[FL-1149] Dolphin: stage 3 (#422)

* dolphin scenes refactoring & restructuring phase 1
* Passport app: mood and level display, opens from main menu and dolphin scenes. Dolphin scenes: minor refactoring (WIP)
* dolphin scene app restruct
* use gui defines for screen size
* mv passport to dolphin dir

Co-authored-by: あく <alleteam@gmail.com>
This commit is contained in:
its your bedtime 2021-04-26 15:19:14 +03:00 committed by GitHub
parent dbb8a92653
commit 51d726c2d7
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
19 changed files with 199 additions and 214 deletions

View File

@ -103,7 +103,11 @@ int32_t app_loader(void* p) {
menu, menu_item_alloc_function("Games", assets_icons_get(A_Games_14), NULL, NULL));
menu_item_add(
menu,
menu_item_alloc_function("Passport", assets_icons_get(A_Passport_14), NULL, NULL));
menu_item_alloc_function(
"Passport",
assets_icons_get(A_Passport_14),
app_loader_menu_callback,
(void*)&FLIPPER_SCENE_APPS[0]));
menu_item_add(
menu,
menu_item_alloc_function("Settings", assets_icons_get(A_Settings_14), NULL, NULL));

View File

@ -33,7 +33,7 @@ int32_t sd_filesystem(void* p);
int32_t subghz_app(void* p);
int32_t gui_test(void* p);
int32_t keypad_test(void* p);
int32_t dolphin_scene(void* p);
int32_t scene_app(void* p);
int32_t passport(void* p);
const FlipperApplication FLIPPER_SERVICES[] = {
@ -149,10 +149,6 @@ const FlipperApplication FLIPPER_SERVICES[] = {
{.app = keypad_test, .name = "keypad_test", .icon = A_Plugins_14},
#endif
#ifdef APP_DOLPHIN_SCENE
{.app = dolphin_scene, .name = "Dolphin [beta]", .stack_size = 1024, .icon = A_Games_14},
#endif
};
const size_t FLIPPER_SERVICES_COUNT = sizeof(FLIPPER_SERVICES) / sizeof(FlipperApplication);
@ -231,9 +227,8 @@ const FlipperApplication FLIPPER_PLUGINS[] = {
const size_t FLIPPER_PLUGINS_COUNT = sizeof(FLIPPER_PLUGINS) / sizeof(FlipperApplication);
#ifdef BUILD_DOLPHIN_SCENE
const FlipperApplication FLIPPER_SCENES =
{.app = dolphin_scene, .name = "Dolphin [beta]", .stack_size = 1024, .icon = A_Games_14};
const FlipperApplication FLIPPER_SCENE =
{.app = scene_app, .name = "Scenes", .stack_size = 1024, .icon = A_Games_14};
const FlipperApplication FLIPPER_SCENE_APPS[] = {
{.app = passport, .name = "Passport", .stack_size = 1024, .icon = A_Games_14},
@ -242,5 +237,3 @@ const FlipperApplication FLIPPER_SCENE_APPS[] = {
};
const size_t FLIPPER_SCENE_APPS_COUNT = sizeof(FLIPPER_SCENE_APPS) / sizeof(FlipperApplication);
#endif

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@ -31,6 +31,6 @@ extern const size_t FLIPPER_PLUGINS_COUNT;
/* Seperate scene app holder
* Spawned by app-loader
*/
extern const FlipperApplication FLIPPER_SCENES;
extern const FlipperApplication FLIPPER_SCENE;
extern const FlipperApplication FLIPPER_SCENE_APPS[];
extern const size_t FLIPPER_SCENE_APPS_COUNT;

View File

@ -16,7 +16,6 @@ APP_BT = 1
APP_CLI = 1
APP_SD_FILESYSTEM = 1
BUILD_IRDA = 1
BUILD_DOLPHIN_SCENE = 1
APP_DOLPHIN = 1
BUILD_EXAMPLE_BLINK = 1
BUILD_EXAMPLE_UART_WRITE = 1
@ -46,6 +45,9 @@ ifeq ($(APP_DOLPHIN), 1)
APP_MENU = 1
CFLAGS += -DAPP_DOLPHIN
C_SOURCES += $(wildcard $(APP_DIR)/dolphin/*.c)
C_SOURCES += $(wildcard $(APP_DIR)/dolphin/scenes/*.c)
C_SOURCES += $(wildcard $(APP_DIR)/dolphin/scenes/assets/*.c)
C_SOURCES += $(wildcard $(APP_DIR)/dolphin/passport/*.c)
endif
APP_POWER ?= 0
@ -261,18 +263,6 @@ CFLAGS += -DBUILD_FLOOPPER_BLOOPPER
C_SOURCES += $(wildcard $(APP_DIR)/floopper-bloopper/*.c)
endif
APP_DOLPHIN_SCENE ?= 0
ifeq ($(APP_DOLPHIN_SCENE), 1)
CFLAGS += -DAPP_DOLPHIN_SCENE
BUILD_DOLPHIN_SCENE = 1
endif
BUILD_DOLPHIN_SCENE ?= 0
ifeq ($(BUILD_DOLPHIN_SCENE), 1)
CFLAGS += -DBUILD_DOLPHIN_SCENE
C_SOURCES += $(wildcard $(APP_DIR)/dolphin_scene/*.c)
C_SOURCES += $(wildcard $(APP_DIR)/passport/*.c)
endif
APP_IBUTTON ?= 0
ifeq ($(APP_IBUTTON), 1)
CFLAGS += -DAPP_IBUTTON

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@ -80,7 +80,7 @@ bool dolphin_view_idle_main_input(InputEvent* event, void* context) {
} else if(event->key == InputKeyLeft) {
view_dispatcher_switch_to_view(dolphin->idle_view_dispatcher, DolphinViewIdleUp);
} else if(event->key == InputKeyRight) {
dolphin_switch_to_interactive_scene(dolphin, &FLIPPER_SCENES);
dolphin_switch_to_interactive_scene(dolphin, &FLIPPER_SCENE);
} else if(event->key == InputKeyDown) {
view_dispatcher_switch_to_view(dolphin->idle_view_dispatcher, DolphinViewIdleDown);
}

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@ -3,38 +3,6 @@
#include <api-hal.h>
#include <math.h>
typedef struct {
uint8_t magic;
uint8_t version;
uint8_t checksum;
uint8_t flags;
uint32_t timestamp;
} DolphinDataHeader;
#define DOLPHIN_DATA_PAGE 0xC0
#define DOLPHIN_DATA_HEADER_ADDRESS 0x080C0000U
#define DOLPHIN_DATA_DATA_ADDRESS (DOLPHIN_DATA_HEADER_ADDRESS + sizeof(DolphinDataHeader))
#define DOLPHIN_DATA_HEADER_MAGIC 0xD0
#define DOLPHIN_DATA_HEADER_VERSION 0x01
#define DOLPHIN_LVL_THRESHOLD 20.0f
typedef struct {
uint32_t limit_ibutton;
uint32_t limit_nfc;
uint32_t limit_ir;
uint32_t limit_rfid;
uint32_t flags;
uint32_t icounter;
uint32_t butthurt;
} DolphinData;
struct DolphinState {
DolphinData data;
};
DolphinState* dolphin_state_alloc() {
DolphinState* dolphin_state = furi_alloc(sizeof(DolphinState));
return dolphin_state;

View File

@ -4,6 +4,38 @@
#include <stdbool.h>
#include <stdint.h>
#define DOLPHIN_DATA_PAGE 0xC0
#define DOLPHIN_DATA_HEADER_ADDRESS 0x080C0000U
#define DOLPHIN_DATA_DATA_ADDRESS (DOLPHIN_DATA_HEADER_ADDRESS + sizeof(DolphinDataHeader))
#define DOLPHIN_DATA_HEADER_MAGIC 0xD0
#define DOLPHIN_DATA_HEADER_VERSION 0x01
#define DOLPHIN_LVL_THRESHOLD 20.0f
typedef struct {
uint8_t magic;
uint8_t version;
uint8_t checksum;
uint8_t flags;
uint32_t timestamp;
} DolphinDataHeader;
typedef struct {
uint32_t limit_ibutton;
uint32_t limit_nfc;
uint32_t limit_ir;
uint32_t limit_rfid;
uint32_t flags;
uint32_t icounter;
uint32_t butthurt;
} DolphinData;
struct DolphinState {
DolphinData data;
};
typedef struct DolphinState DolphinState;
DolphinState* dolphin_state_alloc();

View File

@ -1,6 +1,8 @@
#include <furi.h>
#include <gui/gui.h>
#include <api-hal-version.h>
#include "dolphin/dolphin.h"
#include "dolphin/dolphin_state.h"
typedef enum {
EventTypeTick,
@ -14,8 +16,8 @@ typedef struct {
EventType type;
} AppEvent;
typedef struct {
} State;
// Moods, corresponding to butthurt level. (temp, unclear about max level)
static const char* mood_strings[5] = {[0] = "Normal", [1] = "Ok", [2] = "Sad", [3] = "Angry"};
static void input_callback(InputEvent* input_event, void* ctx) {
osMessageQueueId_t event_queue = ctx;
@ -26,16 +28,17 @@ static void input_callback(InputEvent* input_event, void* ctx) {
}
static void render_callback(Canvas* canvas, void* ctx) {
State* state = (State*)acquire_mutex((ValueMutex*)ctx, 25);
/*
DolphinState* state = (DolphinState*)acquire_mutex((ValueMutex*)ctx, 25);
char level[20];
uint32_t current_level = dolphin_state_get_level(dolphin->state);
uint32_t prev_cap = dolphin_state_xp_to_levelup(dolphin->state, current_level - 1, false);
uint32_t exp = (dolphin_state_xp_to_levelup(dolphin->state, current_level, true) * 63) /
(dolphin_state_xp_to_levelup(dolphin->state, current_level, false) - prev_cap);
*/
char mood[32];
uint32_t butthurt = dolphin_state_get_butthurt(state);
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);
canvas_clear(canvas);
// multipass
@ -59,29 +62,31 @@ static void render_callback(Canvas* canvas, void* ctx) {
canvas_draw_line(canvas, 59, 44, 124, 44);
canvas_draw_str(canvas, 59, 15, api_hal_version_get_name_ptr());
canvas_draw_str(canvas, 59, 28, "Mood: OK");
/*
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(void* p) {
State _state;
DolphinState _state;
ValueMutex state_mutex;
dolphin_state_load(&_state);
osMessageQueueId_t event_queue = osMessageQueueNew(1, sizeof(AppEvent), NULL);
osMessageQueueId_t event_queue = osMessageQueueNew(2, sizeof(AppEvent), NULL);
furi_check(event_queue);
if(!init_mutex(&state_mutex, &_state, sizeof(State))) {
printf("cannot create mutex\r\n");
if(!init_mutex(&state_mutex, &_state, sizeof(DolphinState))) {
printf("[Passport] cannot create mutex\r\n");
return 0;
}
@ -95,17 +100,15 @@ int32_t passport(void* p) {
AppEvent event;
while(1) {
State* state = (State*)acquire_mutex_block(&state_mutex);
osStatus_t event_status = osMessageQueueGet(event_queue, &event, NULL, 25);
if(event_status == osOK) {
if(event.type == EventTypeKey && event.value.input.type == InputTypeShort) {
release_mutex(&state_mutex, state);
if(event.type == EventTypeKey && event.value.input.type == InputTypeShort &&
event.value.input.key == InputKeyBack) {
break;
}
}
view_port_update(view_port);
release_mutex(&state_mutex, state);
}
gui_remove_view_port(gui, view_port);

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@ -1,6 +1,6 @@
#include "dolphin_scene/items_i.h"
#include <gui/elements.h>
#include "applications.h"
#include "items_i.h"
const Item TV = {
.layer = 7,
@ -64,6 +64,20 @@ static void dolphin_scene_start_app(SceneState* state, const FlipperApplication*
furi_thread_start(state->scene_app_thread);
}
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 Item* is_nearby(SceneState* state) {
furi_assert(state);
uint8_t item = 0;
@ -128,4 +142,4 @@ void pc_callback(Canvas* canvas, void* state) {
if(s->use_pending) {
dolphin_scene_start_app(s, &FLIPPER_SCENE_APPS[1]);
}
}
}

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@ -0,0 +1,8 @@
#pragma once
#include "dolphin/scenes/scene.h"
#define ITEMS_NUM 4
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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@ -1,5 +1,5 @@
#pragma once
#include "dolphin_scene/items.h"
#include "items.h"
void smash_tv(Canvas* canvas, void* state);
void draw_tv(Canvas* canvas, void* state);

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@ -1,18 +1,43 @@
#include <furi.h>
#include <api-hal.h>
#include "dolphin_scene/dolphin_scene.h"
#include "scene.h"
static SceneAppGui* scene_app_gui = NULL;
static ValueMutex* scene_state_mutex = NULL;
static void dolphin_engine_tick_callback(void* p) {
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 dolphin_engine_input_callback(InputEvent* input_event, void* ctx) {
static void scene_engine_input_callback(InputEvent* input_event, void* ctx) {
osMessageQueueId_t event_queue = ctx;
AppEvent event;
event.type = EventTypeKey;
@ -31,7 +56,7 @@ void scene_alloc() {
scene_app_gui->gui = furi_record_open("gui");
scene_app_gui->view_port = view_port_alloc();
scene_app_gui->timer =
osTimerNew(dolphin_engine_tick_callback, osTimerPeriodic, scene_app_gui->mqueue, NULL);
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));
@ -47,7 +72,7 @@ void scene_alloc() {
// 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, dolphin_engine_input_callback, scene_app_gui->mqueue);
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, GuiLayerMain);
view_port_enabled_set(scene_app_gui->view_port, true);
printf("scene_alloc: complete\r\n");
@ -75,7 +100,7 @@ void scene_free() {
printf("scene_free: complete\r\n");
}
int32_t dolphin_scene(void* p) {
int32_t scene_app(void* p) {
api_hal_power_insomnia_enter();
scene_alloc();
@ -111,4 +136,4 @@ int32_t dolphin_scene(void* p) {
scene_free();
api_hal_power_insomnia_exit();
return 0;
}
}

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@ -1,7 +1,7 @@
#pragma once
#include <furi.h>
#include <gui/gui.h>
#include <gui/gui_i.h>
#include <u8g2/u8g2.h>
#ifndef ARRSIZE
@ -23,8 +23,9 @@
// global
#define SCALE 32
// screen
#define SCREEN_WIDTH 128
#define SCREEN_HEIGHT 64
#define SCREEN_WIDTH GUI_DISPLAY_WIDTH
#define SCREEN_HEIGHT GUI_DISPLAY_HEIGHT
#define BONDARIES_X_LEFT 40
#define BONDARIES_X_RIGHT 88
@ -44,7 +45,6 @@
#define DOLPHIN_LAYER 6
#define PARALLAX_MOD 7
#define PARALLAX(layer) layer / PARALLAX_MOD - layer
#define ITEMS_NUM 4
#define DIALOG_PROGRESS 250
@ -131,8 +131,8 @@ 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_dolphin_state(SceneState* state, Canvas* canvas);
void dolphin_scene_update_dolphin_state(SceneState* state, uint32_t t, 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);

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@ -1,46 +1,6 @@
#include <furi.h>
#include <gui/elements.h>
#include "dolphin_scene/dolphin_scene.h"
void dolphin_scene_render_dolphin(SceneState* state, Canvas* canvas) {
furi_assert(state);
furi_assert(canvas);
if(state->scene_zoom == SCENE_ZOOM) {
state->dolphin_gfx = I_DolphinExcited_64x63;
} else if(state->action == SLEEP && state->player_global.x == 154) {
state->dolphin_gfx = A_FX_Sitting_40x27;
state->dolphin_gfx_b = I_FX_SittingB_40x27;
} else if(state->action != INTERACT) {
if(state->player_v.x < 0 || state->player_flipped) {
if(state->player_anim == 0) {
state->dolphin_gfx = I_WalkL1_32x32;
state->dolphin_gfx_b = I_WalkLB1_32x32;
} else {
state->dolphin_gfx = I_WalkL2_32x32;
state->dolphin_gfx_b = I_WalkLB2_32x32;
}
} else if(state->player_v.x > 0 || !state->player_flipped) {
if(state->player_anim == 0) {
state->dolphin_gfx = I_WalkR1_32x32;
state->dolphin_gfx_b = I_WalkRB1_32x32;
} else {
state->dolphin_gfx = I_WalkR2_32x32;
state->dolphin_gfx_b = I_WalkRB2_32x32;
}
}
}
// zoom handlers
canvas_set_bitmap_mode(canvas, true);
canvas_set_color(canvas, ColorWhite);
canvas_draw_icon_name(canvas, state->player.x, state->player.y, state->dolphin_gfx_b);
canvas_set_color(canvas, ColorBlack);
canvas_draw_icon_name(canvas, state->player.x, state->player.y, state->dolphin_gfx);
canvas_set_bitmap_mode(canvas, false);
}
#include "scene.h"
void dolphin_scene_handle_user_input(SceneState* state, InputEvent* input) {
furi_assert(state);

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@ -1,6 +1,6 @@
#include <furi.h>
#include "dolphin_scene/dolphin_scene.h"
#include "dolphin_scene/dolphin_emotes.h"
#include "scene.h"
#include "assets/emotes.h"
static uint16_t roll_new(uint16_t prev, uint16_t max) {
uint16_t val = 999;
@ -11,7 +11,7 @@ static uint16_t roll_new(uint16_t prev, uint16_t max) {
return val;
}
static void dolphin_actions_proceed(SceneState* state) {
static void scene_proceed_action(SceneState* state) {
furi_assert(state);
state->prev_action = state->action;
@ -21,7 +21,7 @@ static void dolphin_actions_proceed(SceneState* state) {
state->action_timeout = default_timeout[state->action];
}
static void dolphin_go_to_poi(SceneState* state) {
static void scene_dolphin_go_to_poi(SceneState* state) {
furi_assert(state);
if(state->player_global.x < state->poi) {
state->player_flipped = false;
@ -32,7 +32,7 @@ static void dolphin_go_to_poi(SceneState* state) {
}
}
static void action_handler(SceneState* state) {
static void scene_action_handler(SceneState* state) {
furi_assert(state);
if(state->action == MINDCONTROL && state->player_v.x != 0) {
state->action_timeout = default_timeout[state->action];
@ -48,23 +48,24 @@ static void action_handler(SceneState* state) {
}
}
void dolphin_scene_update_dolphin_state(SceneState* state, uint32_t t, uint32_t dt) {
void dolphin_scene_update_state(SceneState* state, uint32_t t, uint32_t dt) {
furi_assert(state);
action_handler(state);
scene_action_handler(state);
UNUSED(dialogues_list);
switch(state->action) {
case WALK:
if(state->player_global.x == state->poi) {
state->player_v.x = 0;
dolphin_actions_proceed(state);
scene_proceed_action(state);
} else {
dolphin_go_to_poi(state);
scene_dolphin_go_to_poi(state);
}
break;
case EMOTE:
state->player_flipped = false;
if(state->action_timeout == 0) {
dolphin_actions_proceed(state);
scene_proceed_action(state);
state->emote_id = roll_new(state->previous_emote, ARRSIZE(emotes_list));
break;
}
@ -73,7 +74,7 @@ void dolphin_scene_update_dolphin_state(SceneState* state, uint32_t t, uint32_t
if(state->prev_action == MINDCONTROL) {
state->action = MINDCONTROL;
} else {
dolphin_actions_proceed(state);
scene_proceed_action(state);
}
}
break;
@ -81,21 +82,19 @@ void dolphin_scene_update_dolphin_state(SceneState* state, uint32_t t, uint32_t
if(state->poi != 154) { // temp
state->poi = 154;
} else if(state->player_global.x != state->poi) {
dolphin_go_to_poi(state);
scene_dolphin_go_to_poi(state);
} else {
state->player_v.x = 0;
if(state->action_timeout == 0) {
state->poi = roll_new(state->player_global.x, WORLD_WIDTH / 4);
dolphin_actions_proceed(state);
scene_proceed_action(state);
}
break;
}
default:
if(state->action_timeout == 0) {
dolphin_actions_proceed(state);
scene_proceed_action(state);
}
break;
}
UNUSED(dialogues_list);
}

View File

@ -1,16 +1,12 @@
#include <furi.h>
#include "dolphin_scene/dolphin_scene.h"
#include "dolphin_scene/dolphin_emotes.h"
#include "dolphin_scene/items.h"
#include "scene.h"
#include "assets/emotes.h"
#include "assets/items.h"
#include <gui/elements.h>
const char* action_str[] = {"Sleep", "Idle", "Walk", "Emote", "Use", "MC"};
static bool item_screen_bounds(int32_t pos) {
return pos > -SCREEN_WIDTH && pos < (SCREEN_WIDTH * 2);
}
static void draw_hint(SceneState* state, Canvas* canvas, bool glitching) {
static void scene_draw_hint(SceneState* state, Canvas* canvas, bool glitching) {
furi_assert(state);
furi_assert(canvas);
char buf[32];
@ -31,19 +27,19 @@ static void draw_hint(SceneState* state, Canvas* canvas, bool glitching) {
}
}
static void draw_current_emote(SceneState* state, Canvas* canvas) {
static void scene_draw_current_emote(SceneState* state, Canvas* canvas) {
furi_assert(state);
furi_assert(canvas);
elements_multiline_text_framed(canvas, 80, 20, (char*)emotes_list[state->emote_id]);
}
static void draw_sleep_emote(SceneState* state, Canvas* canvas) {
static void scene_draw_sleep_emote(SceneState* state, Canvas* canvas) {
furi_assert(state);
furi_assert(canvas);
char dialog_str[] = "zZzZ...";
char buf[64];
// 2do - sofa x pos getter
if(state->player_global.x == 154 && state->action_timeout % 100 < 30) {
if(state->dialog_progress < strlen(dialog_str)) {
if(state->action_timeout % 5 == 0) state->dialog_progress++;
@ -59,7 +55,7 @@ static void draw_sleep_emote(SceneState* state, Canvas* canvas) {
}
}
static void draw_dialog(SceneState* state, Canvas* canvas) {
static void scene_draw_dialog(SceneState* state, Canvas* canvas) {
furi_assert(state);
furi_assert(canvas);
@ -87,18 +83,47 @@ static void draw_idle_emote(SceneState* state, Canvas* canvas){
}
*/
static void activate_item_callback(SceneState* state, Canvas* canvas) {
void dolphin_scene_render_dolphin(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);
if(state->scene_zoom == SCENE_ZOOM) {
state->dolphin_gfx = I_DolphinExcited_64x63;
} else if(state->action == SLEEP && state->player_global.x == 154) { // 2do - sofa x pos getter
state->dolphin_gfx = A_FX_Sitting_40x27;
state->dolphin_gfx_b = I_FX_SittingB_40x27;
} else if(state->action != INTERACT) {
if(state->player_v.x < 0 || state->player_flipped) {
if(state->player_anim == 0) {
state->dolphin_gfx = I_WalkL1_32x32;
state->dolphin_gfx_b = I_WalkLB1_32x32;
} else {
state->dolphin_gfx = I_WalkL2_32x32;
state->dolphin_gfx_b = I_WalkLB2_32x32;
}
} else if(state->player_v.x > 0 || !state->player_flipped) {
if(state->player_anim == 0) {
state->dolphin_gfx = I_WalkR1_32x32;
state->dolphin_gfx_b = I_WalkRB1_32x32;
} else {
state->dolphin_gfx = I_WalkR2_32x32;
state->dolphin_gfx_b = I_WalkRB2_32x32;
}
}
}
canvas_set_bitmap_mode(canvas, true);
canvas_set_color(canvas, ColorWhite);
canvas_draw_icon_name(canvas, state->player.x, state->player.y, state->dolphin_gfx_b);
canvas_set_color(canvas, ColorBlack);
canvas_draw_icon_name(canvas, state->player.x, state->player.y, state->dolphin_gfx);
canvas_set_bitmap_mode(canvas, false);
}
static bool item_screen_bounds(int32_t pos) {
return pos > -SCREEN_WIDTH && pos < (SCREEN_WIDTH * 2);
}
void dolphin_scene_render(SceneState* state, Canvas* canvas, uint32_t t) {
@ -134,7 +159,7 @@ void dolphin_scene_render(SceneState* state, Canvas* canvas, uint32_t t) {
}
}
void dolphin_scene_render_dolphin_state(SceneState* state, Canvas* canvas) {
void dolphin_scene_render_state(SceneState* state, Canvas* canvas) {
furi_assert(state);
furi_assert(canvas);
@ -156,15 +181,15 @@ void dolphin_scene_render_dolphin_state(SceneState* state, Canvas* canvas) {
}
if(state->scene_zoom == SCENE_ZOOM)
draw_dialog(state, canvas);
scene_draw_dialog(state, canvas);
else if(state->action == EMOTE)
draw_current_emote(state, canvas);
scene_draw_current_emote(state, canvas);
else if(state->action == MINDCONTROL)
draw_hint(state, canvas, state->action_timeout > 45);
scene_draw_hint(state, canvas, state->action_timeout > 45);
else if(state->action == INTERACT)
activate_item_callback(state, canvas);
scene_activate_item_callback(state, canvas);
else if(state->action == SLEEP)
draw_sleep_emote(state, canvas);
scene_draw_sleep_emote(state, canvas);
/*
else if(state->action == IDLE)
draw_idle_emote(state, canvas);

View File

@ -1,31 +0,0 @@
#include <furi.h>
#include "dolphin_scene/dolphin_scene.h"
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_dolphin_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_dolphin_state(state, t, dt);
}

View File

@ -1,5 +0,0 @@
#pragma once
#include "dolphin_scene/dolphin_scene.h"
const Item* is_nearby(SceneState* state);
const Item** get_scene(SceneState* state);