flipperzero-firmware/applications/dolphin/scenes/scene.h

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C
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#pragma once
#include <furi.h>
#include <gui/gui_i.h>
#include <u8g2/u8g2.h>
// global
#define SCALE 32
// screen
#define SCREEN_WIDTH GUI_DISPLAY_WIDTH
#define SCREEN_HEIGHT GUI_DISPLAY_HEIGHT
#define BONDARIES_X_LEFT 40
#define BONDARIES_X_RIGHT 88
// player
#define DOLPHIN_WIDTH 32
#define DOLPHIN_HEIGHT 32
#define DOLPHIN_CENTER (SCREEN_WIDTH / 2 - DOLPHIN_WIDTH)
#define SPEED_X 4
#define SPEED_Y 4
#define ACTIONS_NUM 4
#define DOLPHIN_DEFAULT_Y 2
#define MAX_FRAMES 3
// world
#define WORLD_WIDTH 256
#define WORLD_HEIGHT 192
#define LAYERS 8
#define DOLPHIN_LAYER 6
#define PARALLAX_MOD 7
#define PARALLAX(layer) layer / PARALLAX_MOD - layer
#define DIALOG_PROGRESS 250
enum Actions { IDLE = 0, EMOTE, INTERACT, MINDCONTROL };
static const uint16_t default_timeout[] =
{[IDLE] = 100, [EMOTE] = 50, [INTERACT] = 10, [MINDCONTROL] = 50};
typedef enum {
EventTypeTick,
EventTypeKey,
} EventType;
typedef struct {
union {
InputEvent input;
} value;
EventType type;
} AppEvent;
typedef struct {
int32_t x;
int32_t y;
} Vec2;
typedef struct {
osMessageQueueId_t mqueue;
Gui* gui;
ViewPort* view_port;
osTimerId_t* timer;
} SceneAppGui;
typedef struct {
uint8_t layer;
uint16_t timeout;
Vec2 pos;
uint8_t width;
uint8_t height;
void (*draw)(Canvas* canvas, void* model);
void (*callback)(Canvas* canvas, void* model);
} Item;
typedef enum {
DirUp = 0,
DirRight,
DirDown,
DirLeft,
} FrameDirectionEnum;
typedef struct {
const Icon* f;
const Icon* b;
} DolphinGfxAsset;
typedef struct {
const DolphinGfxAsset frames[MAX_FRAMES];
const uint8_t total;
} DolphinFrame;
typedef struct {
Vec2 player;
Vec2 player_global;
Vec2 player_v;
Vec2 screen;
FrameDirectionEnum frame_group;
FrameDirectionEnum last_group;
FrameDirectionEnum frame_pending;
FrameDirectionEnum frame_type;
const DolphinFrame* current_frame;
bool transition;
bool transition_pending;
bool use_pending;
bool debug;
uint8_t player_anim;
uint8_t frame_idx;
uint8_t scene_id;
uint8_t emote_id;
uint8_t previous_emote;
uint8_t action;
uint8_t prev_action;
uint8_t action_timeout;
uint8_t dialog_progress;
FuriThread* scene_app_thread;
} SceneState;
void dolphin_scene_render(SceneState* state, Canvas* canvas, uint32_t t);
void dolphin_scene_render_dolphin(SceneState* state, Canvas* canvas);
void dolphin_scene_handle_user_input(SceneState* state, InputEvent* input);
void dolphin_scene_coordinates(SceneState* state, uint32_t dt);
void dolphin_scene_render_state(SceneState* state, Canvas* canvas);
void dolphin_scene_update_state(SceneState* state, uint32_t t, uint32_t dt);
void dolphin_scene_redraw(Canvas* canvas, void* ctx);
void dolphin_scene_tick_handler(SceneState* state, uint32_t t, uint32_t dt);
void dolphin_scene_handle_input(SceneState* state, InputEvent* input);