[FL-1675] Dolphin scene and included apps removed #638

Co-authored-by: あく <alleteam@gmail.com>
This commit is contained in:
its your bedtime 2021-08-17 00:53:35 +03:00 committed by GitHub
parent c122317468
commit 1f192c4a48
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
165 changed files with 0 additions and 2207 deletions

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@ -28,9 +28,6 @@ extern int32_t keypad_test_app(void* p);
extern int32_t lfrfid_app(void* p);
extern int32_t lfrfid_debug_app(void* p);
extern int32_t nfc_app(void* p);
extern int32_t passport_app(void* p);
extern int32_t food_minigame_app(void* p);
extern int32_t scene_app(void* p);
extern int32_t scened_app(void* p);
extern int32_t storage_test_app(void* p);
extern int32_t subghz_app(void* p);
@ -248,19 +245,6 @@ const FlipperApplication FLIPPER_ARCHIVE =
{.app = archive_app, .name = "Archive", .stack_size = 4096, .icon = &A_FileManager_14};
#endif
#ifdef SRV_DOLPHIN
const FlipperApplication FLIPPER_SCENE =
{.app = scene_app, .name = "Scenes", .stack_size = 1024, .icon = &A_Games_14};
const FlipperApplication FLIPPER_SCENE_APPS[] = {
{.app = passport_app, .name = "Passport", .stack_size = 1024, .icon = &A_Games_14},
{.app = food_minigame_app, .name = "Food minigame", .stack_size = 1024, .icon = &A_Games_14},
};
const size_t FLIPPER_SCENE_APPS_COUNT = sizeof(FLIPPER_SCENE_APPS) / sizeof(FlipperApplication);
#endif
// Settings menu
const FlipperApplication FLIPPER_SETTINGS_APPS[] = {
#ifdef SRV_NOTIFICATION

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@ -119,12 +119,6 @@ bool dolphin_view_idle_main_input(InputEvent* event, void* context) {
} else if(event->key == InputKeyUp && event->type == InputTypeShort) {
osTimerStart(dolphin->timeout_timer, 40);
view_dispatcher_switch_to_view(dolphin->idle_view_dispatcher, DolphinViewLockMenu);
} else if(event->key == InputKeyLeft && event->type == InputTypeShort) {
#if 0
dolphin_switch_to_app(dolphin, &FAV_APP);
#endif
} else if(event->key == InputKeyRight && event->type == InputTypeShort) {
dolphin_switch_to_app(dolphin, &FLIPPER_SCENE);
} else if(event->key == InputKeyDown && event->type == InputTypeShort) {
dolphin_switch_to_app(dolphin, &FLIPPER_ARCHIVE);
} else if(event->key == InputKeyDown && event->type == InputTypeLong) {

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@ -1,321 +0,0 @@
#include <furi.h>
#include <gui/gui.h>
#include "dolphin/dolphin_state.h"
#define MAX_TRIES 3
#define DISHES_TOTAL 3
#define LID_POS_MAX 20
#define TRY_TIMEOUT 10
typedef enum {
EventTypeTick,
EventTypeKey,
EventTypeDeed,
} EventType;
typedef struct {
union {
InputEvent input;
} value;
EventType type;
} AppEvent;
typedef enum {
PlayerChoiceEvent,
OpenLootEvent,
WinEvent,
LooseEvent,
FinishedEvent,
ExitGameEvent,
GameEventTotal,
} GameEventType;
typedef enum {
LootSkeleton,
LootFish,
LootShit,
LootTotalNum,
} LootIdEnum;
typedef struct {
GameEventType current_event;
osMessageQueueId_t event_queue;
LootIdEnum loot_list[DISHES_TOTAL];
uint8_t cursor_pos;
uint8_t lid_pos;
uint8_t timeout;
uint8_t try;
bool selected;
bool deed;
} GameState;
typedef struct {
const Icon* f;
const Icon* b;
} LootGfx;
static const Icon* letters[DISHES_TOTAL] = {&I_letterA_10x10, &I_letterB_10x10, &I_letterC_10x10};
static const LootGfx loot[LootTotalNum] = {
[LootSkeleton] =
{
.f = &I_skeleton_25x17,
.b = &I_blackskeleton_25x17,
},
[LootFish] =
{
.f = &I_fish_25x17,
.b = &I_blackfish_25x17,
},
[LootShit] =
{
.f = &I_shit_25x17,
.b = &I_blackshit_25x17,
},
};
static void input_callback(InputEvent* input_event, void* ctx) {
osMessageQueueId_t event_queue = ctx;
AppEvent event;
event.type = EventTypeKey;
event.value.input = *input_event;
osMessageQueuePut(event_queue, &event, 0, osWaitForever);
}
static void draw_dish(Canvas* canvas, GameState* state, uint8_t x, uint8_t y, uint8_t id) {
bool active = state->cursor_pos == id;
bool opened = state->current_event == OpenLootEvent && active;
canvas_set_bitmap_mode(canvas, true);
canvas_set_color(canvas, ColorBlack);
if(active) {
canvas_draw_icon(canvas, x, y, &I_active_plate_48x18);
}
if(opened) {
state->lid_pos = CLAMP(state->lid_pos + 1, LID_POS_MAX, 0);
}
uint8_t lid_pos = (y - 17) - (opened ? state->lid_pos : 0);
canvas_draw_icon(canvas, x + 3, y - 6, &I_plate_42x19);
canvas_set_color(canvas, ColorWhite);
canvas_draw_icon(canvas, x + 11, y - 10, loot[state->loot_list[id]].b);
canvas_set_color(canvas, ColorBlack);
canvas_draw_icon(canvas, x + 11, y - 10, loot[state->loot_list[id]].f);
canvas_set_color(canvas, ColorWhite);
canvas_draw_icon(canvas, x + 6, lid_pos, &I_blacklid_36x27);
canvas_set_color(canvas, ColorBlack);
canvas_draw_icon(canvas, x + 6, lid_pos, &I_lid_36x27);
canvas_set_bitmap_mode(canvas, false);
canvas_draw_icon(canvas, x + 19, y + 8, letters[id]);
}
static void draw_dishes_scene(Canvas* canvas, GameState* state) {
uint8_t tries_left = MAX_TRIES - state->try;
for(size_t i = 0; i < MAX_TRIES; i++) {
if(i < tries_left) {
canvas_draw_disc(canvas, 5 + i * 8, 5, 2);
} else {
canvas_draw_circle(canvas, 5 + i * 8, 5, 2);
}
}
for(size_t i = 0; i < DISHES_TOTAL; i++) {
draw_dish(canvas, state, i * 40, i % 2 ? 26 : 44, i);
}
}
static void render_callback(Canvas* canvas, void* ctx) {
GameState* state = (GameState*)acquire_mutex((ValueMutex*)ctx, 25);
canvas_clear(canvas);
switch(state->current_event) {
case WinEvent:
canvas_draw_str(canvas, 30, 30, "Dolphin_happy.png");
break;
case LooseEvent:
canvas_draw_str_aligned(canvas, 64, 30, AlignCenter, AlignCenter, "Try again!");
break;
case ExitGameEvent:
break;
case FinishedEvent:
break;
default:
draw_dishes_scene(canvas, state);
break;
}
release_mutex((ValueMutex*)ctx, state);
}
static void reset_lid_pos(GameState* state) {
state->selected = false;
state->lid_pos = 0;
}
void dolphin_food_deed(GameState* state) {
furi_assert(state);
AppEvent event;
event.type = EventTypeDeed;
furi_check(osMessageQueuePut(state->event_queue, &event, 0, osWaitForever) == osOK);
}
static void reset_loot_array(GameState* state) {
for(size_t i = 0; i < LootTotalNum; i++) {
state->loot_list[i] = i;
}
for(size_t i = 0; i < LootTotalNum; i++) {
int temp = state->loot_list[i];
int r_idx = rand() % LootTotalNum;
state->loot_list[i] = state->loot_list[r_idx];
state->loot_list[r_idx] = temp;
}
}
static bool selected_is_food(GameState* state) {
return state->loot_list[state->cursor_pos] == LootFish;
}
static bool tries_exceed(GameState* state) {
return state->try == MAX_TRIES;
}
static bool timeout_exceed(GameState* state) {
return state->timeout == TRY_TIMEOUT;
}
static void gamestate_update(GameState* state, DolphinState* dolphin_state) {
switch(state->current_event) {
case PlayerChoiceEvent:
if(state->selected) {
state->current_event = OpenLootEvent;
}
break;
case OpenLootEvent:
state->timeout = CLAMP(state->timeout + 1, TRY_TIMEOUT, 0);
if(timeout_exceed(state)) {
state->timeout = 0;
state->current_event = selected_is_food(state) ? WinEvent : LooseEvent;
state->deed = selected_is_food(state);
}
break;
case LooseEvent:
state->timeout = CLAMP(state->timeout + 1, TRY_TIMEOUT, 0);
if(timeout_exceed(state)) {
state->timeout = 0;
state->current_event = FinishedEvent;
}
break;
case WinEvent:
if(state->deed) {
dolphin_food_deed(state);
}
break;
case FinishedEvent:
reset_lid_pos(state);
reset_loot_array(state);
state->try++;
state->current_event = tries_exceed(state) ? ExitGameEvent : PlayerChoiceEvent;
break;
default:
break;
}
}
static void food_minigame_controls(GameState* state, AppEvent* event) {
furi_assert(state);
furi_assert(event);
if(event->value.input.key == InputKeyRight) {
if(state->current_event == PlayerChoiceEvent) {
state->cursor_pos = CLAMP(state->cursor_pos + 1, DISHES_TOTAL - 1, 0);
}
} else if(event->value.input.key == InputKeyLeft) {
if(state->current_event == PlayerChoiceEvent) {
state->cursor_pos = CLAMP(state->cursor_pos - 1, DISHES_TOTAL - 1, 0);
}
} else if(event->value.input.key == InputKeyOk) {
switch(state->current_event) {
case PlayerChoiceEvent:
state->selected = true;
break;
case WinEvent:
state->current_event = FinishedEvent;
break;
default:
break;
}
}
}
int32_t food_minigame_app(void* p) {
GameState* state = furi_alloc(sizeof(GameState));
DolphinState* dolphin_state = dolphin_state_alloc();
dolphin_state_load(dolphin_state);
ValueMutex state_mutex;
state->event_queue = osMessageQueueNew(2, sizeof(AppEvent), NULL);
furi_check(state->event_queue);
if(!init_mutex(&state_mutex, state, sizeof(GameState*))) {
printf("[Food minigame] cannot create mutex\r\n");
return 0;
}
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, state->event_queue);
Gui* gui = furi_record_open("gui");
gui_add_view_port(gui, view_port, GuiLayerFullscreen);
reset_loot_array(state);
AppEvent event;
while(1) {
osStatus_t event_status = osMessageQueueGet(state->event_queue, &event, NULL, 100);
if(event_status == osOK) {
if(event.type == EventTypeKey && event.value.input.type == InputTypeShort) {
food_minigame_controls(state, &event);
if(event.value.input.key == InputKeyBack) {
break;
}
} else if(event.type == EventTypeDeed) {
dolphin_state_on_deed(dolphin_state, DolphinDeedIButtonRead);
dolphin_state_save(dolphin_state);
state->deed = false;
}
}
if(state->current_event == ExitGameEvent) {
break;
}
gamestate_update(state, dolphin_state);
view_port_update(view_port);
}
gui_remove_view_port(gui, view_port);
view_port_free(view_port);
furi_record_close("gui");
delete_mutex(&state_mutex);
osMessageQueueDelete(state->event_queue);
dolphin_state_free(dolphin_state);
free(state);
return 0;
}

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@ -1,147 +0,0 @@
#include <furi.h>
#include <gui/gui.h>
#include <furi-hal-version.h>
#include "dolphin/dolphin.h"
#include "dolphin/dolphin_state.h"
#include "math.h"
#define MOODS_TOTAL 3
#define BUTTHURT_MAX 3
typedef enum {
EventTypeTick,
EventTypeKey,
} EventType;
typedef struct {
union {
InputEvent input;
} value;
EventType type;
} AppEvent;
// Moods, corresponding to butthurt level. (temp, unclear about max level)
static const char* mood_strings[MOODS_TOTAL] = {[0] = "Happy", [1] = "Ok", [2] = "Bad"};
static const Icon* portrait_happy[BUTTHURT_MAX] = {
&I_passport_happy1_43x45,
&I_passport_happy2_43x45,
&I_passport_happy3_43x45};
static const Icon* portrait_ok[BUTTHURT_MAX] = {
&I_passport_okay1_43x45,
&I_passport_okay2_43x45,
&I_passport_okay3_43x45};
static const Icon* portrait_bad[BUTTHURT_MAX] = {
&I_passport_bad1_43x45,
&I_passport_bad2_43x45,
&I_passport_bad3_43x45};
static const Icon** portraits[MOODS_TOTAL] = {portrait_happy, portrait_ok, portrait_bad};
static void input_callback(InputEvent* input_event, void* ctx) {
osMessageQueueId_t event_queue = ctx;
AppEvent event;
event.type = EventTypeKey;
event.value.input = *input_event;
osMessageQueuePut(event_queue, &event, 0, osWaitForever);
}
static void render_callback(Canvas* canvas, void* ctx) {
DolphinState* state = (DolphinState*)acquire_mutex((ValueMutex*)ctx, 25);
char level[20];
char mood[32];
uint32_t butthurt = CLAMP(dolphin_state_get_butthurt(state), BUTTHURT_MAX - 1, 0);
uint32_t current_level = dolphin_state_get_level(state);
uint32_t prev_cap = dolphin_state_xp_to_levelup(state, current_level - 1, false);
uint32_t exp = (dolphin_state_xp_to_levelup(state, current_level, true) * 63) /
(dolphin_state_xp_to_levelup(state, current_level, false) - prev_cap);
uint8_t portrait_level = CLAMP(floor(current_level / 14), MOODS_TOTAL - 1, 0);
canvas_clear(canvas);
// multipass
canvas_draw_icon(canvas, 0, 0, &I_PassportLeft_6x47);
canvas_draw_icon(canvas, 0, 47, &I_PassportBottom_128x17);
canvas_draw_line(canvas, 6, 0, 125, 0);
canvas_draw_line(canvas, 127, 2, 127, 47);
canvas_draw_dot(canvas, 126, 1);
//portrait frame
canvas_draw_line(canvas, 9, 6, 9, 53);
canvas_draw_line(canvas, 10, 5, 52, 5);
canvas_draw_line(canvas, 55, 8, 55, 53);
canvas_draw_line(canvas, 10, 54, 54, 54);
canvas_draw_line(canvas, 53, 5, 55, 7);
// portrait
canvas_draw_icon(canvas, 10, 9, portraits[butthurt][portrait_level]);
canvas_draw_line(canvas, 59, 18, 124, 18);
canvas_draw_line(canvas, 59, 31, 124, 31);
canvas_draw_line(canvas, 59, 44, 124, 44);
const char* my_name = furi_hal_version_get_name_ptr();
canvas_draw_str(canvas, 59, 15, my_name ? my_name : "Unknown");
snprintf(level, 20, "Level: %ld", current_level);
snprintf(mood, 20, "Mood: %s", mood_strings[butthurt]);
canvas_draw_str(canvas, 59, 28, mood);
canvas_draw_str(canvas, 59, 41, level);
canvas_set_color(canvas, ColorWhite);
canvas_draw_box(canvas, 123 - exp, 48, exp + 1, 6);
canvas_set_color(canvas, ColorBlack);
canvas_draw_line(canvas, 123 - exp, 48, 123 - exp, 54);
release_mutex((ValueMutex*)ctx, state);
}
int32_t passport_app(void* p) {
DolphinState* dolphin_state = dolphin_state_alloc();
ValueMutex state_mutex;
dolphin_state_load(dolphin_state);
osMessageQueueId_t event_queue = osMessageQueueNew(2, sizeof(AppEvent), NULL);
furi_check(event_queue);
if(!init_mutex(&state_mutex, dolphin_state, sizeof(DolphinState*))) {
printf("[Passport] cannot create mutex\r\n");
return 0;
}
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);
Gui* gui = furi_record_open("gui");
gui_add_view_port(gui, view_port, GuiLayerFullscreen);
AppEvent event;
while(1) {
osStatus_t event_status = osMessageQueueGet(event_queue, &event, NULL, 25);
if(event_status == osOK) {
if(event.type == EventTypeKey && event.value.input.type == InputTypeShort &&
event.value.input.key == InputKeyBack) {
break;
}
}
view_port_update(view_port);
}
gui_remove_view_port(gui, view_port);
view_port_free(view_port);
furi_record_close("gui");
delete_mutex(&state_mutex);
osMessageQueueDelete(event_queue);
dolphin_state_free(dolphin_state);
return 0;
}

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@ -1,12 +0,0 @@
#pragma once
// temp
const char* console_emotes[] = {
"Run it, m8",
"Lets GOOOO",
"Click it, buddy",
"I wanna play",
"Wtf is this?",
"Just do it",
"JUST DO IT!",
};

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@ -1,233 +0,0 @@
#include <gui/elements.h>
#include "applications.h"
#include "items_i.h"
#include "emotes.h"
#include <gui/icon_i.h>
const Item Food = {
.layer = 4,
.timeout = 100,
.pos =
{
.x = 0,
.y = 90,
},
.width = 60,
.height = 50,
.draw = food_redraw,
.callback = food_callback};
const Item Console = {
.layer = 4,
.timeout = 100,
.pos =
{
.x = 357,
.y = 190,
},
.width = 40,
.height = 20,
.draw = console_redraw,
.callback = console_callback};
const Item* Home[] = {&Food, &Console};
const Item** Scenes[] = {Home};
const Item** get_scene(SceneState* state) {
return Scenes[state->scene_id];
}
static void dolphin_scene_start_app(SceneState* state, const FlipperApplication* flipper_app) {
furi_assert(state);
furi_assert(flipper_app);
state->scene_app_thread = furi_thread_alloc();
furi_assert(flipper_app->app);
furi_assert(flipper_app->name);
furi_thread_set_name(state->scene_app_thread, flipper_app->name);
furi_thread_set_stack_size(state->scene_app_thread, flipper_app->stack_size);
furi_thread_set_callback(state->scene_app_thread, flipper_app->app);
furi_thread_start(state->scene_app_thread);
}
uint16_t roll_new(uint16_t prev, uint16_t max) {
uint16_t val = 999;
while(val != prev) {
val = random() % max;
break;
}
return val;
}
static void dolphin_scene_type_text(
Canvas* canvas,
SceneState* state,
uint8_t x,
uint8_t y,
const char* text) {
char dialog_str[64];
char buf[64];
strcpy(dialog_str, (char*)text);
if(state->dialog_progress <= strlen(dialog_str)) {
if(HAL_GetTick() / 10 % 2 == 0) state->dialog_progress++;
dialog_str[state->dialog_progress] = '\0';
snprintf(buf, state->dialog_progress, dialog_str);
} else {
snprintf(buf, 64, dialog_str);
}
canvas_draw_str_aligned(canvas, x, y, AlignCenter, AlignCenter, buf);
}
const void scene_activate_item_callback(SceneState* state, Canvas* canvas) {
furi_assert(state);
furi_assert(canvas);
const Item* near = is_nearby(state);
if(near && state->use_pending == true) {
state->action_timeout = near->timeout;
near->callback(canvas, state);
state->use_pending = false;
} else if(near) {
near->callback(canvas, state);
}
}
const Vec2 item_get_pos(SceneState* state, ItemsEnum item) {
const Item** current = get_scene(state);
Vec2 rel_pos = {0, 0};
rel_pos.x = DOLPHIN_WIDTH / 2 + (current[item]->pos.x * PARALLAX(current[item]->layer));
rel_pos.y = DOLPHIN_WIDTH / 4 + (current[item]->pos.y * PARALLAX(current[item]->layer));
return rel_pos;
}
const Item* is_nearby(SceneState* state) {
furi_assert(state);
uint8_t item = 0;
bool found = false;
const Item** current = get_scene(state);
while(item < ItemsEnumTotal) {
int32_t rel_x =
(DOLPHIN_CENTER + DOLPHIN_WIDTH / 2 -
(current[item]->pos.x - state->player_global.x) * PARALLAX(current[item]->layer));
uint8_t item_height = current[item]->height;
uint8_t item_width = current[item]->width;
int32_t rel_y = current[item]->pos.y - state->player_global.y;
if(abs(rel_x) <= item_width && abs(rel_y) <= item_height) {
found = !found;
break;
}
++item;
}
return found ? current[item] : NULL;
}
void food_redraw(Canvas* canvas, void* s) {
furi_assert(s);
SceneState* state = s;
const Icon* food_frames[] = {
&I_food1_61x98,
&I_food2_61x98,
&I_food3_61x98,
&I_food4_61x98,
&I_food5_61x98,
&I_food6_61x98,
&I_food7_61x98,
&I_food8_61x98,
&I_food9_61x98,
&I_food10_61x98,
&I_food11_61x98,
&I_food12_61x98,
};
uint8_t frame = ((HAL_GetTick() / 200) % SIZEOF_ARRAY(food_frames));
if(is_nearby(state) && (state->player_global.y > Food.pos.y)) {
dolphin_scene_type_text(
canvas,
state,
(Food.pos.x - state->player_global.x) * PARALLAX(Food.layer) + 90,
state->screen.y + 8,
console_emotes[state->emote_id]);
} else {
state->dialog_progress = 0;
state->emote_id = roll_new(state->previous_emote, SIZEOF_ARRAY(console_emotes));
}
canvas_draw_icon(
canvas,
(Food.pos.x - state->player_global.x) * PARALLAX(Food.layer),
Food.pos.y - state->player_global.y,
food_frames[frame]);
canvas_set_bitmap_mode(canvas, true);
}
void food_callback(Canvas* canvas, void* s) {
furi_assert(s);
SceneState* state = s;
if(state->use_pending) {
dolphin_scene_start_app(state, &FLIPPER_SCENE_APPS[1]);
}
}
void console_redraw(Canvas* canvas, void* s) {
furi_assert(s);
SceneState* state = s;
const Icon* console[] = {
&I_Console_74x67_0,
&I_Console_74x67_1,
&I_Console_74x67_2,
&I_Console_74x67_3,
&I_Console_74x67_4,
&I_Console_74x67_5,
&I_Console_74x67_6,
&I_Console_74x67_7,
&I_Console_74x67_8,
};
uint8_t frame = ((HAL_GetTick() / 100) % SIZEOF_ARRAY(console));
canvas_draw_icon(
canvas,
(Console.pos.x - state->player_global.x) * PARALLAX(Console.layer),
Console.pos.y - state->player_global.y,
console[frame]);
canvas_set_bitmap_mode(canvas, true);
if(is_nearby(state)) {
dolphin_scene_type_text(
canvas,
state,
(Console.pos.x - state->player_global.x) * PARALLAX(Console.layer) - 25,
Console.pos.y - state->player_global.y + 14,
console_emotes[state->emote_id]);
} else {
state->dialog_progress = 0;
state->emote_id = roll_new(state->previous_emote, SIZEOF_ARRAY(console_emotes));
}
}
void console_callback(Canvas* canvas, void* s) {
furi_assert(s);
SceneState* state = s;
if(state->use_pending) {
dolphin_scene_start_app(state, &FLIPPER_SCENE_APPS[0]);
}
}

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@ -1,14 +0,0 @@
#pragma once
#include "dolphin/scenes/scene.h"
typedef enum {
ItemsFood,
ItemsConsole,
ItemsEnumTotal,
} ItemsEnum;
uint16_t roll_new(uint16_t prev, uint16_t max);
const Vec2 item_get_pos(SceneState* state, ItemsEnum item);
const Item* is_nearby(SceneState* state);
const Item** get_scene(SceneState* state);
const void scene_activate_item_callback(SceneState* state, Canvas* canvas);

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@ -1,8 +0,0 @@
#pragma once
#include "items.h"
void food_redraw(Canvas* canvas, void* state);
void food_callback(Canvas* canvas, void* state);
void console_redraw(Canvas* canvas, void* state);
void console_callback(Canvas* canvas, void* state);

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@ -1,276 +0,0 @@
#pragma once
#include "dolphin/scenes/scene.h"
const DolphinFrame up = {
.frames =
{
{
.f = &I_up1_73x61,
.b = &I_black_up1_73x61,
},
{
.f = &I_up2_73x61,
.b = &I_black_up2_73x61,
},
},
.total = 2,
};
const DolphinFrame up_down = {
.frames =
{
{
.f = &I_updown1_73x61,
.b = &I_black_updown1_73x61,
},
{
.f = &I_updown2_73x61,
.b = &I_black_updown2_73x61,
},
{
.f = &I_updown3_73x61,
.b = &I_black_updown3_73x61,
},
},
.total = 3,
};
const DolphinFrame up_right = {
.frames =
{
{
.f = &I_upright1_73x61,
.b = &I_black_upright1_73x61,
},
{
.f = &I_upright2_73x61,
.b = &I_black_upright2_73x61,
},
},
.total = 2,
};
const DolphinFrame up_left = {
.frames =
{
{
.f = &I_upleft1_73x61,
.b = &I_black_upleft1_73x61,
},
{
.f = &I_upleft2_73x61,
.b = &I_black_upleft2_73x61,
},
},
.total = 2,
};
const DolphinFrame right = {
.frames =
{
{
.f = &I_right1_73x61,
.b = &I_black_right1_73x61,
},
{
.f = &I_right2_73x61,
.b = &I_black_right2_73x61,
},
{
.f = &I_right3_73x61,
.b = &I_black_right3_73x61,
},
},
.total = 3,
};
const DolphinFrame right_up = {
.frames =
{
{
.f = &I_rightup1_73x61,
.b = &I_black_rightup1_73x61,
},
{
.f = &I_rightup2_73x61,
.b = &I_black_rightup2_73x61,
},
},
.total = 2,
};
const DolphinFrame right_down = {
.frames =
{
{
.f = &I_rightdown1_73x61,
.b = &I_black_rightdown1_73x61,
},
{
.f = &I_rightdown2_73x61,
.b = &I_black_rightdown2_73x61,
},
},
.total = 2,
};
const DolphinFrame right_left = {
.frames =
{
{
.f = &I_rightleft1_73x61,
.b = &I_black_rightleft1_73x61,
},
{
.f = &I_rightleft2_73x61,
.b = &I_black_rightleft2_73x61,
},
},
.total = 2,
};
const DolphinFrame down = {
.frames =
{
{
.f = &I_down1_73x61,
.b = &I_black_down1_73x61,
},
{
.f = &I_down2_73x61,
.b = &I_black_down2_73x61,
},
},
.total = 2,
};
const DolphinFrame down_up = {
.frames =
{
{
.f = &I_downup1_73x61,
.b = &I_black_downup1_73x61,
},
{
.f = &I_downup2_73x61,
.b = &I_black_downup2_73x61,
},
{
.f = &I_downup3_73x61,
.b = &I_black_downup3_73x61,
},
},
.total = 3,
};
const DolphinFrame down_left = {
.frames =
{
{
.f = &I_downleft1_73x61,
.b = &I_black_downleft1_73x61,
},
{
.f = &I_downleft2_73x61,
.b = &I_black_downleft2_73x61,
},
{
.f = &I_downleft3_73x61,
.b = &I_black_downleft3_73x61,
},
},
.total = 3,
};
const DolphinFrame down_right = {
.frames =
{
{
.f = &I_downright1_73x61,
.b = &I_black_downright1_73x61,
},
{
.f = &I_downright2_73x61,
.b = &I_black_downright2_73x61,
},
{
.f = &I_downright3_73x61,
.b = &I_black_downright3_73x61,
},
},
.total = 3,
};
const DolphinFrame left = {
.frames =
{
{
.f = &I_left1_73x61,
.b = &I_black_left1_73x61,
},
{
.f = &I_left2_73x61,
.b = &I_black_left2_73x61,
},
{
.f = &I_left3_73x61,
.b = &I_black_left3_73x61,
},
},
.total = 3,
};
const DolphinFrame left_up = {
.frames =
{
{
.f = &I_leftup1_73x61,
.b = &I_black_leftup1_73x61,
},
{
.f = &I_leftup2_73x61,
.b = &I_black_leftup2_73x61,
},
},
.total = 2,
};
const DolphinFrame left_down = {
.frames =
{
{
.f = &I_leftdown1_73x61,
.b = &I_black_leftdown1_73x61,
},
{
.f = &I_leftdown2_73x61,
.b = &I_black_leftdown2_73x61,
},
},
.total = 2,
};
const DolphinFrame left_right = {
.frames =
{
{
.f = &I_rightleft1_73x61,
.b = &I_black_rightleft1_73x61,
},
{
.f = &I_rightleft2_73x61,
.b = &I_black_rightleft2_73x61,
},
},
.total = 2,
};
const DolphinFrame* frames[4][4] = {
[DirUp] = {[DirUp] = &up, [DirRight] = &up_right, [DirDown] = &up_down, [DirLeft] = &up_left},
[DirRight] =
{[DirUp] = &right_up, [DirRight] = &right, [DirDown] = &right_down, [DirLeft] = &right_left},
[DirDown] =
{[DirUp] = &down_up, [DirRight] = &down_right, [DirDown] = &down, [DirLeft] = &down_left},
[DirLeft] =
{[DirUp] = &left_up, [DirRight] = &left_right, [DirDown] = &left_down, [DirLeft] = &left},
};

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@ -1,151 +0,0 @@
#include <furi.h>
#include <furi-hal.h>
#include "scene.h"
static SceneAppGui* scene_app_gui = NULL;
static ValueMutex* scene_state_mutex = NULL;
void dolphin_scene_redraw(Canvas* canvas, void* ctx) {
furi_assert(canvas);
furi_assert(ctx);
SceneState* state = (SceneState*)acquire_mutex((ValueMutex*)ctx, 25);
if(state == NULL) return; // redraw fail
uint32_t t = xTaskGetTickCount();
canvas_clear(canvas);
dolphin_scene_render(state, canvas, t);
dolphin_scene_render_state(state, canvas);
release_mutex((ValueMutex*)ctx, state);
}
void dolphin_scene_handle_input(SceneState* state, InputEvent* input) {
// printf("[kb] event: %02x %s\n", input->key, input->state ? "pressed" : "released");
dolphin_scene_handle_user_input(state, input);
}
void dolphin_scene_tick_handler(SceneState* state, uint32_t t, uint32_t dt) {
// printf("t: %d, dt: %d\n", t, dt);
dolphin_scene_coordinates(state, dt);
dolphin_scene_update_state(state, t, dt);
}
static void scene_engine_tick_callback(void* p) {
osMessageQueueId_t event_queue = p;
AppEvent event;
event.type = EventTypeTick;
osMessageQueuePut(event_queue, (void*)&event, 0, 0);
}
static void scene_engine_input_callback(InputEvent* input_event, void* ctx) {
osMessageQueueId_t event_queue = ctx;
AppEvent event;
event.type = EventTypeKey;
event.value.input = *input_event;
osMessageQueuePut(event_queue, (void*)&event, 0, osWaitForever);
}
void scene_alloc() {
printf("scene_alloc: start\r\n");
furi_assert(scene_app_gui == NULL);
furi_assert(scene_state_mutex == NULL);
// SceneAppGui
scene_app_gui = furi_alloc(sizeof(SceneAppGui));
scene_app_gui->mqueue = osMessageQueueNew(8, sizeof(AppEvent), NULL);
scene_app_gui->gui = furi_record_open("gui");
scene_app_gui->view_port = view_port_alloc();
scene_app_gui->timer =
osTimerNew(scene_engine_tick_callback, osTimerPeriodic, scene_app_gui->mqueue, NULL);
printf("scene_alloc: timer %p\r\n", scene_app_gui->timer);
// Scene State
SceneState* scene_state = furi_alloc(sizeof(SceneState));
scene_state->player.y = DOLPHIN_DEFAULT_Y;
scene_state->player.x = DOLPHIN_CENTER;
scene_state->player_global.x = 160;
scene_state->player_global.y = WORLD_HEIGHT;
scene_state->frame_group = DirRight;
scene_state->frame_type = DirRight;
scene_state->frame_pending = DirRight;
scene_state->last_group = DirRight;
scene_state->screen.x = scene_state->player.x;
scene_state->screen.y = scene_state->player.y;
// scene_state->debug = true;
scene_state_mutex = furi_alloc(sizeof(ValueMutex));
furi_check(init_mutex(scene_state_mutex, scene_state, sizeof(SceneState)));
// Open GUI and register fullscreen view_port
view_port_draw_callback_set(scene_app_gui->view_port, dolphin_scene_redraw, scene_state_mutex);
view_port_input_callback_set(
scene_app_gui->view_port, scene_engine_input_callback, scene_app_gui->mqueue);
gui_add_view_port(scene_app_gui->gui, scene_app_gui->view_port, GuiLayerFullscreen);
view_port_enabled_set(scene_app_gui->view_port, true);
printf("scene_alloc: complete\r\n");
}
void scene_free() {
printf("scene_free: start\r\n");
view_port_enabled_set(scene_app_gui->view_port, false);
gui_remove_view_port(scene_app_gui->gui, scene_app_gui->view_port);
SceneState* scene_state = (SceneState*)acquire_mutex_block(scene_state_mutex);
furi_assert(scene_state);
free(scene_state);
release_mutex(scene_state_mutex, scene_state);
delete_mutex(scene_state_mutex);
free(scene_state_mutex);
scene_state_mutex = NULL;
furi_check(osTimerDelete(scene_app_gui->timer) == osOK);
furi_record_close("gui");
view_port_free(scene_app_gui->view_port);
furi_check(osMessageQueueDelete(scene_app_gui->mqueue) == osOK);
free(scene_app_gui);
scene_app_gui = NULL;
printf("scene_free: complete\r\n");
}
int32_t scene_app(void* p) {
furi_hal_power_insomnia_enter();
scene_alloc();
osTimerStart(scene_app_gui->timer, 40);
uint32_t t = xTaskGetTickCount();
uint32_t prev_t = 0;
while(1) {
AppEvent event;
if(osMessageQueueGet(scene_app_gui->mqueue, &event, 0, osWaitForever) == osOK) {
SceneState* scene_state = (SceneState*)acquire_mutex_block(scene_state_mutex);
if(event.type == EventTypeTick) {
t = xTaskGetTickCount();
dolphin_scene_tick_handler(scene_state, t, (t - prev_t) % 1024);
prev_t = t;
} else if(event.type == EventTypeKey) {
if(event.value.input.key == InputKeyBack &&
event.value.input.type == InputTypeShort) {
release_mutex(scene_state_mutex, scene_state);
break;
} else {
dolphin_scene_handle_input(scene_state, &event.value.input);
}
}
release_mutex(scene_state_mutex, scene_state);
view_port_update(scene_app_gui->view_port);
}
}
osTimerStop(scene_app_gui->timer);
// CMSIS + FreeRTOS = Enterprise
osDelay(15);
scene_free();
furi_hal_power_insomnia_exit();
return 0;
}

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@ -1,138 +0,0 @@
#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);

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@ -1,60 +0,0 @@
#include <furi.h>
#include <gui/elements.h>
#include "scene.h"
void dolphin_scene_handle_user_input(SceneState* state, InputEvent* input) {
furi_assert(state);
furi_assert(input);
state->last_group = state->frame_group;
if(input->type == InputTypePress) {
state->action = MINDCONTROL;
}
if(state->action == MINDCONTROL) {
if(input->type == InputTypePress) {
if(input->key == InputKeyRight) {
state->player_v.y = 0;
state->player_v.x = SPEED_X;
} else if(input->key == InputKeyLeft) {
state->player_v.y = 0;
state->player_v.x = -SPEED_X;
} else if(input->key == InputKeyUp) {
state->player_v.x = 0;
state->player_v.y = -SPEED_Y;
} else if(input->key == InputKeyDown) {
state->player_v.x = 0;
state->player_v.y = SPEED_Y;
}
}
if(input->type == InputTypeRelease) {
state->player_v.x = 0;
state->player_v.y = 0;
} else if(input->type == InputTypeShort) {
if(input->key == InputKeyOk) {
state->prev_action = MINDCONTROL;
state->action = INTERACT;
state->use_pending = true;
state->action_timeout = 0;
}
}
}
}
void dolphin_scene_coordinates(SceneState* state, uint32_t dt) {
furi_assert(state);
// global pos
state->player_global.x = CLAMP(state->player_global.x + state->player_v.x, WORLD_WIDTH, 0);
state->player_global.y = CLAMP(state->player_global.y + state->player_v.y, WORLD_HEIGHT, 0);
// nudge camera postition
if(state->player_global.x > 170) {
state->player.x =
CLAMP(state->player.x - state->player_v.x / 2, DOLPHIN_CENTER, -DOLPHIN_WIDTH / 2);
} else if(state->player_global.x < 70) {
state->player.x =
CLAMP(state->player.x - state->player_v.x / 2, DOLPHIN_WIDTH * 2, DOLPHIN_CENTER);
}
}

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@ -1,47 +0,0 @@
#include <furi.h>
#include "scene.h"
#include "assets/items.h"
static void scene_proceed_action(SceneState* state) {
furi_assert(state);
state->prev_action = state->action;
state->action = roll_new(state->prev_action, ACTIONS_NUM);
state->action_timeout = default_timeout[state->action];
}
static void scene_action_handler(SceneState* state) {
furi_assert(state);
if(state->action == MINDCONTROL) {
if(state->player_v.x != 0 || state->player_v.y != 0) {
state->action_timeout = default_timeout[state->action];
}
}
if(state->action_timeout > 0) {
state->action_timeout--;
}
}
void dolphin_scene_update_state(SceneState* state, uint32_t t, uint32_t dt) {
furi_assert(state);
scene_action_handler(state);
switch(state->action) {
case INTERACT:
if(state->action_timeout == 0) {
if(state->prev_action == MINDCONTROL) {
state->action = MINDCONTROL;
} else {
scene_proceed_action(state);
}
}
break;
default:
if(state->action_timeout == 0) {
scene_proceed_action(state);
}
break;
}
}

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@ -1,121 +0,0 @@
#include <furi.h>
#include "scene.h"
#include "assets/items.h"
#include "assets/meta.h"
#include <gui/elements.h>
void dolphin_scene_transition_handler(SceneState* state) {
uint8_t speed_mod = (state->player_v.x || state->player_v.y || state->transition) ? 6 : 10;
if(state->player_v.x < 0) {
state->frame_pending = DirLeft;
} else if(state->player_v.x > 0) {
state->frame_pending = DirRight;
} else if(state->player_v.y < 0) {
state->frame_pending = DirUp;
} else if(state->player_v.y > 0) {
state->frame_pending = DirDown;
}
state->transition_pending = state->frame_group != state->frame_pending;
if(*&frames[state->frame_group][state->frame_type]->frames[state->frame_idx].f) {
state->current_frame = *&frames[state->frame_group][state->frame_type];
}
uint8_t total = state->current_frame->frames[2].f == NULL ? 2 : 3;
if(state->transition_pending && !state->frame_idx) {
state->transition_pending = false;
state->transition = true;
}
if(state->transition) {
state->frame_type = state->frame_pending;
state->frame_group = state->last_group;
state->transition = !(state->frame_idx == total - 1);
} else {
state->frame_group = state->frame_type;
}
state->player_anim++;
if(!(state->player_anim % speed_mod)) {
state->frame_idx = (state->frame_idx + 1) % total;
}
}
void dolphin_scene_render_dolphin(SceneState* state, Canvas* canvas) {
furi_assert(state);
furi_assert(canvas);
dolphin_scene_transition_handler(state);
canvas_set_bitmap_mode(canvas, true);
canvas_set_color(canvas, ColorWhite);
canvas_draw_icon(
canvas, state->player.x, state->player.y, state->current_frame->frames[state->frame_idx].b);
canvas_set_color(canvas, ColorBlack);
canvas_draw_icon(
canvas, state->player.x, state->player.y, state->current_frame->frames[state->frame_idx].f);
canvas_set_bitmap_mode(canvas, false);
}
static bool item_screen_bounds_x(int32_t pos) {
return pos > -SCREEN_WIDTH && pos < (SCREEN_WIDTH * 2);
}
static bool item_screen_bounds_y(int32_t pos) {
return pos > -SCREEN_HEIGHT * 2 && pos < (SCREEN_HEIGHT * 2);
}
void dolphin_scene_render(SceneState* state, Canvas* canvas, uint32_t t) {
furi_assert(state);
furi_assert(canvas);
canvas_set_font(canvas, FontSecondary);
canvas_set_color(canvas, ColorBlack);
const Item** current_scene = get_scene(state);
for(uint8_t l = 0; l < LAYERS; l++) {
for(uint8_t i = 0; i < ItemsEnumTotal; i++) {
int32_t item_pos_X = (current_scene[i]->pos.x - state->player_global.x);
int32_t item_pos_Y = (current_scene[i]->pos.y - state->player_global.y);
if(item_screen_bounds_x(item_pos_X) && item_screen_bounds_y(item_pos_Y)) {
if(l == current_scene[i]->layer) {
if(current_scene[i]->draw) {
current_scene[i]->draw(canvas, state);
}
}
}
}
if(l == DOLPHIN_LAYER) dolphin_scene_render_dolphin(state, canvas);
}
}
void dolphin_scene_render_state(SceneState* state, Canvas* canvas) {
furi_assert(state);
furi_assert(canvas);
char buf[64];
canvas_set_font(canvas, FontSecondary);
canvas_set_color(canvas, ColorBlack);
// dolphin_scene_debug
if(state->debug) {
sprintf(
buf,
"%d:%d %d/%dP%dL%d T%d-%d",
state->frame_idx,
state->current_frame->frames[2].f == NULL ? 2 : 3,
state->frame_group,
state->frame_type,
state->frame_pending,
state->last_group,
state->transition_pending,
state->transition);
canvas_draw_str(canvas, 0, 13, buf);
}
if(state->action == INTERACT) scene_activate_item_callback(state, canvas);
}

File diff suppressed because one or more lines are too long

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@ -1,13 +1,6 @@
#pragma once
#include <gui/icon.h>
extern const Icon A_FX_Sitting_40x27;
extern const Icon A_MDIB_32x32;
extern const Icon A_MDI_32x32;
extern const Icon A_MDWLB_32x32;
extern const Icon A_MDWL_32x32;
extern const Icon A_MDWRB_32x32;
extern const Icon A_MDWR_32x32;
extern const Icon A_WatchingTV_128x64;
extern const Icon A_Wink_128x64;
extern const Icon I_dir_10px;
@ -24,9 +17,6 @@ extern const Icon I_ButtonLeftSmall_3x5;
extern const Icon I_Warning_30x23;
extern const Icon I_ButtonRight_4x7;
extern const Icon I_ButtonCenter_7x7;
extern const Icon I_FX_SittingB_40x27;
extern const Icon I_BigGames_24x24;
extern const Icon I_BigProfile_24x24;
extern const Icon I_DolphinOkay_41x43;
extern const Icon I_DolphinFirstStart4_67x53;
extern const Icon I_DolphinFirstStart2_59x51;
@ -37,22 +27,7 @@ extern const Icon I_DolphinFirstStart1_59x53;
extern const Icon I_DolphinFirstStart8_56x51;
extern const Icon I_DolphinFirstStart7_61x51;
extern const Icon I_Flipper_young_80x60;
extern const Icon I_BigBurger_24x24;
extern const Icon I_FX_Bang_32x6;
extern const Icon I_DolphinFirstStart3_57x48;
extern const Icon I_blackfish_25x17;
extern const Icon I_blacklid_36x27;
extern const Icon I_skeleton_25x17;
extern const Icon I_letterB_10x10;
extern const Icon I_shit_25x17;
extern const Icon I_letterC_10x10;
extern const Icon I_active_plate_48x18;
extern const Icon I_fish_25x17;
extern const Icon I_blackshit_25x17;
extern const Icon I_lid_36x27;
extern const Icon I_blackskeleton_25x17;
extern const Icon I_letterA_10x10;
extern const Icon I_plate_42x19;
extern const Icon I_PassportBottom_128x17;
extern const Icon I_DoorLeft_8x56;
extern const Icon I_DoorLocked_10x56;
@ -102,15 +77,6 @@ extern const Icon A_U2F_14;
extern const Icon A_iButton_14;
extern const Icon I_Medium_chip_22x21;
extern const Icon I_EMV_Chip_14x11;
extern const Icon I_passport_happy1_43x45;
extern const Icon I_passport_bad3_43x45;
extern const Icon I_passport_okay2_43x45;
extern const Icon I_passport_bad2_43x45;
extern const Icon I_passport_okay3_43x45;
extern const Icon I_passport_bad1_43x45;
extern const Icon I_passport_happy3_43x45;
extern const Icon I_passport_happy2_43x45;
extern const Icon I_passport_okay1_43x45;
extern const Icon I_Health_16x16;
extern const Icon I_FaceCharging_29x14;
extern const Icon I_BatteryBody_52x28;
@ -126,99 +92,6 @@ extern const Icon I_RFIDDolphinSend_97x61;
extern const Icon I_RFIDDolphinReceive_97x61;
extern const Icon I_SDQuestion_35x43;
extern const Icon I_SDError_43x35;
extern const Icon I_Console_74x67_4;
extern const Icon I_Console_74x67_5;
extern const Icon I_Console_74x67_7;
extern const Icon I_Console_74x67_6;
extern const Icon I_Console_74x67_2;
extern const Icon I_Console_74x67_3;
extern const Icon I_Console_74x67_1;
extern const Icon I_Console_74x67_0;
extern const Icon I_Console_74x67_8;
extern const Icon I_food8_61x98;
extern const Icon I_food5_61x98;
extern const Icon I_food3_61x98;
extern const Icon I_food9_61x98;
extern const Icon I_food12_61x98;
extern const Icon I_food4_61x98;
extern const Icon I_food2_61x98;
extern const Icon I_food7_61x98;
extern const Icon I_food11_61x98;
extern const Icon I_food1_61x98;
extern const Icon I_food6_61x98;
extern const Icon I_food10_61x98;
extern const Icon I_rightdown2_73x61;
extern const Icon I_black_upright2_73x61;
extern const Icon I_black_leftup1_73x61;
extern const Icon I_black_upleft1_73x61;
extern const Icon I_black_down2_73x61;
extern const Icon I_downleft3_73x61;
extern const Icon I_down2_73x61;
extern const Icon I_black_downright2_73x61;
extern const Icon I_black_downleft2_73x61;
extern const Icon I_up2_73x61;
extern const Icon I_right1_73x61;
extern const Icon I_black_up1_73x61;
extern const Icon I_upright1_73x61;
extern const Icon I_black_rightleft2_73x61;
extern const Icon I_black_right3_73x61;
extern const Icon I_upleft2_73x61;
extern const Icon I_black_downup3_73x61;
extern const Icon I_black_updown3_73x61;
extern const Icon I_leftup2_73x61;
extern const Icon I_leftdown2_73x61;
extern const Icon I_downup1_73x61;
extern const Icon I_updown1_73x61;
extern const Icon I_rightup1_73x61;
extern const Icon I_black_rightdown1_73x61;
extern const Icon I_downleft2_73x61;
extern const Icon I_downright1_73x61;
extern const Icon I_black_downright3_73x61;
extern const Icon I_black_downleft3_73x61;
extern const Icon I_rightleft1_73x61;
extern const Icon I_black_right2_73x61;
extern const Icon I_black_rightup2_73x61;
extern const Icon I_black_downup2_73x61;
extern const Icon I_black_updown2_73x61;
extern const Icon I_black_left1_73x61;
extern const Icon I_black_leftdown2_73x61;
extern const Icon I_left1_73x61;
extern const Icon I_rightup2_73x61;
extern const Icon I_black_rightdown2_73x61;
extern const Icon I_downup2_73x61;
extern const Icon I_updown2_73x61;
extern const Icon I_right3_73x61;
extern const Icon I_downright2_73x61;
extern const Icon I_downleft1_73x61;
extern const Icon I_black_rightup1_73x61;
extern const Icon I_black_right1_73x61;
extern const Icon I_rightleft2_73x61;
extern const Icon I_left2_73x61;
extern const Icon I_black_left2_73x61;
extern const Icon I_black_downup1_73x61;
extern const Icon I_black_updown1_73x61;
extern const Icon I_black_leftdown1_73x61;
extern const Icon I_downup3_73x61;
extern const Icon I_updown3_73x61;
extern const Icon I_black_leftup2_73x61;
extern const Icon I_black_upright1_73x61;
extern const Icon I_rightdown1_73x61;
extern const Icon I_right2_73x61;
extern const Icon I_black_downleft1_73x61;
extern const Icon I_down1_73x61;
extern const Icon I_black_downright1_73x61;
extern const Icon I_up1_73x61;
extern const Icon I_downright3_73x61;
extern const Icon I_black_down1_73x61;
extern const Icon I_black_upleft2_73x61;
extern const Icon I_upleft1_73x61;
extern const Icon I_black_rightleft1_73x61;
extern const Icon I_black_up2_73x61;
extern const Icon I_upright2_73x61;
extern const Icon I_leftdown1_73x61;
extern const Icon I_left3_73x61;
extern const Icon I_leftup1_73x61;
extern const Icon I_black_left3_73x61;
extern const Icon I_BadUsb_9x8;
extern const Icon I_PlaceholderR_30x13;
extern const Icon I_Background_128x8;

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