menu);
return;
}
}
FURI_LOG_D("MENU", "Not found, setting false");
menu->enabled = false;
}
void activate_menu(Menu* menu, void* state) {
if(!menu->enabled) return;
menu->items[menu->current_menu].callback(state);
}
void render_menu(Menu* menu, Canvas* canvas, uint8_t pos_x, uint8_t pos_y) {
if(!menu->enabled) return;
canvas_set_color(canvas, ColorWhite);
canvas_draw_rbox(canvas, pos_x, pos_y, menu->menu_width + 2, 10, 2);
uint8_t w = pos_x + menu->menu_width;
uint8_t h = pos_y + 10;
uint8_t p1x = pos_x + 2;
uint8_t p2x = pos_x + menu->menu_width - 2;
uint8_t p1y = pos_y + 2;
uint8_t p2y = pos_y + 8;
canvas_set_color(canvas, ColorBlack);
canvas_draw_line(canvas, p1x, pos_y, p2x, pos_y);
canvas_draw_line(canvas, p1x, h, p2x, h);
canvas_draw_line(canvas, pos_x, p1y, pos_x, p2y);
canvas_draw_line(canvas, w, p1y, w, p2y);
canvas_draw_dot(canvas, pos_x + 1, pos_y + 1);
canvas_draw_dot(canvas, w - 1, pos_y + 1);
canvas_draw_dot(canvas, w - 1, h - 1);
canvas_draw_dot(canvas, pos_x + 1, h - 1);
// canvas_draw_rbox(canvas, pos_x, pos_y, menu->menu_width + 2, 10, 2);
canvas_set_font(canvas, FontSecondary);
canvas_draw_str_aligned(
canvas,
pos_x + menu->menu_width / 2,
pos_y + 6,
AlignCenter,
AlignCenter,
menu->items[menu->current_menu].name);
//9*5
int center = pos_x + menu->menu_width / 2;
for(uint8_t i = 0; i < 4; i++) {
for(int8_t j = -i; j <= i; j++) {
canvas_draw_dot(canvas, center + j, pos_y - 4 + i);
canvas_draw_dot(canvas, center + j, pos_y + 14 - i);
}
}
}

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#pragma once
#include <furi.h>
#include <gui/gui.h>
typedef struct {
const char* name; //Name of the menu
bool enabled; //Is the menu item enabled (it will not render, you cannot select it)
void (*callback)(
void* state); //Callback for when the activate_menu is called while this menu is selected
} MenuItem;
typedef struct {
MenuItem* items; //list of menu items
uint8_t menu_count; //count of menu items (do not change)
uint8_t current_menu; //currently selected menu item
uint8_t menu_width; //width of the menu
bool enabled; //is the menu enabled (it will not render and accept events when disabled)
} Menu;
/**
* Cleans up the pointers used by the menu
*
* @param menu Pointer of the menu to clean up
*/
void free_menu(Menu* menu);
/**
* Add a new menu item
*
* @param menu Pointer of the menu
* @param name Name of the menu item
* @param callback Callback called on activation
*/
void add_menu(Menu* menu, const char* name, void (*callback)(void*));
/**
* Setting menu item to be enabled/disabled
*
* @param menu Pointer of the menu
* @param index Menu index to set
* @param state Enabled (true), Disabled(false)
*/
void set_menu_state(Menu* menu, uint8_t index, bool state);
/**
* Moves selection up or down
*
* @param menu Pointer of the menu
* @param direction Direction to move -1 down, 1 up
*/
void move_menu(Menu* menu, int8_t direction);
/**
* Triggers the current menu callback
*
* @param menu Pointer of the menu
* @param state Usually your application state
*/
void activate_menu(Menu* menu, void* state);
/**
* Renders the menu at a coordinate (call it in your render function).
*
* Keep in mind that Flipper has a 128x64 pixel screen resolution and the coordinate
* you give is the menu's rectangle top-left corner (arrows not included).
* The rectangle height is 10 px, the arrows have a 4 pixel height. Space needed is 18px.
* The width of the menu can be configured in the menu object.
*
*
* @param menu Pointer of the menu
* @param canvas Flippers Canvas pointer
* @param pos_x X position to draw
* @param pos_y Y position to draw
*/
void render_menu(Menu* menu, Canvas* canvas, uint8_t pos_x, uint8_t pos_y);

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#include "queue.h"
void render_queue(const QueueState* queue_state, const void* app_state, Canvas* const canvas) {
if(queue_state->current != NULL && queue_state->current->render != NULL)
((QueueItem*)queue_state->current)->render(app_state, canvas);
}
bool run_queue(QueueState* queue_state, void* app_state) {
if(queue_state->current != NULL) {
queue_state->running = true;
if((furi_get_tick() - queue_state->start) >= queue_state->current->duration)
dequeue(queue_state, app_state);
return true;
}
return false;
}
void dequeue(QueueState* queue_state, void* app_state) {
((QueueItem*)queue_state->current)->callback(app_state);
QueueItem* f = queue_state->current;
queue_state->current = f->next;
free(f);
if(queue_state->current != NULL) {
if(queue_state->current->start != NULL) queue_state->current->start(app_state);
queue_state->start = furi_get_tick();
} else {
queue_state->running = false;
}
}
void queue_clear(QueueState* queue_state) {
queue_state->running = false;
QueueItem* curr = queue_state->current;
while(curr != NULL) {
QueueItem* f = curr;
curr = curr->next;
free(f);
}
}
void enqueue(
QueueState* queue_state,
void* app_state,
void (*done)(void* state),
void (*start)(void* state),
void (*render)(const void* state, Canvas* const canvas),
uint32_t duration) {
QueueItem* next;
if(queue_state->current == NULL) {
queue_state->start = furi_get_tick();
queue_state->current = malloc(sizeof(QueueItem));
next = queue_state->current;
if(next->start != NULL) next->start(app_state);
} else {
next = queue_state->current;
while(next->next != NULL) {
next = (QueueItem*)(next->next);
}
next->next = malloc(sizeof(QueueItem));
next = next->next;
}
next->callback = done;
next->render = render;
next->start = start;
next->duration = duration;
next->next = NULL;
}

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#pragma once
#include <gui/gui.h>
#include <furi.h>
typedef struct {
void (*callback)(void* state); //Callback for when the item is dequeued
void (*render)(
const void* state,
Canvas* const canvas); //Callback for the rendering loop while this item is running
void (*start)(void* state); //Callback when this item is started running
void* next; //Pointer to the next item
uint32_t duration; //duration of the item
} QueueItem;
typedef struct {
unsigned int start; //current queue item start time
QueueItem* current; //current queue item
bool running; //is the queue running
} QueueState;
/**
* Enqueue a new item.
*
* @param queue_state The queue state pointer
* @param app_state Your app state
* @param done Callback for dequeue event
* @param start Callback for when the item is activated
* @param render Callback to render loop if needed
* @param duration Length of the item
*/
void enqueue(
QueueState* queue_state,
void* app_state,
void (*done)(void* state),
void (*start)(void* state),
void (*render)(const void* state, Canvas* const canvas),
uint32_t duration);
/**
* Clears all queue items
*
* @param queue_state The queue state pointer
*/
void queue_clear(QueueState* queue_state);
/**
* Dequeues the active queue item. Usually you don't need to call it directly.
*
* @param queue_state The queue state pointer
* @param app_state Your application state
*/
void dequeue(QueueState* queue_state, void* app_state);
/**
* Runs the queue logic (place it in your tick function)
*
* @param queue_state The queue state pointer
* @param app_state Your application state
* @return FALSE when there is nothing to run, TRUE otherwise
*/
bool run_queue(QueueState* queue_state, void* app_state);
/**
* Calls the currently active queue items render callback (if there is any)
*
* @param queue_state The queue state pointer
* @param app_state Your application state
* @param canvas Pointer to Flipper's canvas object
*/
void render_queue(const QueueState* queue_state, const void* app_state, Canvas* const canvas);

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#include "ui.h"
#include <gui/canvas_i.h>
#include <u8g2_glue.h>
#include <gui/icon_animation_i.h>
#include <gui/icon.h>
#include <gui/icon_i.h>
#include <furi_hal.h>
TileMap* tileMap;
uint8_t tileMapCount = 0;
void ui_cleanup() {
if(tileMap != NULL) {
for(uint8_t i = 0; i < tileMapCount; i++) {
if(tileMap[i].data != NULL) free(tileMap[i].data);
}
free(tileMap);
}
}
void add_new_tilemap(uint8_t* data, unsigned long iconId) {
TileMap* old = tileMap;
tileMapCount++;
tileMap = malloc(sizeof(TileMap) * tileMapCount);
if(tileMapCount > 1) {
for(uint8_t i = 0; i < tileMapCount; i++) tileMap[i] = old[i];
}
tileMap[tileMapCount - 1] = (TileMap){data, iconId};
}
uint8_t* get_tilemap(unsigned long icon_id) {
for(uint8_t i = 0; i < tileMapCount; i++) {
if(tileMap[i].iconId == icon_id) return tileMap[i].data;
}
return NULL;
}
uint32_t pixel_index(uint8_t x, uint8_t y) {
return y * SCREEN_WIDTH + x;
}
bool in_screen(int16_t x, int16_t y) {
return x >= 0 && x < SCREEN_WIDTH && y >= 0 && y < SCREEN_HEIGHT;
}
unsigned flipBit(uint8_t x, uint8_t bit) {
return x ^ (1 << bit);
}
unsigned setBit(uint8_t x, uint8_t bit) {
return x | (1 << bit);
}
unsigned unsetBit(uint8_t x, uint8_t bit) {
return x & ~(1 << bit);
}
bool test_pixel(uint8_t* data, uint8_t x, uint8_t y, uint8_t w) {
uint8_t current_bit = (y % 8);
uint8_t current_row = ((y - current_bit) / 8);
uint8_t current_value = data[current_row * w + x];
return current_value & (1 << current_bit);
}
uint8_t* get_buffer(Canvas* const canvas) {
return canvas->fb.tile_buf_ptr;
// return canvas_get_buffer(canvas);
}
uint8_t* make_buffer() {
return malloc(sizeof(uint8_t) * 8 * 128);
}
void clone_buffer(uint8_t* canvas, uint8_t* data) {
for(int i = 0; i < 1024; i++) {
data[i] = canvas[i];
}
}
bool read_pixel(Canvas* const canvas, int16_t x, int16_t y) {
if(in_screen(x, y)) {
return test_pixel(get_buffer(canvas), x, y, SCREEN_WIDTH);
}
return false;
}
void set_pixel(Canvas* const canvas, int16_t x, int16_t y, DrawMode draw_mode) {
if(in_screen(x, y)) {
uint8_t current_bit = (y % 8);
uint8_t current_row = ((y - current_bit) / 8);
uint32_t i = pixel_index(x, current_row);
uint8_t* buffer = get_buffer(canvas);
uint8_t current_value = buffer[i];
if(draw_mode == Inverse) {
buffer[i] = flipBit(current_value, current_bit);
} else {
if(draw_mode == White) {
buffer[i] = unsetBit(current_value, current_bit);
} else {
buffer[i] = setBit(current_value, current_bit);
}
}
}
}
void draw_line(
Canvas* const canvas,
int16_t x1,
int16_t y1,
int16_t x2,
int16_t y2,
DrawMode draw_mode) {
for(int16_t x = x2; x >= x1; x--) {
for(int16_t y = y2; y >= y1; y--) {
set_pixel(canvas, x, y, draw_mode);
}
}
}
void draw_rounded_box_frame(
Canvas* const canvas,
int16_t x,
int16_t y,
uint8_t w,
uint8_t h,
DrawMode draw_mode) {
int16_t xMinCorner = x + 1;
int16_t xMax = x + w - 1;
int16_t xMaxCorner = x + w - 2;
int16_t yMinCorner = y + 1;
int16_t yMax = y + h - 1;
int16_t yMaxCorner = y + h - 2;
draw_line(canvas, xMinCorner, y, xMaxCorner, y, draw_mode);
draw_line(canvas, xMinCorner, yMax, xMaxCorner, yMax, draw_mode);
draw_line(canvas, x, yMinCorner, x, yMaxCorner, draw_mode);
draw_line(canvas, xMax, yMinCorner, xMax, yMaxCorner, draw_mode);
}
void draw_rounded_box(
Canvas* const canvas,
int16_t x,
int16_t y,
uint8_t w,
uint8_t h,
DrawMode draw_mode) {
for(int16_t o = w - 2; o >= 1; o--) {
for(int16_t p = h - 2; p >= 1; p--) {
set_pixel(canvas, x + o, y + p, draw_mode);
}
}
draw_rounded_box_frame(canvas, x, y, w, h, draw_mode);
}
void invert_shape(Canvas* const canvas, uint8_t* data, int16_t x, int16_t y, uint8_t w, uint8_t h) {
draw_pixels(canvas, data, x, y, w, h, Inverse);
}
void draw_pixels(
Canvas* const canvas,
uint8_t* data,
int16_t x,
int16_t y,
uint8_t w,
uint8_t h,
DrawMode drawMode) {
for(int8_t o = 0; o < w; o++) {
for(int8_t p = 0; p < h; p++) {
if(in_screen(o + x, p + y) && data[p * w + o] == 1)
set_pixel(canvas, o + x, p + y, drawMode);
}
}
}
void draw_rectangle(
Canvas* const canvas,
int16_t x,
int16_t y,
uint8_t w,
uint8_t h,
DrawMode drawMode) {
for(int8_t o = 0; o < w; o++) {
for(int8_t p = 0; p < h; p++) {
if(in_screen(o + x, p + y)) {
set_pixel(canvas, o + x, p + y, drawMode);
}
}
}
}
void invert_rectangle(Canvas* const canvas, int16_t x, int16_t y, uint8_t w, uint8_t h) {
draw_rectangle(canvas, x, y, w, h, Inverse);
}
uint8_t* image_data(Canvas* const canvas, const Icon* icon) {
uint8_t* data = malloc(sizeof(uint8_t) * 8 * 128);
uint8_t* screen = canvas->fb.tile_buf_ptr;
canvas->fb.tile_buf_ptr = data;
canvas_draw_icon(canvas, 0, 0, icon);
canvas->fb.tile_buf_ptr = screen;
return data;
}
uint8_t* getOrAddIconData(Canvas* const canvas, const Icon* icon) {
uint8_t* icon_data = get_tilemap((unsigned long)icon);
if(icon_data == NULL) {
icon_data = image_data(canvas, icon);
add_new_tilemap(icon_data, (unsigned long)icon);
}
return icon_data;
}
void draw_icon_clip(
Canvas* const canvas,
const Icon* icon,
int16_t x,
int16_t y,
uint8_t left,
uint8_t top,
uint8_t w,
uint8_t h,
DrawMode drawMode) {
uint8_t* icon_data = getOrAddIconData(canvas, icon);
for(int i = 0; i < w; i++) {
for(int j = 0; j < h; j++) {
bool on = test_pixel(icon_data, left + i, top + j, SCREEN_WIDTH);
if(drawMode == Filled) {
set_pixel(canvas, x + i, y + j, on ? Black : White);
} else if(on)
set_pixel(canvas, x + i, y + j, drawMode);
}
}
}
void draw_icon_clip_flipped(
Canvas* const canvas,
const Icon* icon,
int16_t x,
int16_t y,
uint8_t left,
uint8_t top,
uint8_t w,
uint8_t h,
DrawMode drawMode) {
uint8_t* icon_data = getOrAddIconData(canvas, icon);
for(int i = 0; i < w; i++) {
for(int j = 0; j < h; j++) {
bool on = test_pixel(icon_data, left + i, top + j, SCREEN_WIDTH);
if(drawMode == Filled) {
set_pixel(canvas, x + w - i - 1, y + h - j - 1, on ? Black : White);
} else if(on)
set_pixel(canvas, x + w - i - 1, y + h - j - 1, drawMode);
}
}
}

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#pragma once
#include <furi.h>
#include <gui/canvas.h>
#define SCREEN_WIDTH 128
#define SCREEN_HEIGHT 64
typedef enum {
Black,
White,
Inverse,
Filled //Currently only for Icon clip drawing
} DrawMode;
// size is the screen size
typedef struct {
uint8_t* data;
unsigned long iconId;
} TileMap;
bool test_pixel(uint8_t* data, uint8_t x, uint8_t y, uint8_t w);
uint8_t* image_data(Canvas* const canvas, const Icon* icon);
uint32_t pixel_index(uint8_t x, uint8_t y);
void draw_icon_clip(
Canvas* const canvas,
const Icon* icon,
int16_t x,
int16_t y,
uint8_t left,
uint8_t top,
uint8_t w,
uint8_t h,
DrawMode drawMode);
void draw_icon_clip_flipped(
Canvas* const canvas,
const Icon* icon,
int16_t x,
int16_t y,
uint8_t left,
uint8_t top,
uint8_t w,
uint8_t h,
DrawMode drawMode);
void draw_rounded_box(
Canvas* const canvas,
int16_t x,
int16_t y,
uint8_t w,
uint8_t h,
DrawMode drawMode);
void draw_rounded_box_frame(
Canvas* const canvas,
int16_t x,
int16_t y,
uint8_t w,
uint8_t h,
DrawMode drawMode);
void draw_rectangle(
Canvas* const canvas,
int16_t x,
int16_t y,
uint8_t w,
uint8_t h,
DrawMode drawMode);
void invert_rectangle(Canvas* const canvas, int16_t x, int16_t y, uint8_t w, uint8_t h);
void invert_shape(Canvas* const canvas, uint8_t* data, int16_t x, int16_t y, uint8_t w, uint8_t h);
void draw_pixels(
Canvas* const canvas,
uint8_t* data,
int16_t x,
int16_t y,
uint8_t w,
uint8_t h,
DrawMode drawMode);
bool read_pixel(Canvas* const canvas, int16_t x, int16_t y);
void set_pixel(Canvas* const canvas, int16_t x, int16_t y, DrawMode draw_mode);
void draw_line(
Canvas* const canvas,
int16_t x1,
int16_t y1,
int16_t x2,
int16_t y2,
DrawMode draw_mode);
bool in_screen(int16_t x, int16_t y);
void ui_cleanup();
uint8_t* get_buffer(Canvas* const canvas);
uint8_t* make_buffer();
void clone_buffer(uint8_t* canvas, uint8_t* data);

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#pragma once
#include <furi.h>
#include <input/input.h>
#include <gui/elements.h>
#include <flipper_format/flipper_format.h>
#include <flipper_format/flipper_format_i.h>
#include "common/card.h"
#include "common/queue.h"
#include "common/menu.h"
#define APP_NAME "Blackjack"
#define CONF_ANIMATION_DURATION "AnimationDuration"
#define CONF_MESSAGE_DURATION "MessageDuration"
#define CONF_STARTING_MONEY "StartingMoney"
#define CONF_ROUND_PRICE "RoundPrice"
#define CONF_SOUND_EFFECTS "SoundEffects"
typedef enum {
EventTypeTick,
EventTypeKey,
} EventType;
typedef struct {
uint32_t animation_duration;
uint32_t message_duration;
uint32_t starting_money;
uint32_t round_price;
bool sound_effects;
} Settings;
typedef struct {
EventType type;
InputEvent input;
} AppEvent;
typedef enum {
GameStateGameOver,
GameStateStart,
GameStatePlay,
GameStateSettings,
GameStateDealer,
} PlayState;
typedef enum {
DirectionUp,
DirectionDown,
DirectionRight,
DirectionLeft,
Select,
Back,
None
} Direction;
typedef struct {
Card player_cards[21];
Card dealer_cards[21];
uint8_t player_card_count;
uint8_t dealer_card_count;
Direction selectDirection;
Settings settings;
uint32_t player_score;
uint32_t bet;
uint8_t selectedMenu;
bool doubled;
bool started;
bool processing;
Deck deck;
PlayState state;
QueueState queue_state;
Menu* menu;
unsigned int last_tick;
} GameState;

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#include <math.h>
#include <notification/notification_messages.h>
#include "ui.h"
#define LINE_HEIGHT 16
#define ITEM_PADDING 4
const char MoneyMul[4] = {'K', 'B', 'T', 'S'};
void draw_player_scene(Canvas* const canvas, const GameState* game_state) {
int max_card = game_state->player_card_count;
if(max_card > 0) draw_deck((game_state->player_cards), max_card, canvas);
if(game_state->dealer_card_count > 0) draw_card_back_at(13, 5, canvas);
max_card = game_state->dealer_card_count;
if(max_card > 1) {
draw_card_at(
2, 2, game_state->dealer_cards[1].pip, game_state->dealer_cards[1].character, canvas);
}
}
void draw_dealer_scene(Canvas* const canvas, const GameState* game_state) {
uint8_t max_card = game_state->dealer_card_count;
draw_deck((game_state->dealer_cards), max_card, canvas);
}
void popup_frame(Canvas* const canvas) {
canvas_set_color(canvas, ColorWhite);
canvas_draw_box(canvas, 32, 15, 66, 13);
canvas_set_color(canvas, ColorBlack);
canvas_draw_frame(canvas, 32, 15, 66, 13);
canvas_set_font(canvas, FontSecondary);
}
void draw_play_menu(Canvas* const canvas, const GameState* game_state) {
const char* menus[3] = {"Double", "Hit", "Stay"};
for(uint8_t m = 0; m < 3; m++) {
if(m == 0 &&
(game_state->doubled || game_state->player_score < game_state->settings.round_price))
continue;
int y = m * 13 + 25;
canvas_set_color(canvas, ColorBlack);
if(game_state->selectedMenu == m) {
canvas_set_color(canvas, ColorBlack);
canvas_draw_box(canvas, 1, y, 31, 12);
} else {
canvas_set_color(canvas, ColorWhite);
canvas_draw_box(canvas, 1, y, 31, 12);
canvas_set_color(canvas, ColorBlack);
canvas_draw_frame(canvas, 1, y, 31, 12);
}
if(game_state->selectedMenu == m)
canvas_set_color(canvas, ColorWhite);
else
canvas_set_color(canvas, ColorBlack);
canvas_draw_str_aligned(canvas, 16, y + 6, AlignCenter, AlignCenter, menus[m]);
}
}
void draw_screen(Canvas* const canvas, const bool* points) {
for(uint8_t x = 0; x < 128; x++) {
for(uint8_t y = 0; y < 64; y++) {
if(points[y * 128 + x]) canvas_draw_dot(canvas, x, y);
}
}
}
void draw_score(Canvas* const canvas, bool top, uint8_t amount) {
char drawChar[20];
snprintf(drawChar, sizeof(drawChar), "Player score: %i", amount);
if(top)
canvas_draw_str_aligned(canvas, 64, 2, AlignCenter, AlignTop, drawChar);
else
canvas_draw_str_aligned(canvas, 64, 62, AlignCenter, AlignBottom, drawChar);
}
void draw_money(Canvas* const canvas, uint32_t score) {
canvas_set_font(canvas, FontSecondary);
char drawChar[11];
uint32_t currAmount = score;
if(currAmount < 1000) {
snprintf(drawChar, sizeof(drawChar), "$%lu", currAmount);
} else {
char c = 'K';
for(uint8_t i = 0; i < 4; i++) {
currAmount = currAmount / 1000;
if(currAmount < 1000) {
c = MoneyMul[i];
break;
}
}
snprintf(drawChar, sizeof(drawChar), "$%lu %c", currAmount, c);
}
canvas_draw_str_aligned(canvas, 126, 2, AlignRight, AlignTop, drawChar);
}
void draw_menu(
Canvas* const canvas,
const char* text,
const char* value,
int8_t y,
bool left_caret,
bool right_caret,
bool selected) {
UNUSED(selected);
if(y < 0 || y >= 64) return;
if(selected) {
canvas_set_color(canvas, ColorBlack);
canvas_draw_box(canvas, 0, y, 122, LINE_HEIGHT);
canvas_set_color(canvas, ColorWhite);
}
canvas_draw_str_aligned(canvas, 4, y + ITEM_PADDING, AlignLeft, AlignTop, text);
if(left_caret) canvas_draw_str_aligned(canvas, 80, y + ITEM_PADDING, AlignLeft, AlignTop, "<");
canvas_draw_str_aligned(canvas, 100, y + ITEM_PADDING, AlignCenter, AlignTop, value);
if(right_caret)
canvas_draw_str_aligned(canvas, 120, y + ITEM_PADDING, AlignRight, AlignTop, ">");
canvas_set_color(canvas, ColorBlack);
}
void settings_page(Canvas* const canvas, const GameState* gameState) {
char drawChar[10];
int startY = 0;
if(LINE_HEIGHT * (gameState->selectedMenu + 1) >= 64) {
startY -= (LINE_HEIGHT * (gameState->selectedMenu + 1)) - 64;
}
int scrollHeight = round(64 / 6.0) + ITEM_PADDING * 2;
int scrollPos = 64 / (6.0 / (gameState->selectedMenu + 1)) - ITEM_PADDING * 2;
canvas_set_color(canvas, ColorBlack);
canvas_draw_box(canvas, 123, scrollPos, 4, scrollHeight);
canvas_draw_box(canvas, 125, 0, 1, 64);
snprintf(drawChar, sizeof(drawChar), "%li", gameState->settings.starting_money);
draw_menu(
canvas,
"Start money",
drawChar,
0 * LINE_HEIGHT + startY,
gameState->settings.starting_money > gameState->settings.round_price,
gameState->settings.starting_money < 400,
gameState->selectedMenu == 0);
snprintf(drawChar, sizeof(drawChar), "%li", gameState->settings.round_price);
draw_menu(
canvas,
"Round price",
drawChar,
1 * LINE_HEIGHT + startY,
gameState->settings.round_price > 10,
gameState->settings.round_price < gameState->settings.starting_money,
gameState->selectedMenu == 1);
snprintf(drawChar, sizeof(drawChar), "%li", gameState->settings.animation_duration);
draw_menu(
canvas,
"Anim. length",
drawChar,
2 * LINE_HEIGHT + startY,
gameState->settings.animation_duration > 0,
gameState->settings.animation_duration < 2000,
gameState->selectedMenu == 2);
snprintf(drawChar, sizeof(drawChar), "%li", gameState->settings.message_duration);
draw_menu(
canvas,
"Popup time",
drawChar,
3 * LINE_HEIGHT + startY,
gameState->settings.message_duration > 0,
gameState->settings.message_duration < 2000,
gameState->selectedMenu == 3);
// draw_menu(canvas, "Sound", gameState->settings.sound_effects ? "Yes" : "No",
// 5 * LINE_HEIGHT + startY,
// true,
// true,
// gameState->selectedMenu == 5
// );
}

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#pragma once
#include "defines.h"
#include <gui/gui.h>
void draw_player_scene(Canvas* const canvas, const GameState* game_state);
void draw_dealer_scene(Canvas* const canvas, const GameState* game_state);
void draw_play_menu(Canvas* const canvas, const GameState* game_state);
void draw_score(Canvas* const canvas, bool top, uint8_t amount);
void draw_money(Canvas* const canvas, uint32_t score);
void settings_page(Canvas* const canvas, const GameState* gameState);
void popup_frame(Canvas* const canvas);
void draw_screen(Canvas* const canvas, const bool* points);

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#include <storage/storage.h>
#include "util.h"
const char* CONFIG_FILE_PATH = EXT_PATH(".blackjack.settings");
void save_settings(Settings settings) {
Storage* storage = furi_record_open(RECORD_STORAGE);
FlipperFormat* file = flipper_format_file_alloc(storage);
FURI_LOG_D(APP_NAME, "Saving config");
if(flipper_format_file_open_existing(file, CONFIG_FILE_PATH)) {
FURI_LOG_D(
APP_NAME, "Saving %s: %ld", CONF_ANIMATION_DURATION, settings.animation_duration);
flipper_format_update_uint32(
file, CONF_ANIMATION_DURATION, &(settings.animation_duration), 1);
FURI_LOG_D(APP_NAME, "Saving %s: %ld", CONF_MESSAGE_DURATION, settings.message_duration);
flipper_format_update_uint32(file, CONF_MESSAGE_DURATION, &(settings.message_duration), 1);
FURI_LOG_D(APP_NAME, "Saving %s: %ld", CONF_STARTING_MONEY, settings.starting_money);
flipper_format_update_uint32(file, CONF_STARTING_MONEY, &(settings.starting_money), 1);
FURI_LOG_D(APP_NAME, "Saving %s: %ld", CONF_ROUND_PRICE, settings.round_price);
flipper_format_update_uint32(file, CONF_ROUND_PRICE, &(settings.round_price), 1);
FURI_LOG_D(APP_NAME, "Saving %s: %i", CONF_SOUND_EFFECTS, settings.sound_effects ? 1 : 0);
flipper_format_update_bool(file, CONF_SOUND_EFFECTS, &(settings.sound_effects), 1);
FURI_LOG_D(APP_NAME, "Config saved");
} else {
FURI_LOG_E(APP_NAME, "Save error");
}
flipper_format_file_close(file);
flipper_format_free(file);
furi_record_close(RECORD_STORAGE);
}
void save_settings_file(FlipperFormat* file, Settings* settings) {
flipper_format_write_header_cstr(file, CONFIG_FILE_HEADER, CONFIG_FILE_VERSION);
flipper_format_write_comment_cstr(file, "Card animation duration in ms");
flipper_format_write_uint32(file, CONF_ANIMATION_DURATION, &(settings->animation_duration), 1);
flipper_format_write_comment_cstr(file, "Popup message duration in ms");
flipper_format_write_uint32(file, CONF_MESSAGE_DURATION, &(settings->message_duration), 1);
flipper_format_write_comment_cstr(file, "Player's starting money");
flipper_format_write_uint32(file, CONF_STARTING_MONEY, &(settings->starting_money), 1);
flipper_format_write_comment_cstr(file, "Round price");
flipper_format_write_uint32(file, CONF_ROUND_PRICE, &(settings->round_price), 1);
flipper_format_write_comment_cstr(file, "Enable sound effects");
flipper_format_write_bool(file, CONF_SOUND_EFFECTS, &(settings->sound_effects), 1);
}
Settings load_settings() {
Settings settings;
FURI_LOG_D(APP_NAME, "Loading default settings");
settings.animation_duration = 800;
settings.message_duration = 1500;
settings.starting_money = 200;
settings.round_price = 10;
settings.sound_effects = true;
FURI_LOG_D(APP_NAME, "Opening storage");
Storage* storage = furi_record_open(RECORD_STORAGE);
FURI_LOG_D(APP_NAME, "Allocating file");
FlipperFormat* file = flipper_format_file_alloc(storage);
FURI_LOG_D(APP_NAME, "Allocating string");
FuriString* string_value;
string_value = furi_string_alloc();
if(storage_common_stat(storage, CONFIG_FILE_PATH, NULL) != FSE_OK) {
FURI_LOG_D(APP_NAME, "Config file %s not found, creating new one...", CONFIG_FILE_PATH);
if(!flipper_format_file_open_new(file, CONFIG_FILE_PATH)) {
FURI_LOG_E(APP_NAME, "Error creating new file %s", CONFIG_FILE_PATH);
flipper_format_file_close(file);
} else {
save_settings_file(file, &settings);
}
} else {
if(!flipper_format_file_open_existing(file, CONFIG_FILE_PATH)) {
FURI_LOG_E(APP_NAME, "Error opening existing file %s", CONFIG_FILE_PATH);
flipper_format_file_close(file);
} else {
uint32_t value;
bool valueBool;
FURI_LOG_D(APP_NAME, "Checking version");
if(!flipper_format_read_header(file, string_value, &value)) {
FURI_LOG_E(APP_NAME, "Config file mismatch");
} else {
FURI_LOG_D(APP_NAME, "Loading %s", CONF_ANIMATION_DURATION);
if(flipper_format_read_uint32(file, CONF_ANIMATION_DURATION, &value, 1)) {
settings.animation_duration = value;
FURI_LOG_D(APP_NAME, "Loaded %s: %ld", CONF_ANIMATION_DURATION, value);
}
FURI_LOG_D(APP_NAME, "Loading %s", CONF_MESSAGE_DURATION);
if(flipper_format_read_uint32(file, CONF_MESSAGE_DURATION, &value, 1)) {
settings.message_duration = value;
FURI_LOG_D(APP_NAME, "Loaded %s: %ld", CONF_MESSAGE_DURATION, value);
}
FURI_LOG_D(APP_NAME, "Loading %s", CONF_STARTING_MONEY);
if(flipper_format_read_uint32(file, CONF_STARTING_MONEY, &value, 1)) {
settings.starting_money = value;
FURI_LOG_D(APP_NAME, "Loaded %s: %ld", CONF_STARTING_MONEY, value);
}
FURI_LOG_D(APP_NAME, "Loading %s", CONF_ROUND_PRICE);
if(flipper_format_read_uint32(file, CONF_ROUND_PRICE, &value, 1)) {
settings.round_price = value;
FURI_LOG_D(APP_NAME, "Loaded %s: %ld", CONF_ROUND_PRICE, value);
}
FURI_LOG_D(APP_NAME, "Loading %s", CONF_SOUND_EFFECTS);
if(flipper_format_read_bool(file, CONF_SOUND_EFFECTS, &valueBool, 1)) {
settings.sound_effects = valueBool;
FURI_LOG_D(APP_NAME, "Loaded %s: %i", CONF_ROUND_PRICE, valueBool ? 1 : 0);
}
}
flipper_format_file_close(file);
}
}
furi_string_free(string_value);
// flipper_format_file_close(file);
flipper_format_free(file);
furi_record_close(RECORD_STORAGE);
return settings;
}

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#pragma once
#include "defines.h"
#define CONFIG_FILE_HEADER "Blackjack config file"
#define CONFIG_FILE_VERSION 1
void save_settings(Settings settings);
Settings load_settings();

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App(
appid="hex_viewer",
name="HEX Viewer",
apptype=FlipperAppType.EXTERNAL,
entry_point="hex_viewer_app",
cdefines=["APP_HEX_VIEWER"],
requires=[
"gui",
"dialogs",
],
stack_size=2 * 1024,
order=20,
fap_icon="icons/hex_10px.png",
fap_category="Misc",
fap_icon_assets="icons",
)

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#include <furi.h>
#include <furi_hal.h>
#include <hex_viewer_icons.h>
#include <gui/gui.h>
#include <gui/elements.h>
#include <dialogs/dialogs.h>
#include <storage/storage.h>
#include <stream/stream.h>
#include <stream/buffered_file_stream.h>
#include <toolbox/stream/file_stream.h>
#define TAG "HexViewer"
#define HEX_VIEWER_APP_PATH_FOLDER "/any"
#define HEX_VIEWER_APP_EXTENSION "*"
#define HEX_VIEWER_BYTES_PER_ROW 4
#define HEX_VIEWER_ROW_COUNT 4
#define HEX_VIEWER_BUF_SIZE (HEX_VIEWER_BYTES_PER_ROW * HEX_VIEWER_ROW_COUNT)
typedef struct {
uint8_t file_bytes[HEX_VIEWER_ROW_COUNT][HEX_VIEWER_ROW_COUNT];
uint32_t line;
uint32_t read_bytes;
uint32_t file_size;
Stream* stream;
bool mode; // Print address or content
} HexViewerModel;
typedef struct {
HexViewerModel* model;
FuriMutex** mutex;
FuriMessageQueue* input_queue;
ViewPort* view_port;
Gui* gui;
Storage* storage;
} HexViewer;
static void render_callback(Canvas* canvas, void* ctx) {
HexViewer* hex_viewer = ctx;
furi_check(furi_mutex_acquire(hex_viewer->mutex, FuriWaitForever) == FuriStatusOk);
canvas_clear(canvas);
canvas_set_color(canvas, ColorBlack);
elements_button_left(canvas, hex_viewer->model->mode ? "Addr" : "Text");
elements_button_right(canvas, "Info");
int ROW_HEIGHT = 12;
int TOP_OFFSET = 10;
int LEFT_OFFSET = 3;
uint32_t line_count = hex_viewer->model->file_size / HEX_VIEWER_BYTES_PER_ROW;
if(hex_viewer->model->file_size % HEX_VIEWER_BYTES_PER_ROW != 0) line_count += 1;
if(line_count > HEX_VIEWER_ROW_COUNT) {
uint8_t width = canvas_width(canvas);
elements_scrollbar_pos(
canvas,
width,
0,
ROW_HEIGHT * HEX_VIEWER_ROW_COUNT,
hex_viewer->model->line,
line_count - (HEX_VIEWER_ROW_COUNT - 1));
}
char temp_buf[32];
uint32_t row_iters = hex_viewer->model->read_bytes / HEX_VIEWER_BYTES_PER_ROW;
if(hex_viewer->model->read_bytes % HEX_VIEWER_BYTES_PER_ROW != 0) row_iters += 1;
for(uint32_t i = 0; i < row_iters; ++i) {
uint32_t bytes_left_per_row = hex_viewer->model->read_bytes - i * HEX_VIEWER_BYTES_PER_ROW;
if(bytes_left_per_row > HEX_VIEWER_BYTES_PER_ROW)
bytes_left_per_row = HEX_VIEWER_BYTES_PER_ROW;
if(hex_viewer->model->mode) {
memcpy(temp_buf, hex_viewer->model->file_bytes[i], bytes_left_per_row);
temp_buf[bytes_left_per_row] = '\0';
for(uint32_t j = 0; j < bytes_left_per_row; ++j)
if(!isprint((int)temp_buf[j])) temp_buf[j] = '.';
canvas_set_font(canvas, FontKeyboard);
canvas_draw_str(canvas, LEFT_OFFSET, TOP_OFFSET + i * ROW_HEIGHT, temp_buf);
} else {
int addr = (i + hex_viewer->model->line) * HEX_VIEWER_BYTES_PER_ROW;
snprintf(temp_buf, 32, "%04X", addr);
canvas_set_font(canvas, FontKeyboard);
canvas_draw_str(canvas, LEFT_OFFSET, TOP_OFFSET + i * ROW_HEIGHT, temp_buf);
}
char* p = temp_buf;
for(uint32_t j = 0; j < bytes_left_per_row; ++j)
p += snprintf(p, 32, "%02X ", hex_viewer->model->file_bytes[i][j]);
canvas_set_font(canvas, FontKeyboard);
canvas_draw_str(canvas, LEFT_OFFSET + 41, TOP_OFFSET + i * ROW_HEIGHT, temp_buf);
}
furi_mutex_release(hex_viewer->mutex);
}
static void input_callback(InputEvent* input_event, void* ctx) {
HexViewer* hex_viewer = ctx;
if(input_event->type == InputTypeShort) {
furi_message_queue_put(hex_viewer->input_queue, input_event, 0);
}
}
static HexViewer* hex_viewer_alloc() {
HexViewer* instance = malloc(sizeof(HexViewer));
instance->model = malloc(sizeof(HexViewerModel));
memset(instance->model, 0x0, sizeof(HexViewerModel));
instance->mutex = furi_mutex_alloc(FuriMutexTypeNormal);
instance->input_queue = furi_message_queue_alloc(8, sizeof(InputEvent));
instance->view_port = view_port_alloc();
view_port_draw_callback_set(instance->view_port, render_callback, instance);
view_port_input_callback_set(instance->view_port, input_callback, instance);
instance->gui = furi_record_open(RECORD_GUI);
gui_add_view_port(instance->gui, instance->view_port, GuiLayerFullscreen);
instance->storage = furi_record_open(RECORD_STORAGE);
return instance;
}
static void hex_viewer_free(HexViewer* instance) {
furi_record_close(RECORD_STORAGE);
gui_remove_view_port(instance->gui, instance->view_port);
furi_record_close(RECORD_GUI);
view_port_free(instance->view_port);
furi_message_queue_free(instance->input_queue);
furi_mutex_free(instance->mutex);
if(instance->model->stream) buffered_file_stream_close(instance->model->stream);
free(instance->model);
free(instance);
}
static bool hex_viewer_open_file(HexViewer* hex_viewer, const char* file_path) {
furi_assert(hex_viewer);
furi_assert(file_path);
hex_viewer->model->stream = buffered_file_stream_alloc(hex_viewer->storage);
bool isOk = true;
do {
if(!buffered_file_stream_open(
hex_viewer->model->stream, file_path, FSAM_READ, FSOM_OPEN_EXISTING)) {
FURI_LOG_E(TAG, "Unable to open stream: %s", file_path);
isOk = false;
break;
};
hex_viewer->model->file_size = stream_size(hex_viewer->model->stream);
} while(false);
return isOk;
}
static bool hex_viewer_read_file(HexViewer* hex_viewer) {
furi_assert(hex_viewer);
furi_assert(hex_viewer->model->stream);
memset(hex_viewer->model->file_bytes, 0x0, HEX_VIEWER_BUF_SIZE);
bool isOk = true;
do {
uint32_t offset = hex_viewer->model->line * HEX_VIEWER_BYTES_PER_ROW;
if(!stream_seek(hex_viewer->model->stream, offset, true)) {
FURI_LOG_E(TAG, "Unable to seek stream");
isOk = false;
break;
}
hex_viewer->model->read_bytes = stream_read(
hex_viewer->model->stream,
(uint8_t*)hex_viewer->model->file_bytes,
HEX_VIEWER_BUF_SIZE);
} while(false);
return isOk;
}
int32_t hex_viewer_app(void* p) {
HexViewer* hex_viewer = hex_viewer_alloc();
FuriString* file_path;
file_path = furi_string_alloc();
do {
if(p && strlen(p)) {
furi_string_set(file_path, (const char*)p);
} else {
furi_string_set(file_path, HEX_VIEWER_APP_PATH_FOLDER);
DialogsFileBrowserOptions browser_options;
dialog_file_browser_set_basic_options(
&browser_options, HEX_VIEWER_APP_EXTENSION, &I_hex_10px);
browser_options.hide_ext = false;
DialogsApp* dialogs = furi_record_open(RECORD_DIALOGS);
bool res = dialog_file_browser_show(dialogs, file_path, file_path, &browser_options);
furi_record_close(RECORD_DIALOGS);
if(!res) {
FURI_LOG_I(TAG, "No file selected");
break;
}
}
if(!hex_viewer_open_file(hex_viewer, furi_string_get_cstr(file_path))) break;
hex_viewer_read_file(hex_viewer);
InputEvent input;
while(furi_message_queue_get(hex_viewer->input_queue, &input, FuriWaitForever) ==
FuriStatusOk) {
if(input.key == InputKeyBack) {
break;
} else if(input.key == InputKeyUp) {
furi_check(furi_mutex_acquire(hex_viewer->mutex, FuriWaitForever) == FuriStatusOk);
if(hex_viewer->model->line > 0) {
hex_viewer->model->line--;
if(!hex_viewer_read_file(hex_viewer)) break;
}
furi_mutex_release(hex_viewer->mutex);
} else if(input.key == InputKeyDown) {
furi_check(furi_mutex_acquire(hex_viewer->mutex, FuriWaitForever) == FuriStatusOk);
uint32_t cur_pos = hex_viewer->model->line * HEX_VIEWER_BYTES_PER_ROW +
hex_viewer->model->read_bytes;
if(hex_viewer->model->file_size > cur_pos) {
hex_viewer->model->line++;
if(!hex_viewer_read_file(hex_viewer)) break;
}
furi_mutex_release(hex_viewer->mutex);
} else if(input.key == InputKeyLeft) {
furi_check(furi_mutex_acquire(hex_viewer->mutex, FuriWaitForever) == FuriStatusOk);
hex_viewer->model->mode = !hex_viewer->model->mode;
furi_mutex_release(hex_viewer->mutex);
} else if(input.key == InputKeyRight) {
FuriString* buffer;
buffer = furi_string_alloc();
furi_string_printf(
buffer,
"File path: %s\nFile size: %lu bytes",
furi_string_get_cstr(file_path),
hex_viewer->model->file_size);
DialogsApp* dialogs = furi_record_open(RECORD_DIALOGS);
DialogMessage* message = dialog_message_alloc();
dialog_message_set_header(message, "Hex Viewer", 16, 2, AlignLeft, AlignTop);
dialog_message_set_icon(message, &I_hex_10px, 3, 2);
dialog_message_set_text(
message, furi_string_get_cstr(buffer), 3, 16, AlignLeft, AlignTop);
dialog_message_set_buttons(message, NULL, NULL, "Back");
dialog_message_show(dialogs, message);
furi_string_free(buffer);
dialog_message_free(message);
furi_record_close(RECORD_DIALOGS);
}
view_port_update(hex_viewer->view_port);
}
} while(false);
furi_string_free(file_path);
hex_viewer_free(hex_viewer);
return 0;
}

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App(
appid="Solitaire",
name="Solitaire",
apptype=FlipperAppType.EXTERNAL,
entry_point="solitaire_app",
cdefines=["APP_SOLITAIRE"],
requires=["gui","storage","canvas"],
stack_size=2 * 1024,
order=30,
fap_icon="solitaire_10px.png",
fap_category="Games",
fap_icon_assets="assets"
)

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#include "card.h"
#include "dml.h"
#include "ui.h"
#define CARD_DRAW_X_START 108
#define CARD_DRAW_Y_START 38
#define CARD_DRAW_X_SPACE 10
#define CARD_DRAW_Y_SPACE 8
#define CARD_DRAW_X_OFFSET 4
#define CARD_DRAW_FIRST_ROW_LENGTH 7
uint8_t pips[4][3] = {
{21, 10, 7}, //spades
{7, 10, 7}, //hearts
{0, 10, 7}, //diamonds
{14, 10, 7}, //clubs
};
uint8_t letters[13][3] = {
{0, 0, 5},
{5, 0, 5},
{10, 0, 5},
{15, 0, 5},
{20, 0, 5},
{25, 0, 5},
{30, 0, 5},
{0, 5, 5},
{5, 5, 5},
{10, 5, 5},
{15, 5, 5},
{20, 5, 5},
{25, 5, 5},
};
//region Player card positions
uint8_t playerCardPositions[22][4] = {
//first row
{108, 38},
{98, 38},
{88, 38},
{78, 38},
{68, 38},
{58, 38},
{48, 38},
{38, 38},
//second row
{104, 26},
{94, 26},
{84, 26},
{74, 26},
{64, 26},
{54, 26},
{44, 26},
//third row
{99, 14},
{89, 14},
{79, 14},
{69, 14},
{59, 14},
{49, 14},
};
//endregion
Icon* card_graphics = NULL;
void set_card_graphics(const Icon* graphics) {
card_graphics = (Icon*)graphics;
}
void draw_card_at_colored(
int8_t pos_x,
int8_t pos_y,
uint8_t pip,
uint8_t character,
bool inverted,
Canvas* const canvas) {
DrawMode primary = inverted ? Black : White;
DrawMode secondary = inverted ? White : Black;
draw_rounded_box(canvas, pos_x, pos_y, CARD_WIDTH, CARD_HEIGHT, primary);
draw_rounded_box_frame(canvas, pos_x, pos_y, CARD_WIDTH, CARD_HEIGHT, Black);
uint8_t* drawInfo = pips[pip];
uint8_t px = drawInfo[0], py = drawInfo[1], s = drawInfo[2];
uint8_t left = pos_x + 2;
uint8_t right = (pos_x + CARD_WIDTH - s - 2);
uint8_t top = pos_y + 2;
uint8_t bottom = (pos_y + CARD_HEIGHT - s - 2);
draw_icon_clip(canvas, card_graphics, right, top, px, py, s, s, secondary);
draw_icon_clip_flipped(canvas, card_graphics, left, bottom, px, py, s, s, secondary);
drawInfo = letters[character];
px = drawInfo[0], py = drawInfo[1], s = drawInfo[2];
left = pos_x + 2;
right = (pos_x + CARD_WIDTH - s - 2);
top = pos_y + 2;
bottom = (pos_y + CARD_HEIGHT - s - 2);
draw_icon_clip(canvas, card_graphics, left, top + 1, px, py, s, s, secondary);
draw_icon_clip_flipped(canvas, card_graphics, right, bottom - 1, px, py, s, s, secondary);
}
void draw_card_at(int8_t pos_x, int8_t pos_y, uint8_t pip, uint8_t character, Canvas* const canvas) {
draw_card_at_colored(pos_x, pos_y, pip, character, false, canvas);
}
void draw_deck(const Card* cards, uint8_t count, Canvas* const canvas) {
for(int i = count - 1; i >= 0; i--) {
draw_card_at(
playerCardPositions[i][0],
playerCardPositions[i][1],
cards[i].pip,
cards[i].character,
canvas);
}
}
Vector card_pos_at_index(uint8_t index) {
return (Vector){playerCardPositions[index][0], playerCardPositions[index][1]};
}
void draw_card_back_at(int8_t pos_x, int8_t pos_y, Canvas* const canvas) {
draw_rounded_box(canvas, pos_x, pos_y, CARD_WIDTH, CARD_HEIGHT, White);
draw_rounded_box_frame(canvas, pos_x, pos_y, CARD_WIDTH, CARD_HEIGHT, Black);
draw_icon_clip(canvas, card_graphics, pos_x + 1, pos_y + 1, 35, 0, 15, 21, Black);
}
void generate_deck(Deck* deck_ptr, uint8_t deck_count) {
uint16_t counter = 0;
if(deck_ptr->cards != NULL) {
free(deck_ptr->cards);
}
deck_ptr->deck_count = deck_count;
deck_ptr->card_count = deck_count * 52;
deck_ptr->cards = malloc(sizeof(Card) * deck_ptr->card_count);
for(uint8_t deck = 0; deck < deck_count; deck++) {
for(uint8_t pip = 0; pip < 4; pip++) {
for(uint8_t label = 0; label < 13; label++) {
deck_ptr->cards[counter] = (Card){pip, label, false, false};
counter++;
}
}
}
}
void shuffle_deck(Deck* deck_ptr) {
srand(DWT->CYCCNT);
deck_ptr->index = 0;
int max = deck_ptr->deck_count * 52;
for(int i = 0; i < max; i++) {
int r = i + (rand() % (max - i));
Card tmp = deck_ptr->cards[i];
deck_ptr->cards[i] = deck_ptr->cards[r];
deck_ptr->cards[r] = tmp;
}
}
uint8_t hand_count(const Card* cards, uint8_t count) {
uint8_t aceCount = 0;
uint8_t score = 0;
for(uint8_t i = 0; i < count; i++) {
if(cards[i].character == 12)
aceCount++;
else {
if(cards[i].character > 8)
score += 10;
else
score += cards[i].character + 2;
}
}
for(uint8_t i = 0; i < aceCount; i++) {
if((score + 11) <= 21)
score += 11;
else
score++;
}
return score;
}
void draw_card_animation(
Card animatingCard,
Vector from,
Vector control,
Vector to,
float t,
bool extra_margin,
Canvas* const canvas) {
float time = t;
if(extra_margin) {
time += 0.2;
}
Vector currentPos = quadratic_2d(from, control, to, time);
if(t > 1) {
draw_card_at(
currentPos.x, currentPos.y, animatingCard.pip, animatingCard.character, canvas);
} else {
if(t < 0.5)
draw_card_back_at(currentPos.x, currentPos.y, canvas);
else
draw_card_at(
currentPos.x, currentPos.y, animatingCard.pip, animatingCard.character, canvas);
}
}
void init_hand(Hand* hand_ptr, uint8_t count) {
hand_ptr->cards = malloc(sizeof(Card) * count);
hand_ptr->index = 0;
hand_ptr->max = count;
}
void free_hand(Hand* hand_ptr) {
FURI_LOG_D("CARD", "Freeing hand");
free(hand_ptr->cards);
}
void add_to_hand(Hand* hand_ptr, Card card) {
FURI_LOG_D("CARD", "Adding to hand");
if(hand_ptr->index < hand_ptr->max) {
hand_ptr->cards[hand_ptr->index] = card;
hand_ptr->index++;
}
}
void draw_card_space(int16_t pos_x, int16_t pos_y, bool highlighted, Canvas* const canvas) {
if(highlighted) {
draw_rounded_box_frame(canvas, pos_x, pos_y, CARD_WIDTH, CARD_HEIGHT, Black);
draw_rounded_box_frame(
canvas, pos_x + 2, pos_y + 2, CARD_WIDTH - 4, CARD_HEIGHT - 4, White);
} else {
draw_rounded_box(canvas, pos_x, pos_y, CARD_WIDTH, CARD_HEIGHT, Black);
draw_rounded_box_frame(
canvas, pos_x + 2, pos_y + 2, CARD_WIDTH - 4, CARD_HEIGHT - 4, White);
}
}
int first_non_flipped_card(Hand hand) {
for(int i = 0; i < hand.index; i++) {
if(!hand.cards[i].flipped) {
return i;
}
}
return hand.index;
}
void draw_hand_column(
Hand hand,
int16_t pos_x,
int16_t pos_y,
int8_t highlight,
Canvas* const canvas) {
if(hand.index == 0) {
draw_card_space(pos_x, pos_y, highlight > 0, canvas);
if(highlight == 0)
draw_rounded_box(canvas, pos_x, pos_y, CARD_WIDTH, CARD_HEIGHT, Inverse);
return;
}
int loopEnd = hand.index;
int hStart = max(loopEnd - 4, 0);
int pos = 0;
int first = first_non_flipped_card(hand);
bool wastop = false;
if(first >= 0 && first <= hStart && highlight != first) {
if(first > 0) {
draw_card_back_at(pos_x, pos_y + pos, canvas);
pos += 4;
hStart++;
wastop = true;
}
draw_card_at_colored(
pos_x, pos_y + pos, hand.cards[first].pip, hand.cards[first].character, false, canvas);
pos += 8;
hStart++;
}
if(hStart > highlight && highlight >= 0) {
if(!wastop && first > 0) {
draw_card_back_at(pos_x, pos_y + pos, canvas);
pos += 4;
hStart++;
}
draw_card_at_colored(
pos_x,
pos_y + pos,
hand.cards[highlight].pip,
hand.cards[highlight].character,
true,
canvas);
pos += 8;
hStart++;
}
for(int i = hStart; i < loopEnd; i++, pos += 4) {
if(hand.cards[i].flipped) {
draw_card_back_at(pos_x, pos_y + pos, canvas);
if(i == highlight)
draw_rounded_box(
canvas, pos_x + 1, pos_y + pos + 1, CARD_WIDTH - 2, CARD_HEIGHT - 2, Inverse);
} else {
draw_card_at_colored(
pos_x,
pos_y + pos,
hand.cards[i].pip,
hand.cards[i].character,
(i == highlight),
canvas);
if(i == highlight || i == first) pos += 4;
}
}
}
Card remove_from_deck(uint16_t index, Deck* deck) {
FURI_LOG_D("CARD", "Removing from deck");
Card result = {0, 0, true, false};
if(deck->card_count > 0) {
deck->card_count--;
for(int i = 0, curr_index = 0; i <= deck->card_count; i++) {
if(i != index) {
deck->cards[curr_index] = deck->cards[i];
curr_index++;
} else {
result = deck->cards[i];
}
}
if(deck->index >= 0) {
deck->index--;
}
}
return result;
}
void extract_hand_region(Hand* hand, Hand* to, uint8_t start_index) {
FURI_LOG_D("CARD", "Extracting hand region");
if(start_index >= hand->index) return;
for(uint8_t i = start_index; i < hand->index; i++) {
add_to_hand(to, hand->cards[i]);
}
hand->index = start_index;
}
void add_hand_region(Hand* to, Hand* from) {
FURI_LOG_D("CARD", "Adding hand region");
if((to->index + from->index) <= to->max) {
for(int i = 0; i < from->index; i++) {
add_to_hand(to, from->cards[i]);
}
}
}

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#pragma once
#include <gui/gui.h>
#include <math.h>
#include <stdlib.h>
#include "dml.h"
#define CARD_HEIGHT 23
#define CARD_HALF_HEIGHT 11
#define CARD_WIDTH 17
#define CARD_HALF_WIDTH 8
//region types
typedef struct {
uint8_t pip; //Pip index 0:spades, 1:hearths, 2:diamonds, 3:clubs
uint8_t character; //Card letter [0-12], 0 means 2, 12 is Ace
bool disabled;
bool flipped;
} Card;
typedef struct {
uint8_t deck_count; //Number of decks used
Card* cards; //Cards in the deck
int card_count;
int index; //Card index (to know where we at in the deck)
} Deck;
typedef struct {
Card* cards; //Cards in the deck
uint8_t index; //Current index
uint8_t max; //How many cards we want to store
} Hand;
//endregion
void set_card_graphics(const Icon* graphics);
/**
* Gets card coordinates at the index (range: 0-20).
*
* @param index Index to check 0-20
* @return Position of the card
*/
Vector card_pos_at_index(uint8_t index);
/**
* Draws card at a given coordinate (top-left corner)
*
* @param pos_x X position
* @param pos_y Y position
* @param pip Pip index 0:spades, 1:hearths, 2:diamonds, 3:clubs
* @param character Letter [0-12] 0 is 2, 12 is A
* @param canvas Pointer to Flipper's canvas object
*/
void draw_card_at(int8_t pos_x, int8_t pos_y, uint8_t pip, uint8_t character, Canvas* const canvas);
/**
* Draws card at a given coordinate (top-left corner)
*
* @param pos_x X position
* @param pos_y Y position
* @param pip Pip index 0:spades, 1:hearths, 2:diamonds, 3:clubs
* @param character Letter [0-12] 0 is 2, 12 is A
* @param inverted Invert colors
* @param canvas Pointer to Flipper's canvas object
*/
void draw_card_at_colored(
int8_t pos_x,
int8_t pos_y,
uint8_t pip,
uint8_t character,
bool inverted,
Canvas* const canvas);
/**
* Draws 'count' cards at the bottom right corner
*
* @param cards List of cards
* @param count Count of cards
* @param canvas Pointer to Flipper's canvas object
*/
void draw_deck(const Card* cards, uint8_t count, Canvas* const canvas);
/**
* Draws card back at a given coordinate (top-left corner)
*
* @param pos_x X coordinate
* @param pos_y Y coordinate
* @param canvas Pointer to Flipper's canvas object
*/
void draw_card_back_at(int8_t pos_x, int8_t pos_y, Canvas* const canvas);
/**
* Generates the deck
*
* @param deck_ptr Pointer to the deck
* @param deck_count Number of decks
*/
void generate_deck(Deck* deck_ptr, uint8_t deck_count);
/**
* Shuffles the deck
*
* @param deck_ptr Pointer to the deck
*/
void shuffle_deck(Deck* deck_ptr);
/**
* Calculates the hand count for blackjack
*
* @param cards List of cards
* @param count Count of cards
* @return Hand value
*/
uint8_t hand_count(const Card* cards, uint8_t count);
/**
* Draws card animation
*
* @param animatingCard Card to animate
* @param from Starting position
* @param control Quadratic lerp control point
* @param to End point
* @param t Current time (0-1)
* @param extra_margin Use extra margin at the end (arrives 0.2 unit before the end so it can stay there a bit)
* @param canvas Pointer to Flipper's canvas object
*/
void draw_card_animation(
Card animatingCard,
Vector from,
Vector control,
Vector to,
float t,
bool extra_margin,
Canvas* const canvas);
/**
* Init hand pointer
* @param hand_ptr Pointer to hand
* @param count Number of cards we want to store
*/
void init_hand(Hand* hand_ptr, uint8_t count);
/**
* Free hand resources
* @param hand_ptr Pointer to hand
*/
void free_hand(Hand* hand_ptr);
/**
* Add card to hand
* @param hand_ptr Pointer to hand
* @param card Card to add
*/
void add_to_hand(Hand* hand_ptr, Card card);
/**
* Draw card placement position at coordinate
* @param pos_x X coordinate
* @param pos_y Y coordinate
* @param highlighted Apply highlight effect
* @param canvas Canvas object
*/
void draw_card_space(int16_t pos_x, int16_t pos_y, bool highlighted, Canvas* const canvas);
/**
* Draws a column of card, displaying the last [max_cards] cards on the list
* @param hand Hand object
* @param pos_x X coordinate to draw
* @param pos_y Y coordinate to draw
* @param highlight Index to highlight, negative means no highlight
* @param canvas Canvas object
*/
void draw_hand_column(
Hand hand,
int16_t pos_x,
int16_t pos_y,
int8_t highlight,
Canvas* const canvas);
/**
* Removes a card from the deck (Be aware, if you remove the first item, the deck index will be at -1 so you have to handle that)
* @param index Index to remove
* @param deck Deck reference
* @return The removed card
*/
Card remove_from_deck(uint16_t index, Deck* deck);
int first_non_flipped_card(Hand hand);
void extract_hand_region(Hand* hand, Hand* to, uint8_t start_index);
void add_hand_region(Hand* to, Hand* from);

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#include "dml.h"
#include <math.h>
float lerp(float v0, float v1, float t) {
if(t > 1) return v1;
return (1 - t) * v0 + t * v1;
}
Vector lerp_2d(Vector start, Vector end, float t) {
return (Vector){
lerp(start.x, end.x, t),
lerp(start.y, end.y, t),
};
}
Vector quadratic_2d(Vector start, Vector control, Vector end, float t) {
return lerp_2d(lerp_2d(start, control, t), lerp_2d(control, end, t), t);
}
Vector vector_add(Vector a, Vector b) {
return (Vector){a.x + b.x, a.y + b.y};
}
Vector vector_sub(Vector a, Vector b) {
return (Vector){a.x - b.x, a.y - b.y};
}
Vector vector_mul_components(Vector a, Vector b) {
return (Vector){a.x * b.x, a.y * b.y};
}
Vector vector_div_components(Vector a, Vector b) {
return (Vector){a.x / b.x, a.y / b.y};
}
Vector vector_normalized(Vector a) {
float length = vector_magnitude(a);
return (Vector){a.x / length, a.y / length};
}
float vector_magnitude(Vector a) {
return sqrt(a.x * a.x + a.y * a.y);
}
float vector_distance(Vector a, Vector b) {
return vector_magnitude(vector_sub(a, b));
}
float vector_dot(Vector a, Vector b) {
Vector _a = vector_normalized(a);
Vector _b = vector_normalized(b);
return _a.x * _b.x + _a.y * _b.y;
}

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//
// Doofy's Math library
//
#pragma once
typedef struct {
float x;
float y;
} Vector;
#define min(a, b) ((a) < (b) ? (a) : (b))
#define max(a, b) ((a) > (b) ? (a) : (b))
#define abs(x) ((x) > 0 ? (x) : -(x))
/**
* Lerp function
*
* @param v0 Start value
* @param v1 End value
* @param t Time (0-1 range)
* @return Point between v0-v1 at a given time
*/
float lerp(float v0, float v1, float t);
/**
* 2D lerp function
*
* @param start Start vector
* @param end End vector
* @param t Time (0-1 range)
* @return 2d Vector between start and end at time
*/
Vector lerp_2d(Vector start, Vector end, float t);
/**
* Quadratic lerp function
*
* @param start Start vector
* @param control Control point
* @param end End vector
* @param t Time (0-1 range)
* @return 2d Vector at time
*/
Vector quadratic_2d(Vector start, Vector control, Vector end, float t);
/**
* Add vector components together
*
* @param a First vector
* @param b Second vector
* @return Resulting vector
*/
Vector vector_add(Vector a, Vector b);
/**
* Subtract vector components together
*
* @param a First vector
* @param b Second vector
* @return Resulting vector
*/
Vector vector_sub(Vector a, Vector b);
/**
* Multiplying vector components together
*
* @param a First vector
* @param b Second vector
* @return Resulting vector
*/
Vector vector_mul_components(Vector a, Vector b);
/**
* Dividing vector components
*
* @param a First vector
* @param b Second vector
* @return Resulting vector
*/
Vector vector_div_components(Vector a, Vector b);
/**
* Calculating Vector length
*
* @param a Direction vector
* @return Length of the vector
*/
float vector_magnitude(Vector a);
/**
* Get a normalized vector (length of 1)
*
* @param a Direction vector
* @return Normalized vector
*/
Vector vector_normalized(Vector a);
/**
* Calculate two vector's distance
*
* @param a First vector
* @param b Second vector
* @return Distance between vectors
*/
float vector_distance(Vector a, Vector b);
/**
* Calculate the dot product of the vectors.
* No need to normalize, it will do it
*
* @param a First vector
* @param b Second vector
* @return value from -1 to 1
*/
float vector_dot(Vector a, Vector b);

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#include "menu.h"
void add_menu(Menu* menu, const char* name, void (*callback)(void*)) {
MenuItem* items = menu->items;
menu->items = malloc(sizeof(MenuItem) * (menu->menu_count + 1));
for(uint8_t i = 0; i < menu->menu_count; i++) {
menu->items[i] = items[i];
}
free(items);
menu->items[menu->menu_count] = (MenuItem){name, true, callback};
menu->menu_count++;
}
void free_menu(Menu* menu) {
free(menu->items);
free(menu);
}
void set_menu_state(Menu* menu, uint8_t index, bool state) {
if(menu->menu_count > index) {
menu->items[index].enabled = state;
}
if(!state && menu->current_menu == index) move_menu(menu, 1);
}
void move_menu(Menu* menu, int8_t direction) {
if(!menu->enabled) return;
int max = menu->menu_count;
for(int8_t i = 0; i < max; i++) {
FURI_LOG_D(
"MENU",
"Iteration %i, current %i, direction %i, state %i",
i,
menu->current_menu,
direction,
menu->items[menu->current_menu].enabled ? 1 : 0);
if(direction < 0 && menu->current_menu == 0) {
menu->current_menu = menu->menu_count - 1;
} else {
menu->current_menu = (menu->current_menu + direction) % menu->menu_count;
}
FURI_LOG_D(
"MENU",
"After process current %i, direction %i, state %i",
menu->current_menu,
direction,
menu->items[menu->current_menu].enabled ? 1 : 0);
if(menu->items[menu->current_menu].enabled) {
FURI_LOG_D("MENU", "Next menu %i", menu->current_menu);
return;
}
}
FURI_LOG_D("MENU", "Not found, setting false");
menu->enabled = false;
}
void activate_menu(Menu* menu, void* state) {
if(!menu->enabled) return;
menu->items[menu->current_menu].callback(state);
}
void render_menu(Menu* menu, Canvas* canvas, uint8_t pos_x, uint8_t pos_y) {
if(!menu->enabled) return;
canvas_set_color(canvas, ColorWhite);
canvas_draw_rbox(canvas, pos_x, pos_y, menu->menu_width + 2, 10, 2);
uint8_t w = pos_x + menu->menu_width;
uint8_t h = pos_y + 10;
uint8_t p1x = pos_x + 2;
uint8_t p2x = pos_x + menu->menu_width - 2;
uint8_t p1y = pos_y + 2;
uint8_t p2y = pos_y + 8;
canvas_set_color(canvas, ColorBlack);
canvas_draw_line(canvas, p1x, pos_y, p2x, pos_y);
canvas_draw_line(canvas, p1x, h, p2x, h);
canvas_draw_line(canvas, pos_x, p1y, pos_x, p2y);
canvas_draw_line(canvas, w, p1y, w, p2y);
canvas_draw_dot(canvas, pos_x + 1, pos_y + 1);
canvas_draw_dot(canvas, w - 1, pos_y + 1);
canvas_draw_dot(canvas, w - 1, h - 1);
canvas_draw_dot(canvas, pos_x + 1, h - 1);
// canvas_draw_rbox(canvas, pos_x, pos_y, menu->menu_width + 2, 10, 2);
canvas_set_font(canvas, FontSecondary);
canvas_draw_str_aligned(
canvas,
pos_x + menu->menu_width / 2,
pos_y + 6,
AlignCenter,
AlignCenter,
menu->items[menu->current_menu].name);
//9*5
int center = pos_x + menu->menu_width / 2;
for(uint8_t i = 0; i < 4; i++) {
for(int8_t j = -i; j <= i; j++) {
canvas_draw_dot(canvas, center + j, pos_y - 4 + i);
canvas_draw_dot(canvas, center + j, pos_y + 14 - i);
}
}
}

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#pragma once
#include <furi.h>
#include <gui/gui.h>
typedef struct {
const char* name; //Name of the menu
bool enabled; //Is the menu item enabled (it will not render, you cannot select it)
void (*callback)(
void* state); //Callback for when the activate_menu is called while this menu is selected
} MenuItem;
typedef struct {
MenuItem* items; //list of menu items
uint8_t menu_count; //count of menu items (do not change)
uint8_t current_menu; //currently selected menu item
uint8_t menu_width; //width of the menu
bool enabled; //is the menu enabled (it will not render and accept events when disabled)
} Menu;
/**
* Cleans up the pointers used by the menu
*
* @param menu Pointer of the menu to clean up
*/
void free_menu(Menu* menu);
/**
* Add a new menu item
*
* @param menu Pointer of the menu
* @param name Name of the menu item
* @param callback Callback called on activation
*/
void add_menu(Menu* menu, const char* name, void (*callback)(void*));
/**
* Setting menu item to be enabled/disabled
*
* @param menu Pointer of the menu
* @param index Menu index to set
* @param state Enabled (true), Disabled(false)
*/
void set_menu_state(Menu* menu, uint8_t index, bool state);
/**
* Moves selection up or down
*
* @param menu Pointer of the menu
* @param direction Direction to move -1 down, 1 up
*/
void move_menu(Menu* menu, int8_t direction);
/**
* Triggers the current menu callback
*
* @param menu Pointer of the menu
* @param state Usually your application state
*/
void activate_menu(Menu* menu, void* state);
/**
* Renders the menu at a coordinate (call it in your render function).
*
* Keep in mind that Flipper has a 128x64 pixel screen resolution and the coordinate
* you give is the menu's rectangle top-left corner (arrows not included).
* The rectangle height is 10 px, the arrows have a 4 pixel height. Space needed is 18px.
* The width of the menu can be configured in the menu object.
*
*
* @param menu Pointer of the menu
* @param canvas Flippers Canvas pointer
* @param pos_x X position to draw
* @param pos_y Y position to draw
*/
void render_menu(Menu* menu, Canvas* canvas, uint8_t pos_x, uint8_t pos_y);

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#include "queue.h"
void render_queue(const QueueState* queue_state, const void* app_state, Canvas* const canvas) {
if(queue_state->current != NULL && queue_state->current->render != NULL)
((QueueItem*)queue_state->current)->render(app_state, canvas);
}
bool run_queue(QueueState* queue_state, void* app_state) {
if(queue_state->current != NULL) {
queue_state->running = true;
if((furi_get_tick() - queue_state->start) >= queue_state->current->duration)
dequeue(queue_state, app_state);
return true;
}
return false;
}
void dequeue(QueueState* queue_state, void* app_state) {
((QueueItem*)queue_state->current)->callback(app_state);
QueueItem* f = queue_state->current;
queue_state->current = f->next;
free(f);
if(queue_state->current != NULL) {
if(queue_state->current->start != NULL) queue_state->current->start(app_state);
queue_state->start = furi_get_tick();
} else {
queue_state->running = false;
}
}
void queue_clear(QueueState* queue_state) {
queue_state->running = false;
QueueItem* curr = queue_state->current;
while(curr != NULL) {
QueueItem* f = curr;
curr = curr->next;
free(f);
}
}
void enqueue(
QueueState* queue_state,
void* app_state,
void (*done)(void* state),
void (*start)(void* state),
void (*render)(const void* state, Canvas* const canvas),
uint32_t duration) {
QueueItem* next;
if(queue_state->current == NULL) {
queue_state->start = furi_get_tick();
queue_state->current = malloc(sizeof(QueueItem));
next = queue_state->current;
if(next->start != NULL) next->start(app_state);
} else {
next = queue_state->current;
while(next->next != NULL) {
next = (QueueItem*)(next->next);
}
next->next = malloc(sizeof(QueueItem));
next = next->next;
}
next->callback = done;
next->render = render;
next->start = start;
next->duration = duration;
next->next = NULL;
}

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#pragma once
#include <gui/gui.h>
#include <furi.h>
typedef struct {
void (*callback)(void* state); //Callback for when the item is dequeued
void (*render)(
const void* state,
Canvas* const canvas); //Callback for the rendering loop while this item is running
void (*start)(void* state); //Callback when this item is started running
void* next; //Pointer to the next item
uint32_t duration; //duration of the item
} QueueItem;
typedef struct {
unsigned int start; //current queue item start time
QueueItem* current; //current queue item
bool running; //is the queue running
} QueueState;
/**
* Enqueue a new item.
*
* @param queue_state The queue state pointer
* @param app_state Your app state
* @param done Callback for dequeue event
* @param start Callback for when the item is activated
* @param render Callback to render loop if needed
* @param duration Length of the item
*/
void enqueue(
QueueState* queue_state,
void* app_state,
void (*done)(void* state),
void (*start)(void* state),
void (*render)(const void* state, Canvas* const canvas),
uint32_t duration);
/**
* Clears all queue items
*
* @param queue_state The queue state pointer
*/
void queue_clear(QueueState* queue_state);
/**
* Dequeues the active queue item. Usually you don't need to call it directly.
*
* @param queue_state The queue state pointer
* @param app_state Your application state
*/
void dequeue(QueueState* queue_state, void* app_state);
/**
* Runs the queue logic (place it in your tick function)
*
* @param queue_state The queue state pointer
* @param app_state Your application state
* @return FALSE when there is nothing to run, TRUE otherwise
*/
bool run_queue(QueueState* queue_state, void* app_state);
/**
* Calls the currently active queue items render callback (if there is any)
*
* @param queue_state The queue state pointer
* @param app_state Your application state
* @param canvas Pointer to Flipper's canvas object
*/
void render_queue(const QueueState* queue_state, const void* app_state, Canvas* const canvas);

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#include "ui.h"
#include <gui/canvas_i.h>
#include <u8g2_glue.h>
#include <gui/icon_animation_i.h>
#include <gui/icon.h>
#include <gui/icon_i.h>
#include <furi_hal.h>
TileMap* tileMap;
uint8_t tileMapCount = 0;
void ui_cleanup() {
if(tileMap != NULL) {
for(uint8_t i = 0; i < tileMapCount; i++) {
if(tileMap[i].data != NULL) free(tileMap[i].data);
}
free(tileMap);
}
}
void add_new_tilemap(uint8_t* data, unsigned long iconId) {
TileMap* old = tileMap;
tileMapCount++;
tileMap = malloc(sizeof(TileMap) * tileMapCount);
if(tileMapCount > 1) {
for(uint8_t i = 0; i < tileMapCount; i++) tileMap[i] = old[i];
}
tileMap[tileMapCount - 1] = (TileMap){data, iconId};
}
uint8_t* get_tilemap(unsigned long icon_id) {
for(uint8_t i = 0; i < tileMapCount; i++) {
if(tileMap[i].iconId == icon_id) return tileMap[i].data;
}
return NULL;
}
uint32_t pixel_index(uint8_t x, uint8_t y) {
return y * SCREEN_WIDTH + x;
}
bool in_screen(int16_t x, int16_t y) {
return x >= 0 && x < SCREEN_WIDTH && y >= 0 && y < SCREEN_HEIGHT;
}
unsigned flipBit(uint8_t x, uint8_t bit) {
return x ^ (1 << bit);
}
unsigned setBit(uint8_t x, uint8_t bit) {
return x | (1 << bit);
}
unsigned unsetBit(uint8_t x, uint8_t bit) {
return x & ~(1 << bit);
}
bool test_pixel(uint8_t* data, uint8_t x, uint8_t y, uint8_t w) {
uint8_t current_bit = (y % 8);
uint8_t current_row = ((y - current_bit) / 8);
uint8_t current_value = data[current_row * w + x];
return current_value & (1 << current_bit);
}
uint8_t* get_buffer(Canvas* const canvas) {
return canvas->fb.tile_buf_ptr;
// return canvas_get_buffer(canvas);
}
uint8_t* make_buffer() {
return malloc(sizeof(uint8_t) * 8 * 128);
}
void clone_buffer(uint8_t* canvas, uint8_t* data) {
for(int i = 0; i < 1024; i++) {
data[i] = canvas[i];
}
}
bool read_pixel(Canvas* const canvas, int16_t x, int16_t y) {
if(in_screen(x, y)) {
return test_pixel(get_buffer(canvas), x, y, SCREEN_WIDTH);
}
return false;
}
void set_pixel(Canvas* const canvas, int16_t x, int16_t y, DrawMode draw_mode) {
if(in_screen(x, y)) {
uint8_t current_bit = (y % 8);
uint8_t current_row = ((y - current_bit) / 8);
uint32_t i = pixel_index(x, current_row);
uint8_t* buffer = get_buffer(canvas);
uint8_t current_value = buffer[i];
if(draw_mode == Inverse) {
buffer[i] = flipBit(current_value, current_bit);
} else {
if(draw_mode == White) {
buffer[i] = unsetBit(current_value, current_bit);
} else {
buffer[i] = setBit(current_value, current_bit);
}
}
}
}
void draw_line(
Canvas* const canvas,
int16_t x1,
int16_t y1,
int16_t x2,
int16_t y2,
DrawMode draw_mode) {
for(int16_t x = x2; x >= x1; x--) {
for(int16_t y = y2; y >= y1; y--) {
set_pixel(canvas, x, y, draw_mode);
}
}
}
void draw_rounded_box_frame(
Canvas* const canvas,
int16_t x,
int16_t y,
uint8_t w,
uint8_t h,
DrawMode draw_mode) {
int16_t xMinCorner = x + 1;
int16_t xMax = x + w - 1;
int16_t xMaxCorner = x + w - 2;
int16_t yMinCorner = y + 1;
int16_t yMax = y + h - 1;
int16_t yMaxCorner = y + h - 2;
draw_line(canvas, xMinCorner, y, xMaxCorner, y, draw_mode);
draw_line(canvas, xMinCorner, yMax, xMaxCorner, yMax, draw_mode);
draw_line(canvas, x, yMinCorner, x, yMaxCorner, draw_mode);
draw_line(canvas, xMax, yMinCorner, xMax, yMaxCorner, draw_mode);
}
void draw_rounded_box(
Canvas* const canvas,
int16_t x,
int16_t y,
uint8_t w,
uint8_t h,
DrawMode draw_mode) {
for(int16_t o = w - 2; o >= 1; o--) {
for(int16_t p = h - 2; p >= 1; p--) {
set_pixel(canvas, x + o, y + p, draw_mode);
}
}
draw_rounded_box_frame(canvas, x, y, w, h, draw_mode);
}
void invert_shape(Canvas* const canvas, uint8_t* data, int16_t x, int16_t y, uint8_t w, uint8_t h) {
draw_pixels(canvas, data, x, y, w, h, Inverse);
}
void draw_pixels(
Canvas* const canvas,
uint8_t* data,
int16_t x,
int16_t y,
uint8_t w,
uint8_t h,
DrawMode drawMode) {
for(int8_t o = 0; o < w; o++) {
for(int8_t p = 0; p < h; p++) {
if(in_screen(o + x, p + y) && data[p * w + o] == 1)
set_pixel(canvas, o + x, p + y, drawMode);
}
}
}
void draw_rectangle(
Canvas* const canvas,
int16_t x,
int16_t y,
uint8_t w,
uint8_t h,
DrawMode drawMode) {
for(int8_t o = 0; o < w; o++) {
for(int8_t p = 0; p < h; p++) {
if(in_screen(o + x, p + y)) {
set_pixel(canvas, o + x, p + y, drawMode);
}
}
}
}
void invert_rectangle(Canvas* const canvas, int16_t x, int16_t y, uint8_t w, uint8_t h) {
draw_rectangle(canvas, x, y, w, h, Inverse);
}
uint8_t* image_data(Canvas* const canvas, const Icon* icon) {
uint8_t* data = malloc(sizeof(uint8_t) * 8 * 128);
uint8_t* screen = canvas->fb.tile_buf_ptr;
canvas->fb.tile_buf_ptr = data;
canvas_draw_icon(canvas, 0, 0, icon);
canvas->fb.tile_buf_ptr = screen;
return data;
}
uint8_t* getOrAddIconData(Canvas* const canvas, const Icon* icon) {
uint8_t* icon_data = get_tilemap((unsigned long)icon);
if(icon_data == NULL) {
icon_data = image_data(canvas, icon);
add_new_tilemap(icon_data, (unsigned long)icon);
}
return icon_data;
}
void draw_icon_clip(
Canvas* const canvas,
const Icon* icon,
int16_t x,
int16_t y,
uint8_t left,
uint8_t top,
uint8_t w,
uint8_t h,
DrawMode drawMode) {
uint8_t* icon_data = getOrAddIconData(canvas, icon);
for(int i = 0; i < w; i++) {
for(int j = 0; j < h; j++) {
bool on = test_pixel(icon_data, left + i, top + j, SCREEN_WIDTH);
if(drawMode == Filled) {
set_pixel(canvas, x + i, y + j, on ? Black : White);
} else if(on)
set_pixel(canvas, x + i, y + j, drawMode);
}
}
}
void draw_icon_clip_flipped(
Canvas* const canvas,
const Icon* icon,
int16_t x,
int16_t y,
uint8_t left,
uint8_t top,
uint8_t w,
uint8_t h,
DrawMode drawMode) {
uint8_t* icon_data = getOrAddIconData(canvas, icon);
for(int i = 0; i < w; i++) {
for(int j = 0; j < h; j++) {
bool on = test_pixel(icon_data, left + i, top + j, SCREEN_WIDTH);
if(drawMode == Filled) {
set_pixel(canvas, x + w - i - 1, y + h - j - 1, on ? Black : White);
} else if(on)
set_pixel(canvas, x + w - i - 1, y + h - j - 1, drawMode);
}
}
}

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#pragma once
#include <furi.h>
#include <gui/canvas.h>
#define SCREEN_WIDTH 128
#define SCREEN_HEIGHT 64
typedef enum {
Black,
White,
Inverse,
Filled //Currently only for Icon clip drawing
} DrawMode;
// size is the screen size
typedef struct {
uint8_t* data;
unsigned long iconId;
} TileMap;
bool test_pixel(uint8_t* data, uint8_t x, uint8_t y, uint8_t w);
uint8_t* image_data(Canvas* const canvas, const Icon* icon);
uint32_t pixel_index(uint8_t x, uint8_t y);
void draw_icon_clip(
Canvas* const canvas,
const Icon* icon,
int16_t x,
int16_t y,
uint8_t left,
uint8_t top,
uint8_t w,
uint8_t h,
DrawMode drawMode);
void draw_icon_clip_flipped(
Canvas* const canvas,
const Icon* icon,
int16_t x,
int16_t y,
uint8_t left,
uint8_t top,
uint8_t w,
uint8_t h,
DrawMode drawMode);
void draw_rounded_box(
Canvas* const canvas,
int16_t x,
int16_t y,
uint8_t w,
uint8_t h,
DrawMode drawMode);
void draw_rounded_box_frame(
Canvas* const canvas,
int16_t x,
int16_t y,
uint8_t w,
uint8_t h,
DrawMode drawMode);
void draw_rectangle(
Canvas* const canvas,
int16_t x,
int16_t y,
uint8_t w,
uint8_t h,
DrawMode drawMode);
void invert_rectangle(Canvas* const canvas, int16_t x, int16_t y, uint8_t w, uint8_t h);
void invert_shape(Canvas* const canvas, uint8_t* data, int16_t x, int16_t y, uint8_t w, uint8_t h);
void draw_pixels(
Canvas* const canvas,
uint8_t* data,
int16_t x,
int16_t y,
uint8_t w,
uint8_t h,
DrawMode drawMode);
bool read_pixel(Canvas* const canvas, int16_t x, int16_t y);
void set_pixel(Canvas* const canvas, int16_t x, int16_t y, DrawMode draw_mode);
void draw_line(
Canvas* const canvas,
int16_t x1,
int16_t y1,
int16_t x2,
int16_t y2,
DrawMode draw_mode);
bool in_screen(int16_t x, int16_t y);
void ui_cleanup();
uint8_t* get_buffer(Canvas* const canvas);
uint8_t* make_buffer();
void clone_buffer(uint8_t* canvas, uint8_t* data);

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#pragma once
#include <furi.h>
#include <input/input.h>
#include <gui/elements.h>
#include <flipper_format/flipper_format.h>
#include <flipper_format/flipper_format_i.h>
#include "common/card.h"
#include "common/queue.h"
#define APP_NAME "Solitaire"
typedef enum {
EventTypeTick,
EventTypeKey,
} EventType;
typedef struct {
EventType type;
InputEvent input;
} AppEvent;
typedef enum { GameStateGameOver, GameStateStart, GameStatePlay, GameStateAnimate } PlayState;
typedef struct {
uint8_t* buffer;
Card card;
int8_t deck;
int indexes[4];
float x;
float y;
float vx;
float vy;
bool started;
} CardAnimation;
typedef struct {
Deck deck;
Hand bottom_columns[7];
Card top_cards[4];
bool dragging_deck;
uint8_t dragging_column;
Hand dragging_hand;
InputKey input;
bool started;
bool processing;
bool longPress;
PlayState state;
unsigned int last_tick;
uint8_t selectRow;
uint8_t selectColumn;
int8_t selected_card;
CardAnimation animation;
uint8_t* buffer;
} GameState;

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#include <stdlib.h>
#include <dolphin/dolphin.h>
#include <furi.h>
#include <gui/canvas_i.h>
#include "defines.h"
#include "common/ui.h"
#include "Solitaire_icons.h"
#include <notification/notification.h>
#include <notification/notification_messages.h>
void init(GameState* game_state);
const NotificationSequence sequence_fail = {
&message_vibro_on,
&message_note_c4,
&message_delay_10,
&message_vibro_off,
&message_sound_off,
&message_delay_10,
&message_vibro_on,
&message_note_a3,
&message_delay_10,
&message_vibro_off,
&message_sound_off,
NULL,
};
int8_t columns[7][3] = {
{1, 1, 25},
{19, 1, 25},
{37, 1, 25},
{55, 1, 25},
{73, 1, 25},
{91, 1, 25},
{109, 1, 25},
};
bool can_place_card(Card where, Card what) {
FURI_LOG_D(
APP_NAME,
"TESTING pip %i, letter %i with pip %i, letter %i",
where.pip,
where.character,
what.pip,
what.character);
bool a_black = where.pip == 0 || where.pip == 3;
bool b_black = what.pip == 0 || what.pip == 3;
if(a_black == b_black) return false;
int8_t a_letter = (int8_t)where.character;
int8_t b_letter = (int8_t)what.character;
if(a_letter == 12) a_letter = -1;
if(b_letter == 12) b_letter = -1;
return (a_letter - 1) == b_letter;
}
static void draw_scene(Canvas* const canvas, const GameState* game_state) {
int deckIndex = game_state->deck.index;
if(game_state->dragging_deck) deckIndex--;
if((game_state->deck.index < (game_state->deck.card_count - 1) ||
game_state->deck.index == -1) &&
game_state->deck.card_count > 0) {
draw_card_back_at(columns[0][0], columns[0][1], canvas);
if(game_state->selectRow == 0 && game_state->selectColumn == 0) {
draw_rounded_box(
canvas,
columns[0][0] + 1,
columns[0][1] + 1,
CARD_WIDTH - 2,
CARD_HEIGHT - 2,
Inverse);
}
} else
draw_card_space(
columns[0][0],
columns[0][1],
game_state->selectRow == 0 && game_state->selectColumn == 0,
canvas);
//deck side
if(deckIndex >= 0) {
Card c = game_state->deck.cards[deckIndex];
draw_card_at_colored(
columns[1][0],
columns[1][1],
c.pip,
c.character,
game_state->selectRow == 0 && game_state->selectColumn == 1,
canvas);
} else
draw_card_space(
columns[1][0],
columns[1][1],
game_state->selectRow == 0 && game_state->selectColumn == 1,
canvas);
for(uint8_t i = 0; i < 4; i++) {
Card current = game_state->top_cards[i];
bool selected = game_state->selectRow == 0 && game_state->selectColumn == (i + 3);
if(current.disabled) {
draw_card_space(columns[i + 3][0], columns[i + 3][1], selected, canvas);
} else {
draw_card_at(
columns[i + 3][0], columns[i + 3][1], current.pip, current.character, canvas);
if(selected) {
draw_rounded_box(
canvas, columns[i + 3][0], columns[i + 3][1], CARD_WIDTH, CARD_HEIGHT, Inverse);
}
}
}
for(uint8_t i = 0; i < 7; i++) {
bool selected = game_state->selectRow == 1 && game_state->selectColumn == i;
int8_t index = (game_state->bottom_columns[i].index - 1 - game_state->selected_card);
if(index < 0) index = 0;
draw_hand_column(
game_state->bottom_columns[i],
columns[i][0],
columns[i][2],
selected ? index : -1,
canvas);
}
int8_t pos[2] = {
columns[game_state->selectColumn][0],
columns[game_state->selectColumn][game_state->selectRow + 1]};
/* draw_icon_clip(canvas, &I_card_graphics, pos[0] + CARD_HALF_WIDTH, pos[1] + CARD_HALF_HEIGHT, 30, 5, 5, 5,
Filled);*/
if(game_state->dragging_hand.index > 0) {
draw_hand_column(
game_state->dragging_hand,
pos[0] + CARD_HALF_WIDTH + 3,
pos[1] + CARD_HALF_HEIGHT + 3,
-1,
canvas);
}
}
static void draw_animation(Canvas* const canvas, const GameState* game_state) {
if(!game_state->animation.started) {
draw_scene(canvas, game_state);
} else {
clone_buffer(game_state->animation.buffer, get_buffer(canvas));
draw_card_at(
(int8_t)game_state->animation.x,
(int8_t)game_state->animation.y,
game_state->animation.card.pip,
game_state->animation.card.character,
canvas);
}
clone_buffer(get_buffer(canvas), game_state->animation.buffer);
}
static void render_callback(Canvas* const canvas, void* ctx) {
const GameState* game_state = acquire_mutex((ValueMutex*)ctx, 25);
if(game_state == NULL) {
return;
}
switch(game_state->state) {
case GameStateAnimate:
draw_animation(canvas, game_state);
break;
case GameStateStart:
canvas_draw_icon(canvas, 0, 0, &I_solitaire_main);
break;
case GameStatePlay:
draw_scene(canvas, game_state);
break;
default:
break;
}
release_mutex((ValueMutex*)ctx, game_state);
}
void remove_drag(GameState* game_state) {
if(game_state->dragging_deck) {
remove_from_deck(game_state->deck.index, &(game_state->deck));
game_state->dragging_deck = false;
} else if(game_state->dragging_column < 7) {
game_state->dragging_column = 8;
}
game_state->dragging_hand.index = 0;
}
bool handleInput(GameState* game_state) {
Hand currentHand = game_state->bottom_columns[game_state->selectColumn];
switch(game_state->input) {
case InputKeyUp:
if(game_state->selectRow > 0) {
int first = first_non_flipped_card(currentHand);
first = currentHand.index - first;
if((first - 1) > game_state->selected_card && game_state->dragging_hand.index == 0 &&
!game_state->longPress) {
game_state->selected_card++;
} else {
game_state->selectRow--;
game_state->selected_card = 0;
}
}
break;
case InputKeyDown:
if(game_state->selectRow < 1) {
game_state->selectRow++;
game_state->selected_card = 0;
} else {
if(game_state->selected_card > 0) {
if(game_state->longPress)
game_state->selected_card = 0;
else
game_state->selected_card--;
}
}
break;
case InputKeyRight:
if(game_state->selectColumn < 6) {
game_state->selectColumn++;
game_state->selected_card = 0;
}
break;
case InputKeyLeft:
if(game_state->selectColumn > 0) {
game_state->selectColumn--;
game_state->selected_card = 0;
}
break;
case InputKeyOk:
return true;
break;
default:
break;
}
if(game_state->selectRow == 0 && game_state->selectColumn == 2) {
if(game_state->input == InputKeyRight)
game_state->selectColumn++;
else
game_state->selectColumn--;
}
if(game_state->dragging_hand.index > 0) game_state->selected_card = 0;
return false;
}
bool place_on_top(Card* where, Card what) {
if(where->disabled && what.character == 12) {
where->disabled = what.disabled;
where->pip = what.pip;
where->character = what.character;
return true;
} else if(where->pip == what.pip) {
int8_t a_letter = (int8_t)where->character;
int8_t b_letter = (int8_t)what.character;
if(a_letter == 12) a_letter = -1;
if(b_letter == 12) b_letter = -1;
if((a_letter + 1) == b_letter) {
where->disabled = what.disabled;
where->pip = what.pip;
where->character = what.character;
return true;
}
}
return false;
}
void tick(GameState* game_state, NotificationApp* notification) {
game_state->last_tick = furi_get_tick();
uint8_t row = game_state->selectRow;
uint8_t column = game_state->selectColumn;
if(game_state->state != GameStatePlay && game_state->state != GameStateAnimate) return;
bool wasAction = false;
if(game_state->state == GameStatePlay) {
if(game_state->top_cards[0].character == 11 && game_state->top_cards[1].character == 11 &&
game_state->top_cards[2].character == 11 && game_state->top_cards[3].character == 11) {
game_state->state = GameStateAnimate;
return;
}
}
if(handleInput(game_state)) {
if(game_state->state == GameStatePlay) {
if(game_state->longPress && game_state->dragging_hand.index == 1) {
for(uint8_t i = 0; i < 4; i++) {
if(place_on_top(
&(game_state->top_cards[i]), game_state->dragging_hand.cards[0])) {
remove_drag(game_state);
wasAction = true;
break;
}
}
} else {
if(row == 0 && column == 0 && game_state->dragging_hand.index == 0) {
FURI_LOG_D(APP_NAME, "Drawing card");
game_state->deck.index++;
wasAction = true;
if(game_state->deck.index >= (game_state->deck.card_count))
game_state->deck.index = -1;
}
//pick/place from deck
else if(row == 0 && column == 1) {
//place
if(game_state->dragging_deck) {
wasAction = true;
game_state->dragging_deck = false;
game_state->dragging_hand.index = 0;
}
//pick
else {
if(game_state->dragging_hand.index == 0 && game_state->deck.index >= 0) {
wasAction = true;
game_state->dragging_deck = true;
add_to_hand(
&(game_state->dragging_hand),
game_state->deck.cards[game_state->deck.index]);
}
}
}
//place on top row
else if(row == 0 && game_state->dragging_hand.index == 1) {
column -= 3;
Card currCard = game_state->dragging_hand.cards[0];
wasAction = place_on_top(&(game_state->top_cards[column]), currCard);
if(wasAction) remove_drag(game_state);
}
//pick/place from bottom
else if(row == 1) {
Hand* curr_hand = &(game_state->bottom_columns[column]);
//pick up
if(game_state->dragging_hand.index == 0) {
Card curr_card = curr_hand->cards[curr_hand->index - 1];
if(curr_card.flipped) {
curr_hand->cards[curr_hand->index - 1].flipped = false;
wasAction = true;
} else {
if(curr_hand->index > 0) {
extract_hand_region(
curr_hand,
&(game_state->dragging_hand),
curr_hand->index - game_state->selected_card - 1);
game_state->selected_card = 0;
game_state->dragging_column = column;
wasAction = true;
}
}
}
//place
else {
Card first = game_state->dragging_hand.cards[0];
if(game_state->dragging_column == column ||
(curr_hand->index == 0 && first.character == 11) ||
can_place_card(curr_hand->cards[curr_hand->index - 1], first)) {
add_hand_region(curr_hand, &(game_state->dragging_hand));
remove_drag(game_state);
wasAction = true;
}
}
}
}
if(!wasAction) {
notification_message(notification, &sequence_fail);
}
}
}
if(game_state->state == GameStateAnimate) {
if(game_state->animation.started && !game_state->longPress &&
game_state->input == InputKeyOk) {
init(game_state);
game_state->state = GameStateStart;
}
game_state->animation.started = true;
if(game_state->animation.x < -20 || game_state->animation.x > 128) {
game_state->animation.deck++;
if(game_state->animation.deck > 3) game_state->animation.deck = 0;
int8_t cardIndex = 11 - game_state->animation.indexes[game_state->animation.deck];
if(game_state->animation.indexes[0] == 13 && game_state->animation.indexes[1] == 13 &&
game_state->animation.indexes[2] == 13 && game_state->animation.indexes[3] == 13) {
init(game_state);
game_state->state = GameStateStart;
return;
}
if(cardIndex == -1) cardIndex = 12;
game_state->animation.card = (Card){
game_state->top_cards[game_state->animation.deck].pip, cardIndex, false, false};
game_state->animation.indexes[game_state->animation.deck]++;
game_state->animation.vx = -(rand() % 3 + 1) * (rand() % 2 == 1 ? 1 : -1);
game_state->animation.vy = (rand() % 3 + 1);
game_state->animation.x = columns[game_state->animation.deck + 3][0];
game_state->animation.y = columns[game_state->animation.deck + 3][1];
}
game_state->animation.x += game_state->animation.vx;
game_state->animation.y -= game_state->animation.vy;
game_state->animation.vy -= 1;
if(game_state->animation.vy < -10) game_state->animation.vy = -10;
if(game_state->animation.y > 41) {
game_state->animation.y = 41;
game_state->animation.vy = -(game_state->animation.vy * 0.7f);
}
}
}
void init(GameState* game_state) {
game_state->selectColumn = 0;
game_state->selected_card = 0;
game_state->selectRow = 0;
generate_deck(&(game_state->deck), 1);
shuffle_deck(&(game_state->deck));
game_state->dragging_deck = false;
game_state->animation.started = false;
game_state->animation.deck = -1;
game_state->animation.x = -21;
game_state->state = GameStatePlay;
game_state->dragging_column = 8;
for(uint8_t i = 0; i < 7; i++) {
free_hand(&(game_state->bottom_columns[i]));
init_hand(&(game_state->bottom_columns[i]), 21);
game_state->bottom_columns[i].index = 0;
for(uint8_t j = 0; j <= i; j++) {
Card cur = remove_from_deck(0, &(game_state->deck));
cur.flipped = i != j;
add_to_hand(&(game_state->bottom_columns[i]), cur);
}
}
for(uint8_t i = 0; i < 4; i++) {
game_state->animation.indexes[i] = 0;
game_state->top_cards[i] = (Card){0, 0, true, false};
}
game_state->deck.index = -1;
}
void init_start(GameState* game_state) {
game_state->input = InputKeyMAX;
for(uint8_t i = 0; i < 7; i++) init_hand(&(game_state->bottom_columns[i]), 21);
init_hand(&(game_state->dragging_hand), 13);
game_state->animation.buffer = make_buffer();
}
static void input_callback(InputEvent* input_event, FuriMessageQueue* event_queue) {
furi_assert(event_queue);
AppEvent event = {.type = EventTypeKey, .input = *input_event};
furi_message_queue_put(event_queue, &event, FuriWaitForever);
}
static void update_timer_callback(FuriMessageQueue* event_queue) {
furi_assert(event_queue);
AppEvent event = {.type = EventTypeTick};
furi_message_queue_put(event_queue, &event, 0);
}
int32_t solitaire_app(void* p) {
UNUSED(p);
int32_t return_code = 0;
FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(AppEvent));
GameState* game_state = malloc(sizeof(GameState));
init_start(game_state);
set_card_graphics(&I_card_graphics);
game_state->state = GameStateStart;
game_state->processing = true;
ValueMutex state_mutex;
if(!init_mutex(&state_mutex, game_state, sizeof(GameState))) {
FURI_LOG_E(APP_NAME, "cannot create mutex\r\n");
return_code = 255;
goto free_and_exit;
}
NotificationApp* notification = furi_record_open(RECORD_NOTIFICATION);
notification_message_block(notification, &sequence_display_backlight_enforce_on);
ViewPort* view_port = view_port_alloc();
view_port_draw_callback_set(view_port, render_callback, &state_mutex);
view_port_input_callback_set(view_port, input_callback, event_queue);
FuriTimer* timer = furi_timer_alloc(update_timer_callback, FuriTimerTypePeriodic, event_queue);
furi_timer_start(timer, furi_kernel_get_tick_frequency() / 30);
Gui* gui = furi_record_open("gui");
gui_add_view_port(gui, view_port, GuiLayerFullscreen);
AppEvent event;
for(bool processing = true; processing;) {
FuriStatus event_status = furi_message_queue_get(event_queue, &event, 150);
GameState* localstate = (GameState*)acquire_mutex_block(&state_mutex);
bool hadChange = false;
if(event_status == FuriStatusOk) {
if(event.type == EventTypeKey) {
if(event.input.type == InputTypeLong) {
game_state->longPress = true;
switch(event.input.key) {
case InputKeyUp:
case InputKeyDown:
case InputKeyRight:
case InputKeyLeft:
case InputKeyOk:
localstate->input = event.input.key;
break;
case InputKeyBack:
processing = false;
return_code = 1;
default:
break;
}
} else if(event.input.type == InputTypePress) {
game_state->longPress = false;
switch(event.input.key) {
case InputKeyUp:
case InputKeyDown:
case InputKeyRight:
case InputKeyLeft:
case InputKeyOk:
if(event.input.key == InputKeyOk && localstate->state == GameStateStart) {
localstate->state = GameStatePlay;
init(game_state);
} else {
hadChange = true;
localstate->input = event.input.key;
}
break;
case InputKeyBack:
init(game_state);
processing = false;
return_code = 1;
break;
default:
break;
}
}
} else if(event.type == EventTypeTick) {
tick(localstate, notification);
processing = localstate->processing;
localstate->input = InputKeyMAX;
}
} else {
//FURI_LOG_W(APP_NAME, "osMessageQueue: event timeout");
// event timeout
}
if(hadChange || game_state->state == GameStateAnimate) view_port_update(view_port);
release_mutex(&state_mutex, localstate);
}
notification_message_block(notification, &sequence_display_backlight_enforce_auto);
furi_timer_free(timer);
view_port_enabled_set(view_port, false);
gui_remove_view_port(gui, view_port);
furi_record_close(RECORD_GUI);
furi_record_close(RECORD_NOTIFICATION);
view_port_free(view_port);
delete_mutex(&state_mutex);
free_and_exit:
free(game_state->animation.buffer);
ui_cleanup();
for(uint8_t i = 0; i < 7; i++) free_hand(&(game_state->bottom_columns[i]));
free(game_state->deck.cards);
free(game_state);
furi_message_queue_free(event_queue);
return return_code;
}

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