flipperzero-firmware/applications/dolphin/scenes/assets/items.c
2021-08-05 23:49:04 +03:00

233 lines
6.1 KiB
C

#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[1]);
}
}