[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:
parent
dbb8a92653
commit
51d726c2d7
@ -103,7 +103,11 @@ int32_t app_loader(void* p) {
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menu, menu_item_alloc_function("Games", assets_icons_get(A_Games_14), NULL, NULL));
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menu_item_add(
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menu,
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menu_item_alloc_function("Passport", assets_icons_get(A_Passport_14), NULL, NULL));
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menu_item_alloc_function(
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"Passport",
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assets_icons_get(A_Passport_14),
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app_loader_menu_callback,
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(void*)&FLIPPER_SCENE_APPS[0]));
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menu_item_add(
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menu,
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menu_item_alloc_function("Settings", assets_icons_get(A_Settings_14), NULL, NULL));
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@ -33,7 +33,7 @@ int32_t sd_filesystem(void* p);
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int32_t subghz_app(void* p);
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int32_t gui_test(void* p);
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int32_t keypad_test(void* p);
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int32_t dolphin_scene(void* p);
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int32_t scene_app(void* p);
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int32_t passport(void* p);
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const FlipperApplication FLIPPER_SERVICES[] = {
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@ -149,10 +149,6 @@ const FlipperApplication FLIPPER_SERVICES[] = {
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{.app = keypad_test, .name = "keypad_test", .icon = A_Plugins_14},
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#endif
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#ifdef APP_DOLPHIN_SCENE
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{.app = dolphin_scene, .name = "Dolphin [beta]", .stack_size = 1024, .icon = A_Games_14},
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#endif
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};
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const size_t FLIPPER_SERVICES_COUNT = sizeof(FLIPPER_SERVICES) / sizeof(FlipperApplication);
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@ -231,9 +227,8 @@ const FlipperApplication FLIPPER_PLUGINS[] = {
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const size_t FLIPPER_PLUGINS_COUNT = sizeof(FLIPPER_PLUGINS) / sizeof(FlipperApplication);
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#ifdef BUILD_DOLPHIN_SCENE
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const FlipperApplication FLIPPER_SCENES =
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{.app = dolphin_scene, .name = "Dolphin [beta]", .stack_size = 1024, .icon = A_Games_14};
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const FlipperApplication FLIPPER_SCENE =
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{.app = scene_app, .name = "Scenes", .stack_size = 1024, .icon = A_Games_14};
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const FlipperApplication FLIPPER_SCENE_APPS[] = {
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{.app = passport, .name = "Passport", .stack_size = 1024, .icon = A_Games_14},
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@ -242,5 +237,3 @@ const FlipperApplication FLIPPER_SCENE_APPS[] = {
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};
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const size_t FLIPPER_SCENE_APPS_COUNT = sizeof(FLIPPER_SCENE_APPS) / sizeof(FlipperApplication);
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#endif
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@ -31,6 +31,6 @@ extern const size_t FLIPPER_PLUGINS_COUNT;
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/* Seperate scene app holder
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* Spawned by app-loader
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*/
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extern const FlipperApplication FLIPPER_SCENES;
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extern const FlipperApplication FLIPPER_SCENE;
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extern const FlipperApplication FLIPPER_SCENE_APPS[];
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extern const size_t FLIPPER_SCENE_APPS_COUNT;
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@ -16,7 +16,6 @@ APP_BT = 1
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APP_CLI = 1
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APP_SD_FILESYSTEM = 1
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BUILD_IRDA = 1
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BUILD_DOLPHIN_SCENE = 1
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APP_DOLPHIN = 1
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BUILD_EXAMPLE_BLINK = 1
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BUILD_EXAMPLE_UART_WRITE = 1
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@ -46,6 +45,9 @@ ifeq ($(APP_DOLPHIN), 1)
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APP_MENU = 1
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CFLAGS += -DAPP_DOLPHIN
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C_SOURCES += $(wildcard $(APP_DIR)/dolphin/*.c)
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C_SOURCES += $(wildcard $(APP_DIR)/dolphin/scenes/*.c)
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C_SOURCES += $(wildcard $(APP_DIR)/dolphin/scenes/assets/*.c)
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C_SOURCES += $(wildcard $(APP_DIR)/dolphin/passport/*.c)
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endif
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APP_POWER ?= 0
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@ -261,18 +263,6 @@ CFLAGS += -DBUILD_FLOOPPER_BLOOPPER
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C_SOURCES += $(wildcard $(APP_DIR)/floopper-bloopper/*.c)
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endif
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APP_DOLPHIN_SCENE ?= 0
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ifeq ($(APP_DOLPHIN_SCENE), 1)
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CFLAGS += -DAPP_DOLPHIN_SCENE
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BUILD_DOLPHIN_SCENE = 1
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endif
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BUILD_DOLPHIN_SCENE ?= 0
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ifeq ($(BUILD_DOLPHIN_SCENE), 1)
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CFLAGS += -DBUILD_DOLPHIN_SCENE
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C_SOURCES += $(wildcard $(APP_DIR)/dolphin_scene/*.c)
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C_SOURCES += $(wildcard $(APP_DIR)/passport/*.c)
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endif
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APP_IBUTTON ?= 0
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ifeq ($(APP_IBUTTON), 1)
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CFLAGS += -DAPP_IBUTTON
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@ -80,7 +80,7 @@ bool dolphin_view_idle_main_input(InputEvent* event, void* context) {
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} else if(event->key == InputKeyLeft) {
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view_dispatcher_switch_to_view(dolphin->idle_view_dispatcher, DolphinViewIdleUp);
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} else if(event->key == InputKeyRight) {
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dolphin_switch_to_interactive_scene(dolphin, &FLIPPER_SCENES);
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dolphin_switch_to_interactive_scene(dolphin, &FLIPPER_SCENE);
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} else if(event->key == InputKeyDown) {
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view_dispatcher_switch_to_view(dolphin->idle_view_dispatcher, DolphinViewIdleDown);
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}
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@ -3,38 +3,6 @@
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#include <api-hal.h>
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#include <math.h>
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typedef struct {
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uint8_t magic;
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uint8_t version;
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uint8_t checksum;
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uint8_t flags;
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uint32_t timestamp;
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} DolphinDataHeader;
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#define DOLPHIN_DATA_PAGE 0xC0
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#define DOLPHIN_DATA_HEADER_ADDRESS 0x080C0000U
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#define DOLPHIN_DATA_DATA_ADDRESS (DOLPHIN_DATA_HEADER_ADDRESS + sizeof(DolphinDataHeader))
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#define DOLPHIN_DATA_HEADER_MAGIC 0xD0
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#define DOLPHIN_DATA_HEADER_VERSION 0x01
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#define DOLPHIN_LVL_THRESHOLD 20.0f
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typedef struct {
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uint32_t limit_ibutton;
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uint32_t limit_nfc;
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uint32_t limit_ir;
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uint32_t limit_rfid;
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uint32_t flags;
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uint32_t icounter;
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uint32_t butthurt;
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} DolphinData;
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struct DolphinState {
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DolphinData data;
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};
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DolphinState* dolphin_state_alloc() {
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DolphinState* dolphin_state = furi_alloc(sizeof(DolphinState));
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return dolphin_state;
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@ -4,6 +4,38 @@
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#include <stdbool.h>
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#include <stdint.h>
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#define DOLPHIN_DATA_PAGE 0xC0
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#define DOLPHIN_DATA_HEADER_ADDRESS 0x080C0000U
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#define DOLPHIN_DATA_DATA_ADDRESS (DOLPHIN_DATA_HEADER_ADDRESS + sizeof(DolphinDataHeader))
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#define DOLPHIN_DATA_HEADER_MAGIC 0xD0
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#define DOLPHIN_DATA_HEADER_VERSION 0x01
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#define DOLPHIN_LVL_THRESHOLD 20.0f
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typedef struct {
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uint8_t magic;
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uint8_t version;
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uint8_t checksum;
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uint8_t flags;
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uint32_t timestamp;
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} DolphinDataHeader;
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typedef struct {
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uint32_t limit_ibutton;
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uint32_t limit_nfc;
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uint32_t limit_ir;
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uint32_t limit_rfid;
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uint32_t flags;
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uint32_t icounter;
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uint32_t butthurt;
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} DolphinData;
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struct DolphinState {
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DolphinData data;
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};
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typedef struct DolphinState DolphinState;
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DolphinState* dolphin_state_alloc();
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@ -1,6 +1,8 @@
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#include <furi.h>
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#include <gui/gui.h>
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#include <api-hal-version.h>
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#include "dolphin/dolphin.h"
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#include "dolphin/dolphin_state.h"
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typedef enum {
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EventTypeTick,
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@ -14,8 +16,8 @@ typedef struct {
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EventType type;
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} AppEvent;
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typedef struct {
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} State;
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// Moods, corresponding to butthurt level. (temp, unclear about max level)
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static const char* mood_strings[5] = {[0] = "Normal", [1] = "Ok", [2] = "Sad", [3] = "Angry"};
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static void input_callback(InputEvent* input_event, void* ctx) {
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osMessageQueueId_t event_queue = ctx;
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@ -26,16 +28,17 @@ static void input_callback(InputEvent* input_event, void* ctx) {
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}
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static void render_callback(Canvas* canvas, void* ctx) {
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State* state = (State*)acquire_mutex((ValueMutex*)ctx, 25);
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/*
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DolphinState* state = (DolphinState*)acquire_mutex((ValueMutex*)ctx, 25);
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char level[20];
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uint32_t current_level = dolphin_state_get_level(dolphin->state);
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uint32_t prev_cap = dolphin_state_xp_to_levelup(dolphin->state, current_level - 1, false);
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uint32_t exp = (dolphin_state_xp_to_levelup(dolphin->state, current_level, true) * 63) /
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(dolphin_state_xp_to_levelup(dolphin->state, current_level, false) - prev_cap);
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*/
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char mood[32];
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uint32_t butthurt = dolphin_state_get_butthurt(state);
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uint32_t current_level = dolphin_state_get_level(state);
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uint32_t prev_cap = dolphin_state_xp_to_levelup(state, current_level - 1, false);
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uint32_t exp = (dolphin_state_xp_to_levelup(state, current_level, true) * 63) /
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(dolphin_state_xp_to_levelup(state, current_level, false) - prev_cap);
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canvas_clear(canvas);
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// multipass
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@ -59,29 +62,31 @@ static void render_callback(Canvas* canvas, void* ctx) {
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canvas_draw_line(canvas, 59, 44, 124, 44);
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canvas_draw_str(canvas, 59, 15, api_hal_version_get_name_ptr());
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canvas_draw_str(canvas, 59, 28, "Mood: OK");
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/*
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snprintf(level, 20, "Level: %ld", current_level);
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snprintf(mood, 20, "Mood: %s", mood_strings[butthurt]);
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canvas_draw_str(canvas, 59, 28, mood);
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canvas_draw_str(canvas, 59, 41, level);
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canvas_set_color(canvas, ColorWhite);
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canvas_draw_box(canvas, 123 - exp, 48, exp + 1, 6);
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canvas_set_color(canvas, ColorBlack);
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canvas_draw_line(canvas, 123 - exp, 48, 123 - exp, 54);
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*/
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release_mutex((ValueMutex*)ctx, state);
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}
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int32_t passport(void* p) {
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State _state;
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DolphinState _state;
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ValueMutex state_mutex;
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dolphin_state_load(&_state);
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osMessageQueueId_t event_queue = osMessageQueueNew(1, sizeof(AppEvent), NULL);
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osMessageQueueId_t event_queue = osMessageQueueNew(2, sizeof(AppEvent), NULL);
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furi_check(event_queue);
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if(!init_mutex(&state_mutex, &_state, sizeof(State))) {
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printf("cannot create mutex\r\n");
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if(!init_mutex(&state_mutex, &_state, sizeof(DolphinState))) {
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printf("[Passport] cannot create mutex\r\n");
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return 0;
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}
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@ -95,17 +100,15 @@ int32_t passport(void* p) {
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AppEvent event;
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while(1) {
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State* state = (State*)acquire_mutex_block(&state_mutex);
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osStatus_t event_status = osMessageQueueGet(event_queue, &event, NULL, 25);
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if(event_status == osOK) {
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if(event.type == EventTypeKey && event.value.input.type == InputTypeShort) {
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release_mutex(&state_mutex, state);
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if(event.type == EventTypeKey && event.value.input.type == InputTypeShort &&
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event.value.input.key == InputKeyBack) {
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break;
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}
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}
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view_port_update(view_port);
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release_mutex(&state_mutex, state);
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}
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gui_remove_view_port(gui, view_port);
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@ -1,6 +1,6 @@
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#include "dolphin_scene/items_i.h"
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#include <gui/elements.h>
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#include "applications.h"
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#include "items_i.h"
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const Item TV = {
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.layer = 7,
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@ -64,6 +64,20 @@ static void dolphin_scene_start_app(SceneState* state, const FlipperApplication*
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furi_thread_start(state->scene_app_thread);
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}
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const void scene_activate_item_callback(SceneState* state, Canvas* canvas) {
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furi_assert(state);
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furi_assert(canvas);
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const Item* near = is_nearby(state);
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if(near && state->use_pending == true) {
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state->action_timeout = near->timeout;
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near->callback(canvas, state);
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state->use_pending = false;
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} else if(near) {
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near->callback(canvas, state);
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}
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}
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const Item* is_nearby(SceneState* state) {
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furi_assert(state);
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uint8_t item = 0;
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@ -128,4 +142,4 @@ void pc_callback(Canvas* canvas, void* state) {
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if(s->use_pending) {
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dolphin_scene_start_app(s, &FLIPPER_SCENE_APPS[1]);
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}
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}
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}
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8
applications/dolphin/scenes/assets/items.h
Normal file
8
applications/dolphin/scenes/assets/items.h
Normal file
@ -0,0 +1,8 @@
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#pragma once
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#include "dolphin/scenes/scene.h"
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#define ITEMS_NUM 4
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const Item* is_nearby(SceneState* state);
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const Item** get_scene(SceneState* state);
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const void scene_activate_item_callback(SceneState* state, Canvas* canvas);
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@ -1,5 +1,5 @@
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#pragma once
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#include "dolphin_scene/items.h"
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#include "items.h"
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void smash_tv(Canvas* canvas, void* state);
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void draw_tv(Canvas* canvas, void* state);
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@ -1,18 +1,43 @@
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#include <furi.h>
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#include <api-hal.h>
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#include "dolphin_scene/dolphin_scene.h"
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#include "scene.h"
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static SceneAppGui* scene_app_gui = NULL;
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static ValueMutex* scene_state_mutex = NULL;
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static void dolphin_engine_tick_callback(void* p) {
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void dolphin_scene_redraw(Canvas* canvas, void* ctx) {
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furi_assert(canvas);
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furi_assert(ctx);
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SceneState* state = (SceneState*)acquire_mutex((ValueMutex*)ctx, 25);
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if(state == NULL) return; // redraw fail
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uint32_t t = xTaskGetTickCount();
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canvas_clear(canvas);
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dolphin_scene_render(state, canvas, t);
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dolphin_scene_render_state(state, canvas);
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release_mutex((ValueMutex*)ctx, state);
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}
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void dolphin_scene_handle_input(SceneState* state, InputEvent* input) {
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// printf("[kb] event: %02x %s\n", input->key, input->state ? "pressed" : "released");
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dolphin_scene_handle_user_input(state, input);
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}
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void dolphin_scene_tick_handler(SceneState* state, uint32_t t, uint32_t dt) {
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// printf("t: %d, dt: %d\n", t, dt);
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dolphin_scene_coordinates(state, dt);
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dolphin_scene_update_state(state, t, dt);
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}
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static void scene_engine_tick_callback(void* p) {
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osMessageQueueId_t event_queue = p;
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AppEvent event;
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event.type = EventTypeTick;
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osMessageQueuePut(event_queue, (void*)&event, 0, 0);
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}
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static void dolphin_engine_input_callback(InputEvent* input_event, void* ctx) {
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static void scene_engine_input_callback(InputEvent* input_event, void* ctx) {
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osMessageQueueId_t event_queue = ctx;
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AppEvent event;
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event.type = EventTypeKey;
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@ -31,7 +56,7 @@ void scene_alloc() {
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scene_app_gui->gui = furi_record_open("gui");
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scene_app_gui->view_port = view_port_alloc();
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scene_app_gui->timer =
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osTimerNew(dolphin_engine_tick_callback, osTimerPeriodic, scene_app_gui->mqueue, NULL);
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osTimerNew(scene_engine_tick_callback, osTimerPeriodic, scene_app_gui->mqueue, NULL);
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printf("scene_alloc: timer %p\r\n", scene_app_gui->timer);
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// Scene State
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SceneState* scene_state = furi_alloc(sizeof(SceneState));
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@ -47,7 +72,7 @@ void scene_alloc() {
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// Open GUI and register fullscreen view_port
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view_port_draw_callback_set(scene_app_gui->view_port, dolphin_scene_redraw, scene_state_mutex);
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view_port_input_callback_set(
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scene_app_gui->view_port, dolphin_engine_input_callback, scene_app_gui->mqueue);
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scene_app_gui->view_port, scene_engine_input_callback, scene_app_gui->mqueue);
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gui_add_view_port(scene_app_gui->gui, scene_app_gui->view_port, GuiLayerMain);
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view_port_enabled_set(scene_app_gui->view_port, true);
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printf("scene_alloc: complete\r\n");
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@ -75,7 +100,7 @@ void scene_free() {
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printf("scene_free: complete\r\n");
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}
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int32_t dolphin_scene(void* p) {
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int32_t scene_app(void* p) {
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api_hal_power_insomnia_enter();
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scene_alloc();
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|
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@ -111,4 +136,4 @@ int32_t dolphin_scene(void* p) {
|
||||
scene_free();
|
||||
api_hal_power_insomnia_exit();
|
||||
return 0;
|
||||
}
|
||||
}
|
@ -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);
|
@ -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);
|
@ -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);
|
||||
}
|
@ -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);
|
@ -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);
|
||||
}
|
@ -1,5 +0,0 @@
|
||||
#pragma once
|
||||
#include "dolphin_scene/dolphin_scene.h"
|
||||
|
||||
const Item* is_nearby(SceneState* state);
|
||||
const Item** get_scene(SceneState* state);
|
Loading…
Reference in New Issue
Block a user