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23 Commits

Author SHA1 Message Date
Totoo 60a5222058 Pacman update (#2837) 2025-10-21 07:37:26 +02:00
Totoo 7041d507ca gracefully handle i2c error (#2838) 2025-10-21 07:37:14 +02:00
Totoo d3373734e9 battleship resizes based on screen size (#2836) 2025-10-18 17:00:50 +02:00
Totoo 200831ad67 fix some bugs due to framesync not fired on stealth mode (#2834) 2025-10-18 13:13:51 +02:00
gullradriel dafe3b7641 update hackrf submodule (#2832) 2025-10-17 19:28:18 +02:00
gullradriel 63634407b6 fix ctrl click link (#2833) 2025-10-17 17:09:57 +00:00
Totoo 9f06ccf9ae Support some space chars in serial commands (fs) (#2828) 2025-10-17 17:05:27 +02:00
Totoo 6782e12a15 Fix morse tx cw+loop (#2827) 2025-10-17 17:03:34 +02:00
Totoo cbbd8103d3 Touch for MenuView and Freqlist (#2829)
* freqman add touch support. solves #1919

* menuview touch support
2025-10-17 21:59:35 +08:00
Pezsma e88ab44f49 Modify Morse code table (#2825)
Fixed morse code table
2025-10-17 10:32:01 +02:00
Pezsma 545dead1ca Added new game: Morse trainer (#2820)
* Added new game: Morse trainer

* code format error fix, and ui alignment
2025-10-16 13:01:28 +02:00
Totoo e3b2a65b39 Oregon fixes (#2822) 2025-10-16 13:00:40 +02:00
Totoo 2f4d222403 New memory address for i2c dev loaded apps (#2817)
* New memory address for i2c dev loaded apps

* better download handling on error

* new hackrf version (added PortapackRf support)

* lock i2cdev while loading apps
2025-10-14 09:45:52 +02:00
Totoo 54d99945f2 fix touch calib on prf (#2816) 2025-10-14 09:03:28 +08:00
RocketGod 65a3c797c6 Blackjack - Dynamic screen for PortaRF (#2814)
Blackjack - Dynamic screen for PortaRF
2025-10-10 22:48:26 +02:00
Totoo 6a81a981aa Fix standalont touch_release event (#2813) 2025-10-10 22:47:17 +02:00
RocketGod 193ac73b34 Doom UI improvements for dynamic screen (#2812)
* Doom dynamic screen and other improvements

Doom dynamic screen and other improvements

* Res divider fix for big screens

* Format code
2025-10-09 22:54:54 +02:00
RocketGod 477d035dce Dino Game Dynamic Screen for PortaRF plus sprite animation improvements (#2811)
* Dino Game Dynamic Screen for PortaRF plus sprite animation improvements

Dino Game Dynamic Screen for PortaRF plus sprite animation improvements

* Format code per usual
2025-10-09 22:31:26 +02:00
RocketGod 1d8f53b49e Space invaders UI improvements for all device screens including new PortaRF (#2810)
* Dynamic screen for PortaRF

Dynamic screen size for new PortaRF device.

* Format code

* Space Invaders improvements for all devices including new PortaRF

Space Invaders improvements for all devices including new PortaRF
2025-10-09 22:30:30 +02:00
Totoo db324a5225 PortaRF battery fix (#2809) 2025-10-09 22:29:53 +02:00
Totoo b2331bf818 clarify battery settings (#2805) 2025-10-06 10:29:17 +02:00
Totoo 4b18ac42e9 full blue batt when charging (#2804) 2025-10-05 17:04:30 +02:00
RocketGod 41dd0c4674 Dynamic screen for PortaRF Tetris (#2803)
* Dynamic screen for PortaRF
* Format code
2025-10-04 19:19:54 +02:00
53 changed files with 1882 additions and 833 deletions
+1 -1
View File
@@ -65,7 +65,7 @@ class FreqManBaseView : public View {
OptionsField options_category{
{3 * 8, 2},
20 /* length */,
19 /* length */,
{}};
FreqManUIList freqlist_view{
+1 -1
View File
@@ -1008,7 +1008,7 @@ class SetBatteryView : public View {
"Save"};
Button button_reset{
{UI_POS_X_CENTER(12) - UI_POS_WIDTH(8), UI_POS_Y_BOTTOM(7), UI_POS_WIDTH(12), UI_POS_HEIGHT(2)},
{UI_POS_X_CENTER(12) - UI_POS_WIDTH(8), UI_POS_Y(13), UI_POS_WIDTH(12), UI_POS_HEIGHT(2)},
"Reset",
};
};
@@ -287,7 +287,7 @@ bool StandaloneView::on_touch(const TouchEvent event) {
if (get_application_information()->header_version > 1) {
get_application_information()->OnTouchEvent(event.point.x(), event.point.y(), (uint32_t)event.type);
}
return false;
return true;
}
bool StandaloneView::on_keyboard(const KeyboardEvent event) {
@@ -81,13 +81,13 @@ class TouchCalibrationView : public View {
Color::black()};
Image image_calibrate_1{
{240 - 32 - 16, (320 - 16) / 2 - 16, 32, 32},
{screen_width - 32 - 16, (screen_height - 16) / 2 - 16, 32, 32},
&bitmap_target_calibrate,
Color::white(),
Color::black()};
Image image_calibrate_2{
{240 / 2 - 16, (320 - 16) - 32 - 16, 32, 32},
{screen_width / 2 - 16, (screen_height - 16) - 32 - 16, 32, 32},
&bitmap_target_calibrate,
Color::white(),
Color::black()};
@@ -99,13 +99,13 @@ class TouchCalibrationView : public View {
Color::black()};
Image image_verify_1{
{240 - 32 - 16, (320 - 16) / 2 - 16, 32, 32},
{screen_width - 32 - 16, (screen_height - 16) / 2 - 16, 32, 32},
&bitmap_target_verify,
Color::white(),
Color::black()};
Image image_verify_2{
{240 / 2 - 16, (320 - 16) - 32 - 16, 32, 32},
{screen_width / 2 - 16, (screen_height - 16) - 32 - 16, 32, 32},
&bitmap_target_verify,
Color::white(),
Color::black()};
@@ -131,11 +131,11 @@ class TouchCalibrationView : public View {
"Calibration failed. Retry?"};
Button button_cancel{
{40, 200, 64, 24},
{40, 200, UI_POS_WIDTH(8), 24},
"Cancel"};
Button button_ok{
{136, 200, 64, 24},
{136, 200, UI_POS_WIDTH(8), 24},
"OK"};
void on_frame_sync();
@@ -197,6 +197,10 @@ WeatherView::~WeatherView() {
baseband::shutdown();
}
uint16_t WeatherView::bcd_decode_short(uint32_t data) {
return (data & 0xF) * 10 + ((data >> 4) & 0xF);
}
const char* WeatherView::getWeatherSensorTypeName(FPROTO_WEATHER_SENSOR type) {
switch (type) {
case FPW_NexusTH:
@@ -225,6 +229,8 @@ const char* WeatherView::getWeatherSensorTypeName(FPROTO_WEATHER_SENSOR type) {
return "LaCrosse TX141THBv2";
case FPW_OREGON2:
return "Oregon2";
case FPW_OREGON2B:
return "Oregon2B";
case FPW_OREGON3:
return "Oregon3";
case FPW_OREGONv1:
@@ -299,7 +305,9 @@ WeatherRecentEntry WeatherView::process_data(const WeatherDataMessage* data) {
WeatherRecentEntry ret = {};
ret.sensorType = data->sensorType;
int16_t i16 = 0;
int32_t i32 = 0;
uint16_t u16 = 0;
uint64_t u64 = 0;
uint8_t u8 = 0;
uint8_t channel_3021[] = {3, 0, 2, 1};
@@ -442,12 +450,34 @@ WeatherRecentEntry WeatherView::process_data(const WeatherDataMessage* data) {
ret.humidity = (data->decode_data >> 8) & 0xFF;
break;
case FPW_OREGON2:
i16 = ((data->decode_data >> 4) & 0xF) * 10 + (((data->decode_data >> 4) >> 4) & 0xF);
i16 *= 10;
i16 += (data->decode_data >> 12) & 0xF;
if (data->decode_data & 0xF) i16 = -i16;
ret.temp = (float)i16 / 10.0;
// todo fix missing parts.
i32 = bcd_decode_short(data->decode_data >> 4);
i32 *= 10;
i32 += (data->decode_data >> 12) & 0xf;
if (data->decode_data & 0xF) i32 = -i32;
ret.temp = (float)i32 / 10.0;
ret.battery_low = ((data->decode_data >> 32) & 0x4) ? 1 : 0;
u8 = (data->decode_data >> 44) & 0xF;
ret.channel = 1;
while (u8 > 1) {
ret.channel++;
u8 >>= 1;
}
break;
case FPW_OREGON2B:
ret.humidity = bcd_decode_short(data->decode_data);
u64 = data->decode_data >> 8;
i32 = bcd_decode_short(u64 >> 4);
i32 *= 10;
i32 += (u64 >> 12) & 0xf;
if (u64 & 0xF) i32 = -i32;
ret.temp = (float)i32 / 10.0;
ret.battery_low = ((data->decode_data >> 32) & 0x4) ? 1 : 0;
u8 = (data->decode_data >> 44) & 0xF;
ret.channel = 1;
while (u8 > 1) {
ret.channel++;
u8 >>= 1;
}
break;
case FPW_OREGON3:
// todo check
@@ -114,6 +114,7 @@ class WeatherView : public View {
private:
void on_tick_second();
uint16_t bcd_decode_short(uint32_t data);
void on_data(const WeatherDataMessage* data);
WeatherRecentEntry process_data(const WeatherDataMessage* data);
NavigationView& nav_;
+13 -16
View File
@@ -124,12 +124,12 @@ void EventDispatcher::request_stop() {
void EventDispatcher::set_display_sleep(const bool sleep) {
// TODO: Distribute display sleep message more broadly, shut down data generation
// on baseband side, since all that data is being discarded during sleep.
// on baseband side, since all that data is being discarded during sleep. -- DON'T TODO it, sincethe stealth mode want to send with screen off!
if (sleep) {
portapack::backlight()->off();
portapack::display.sleep();
portapack::display.sleep(false); // when called the hw_sleep = true, the irq wont fire, so the EVT_MASK_LCD_FRAME_SYNC won't set.
} else {
portapack::display.wake();
portapack::display.wake(true); // not important, command not affect if already hw waken up
// Don't turn on backlight here.
// Let frame sync handler turn on backlight after repaint.
}
@@ -180,12 +180,10 @@ void EventDispatcher::dispatch(const eventmask_t events) {
/*if( events & EVT_MASK_LCD_FRAME_SYNC ) {
blink_timer();
}*/
if (events & EVT_MASK_LCD_FRAME_SYNC) {
handle_lcd_frame_sync(!EventDispatcher::display_sleep);
}
if (!EventDispatcher::display_sleep) {
if (events & EVT_MASK_LCD_FRAME_SYNC) {
handle_lcd_frame_sync();
}
if (events & EVT_MASK_ENCODER) {
handle_encoder();
}
@@ -328,17 +326,16 @@ ui::Widget* EventDispatcher::getFocusedWidget() {
return context.focus_manager().focus_widget();
}
void EventDispatcher::handle_lcd_frame_sync() {
void EventDispatcher::handle_lcd_frame_sync(bool screen_on) {
bool waiting_for_frame = this->waiting_for_frame;
DisplayFrameSyncMessage message;
DisplayFrameSyncMessage message; // send framesync msg all the time, bc some apps relay on it
message_map.send(&message);
static_cast<ui::SystemView*>(top_widget)->paint_overlay();
painter.paint_widget_tree(top_widget);
portapack::backlight()->on();
if (screen_on) { // only draw when screen is on
static_cast<ui::SystemView*>(top_widget)->paint_overlay();
painter.paint_widget_tree(top_widget);
portapack::backlight()->on();
}
if (waiting_for_frame)
this->waiting_for_frame = false;
}
+1 -1
View File
@@ -133,7 +133,7 @@ class EventDispatcher {
void on_keyboard_event(ui::KeyboardEvent event);
// void blink_timer();
void handle_lcd_frame_sync();
void handle_lcd_frame_sync(bool screen_on);
void handle_switches();
void handle_encoder();
void handle_touch();
+75 -127
View File
@@ -24,25 +24,25 @@ constexpr uint32_t BLUE_TEAM_ADDRESS = BATTLESHIP_BASE_ADDRESS + 2;
BattleshipView::BattleshipView(NavigationView& nav)
: nav_{nav} {
CELL_SIZE = screen_width / GRID_SIZE;
baseband::run_image(portapack::spi_flash::image_tag_pocsag2);
add_children({&text_title, &text_subtitle,
&rect_radio_settings, &label_radio, &button_frequency,
//&rect_radio_settings, &rect_audio_settings, &rect_team_selection,
&label_radio, &button_frequency,
&label_rf_amp, &checkbox_rf_amp,
&label_lna, &field_lna,
&label_vga, &field_vga,
&label_tx_gain, &field_tx_gain,
&rect_audio_settings, &label_audio,
&label_audio,
&checkbox_sound, &label_volume, &field_volume,
&rect_team_selection, &label_team,
&label_team,
&button_red_team, &button_blue_team,
&rssi, &text_status, &text_score,
&rssi,
&button_rotate, &button_place, &button_fire, &button_menu});
// Hide in-game elements
rssi.hidden(true);
text_status.hidden(true);
text_score.hidden(true);
button_rotate.hidden(true);
button_place.hidden(true);
button_fire.hidden(true);
@@ -151,8 +151,8 @@ BattleshipView::BattleshipView(NavigationView& nav)
field_tx_gain.set_parent_rect({185, 118, 32, 16});
checkbox_sound.set_parent_rect({17, 187, 80, 24});
field_volume.set_parent_rect({165, 187, 32, 16});
button_red_team.set_parent_rect({25, 242, 85, 45});
button_blue_team.set_parent_rect({130, 242, 85, 45});
// button_red_team.set_parent_rect({25, 242, 85, 45});
// button_blue_team.set_parent_rect({130, 242, 85, 45});
// Make menu elements focusable
button_frequency.set_focusable(true);
@@ -191,11 +191,42 @@ void BattleshipView::init_game() {
enemy_grid[y][x] = CellState::EMPTY;
}
}
setup_ships();
update_score();
}
void BattleshipView::show_hide_menu(bool menu_vis) {
text_title.hidden(!menu_vis);
text_subtitle.hidden(!menu_vis);
// rect_radio_settings.hidden(!menu_vis); rect_audio_settings.hidden(!menu_vis); rect_team_selection.hidden(!menu_vis);
label_radio.hidden(!menu_vis);
button_frequency.hidden(!menu_vis);
label_rf_amp.hidden(!menu_vis);
checkbox_rf_amp.hidden(!menu_vis);
label_lna.hidden(!menu_vis);
field_lna.hidden(!menu_vis);
label_vga.hidden(!menu_vis);
field_vga.hidden(!menu_vis);
label_tx_gain.hidden(!menu_vis);
field_tx_gain.hidden(!menu_vis);
label_audio.hidden(!menu_vis);
checkbox_sound.hidden(!menu_vis);
label_volume.hidden(!menu_vis);
field_volume.hidden(!menu_vis);
label_team.hidden(!menu_vis);
button_red_team.hidden(!menu_vis);
button_blue_team.hidden(!menu_vis);
rssi.hidden(menu_vis);
button_rotate.hidden(menu_vis);
button_place.hidden(menu_vis);
button_menu.hidden(menu_vis);
// button_rotate.set_focusable(false); //no need, since can't focus on hidden
// button_place.set_focusable(false);
// button_menu.set_focusable(false);
set_dirty();
}
void BattleshipView::reset_game() {
transmitter_model.disable();
receiver_model.disable();
@@ -221,50 +252,7 @@ void BattleshipView::reset_game() {
update_score();
// Toggle visibility
bool menu_vis = true;
bool game_vis = false;
text_title.hidden(!menu_vis);
text_subtitle.hidden(!menu_vis);
rect_radio_settings.hidden(!menu_vis);
label_radio.hidden(!menu_vis);
button_frequency.hidden(!menu_vis);
label_rf_amp.hidden(!menu_vis);
checkbox_rf_amp.hidden(!menu_vis);
label_lna.hidden(!menu_vis);
field_lna.hidden(!menu_vis);
label_vga.hidden(!menu_vis);
field_vga.hidden(!menu_vis);
label_tx_gain.hidden(!menu_vis);
field_tx_gain.hidden(!menu_vis);
rect_audio_settings.hidden(!menu_vis);
label_audio.hidden(!menu_vis);
checkbox_sound.hidden(!menu_vis);
label_volume.hidden(!menu_vis);
field_volume.hidden(!menu_vis);
rect_team_selection.hidden(!menu_vis);
label_team.hidden(!menu_vis);
button_red_team.hidden(!menu_vis);
button_blue_team.hidden(!menu_vis);
rssi.hidden(!game_vis);
text_status.hidden(!game_vis);
text_score.hidden(!game_vis);
button_rotate.hidden(!game_vis);
button_place.hidden(!game_vis);
button_fire.hidden(!game_vis);
button_menu.hidden(!game_vis);
// Restore focusability
button_frequency.set_focusable(menu_vis);
checkbox_rf_amp.set_focusable(menu_vis);
field_lna.set_focusable(menu_vis);
field_vga.set_focusable(menu_vis);
field_tx_gain.set_focusable(menu_vis);
checkbox_sound.set_focusable(menu_vis);
field_volume.set_focusable(menu_vis);
button_red_team.set_focusable(menu_vis);
button_blue_team.set_focusable(menu_vis);
show_hide_menu(true);
button_frequency.focus();
set_dirty();
@@ -283,45 +271,10 @@ void BattleshipView::start_team(bool red) {
game_state = GameState::PLACING_SHIPS;
// Toggle visibility
bool menu_vis = false;
bool game_vis = true;
text_title.hidden(!menu_vis);
text_subtitle.hidden(!menu_vis);
rect_radio_settings.hidden(!menu_vis);
label_radio.hidden(!menu_vis);
button_frequency.hidden(!menu_vis);
label_rf_amp.hidden(!menu_vis);
checkbox_rf_amp.hidden(!menu_vis);
label_lna.hidden(!menu_vis);
field_lna.hidden(!menu_vis);
label_vga.hidden(!menu_vis);
field_vga.hidden(!menu_vis);
label_tx_gain.hidden(!menu_vis);
field_tx_gain.hidden(!menu_vis);
rect_audio_settings.hidden(!menu_vis);
label_audio.hidden(!menu_vis);
checkbox_sound.hidden(!menu_vis);
label_volume.hidden(!menu_vis);
field_volume.hidden(!menu_vis);
rect_team_selection.hidden(!menu_vis);
label_team.hidden(!menu_vis);
button_red_team.hidden(!menu_vis);
button_blue_team.hidden(!menu_vis);
rssi.hidden(!game_vis);
text_status.hidden(true);
text_score.hidden(true);
button_rotate.hidden(false);
button_place.hidden(false);
button_menu.hidden(false);
show_hide_menu(false);
current_status = "Place carrier (5)";
button_rotate.set_focusable(false);
button_place.set_focusable(false);
button_menu.set_focusable(false);
focus();
is_transmitting = true;
configure_radio_rx();
@@ -382,7 +335,7 @@ void BattleshipView::configure_radio_rx() {
}
void BattleshipView::paint(Painter& painter) {
painter.fill_rectangle({0, 0, 240, 320}, Color::black());
painter.fill_rectangle({0, 0, UI_POS_MAXWIDTH, UI_POS_MAXHEIGHT}, Color::black());
if (game_state == GameState::MENU) {
draw_menu_screen(painter);
@@ -426,24 +379,21 @@ void BattleshipView::paint(Painter& painter) {
}
Color team_color = is_red_team ? Color::red() : Color::blue();
painter.fill_rectangle({0, 5, 240, 16}, team_color);
painter.fill_rectangle({0, 5, screen_width, 16}, team_color);
auto style_white = Style{
.font = ui::font::fixed_8x16,
.background = team_color,
.foreground = Color::white()};
painter.draw_string({85, 5}, style_white, is_red_team ? "RED TEAM" : "BLUE TEAM");
painter.draw_string({UI_POS_X_CENTER(9), 5}, style_white, is_red_team ? "RED TEAM" : "BLUE TEAM");
auto style_status = Style{
.font = ui::font::fixed_8x16,
.background = Color::black(),
.foreground = Color::white()};
painter.fill_rectangle({0, 21, 240, 16}, Color::black());
painter.draw_string({10, 21}, style_status, current_status);
if (game_state != GameState::MENU) {
painter.draw_string({170, 21}, style_status, current_score);
}
painter.fill_rectangle({0, 21, screen_width, 16}, Color::black());
painter.draw_string({5, 21}, style_status, current_status);
painter.draw_string({170, 21}, style_status, current_score);
if (game_state == GameState::PLACING_SHIPS) {
draw_grid(painter, GRID_OFFSET_X, GRID_OFFSET_Y + 5, my_grid, true);
@@ -452,35 +402,35 @@ void BattleshipView::paint(Painter& painter) {
}
} else if (game_state == GameState::MY_TURN) {
draw_grid(painter, GRID_OFFSET_X, GRID_OFFSET_Y + 5, enemy_grid, false, true);
painter.draw_string({10, GRID_OFFSET_Y + GRID_SIZE * CELL_SIZE + 10}, style_status,
"Enemy ships: " + to_string_dec_uint(enemy_ships_remaining));
painter.draw_string({0, GRID_OFFSET_Y + GRID_SIZE * CELL_SIZE + 10}, style_status,
"Enemy: " + to_string_dec_uint(enemy_ships_remaining));
} else if (game_state == GameState::OPPONENT_TURN || game_state == GameState::WAITING_FOR_OPPONENT) {
draw_grid(painter, GRID_OFFSET_X, GRID_OFFSET_Y + 5, my_grid, true);
painter.draw_string({10, GRID_OFFSET_Y + GRID_SIZE * CELL_SIZE + 10}, style_status,
"Your ships: " + to_string_dec_uint(ships_remaining));
painter.draw_string({0, GRID_OFFSET_Y + GRID_SIZE * CELL_SIZE + 10}, style_status,
"You: " + to_string_dec_uint(ships_remaining));
} else if (game_state == GameState::GAME_OVER) {
painter.draw_string({50, 150}, style_status, "Game Over!");
painter.draw_string({UI_POS_X_CENTER(11), 150}, style_status, "Game Over!");
painter.draw_string({30, 170}, style_status, current_status);
}
}
void BattleshipView::draw_menu_screen(Painter& painter) {
painter.draw_hline({12, 38}, 216, Color::dark_cyan());
painter.draw_hline({12, 20 + 16}, screen_width - 24, Color::dark_cyan());
painter.fill_rectangle({13, 41, 214, 116}, Color::dark_grey());
painter.draw_hline({12, 40}, 216, Color::cyan());
painter.draw_hline({12, 157}, 216, Color::cyan());
painter.fill_rectangle({13, 59, screen_width - 26, 116}, Color::dark_grey());
painter.draw_hline({12, 58}, screen_width - 24, Color::cyan());
painter.draw_hline({12, 157}, screen_width - 24, Color::cyan());
painter.fill_rectangle({13, 165, 214, 43}, Color::dark_grey());
painter.draw_hline({12, 164}, 216, Color::cyan());
painter.draw_hline({12, 208}, 216, Color::cyan());
painter.fill_rectangle({13, 165, screen_width - 24, 57}, Color::dark_grey());
painter.draw_hline({12, 164}, screen_width - 24, Color::cyan());
painter.draw_hline({12, 223}, screen_width - 24, Color::cyan());
painter.fill_rectangle({13, 218, 214, 73}, Color::dark_grey());
painter.draw_hline({12, 217}, 216, Color::cyan());
painter.draw_hline({12, 291}, 216, Color::cyan());
painter.fill_rectangle({13, 232, screen_width - 26, 67}, Color::dark_grey());
painter.draw_hline({12, 232}, screen_width - 24, Color::cyan());
painter.draw_hline({12, 300}, screen_width - 24, Color::cyan());
// Radio status indicator
Point indicator_pos{220, 53};
Point indicator_pos{UI_POS_MAXWIDTH - 20, 59};
if (is_transmitting) {
painter.fill_rectangle({indicator_pos, {6, 6}}, Color::red());
painter.draw_rectangle({indicator_pos.x() - 1, indicator_pos.y() - 1, 8, 8}, Color::light_grey());
@@ -490,7 +440,7 @@ void BattleshipView::draw_menu_screen(Painter& painter) {
}
}
void BattleshipView::draw_grid(Painter& painter, uint8_t grid_x, uint8_t grid_y, const std::array<std::array<CellState, GRID_SIZE>, GRID_SIZE>& grid, bool show_ships, bool is_offense_grid) {
void BattleshipView::draw_grid(Painter& painter, uint16_t grid_x, uint16_t grid_y, const std::array<std::array<CellState, GRID_SIZE>, GRID_SIZE>& grid, bool show_ships, bool is_offense_grid) {
painter.fill_rectangle({grid_x, grid_y, GRID_SIZE * CELL_SIZE, GRID_SIZE * CELL_SIZE},
Color::dark_blue());
@@ -501,26 +451,24 @@ void BattleshipView::draw_grid(Painter& painter, uint8_t grid_x, uint8_t grid_y,
GRID_SIZE * CELL_SIZE, Color::grey());
}
for (uint8_t y = 0; y < GRID_SIZE; y++) {
for (uint8_t x = 0; x < GRID_SIZE; x++) {
draw_cell(painter, grid_x + x * CELL_SIZE + 1, grid_y + y * CELL_SIZE + 1,
grid[y][x], show_ships, is_offense_grid,
is_cursor_at(x, y, is_offense_grid));
for (uint16_t y = 0; y < GRID_SIZE; y++) {
for (uint16_t x = 0; x < GRID_SIZE; x++) {
draw_cell(painter, grid_x + x * CELL_SIZE + 1, grid_y + y * CELL_SIZE + 1, grid[y][x], show_ships, is_offense_grid, is_cursor_at(x, y, is_offense_grid));
}
}
}
void BattleshipView::draw_cell(Painter& painter, uint8_t cell_x, uint8_t cell_y, CellState state, bool show_ships, bool is_offense_grid, bool is_cursor) {
void BattleshipView::draw_cell(Painter& painter, uint16_t cell_x, uint16_t cell_y, CellState state, bool show_ships, bool is_offense_grid, bool is_cursor) {
Color cell_color = Color::dark_blue();
bool should_fill = false;
if (game_state == GameState::PLACING_SHIPS && !is_offense_grid && current_ship_index < 5) {
uint8_t ship_size = my_ships[current_ship_index].size();
for (uint8_t i = 0; i < ship_size; i++) {
uint8_t preview_x = placing_horizontal ? cursor_x + i : cursor_x;
uint8_t preview_y = placing_horizontal ? cursor_y : cursor_y + i;
uint8_t grid_x = (cell_x - 1) / CELL_SIZE;
uint8_t grid_y = (cell_y - GRID_OFFSET_Y - 6) / CELL_SIZE;
uint16_t preview_x = placing_horizontal ? cursor_x + i : cursor_x;
uint16_t preview_y = placing_horizontal ? cursor_y : cursor_y + i;
uint16_t grid_x = (cell_x - 1) / CELL_SIZE;
uint16_t grid_y = (cell_y - GRID_OFFSET_Y - 6) / CELL_SIZE;
if (grid_x == preview_x && grid_y == preview_y && preview_x < GRID_SIZE && preview_y < GRID_SIZE) {
return;
}
@@ -597,8 +545,8 @@ void BattleshipView::draw_ship_preview(Painter& painter) {
uint8_t y = placing_horizontal ? cursor_y : cursor_y + i;
if (x < GRID_SIZE && y < GRID_SIZE) {
uint8_t cell_x = GRID_OFFSET_X + x * CELL_SIZE + 1;
uint8_t cell_y = GRID_OFFSET_Y + 5 + y * CELL_SIZE + 1;
uint16_t cell_x = GRID_OFFSET_X + x * CELL_SIZE + 1;
uint16_t cell_y = GRID_OFFSET_Y + 5 + y * CELL_SIZE + 1;
Color preview_color = can_place ? Color::green() : Color::red();
+26 -25
View File
@@ -23,12 +23,9 @@
#include <array>
namespace ui::external_app::battleship {
#define GRID_SIZE 10
constexpr uint8_t GRID_SIZE = 10;
constexpr uint8_t CELL_SIZE = 24;
constexpr uint8_t GRID_OFFSET_X = 0;
constexpr uint8_t GRID_OFFSET_Y = 32;
namespace ui::external_app::battleship {
enum class ShipType : uint8_t {
CARRIER = 5,
@@ -103,6 +100,10 @@ class BattleshipView : public View {
private:
NavigationView& nav_;
uint16_t CELL_SIZE = 24;
uint16_t GRID_OFFSET_X = 0;
uint16_t GRID_OFFSET_Y = 32;
RxRadioState rx_radio_state_{
433920000 /* frequency */,
1750000 /* bandwidth */,
@@ -163,11 +164,11 @@ class BattleshipView : public View {
uint32_t last_address{0};
// UI Elements - Menu/Settings Screen
Text text_title{{60, 2, 120, 24}, "BATTLESHIP"};
Text text_subtitle{{40, 20, 160, 16}, "Naval Combat Game"};
Text text_title{{UI_POS_X_CENTER(11), 2, UI_POS_WIDTH(11), 16}, "BATTLESHIP"};
Text text_subtitle{{UI_POS_X_CENTER(18), 24, UI_POS_WIDTH(18), 16}, "Naval Combat Game"};
Rectangle rect_radio_settings{{12, 40, 216, 118}, Color::dark_grey()};
Text label_radio{{17, 45, 100, 16}, "RADIO SETUP"};
// Rectangle rect_radio_settings{{12, 40, 216, 118}, Color::dark_grey()};
Text label_radio{{UI_POS_X_CENTER(12), 45, UI_POS_WIDTH(12), 16}, "RADIO SETUP"};
ButtonWithEncoder button_frequency{{17, 65, 11 * 8, 20}, ""};
// Radio controls
@@ -183,25 +184,24 @@ class BattleshipView : public View {
Text label_tx_gain{{155, 118, 25, 16}, "TX:"};
NumberField field_tx_gain{{185, 118}, 2, {0, 47}, 8, ' '};
Rectangle rect_audio_settings{{12, 164, 216, 45}, Color::dark_grey()};
Text label_audio{{17, 169, 80, 16}, "AUDIO"};
Checkbox checkbox_sound{{17, 187}, 8, "Sound On", true};
// Rectangle rect_audio_settings{{12, 164, 216, 45}, Color::dark_grey()};
Text label_audio{{UI_POS_X_CENTER(6), 155, UI_POS_WIDTH(6), 16}, "AUDIO"};
Checkbox checkbox_sound{{17, 177}, 8, "Sound On", true};
Text label_volume{{110, 187, 50, 16}, "Volume:"};
AudioVolumeField field_volume{{165, 187}};
AudioVolumeField field_volume{{165, 177}};
Rectangle rect_team_selection{{12, 217, 216, 75}, Color::dark_grey()};
Text label_team{{17, 222, 110, 16}, "SELECT TEAM"};
Button button_red_team{{25, 242, 85, 45}, "RED\nTEAM"};
Button button_blue_team{{130, 242, 85, 45}, "BLUE\nTEAM"};
// Rectangle rect_team_selection{{12, 217, 216, 75}, Color::dark_grey()};
Text label_team{{17, 220, 8 * 12, 16}, "SELECT TEAM"};
Button button_red_team{{UI_POS_X_CENTER(10) - UI_POS_WIDTH(7), 237, UI_POS_WIDTH(10), 45}, "RED\nTEAM"};
Button button_blue_team{{UI_POS_X_CENTER(10) + UI_POS_WIDTH(7), 237, UI_POS_WIDTH(10), 45}, "BLUE\nTEAM"};
// In-game UI elements
RSSI rssi{{21 * 8, 0, 6 * 8, 4}};
Text text_status{{10, 16, 220, 16}, ""};
RSSI rssi{{UI_POS_X_RIGHT(6), 0, 6 * 8, 4}};
Text text_score{{170, 16, 60, 16}, ""};
Button button_rotate{{10, 265, 65, 32}, "Rotate"};
Button button_place{{82, 265, 65, 32}, "Place"};
Button button_fire{{82, 265, 65, 32}, "Fire!"};
Button button_menu{{155, 265, 65, 32}, "Menu"};
Button button_rotate{{5, UI_POS_Y_BOTTOM(3), 65, 32}, "Rotate"};
Button button_place{{UI_POS_X_CENTER(6), UI_POS_Y_BOTTOM(3), 65, 32}, "Place"};
Button button_fire{{UI_POS_X_RIGHT(17), UI_POS_Y_BOTTOM(3), 65, 32}, "Fire!"};
Button button_menu{{UI_POS_X_RIGHT(8), UI_POS_Y_BOTTOM(3), 65, 32}, "Menu"};
// Methods
void init_game();
@@ -209,8 +209,8 @@ class BattleshipView : public View {
void start_team(bool red);
void setup_ships();
void draw_menu_screen(Painter& painter);
void draw_grid(Painter& painter, uint8_t grid_x, uint8_t grid_y, const std::array<std::array<CellState, GRID_SIZE>, GRID_SIZE>& grid, bool show_ships, bool is_offense_grid = false);
void draw_cell(Painter& painter, uint8_t cell_x, uint8_t cell_y, CellState state, bool show_ships, bool is_offense_grid, bool is_cursor);
void draw_grid(Painter& painter, uint16_t grid_x, uint16_t grid_y, const std::array<std::array<CellState, GRID_SIZE>, GRID_SIZE>& grid, bool show_ships, bool is_offense_grid = false);
void draw_cell(Painter& painter, uint16_t cell_x, uint16_t cell_y, CellState state, bool show_ships, bool is_offense_grid, bool is_cursor);
void draw_ship_preview(Painter& painter);
void place_ship();
bool can_place_ship(uint8_t x, uint8_t y, uint8_t size, bool horizontal);
@@ -218,6 +218,7 @@ class BattleshipView : public View {
void process_shot(uint8_t x, uint8_t y);
void update_score();
bool is_cursor_at(uint8_t x, uint8_t y, bool is_offense_grid);
void show_hide_menu(bool menu_vis);
void send_message(const GameMessage& msg);
void process_message(const std::string& message);
+146 -132
View File
@@ -41,6 +41,19 @@ void game_timer_check() {
BlackjackView::BlackjackView(NavigationView& nav)
: nav_{nav}, game_timer{} {
// Initialize screen dimensions dynamically
screen_w = ui::screen_width;
screen_h = ui::screen_height;
// Scale card size based on screen
if (screen_w <= 240) {
card_width = 50;
card_height = 65;
} else if (screen_w >= 400) {
card_width = 70;
card_height = 90;
}
add_children({&dummy});
current_instance = this;
game_timer.attach(&game_timer_check, 1.0 / 60.0);
@@ -70,7 +83,7 @@ void BlackjackView::frame_sync() {
}
void BlackjackView::clear_screen() {
painter.fill_rectangle({0, 0, screen_width, screen_height}, Color::black());
painter.fill_rectangle({0, 0, screen_w, screen_h}, Color::black());
}
void BlackjackView::init_deck() {
@@ -267,22 +280,24 @@ void BlackjackView::draw_menu_static() {
painter.draw_string({UI_POS_X_CENTER(10), 20}, style_title, "BLACKJACK");
// Draw rules
painter.draw_string({UI_POS_X_CENTER(12), 55}, style_rules, "-- RULES --");
painter.draw_string({UI_POS_X_CENTER(16), 75}, style_text, "Get close to 21");
painter.draw_string({UI_POS_X_CENTER(19), 90}, style_text, "without going over");
painter.draw_string({UI_POS_X_CENTER(18), 110}, style_text, "Dealer hits on 16");
painter.draw_string({UI_POS_X_CENTER(19), 125}, style_text, "Dealer stays on 17");
painter.draw_string({UI_POS_X_CENTER(19), 145}, style_text, "Blackjack pays 1:1");
// Draw rules - adjust Y positions for smaller screens
int rules_y = (screen_h > 300) ? 55 : 45;
painter.draw_string({UI_POS_X_CENTER(12), rules_y}, style_rules, "-- RULES --");
painter.draw_string({UI_POS_X_CENTER(16), rules_y + 20}, style_text, "Get close to 21");
painter.draw_string({UI_POS_X_CENTER(19), rules_y + 35}, style_text, "without going over");
painter.draw_string({UI_POS_X_CENTER(18), rules_y + 55}, style_text, "Dealer hits on 16");
painter.draw_string({UI_POS_X_CENTER(19), rules_y + 70}, style_text, "Dealer stays on 17");
painter.draw_string({UI_POS_X_CENTER(19), rules_y + 90}, style_text, "Blackjack pays 1:1");
// Controls
painter.draw_string({UI_POS_X_CENTER(15), 175}, style_rules, "-- CONTROLS --");
painter.draw_string({UI_POS_X_CENTER(18), 195}, style_text, "SELECT: Start/Hit");
painter.draw_string({UI_POS_X_CENTER(12), 210}, style_text, "LEFT: Stats");
painter.draw_string({UI_POS_X_CENTER(17), 225}, style_text, "RIGHT: Exit/Stay");
int controls_y = (screen_h > 300) ? 175 : 155;
painter.draw_string({UI_POS_X_CENTER(15), controls_y}, style_rules, "-- CONTROLS --");
painter.draw_string({UI_POS_X_CENTER(18), controls_y + 20}, style_text, "SELECT: Start/Hit");
painter.draw_string({UI_POS_X_CENTER(12), controls_y + 35}, style_text, "LEFT: Stats");
painter.draw_string({UI_POS_X_CENTER(17), controls_y + 50}, style_text, "RIGHT: Exit/Stay");
// Draw high score
painter.draw_string({UI_POS_X_CENTER(17), 250}, style_text, "High Score: $" + std::to_string(high_score));
// Draw high score at bottom
painter.draw_string({UI_POS_X_CENTER(17), screen_h - 70}, style_text, "High Score: $" + std::to_string(high_score));
}
void BlackjackView::draw_menu() {
@@ -293,10 +308,10 @@ void BlackjackView::draw_menu() {
if (blink_state) {
auto style = *ui::Theme::getInstance()->fg_yellow;
painter.draw_string({UI_POS_X_CENTER(17), 280}, style, "* PRESS SELECT *");
painter.draw_string({UI_POS_X_CENTER(17), screen_h - 40}, style, "* PRESS SELECT *");
} else {
// Clear just the text area
painter.fill_rectangle({UI_POS_X_CENTER(17), 278, 130, 20}, Color::black());
painter.fill_rectangle({UI_POS_X_CENTER(17), screen_h - 42, 130, 20}, Color::black());
}
}
}
@@ -310,27 +325,29 @@ void BlackjackView::draw_stats() {
painter.draw_string({UI_POS_X_CENTER(11), 30}, style_title, "STATISTICS");
painter.draw_string({30, 80}, style_text, "Wins:");
int stats_x = (screen_w > 300) ? 50 : 30;
painter.draw_string({stats_x, 80}, style_text, "Wins:");
painter.draw_string({UI_POS_X_CENTER(5), 80}, style_value, std::to_string(wins));
painter.draw_string({30, 100}, style_text, "Losses:");
painter.draw_string({stats_x, 100}, style_text, "Losses:");
painter.draw_string({UI_POS_X_CENTER(5), 100}, style_value, std::to_string(losses));
// Win percentage
uint32_t total = wins + losses;
if (total > 0) {
uint32_t win_pct = (wins * 100) / total;
painter.draw_string({30, 120}, style_text, "Win %:");
painter.draw_string({stats_x, 120}, style_text, "Win %:");
painter.draw_string({UI_POS_X_CENTER(5), 120}, style_value, std::to_string(win_pct) + "%");
}
painter.draw_string({30, 160}, style_text, "High Score:");
painter.draw_string({stats_x, 160}, style_text, "High Score:");
painter.draw_string({UI_POS_X_CENTER(5), 160}, style_value, "$" + std::to_string(high_score));
painter.draw_string({30, 180}, style_text, "Cash:");
painter.draw_string({stats_x, 180}, style_text, "Cash:");
painter.draw_string({UI_POS_X_CENTER(5), 180}, style_value, "$" + std::to_string(cash));
painter.draw_string({40, 250}, style_text, "SELECT: Back");
painter.draw_string({UI_POS_X_CENTER(12), screen_h - 70}, style_text, "SELECT: Back");
}
void BlackjackView::draw_betting() {
@@ -343,7 +360,7 @@ void BlackjackView::draw_betting() {
auto style_title = *ui::Theme::getInstance()->fg_green;
auto style_text = *ui::Theme::getInstance()->fg_light;
painter.draw_string({70, 40}, style_title, "PLACE BET");
painter.draw_string({UI_POS_X_CENTER(10), 40}, style_title, "PLACE BET");
painter.draw_string({30, 80}, style_text, "Cash: $" + std::to_string(cash));
painter.draw_string({30, 140}, style_text, "ENCODER: +/- $10");
@@ -373,7 +390,7 @@ void BlackjackView::draw_game() {
auto style = *ui::Theme::getInstance()->fg_green;
painter.draw_string({10, 10}, style, "Cash: $" + std::to_string(cash));
painter.draw_string({140, 10}, style, "Bet: $" + std::to_string(bet));
painter.draw_string({screen_w - 80, 10}, style, "Bet: $" + std::to_string(bet));
// Draw dealer hand with value next to label
auto style_value = *ui::Theme::getInstance()->fg_yellow;
@@ -385,16 +402,18 @@ void BlackjackView::draw_game() {
draw_hand(10, 65, dealer_cards, dealer_card_count, true);
// Draw player hand with value next to label
painter.draw_string({10, 165}, *ui::Theme::getInstance()->fg_light, "You:");
int player_y = (screen_h > 300) ? 165 : 145;
painter.draw_string({10, player_y}, *ui::Theme::getInstance()->fg_light, "You:");
int player_value = calculate_hand_value(player_cards, player_card_count);
painter.draw_string({50, 165}, style_value, "(" + std::to_string(player_value) + ")");
draw_hand(10, 185, player_cards, player_card_count, false);
painter.draw_string({50, player_y}, style_value, "(" + std::to_string(player_value) + ")");
draw_hand(10, player_y + 20, player_cards, player_card_count, false);
// Draw controls or result
int controls_y = screen_h - 50;
if (game_state == GameState::PLAYING) {
auto style_text = *ui::Theme::getInstance()->fg_light;
painter.draw_string({30, 290}, style_text, "SELECT: Hit");
painter.draw_string({130, 290}, style_text, "RIGHT: Stay");
painter.draw_string({30, controls_y}, style_text, "SELECT: Hit");
painter.draw_string({screen_w - 100, controls_y}, style_text, "RIGHT: Stay");
} else if (game_state == GameState::GAME_OVER) {
const Style* style_result = ui::Theme::getInstance()->fg_yellow;
std::string result;
@@ -416,14 +435,14 @@ void BlackjackView::draw_game() {
}
// Draw result
painter.draw_string({UI_POS_X_CENTER(result.length()), 270}, *style_result, result);
painter.draw_string({UI_POS_X_CENTER(result.length()), controls_y - 20}, *style_result, result);
// Draw compact bet selector in top right area
// Draw compact bet selector
auto style_bet = *ui::Theme::getInstance()->fg_cyan;
painter.draw_string({140, 25}, style_bet, "Next: $" + std::to_string(bet));
painter.draw_string({screen_w - 100, 25}, style_bet, "Next: $" + std::to_string(bet));
// Show controls
painter.draw_string({10, 290}, *ui::Theme::getInstance()->fg_light, "SELECT: Deal ENC: +/-");
painter.draw_string({10, controls_y}, *ui::Theme::getInstance()->fg_light, "SELECT: Deal ENC: +/-");
}
last_player_count = player_card_count;
@@ -432,109 +451,106 @@ void BlackjackView::draw_game() {
last_bet = bet;
} else if (game_state == GameState::GAME_OVER && bet != last_bet) {
// Only update the bet display when it changes
painter.fill_rectangle({140, 25, 90, 16}, Color::black());
painter.draw_string({140, 25}, *ui::Theme::getInstance()->fg_cyan, "Next: $" + std::to_string(bet));
painter.fill_rectangle({screen_w - 100, 25, 90, 16}, Color::black());
painter.draw_string({screen_w - 100, 25}, *ui::Theme::getInstance()->fg_cyan, "Next: $" + std::to_string(bet));
last_bet = bet;
}
}
void BlackjackView::draw_suit_symbol(int x, int y, uint8_t suit, Color color, bool large) {
if (large) {
// Large suit symbols for center of card
// Scale large symbols based on card size
int scale = card_width / 60;
switch (suit) {
case 0: // Spades
// Top curve
painter.fill_rectangle({x + 9, y + 4, 2, 2}, color);
painter.fill_rectangle({x + 8, y + 5, 4, 2}, color);
painter.fill_rectangle({x + 7, y + 6, 6, 2}, color);
painter.fill_rectangle({x + 6, y + 7, 8, 2}, color);
painter.fill_rectangle({x + 5, y + 8, 10, 2}, color);
painter.fill_rectangle({x + 4, y + 9, 12, 2}, color);
painter.fill_rectangle({x + 3, y + 10, 14, 2}, color);
painter.fill_rectangle({x + 2, y + 11, 16, 2}, color);
painter.fill_rectangle({x + 1, y + 12, 18, 2}, color);
painter.fill_rectangle({x + 0, y + 13, 20, 3}, color);
painter.fill_rectangle({x + 1, y + 16, 18, 2}, color);
painter.fill_rectangle({x + 2, y + 17, 16, 1}, color);
painter.fill_rectangle({x + 3, y + 18, 14, 1}, color);
// Draw using scaled rectangles
painter.fill_rectangle({x + 9 * scale, y + 4 * scale, 2 * scale, 2 * scale}, color);
painter.fill_rectangle({x + 8 * scale, y + 5 * scale, 4 * scale, 2 * scale}, color);
painter.fill_rectangle({x + 7 * scale, y + 6 * scale, 6 * scale, 2 * scale}, color);
painter.fill_rectangle({x + 6 * scale, y + 7 * scale, 8 * scale, 2 * scale}, color);
painter.fill_rectangle({x + 5 * scale, y + 8 * scale, 10 * scale, 2 * scale}, color);
painter.fill_rectangle({x + 4 * scale, y + 9 * scale, 12 * scale, 2 * scale}, color);
painter.fill_rectangle({x + 3 * scale, y + 10 * scale, 14 * scale, 2 * scale}, color);
painter.fill_rectangle({x + 2 * scale, y + 11 * scale, 16 * scale, 2 * scale}, color);
painter.fill_rectangle({x + 1 * scale, y + 12 * scale, 18 * scale, 2 * scale}, color);
painter.fill_rectangle({x + 0 * scale, y + 13 * scale, 20 * scale, 3 * scale}, color);
painter.fill_rectangle({x + 1 * scale, y + 16 * scale, 18 * scale, 2 * scale}, color);
painter.fill_rectangle({x + 2 * scale, y + 17 * scale, 16 * scale, 1 * scale}, color);
painter.fill_rectangle({x + 3 * scale, y + 18 * scale, 14 * scale, 1 * scale}, color);
// Stem
painter.fill_rectangle({x + 9, y + 19, 2, 4}, color);
painter.fill_rectangle({x + 8, y + 22, 4, 1}, color);
painter.fill_rectangle({x + 7, y + 23, 6, 1}, color);
painter.fill_rectangle({x + 6, y + 24, 8, 1}, color);
painter.fill_rectangle({x + 9 * scale, y + 19 * scale, 2 * scale, 4 * scale}, color);
painter.fill_rectangle({x + 8 * scale, y + 22 * scale, 4 * scale, 1 * scale}, color);
painter.fill_rectangle({x + 7 * scale, y + 23 * scale, 6 * scale, 1 * scale}, color);
painter.fill_rectangle({x + 6 * scale, y + 24 * scale, 8 * scale, 1 * scale}, color);
break;
case 1: // Hearts
// Left bump
painter.fill_rectangle({x + 3, y + 5, 4, 2}, color);
painter.fill_rectangle({x + 2, y + 6, 6, 2}, color);
painter.fill_rectangle({x + 1, y + 7, 8, 3}, color);
painter.fill_rectangle({x + 0, y + 9, 9, 3}, color);
// Right bump
painter.fill_rectangle({x + 13, y + 5, 4, 2}, color);
painter.fill_rectangle({x + 12, y + 6, 6, 2}, color);
painter.fill_rectangle({x + 11, y + 7, 8, 3}, color);
painter.fill_rectangle({x + 11, y + 9, 9, 3}, color);
// Body
painter.fill_rectangle({x + 1, y + 11, 18, 3}, color);
painter.fill_rectangle({x + 2, y + 14, 16, 2}, color);
painter.fill_rectangle({x + 3, y + 16, 14, 2}, color);
painter.fill_rectangle({x + 4, y + 18, 12, 1}, color);
painter.fill_rectangle({x + 5, y + 19, 10, 1}, color);
painter.fill_rectangle({x + 6, y + 20, 8, 1}, color);
painter.fill_rectangle({x + 7, y + 21, 6, 1}, color);
painter.fill_rectangle({x + 8, y + 22, 4, 1}, color);
painter.fill_rectangle({x + 9, y + 23, 2, 1}, color);
// Draw using scaled rectangles
painter.fill_rectangle({x + 3 * scale, y + 5 * scale, 4 * scale, 2 * scale}, color);
painter.fill_rectangle({x + 2 * scale, y + 6 * scale, 6 * scale, 2 * scale}, color);
painter.fill_rectangle({x + 1 * scale, y + 7 * scale, 8 * scale, 3 * scale}, color);
painter.fill_rectangle({x + 0 * scale, y + 9 * scale, 9 * scale, 3 * scale}, color);
painter.fill_rectangle({x + 13 * scale, y + 5 * scale, 4 * scale, 2 * scale}, color);
painter.fill_rectangle({x + 12 * scale, y + 6 * scale, 6 * scale, 2 * scale}, color);
painter.fill_rectangle({x + 11 * scale, y + 7 * scale, 8 * scale, 3 * scale}, color);
painter.fill_rectangle({x + 11 * scale, y + 9 * scale, 9 * scale, 3 * scale}, color);
painter.fill_rectangle({x + 1 * scale, y + 11 * scale, 18 * scale, 3 * scale}, color);
painter.fill_rectangle({x + 2 * scale, y + 14 * scale, 16 * scale, 2 * scale}, color);
painter.fill_rectangle({x + 3 * scale, y + 16 * scale, 14 * scale, 2 * scale}, color);
painter.fill_rectangle({x + 4 * scale, y + 18 * scale, 12 * scale, 1 * scale}, color);
painter.fill_rectangle({x + 5 * scale, y + 19 * scale, 10 * scale, 1 * scale}, color);
painter.fill_rectangle({x + 6 * scale, y + 20 * scale, 8 * scale, 1 * scale}, color);
painter.fill_rectangle({x + 7 * scale, y + 21 * scale, 6 * scale, 1 * scale}, color);
painter.fill_rectangle({x + 8 * scale, y + 22 * scale, 4 * scale, 1 * scale}, color);
painter.fill_rectangle({x + 9 * scale, y + 23 * scale, 2 * scale, 1 * scale}, color);
break;
case 2: // Diamonds
painter.fill_rectangle({x + 10, y + 3, 1, 1}, color);
painter.fill_rectangle({x + 9, y + 4, 3, 1}, color);
painter.fill_rectangle({x + 8, y + 5, 5, 1}, color);
painter.fill_rectangle({x + 7, y + 6, 7, 1}, color);
painter.fill_rectangle({x + 6, y + 7, 9, 1}, color);
painter.fill_rectangle({x + 5, y + 8, 11, 1}, color);
painter.fill_rectangle({x + 4, y + 9, 13, 1}, color);
painter.fill_rectangle({x + 3, y + 10, 15, 1}, color);
painter.fill_rectangle({x + 2, y + 11, 17, 1}, color);
painter.fill_rectangle({x + 1, y + 12, 19, 1}, color);
painter.fill_rectangle({x + 0, y + 13, 21, 1}, color);
painter.fill_rectangle({x + 1, y + 14, 19, 1}, color);
painter.fill_rectangle({x + 2, y + 15, 17, 1}, color);
painter.fill_rectangle({x + 3, y + 16, 15, 1}, color);
painter.fill_rectangle({x + 4, y + 17, 13, 1}, color);
painter.fill_rectangle({x + 5, y + 18, 11, 1}, color);
painter.fill_rectangle({x + 6, y + 19, 9, 1}, color);
painter.fill_rectangle({x + 7, y + 20, 7, 1}, color);
painter.fill_rectangle({x + 8, y + 21, 5, 1}, color);
painter.fill_rectangle({x + 9, y + 22, 3, 1}, color);
painter.fill_rectangle({x + 10, y + 23, 1, 1}, color);
// Draw using scaled rectangles
painter.fill_rectangle({x + 10 * scale, y + 3 * scale, 1 * scale, 1 * scale}, color);
painter.fill_rectangle({x + 9 * scale, y + 4 * scale, 3 * scale, 1 * scale}, color);
painter.fill_rectangle({x + 8 * scale, y + 5 * scale, 5 * scale, 1 * scale}, color);
painter.fill_rectangle({x + 7 * scale, y + 6 * scale, 7 * scale, 1 * scale}, color);
painter.fill_rectangle({x + 6 * scale, y + 7 * scale, 9 * scale, 1 * scale}, color);
painter.fill_rectangle({x + 5 * scale, y + 8 * scale, 11 * scale, 1 * scale}, color);
painter.fill_rectangle({x + 4 * scale, y + 9 * scale, 13 * scale, 1 * scale}, color);
painter.fill_rectangle({x + 3 * scale, y + 10 * scale, 15 * scale, 1 * scale}, color);
painter.fill_rectangle({x + 2 * scale, y + 11 * scale, 17 * scale, 1 * scale}, color);
painter.fill_rectangle({x + 1 * scale, y + 12 * scale, 19 * scale, 1 * scale}, color);
painter.fill_rectangle({x + 0 * scale, y + 13 * scale, 21 * scale, 1 * scale}, color);
painter.fill_rectangle({x + 1 * scale, y + 14 * scale, 19 * scale, 1 * scale}, color);
painter.fill_rectangle({x + 2 * scale, y + 15 * scale, 17 * scale, 1 * scale}, color);
painter.fill_rectangle({x + 3 * scale, y + 16 * scale, 15 * scale, 1 * scale}, color);
painter.fill_rectangle({x + 4 * scale, y + 17 * scale, 13 * scale, 1 * scale}, color);
painter.fill_rectangle({x + 5 * scale, y + 18 * scale, 11 * scale, 1 * scale}, color);
painter.fill_rectangle({x + 6 * scale, y + 19 * scale, 9 * scale, 1 * scale}, color);
painter.fill_rectangle({x + 7 * scale, y + 20 * scale, 7 * scale, 1 * scale}, color);
painter.fill_rectangle({x + 8 * scale, y + 21 * scale, 5 * scale, 1 * scale}, color);
painter.fill_rectangle({x + 9 * scale, y + 22 * scale, 3 * scale, 1 * scale}, color);
painter.fill_rectangle({x + 10 * scale, y + 23 * scale, 1 * scale, 1 * scale}, color);
break;
case 3: // Clubs
// Center circle
painter.fill_rectangle({x + 8, y + 8, 5, 1}, color);
painter.fill_rectangle({x + 7, y + 9, 7, 3}, color);
painter.fill_rectangle({x + 8, y + 12, 5, 1}, color);
// Left circle
painter.fill_rectangle({x + 3, y + 11, 4, 1}, color);
painter.fill_rectangle({x + 2, y + 12, 6, 3}, color);
painter.fill_rectangle({x + 3, y + 15, 4, 1}, color);
// Right circle
painter.fill_rectangle({x + 14, y + 11, 4, 1}, color);
painter.fill_rectangle({x + 13, y + 12, 6, 3}, color);
painter.fill_rectangle({x + 14, y + 15, 4, 1}, color);
// Connect circles
painter.fill_rectangle({x + 6, y + 13, 9, 2}, color);
// Stem
painter.fill_rectangle({x + 9, y + 16, 3, 4}, color);
painter.fill_rectangle({x + 8, y + 19, 5, 1}, color);
painter.fill_rectangle({x + 7, y + 20, 7, 1}, color);
painter.fill_rectangle({x + 6, y + 21, 9, 1}, color);
// Draw using scaled rectangles
painter.fill_rectangle({x + 8 * scale, y + 8 * scale, 5 * scale, 1 * scale}, color);
painter.fill_rectangle({x + 7 * scale, y + 9 * scale, 7 * scale, 3 * scale}, color);
painter.fill_rectangle({x + 8 * scale, y + 12 * scale, 5 * scale, 1 * scale}, color);
painter.fill_rectangle({x + 3 * scale, y + 11 * scale, 4 * scale, 1 * scale}, color);
painter.fill_rectangle({x + 2 * scale, y + 12 * scale, 6 * scale, 3 * scale}, color);
painter.fill_rectangle({x + 3 * scale, y + 15 * scale, 4 * scale, 1 * scale}, color);
painter.fill_rectangle({x + 14 * scale, y + 11 * scale, 4 * scale, 1 * scale}, color);
painter.fill_rectangle({x + 13 * scale, y + 12 * scale, 6 * scale, 3 * scale}, color);
painter.fill_rectangle({x + 14 * scale, y + 15 * scale, 4 * scale, 1 * scale}, color);
painter.fill_rectangle({x + 6 * scale, y + 13 * scale, 9 * scale, 2 * scale}, color);
painter.fill_rectangle({x + 9 * scale, y + 16 * scale, 3 * scale, 4 * scale}, color);
painter.fill_rectangle({x + 8 * scale, y + 19 * scale, 5 * scale, 1 * scale}, color);
painter.fill_rectangle({x + 7 * scale, y + 20 * scale, 7 * scale, 1 * scale}, color);
painter.fill_rectangle({x + 6 * scale, y + 21 * scale, 9 * scale, 1 * scale}, color);
break;
}
} else {
// Small suit symbols
// Small suit symbols remain the same
switch (suit) {
case 0: // Spades - small
painter.fill_rectangle({x + 2, y + 1, 3, 3}, color);
@@ -569,18 +585,15 @@ void BlackjackView::draw_suit_symbol(int x, int y, uint8_t suit, Color color, bo
}
void BlackjackView::draw_card(int x, int y, uint8_t card, bool hidden) {
const int width = 60;
const int height = 80;
// Draw card background
painter.fill_rectangle({x, y, width, height}, Color::white());
painter.draw_rectangle({x, y, width, height}, Color::black());
painter.draw_rectangle({x + 1, y + 1, width - 2, height - 2}, Color::grey()); // Inner border
painter.fill_rectangle({x, y, card_width, card_height}, Color::white());
painter.draw_rectangle({x, y, card_width, card_height}, Color::black());
painter.draw_rectangle({x + 1, y + 1, card_width - 2, card_height - 2}, Color::grey());
if (hidden) {
// Draw card back pattern - diagonal lines
for (int i = 4; i < width - 4; i += 6) {
for (int j = 4; j < height - 4; j += 6) {
for (int i = 4; i < card_width - 4; i += 6) {
for (int j = 4; j < card_height - 4; j += 6) {
painter.fill_rectangle({x + i, y + j, 3, 3}, Color::blue());
painter.fill_rectangle({x + i + 3, y + j + 3, 3, 3}, Color::red());
}
@@ -606,22 +619,23 @@ void BlackjackView::draw_card(int x, int y, uint8_t card, bool hidden) {
draw_suit_symbol(suit_x, y + 4, suit, suit_color, false);
// Draw value in bottom-right corner
int bottom_x = (value_str == "10") ? x + width - 24 : x + width - 16;
painter.draw_string({bottom_x, y + height - 18}, card_style, value_str);
int bottom_x = (value_str == "10") ? x + card_width - 24 : x + card_width - 16;
painter.draw_string({bottom_x, y + card_height - 18}, card_style, value_str);
// Draw small suit symbol in bottom-right
draw_suit_symbol(x + width - 10, y + height - 16, suit, suit_color, false);
draw_suit_symbol(x + card_width - 10, y + card_height - 16, suit, suit_color, false);
// Draw large suit symbol in center
draw_suit_symbol(x + 20, y + 28, suit, suit_color, true);
int center_x = x + (card_width - 20) / 2;
int center_y = y + (card_height - 25) / 2;
draw_suit_symbol(center_x, center_y, suit, suit_color, true);
}
}
void BlackjackView::draw_hand(int x, int y, uint8_t* cards, uint8_t count, bool is_dealer) {
// Calculate total width needed
const int card_width = 60;
const int overlap = 40; // Amount of overlap when cards need to fit
const int max_width = screen_width - 10 - x; // Available width on screen
const int overlap = card_width * 2 / 3; // Amount of overlap when cards need to fit
const int max_width = screen_w - 10 - x; // Available width on screen
int spacing;
if (count == 1) {
@@ -651,7 +665,7 @@ bool BlackjackView::on_key(const KeyEvent key) {
switch (game_state) {
case GameState::MENU:
if (cash < 10) {
cash = 100; // Reset if broke - maybe should provide https://gamblersanonymous.org/ link if they also lost their wife and house
cash = 100; // Reset if broke
wins = 0;
losses = 0;
}
@@ -724,4 +738,4 @@ bool BlackjackView::on_encoder(const EncoderEvent delta) {
return false;
}
} // namespace ui::external_app::blackjack
} // namespace ui::external_app::blackjack
+8 -2
View File
@@ -77,6 +77,12 @@ class BlackjackView : public View {
NavigationView& nav_;
bool initialized = false;
// Screen dimensions (set dynamically)
int screen_w = 0;
int screen_h = 0;
int card_width = 60;
int card_height = 80;
// Game variables
static constexpr uint8_t MAX_CARDS_IN_HAND = 11; // Maximum possible cards before bust
uint8_t deck[52];
@@ -141,7 +147,7 @@ class BlackjackView : public View {
{"highscore"sv, &high_score}}};
Button dummy{
{screen_width, 0, 0, 0},
{0, 0, 0, 0},
""};
MessageHandlerRegistration message_handler_frame_sync{
@@ -153,4 +159,4 @@ class BlackjackView : public View {
} // namespace ui::external_app::blackjack
#endif /* __UI_BLACKJACK_H__ */
#endif /* __UI_BLACKJACK_H__ */
+123 -77
View File
@@ -43,7 +43,7 @@ const Color pp_colors[] = {
// Drawing functions
void cls() {
painter.fill_rectangle({0, 0, portapack::display.width(), portapack::display.height()}, Color::black());
painter.fill_rectangle({0, 0, ui::screen_width, ui::screen_height}, Color::black());
}
void fillrect(int x1, int y1, int x2, int y2, int color) {
@@ -100,6 +100,15 @@ DinoGameView::DinoGameView(NavigationView& nav)
: nav_{nav}, bird_info{}, game_timer{} {
add_children({&dummy, &button_difficulty});
current_instance = this;
// Initialize dimensions first
init_dimensions();
// Now reposition button with proper centering
int button_y = SCREEN_HEIGHT - 100;
int button_x = (SCREEN_WIDTH - 100) / 2;
button_difficulty.set_parent_rect({button_x, button_y, 100, 20});
game_timer.attach(&game_timer_check, 1.0 / 60.0);
button_difficulty.on_select = [this](Button&) {
@@ -126,6 +135,33 @@ void DinoGameView::frame_sync() {
set_dirty();
}
void DinoGameView::init_dimensions() {
SCREEN_WIDTH = ui::screen_width;
SCREEN_HEIGHT = ui::screen_height;
// Scale game area based on screen size
GAME_AREA_HEIGHT = (SCREEN_HEIGHT * 160) / 320; // Scale proportionally
GAME_AREA_TOP = SCREEN_HEIGHT / 4;
// Calculate positions
DINO_Y = GAME_AREA_TOP + GAME_AREA_HEIGHT - GROUND_HEIGHT - DINO_HEIGHT;
DINO_DUCK_Y = GAME_AREA_TOP + GAME_AREA_HEIGHT - GROUND_HEIGHT - DINO_DUCK_HEIGHT;
BIRD_Y_UP = GAME_AREA_TOP + 20;
BIRD_Y_DOWN = GAME_AREA_TOP + (GAME_AREA_HEIGHT * 60) / 160;
// Scale jump height
JUMP_MAX_HEIGHT = (GAME_AREA_HEIGHT * 70) / 160;
// Scale distances based on screen width
MIN_OBSTACLE_DISTANCE = (SCREEN_WIDTH * 300) / 240;
MAX_OBSTACLE_DISTANCE = (SCREEN_WIDTH * 600) / 240;
// Scale horizontal position
DINO_X = SCREEN_WIDTH / 8;
last_dino_y = DINO_Y;
}
void DinoGameView::init_game() {
game_state = GameState::MENU;
menu_initialized = false;
@@ -142,7 +178,7 @@ void DinoGameView::new_game() {
duck_timer = 0;
displayedGameOver = false;
bird_info.inGame = false;
bird_info.x_offset = 320;
bird_info.x_offset = SCREEN_WIDTH;
bird_info.y_offset = 0;
bird_info.y_velocity = 0;
jumping = false;
@@ -181,9 +217,9 @@ void DinoGameView::show_menu() {
painter.draw_string({UI_POS_X_CENTER(10), 60}, style_title, "DINO GAME");
// Draw instructions
painter.draw_string({UI_POS_X_CENTER(19), 130}, style, "SELECT: Jump/Start");
painter.draw_string({UI_POS_X_CENTER(11), 150}, style, "DOWN: Duck");
painter.draw_string({UI_POS_X_CENTER(17), 170}, style, "Avoid obstacles!");
painter.draw_string({UI_POS_X_CENTER(19), 120}, style, "SELECT: Jump/Start");
painter.draw_string({UI_POS_X_CENTER(11), 140}, style, "DOWN: Duck");
painter.draw_string({UI_POS_X_CENTER(17), 160}, style, "Avoid obstacles!");
// Draw high score
draw_high_score();
@@ -194,14 +230,21 @@ void DinoGameView::show_menu() {
// Show difficulty button
button_difficulty.hidden(false);
// Animate the menu dino
bool menu_run_frame = (blink_counter / 15) % 2;
// Animate the menu dino - use frame counter for smooth animation
bool menu_run_frame = (blink_counter / 10) % 2;
// Clear previous dino position
fillrect(103, 90, 103 + DINO_WIDTH, 90 + DINO_HEIGHT, Black);
int menu_dino_x = UI_POS_X_CENTER(DINO_WIDTH);
int menu_dino_y = 90;
// Clear previous dino position - clear a bit extra to handle any artifacts
static bool last_menu_frame = false;
if (last_menu_frame != menu_run_frame || blink_counter == 0) {
fillrect(menu_dino_x - 5, menu_dino_y - 5, menu_dino_x + DINO_WIDTH + 5, menu_dino_y + DINO_HEIGHT + 5, Black);
last_menu_frame = menu_run_frame;
}
// Draw animated dino
draw_dino_at(103, 90, false, menu_run_frame);
draw_dino_at(menu_dino_x, menu_dino_y, false, menu_run_frame);
// Blinking start prompt
auto style_prompt = *ui::Theme::getInstance()->fg_light;
@@ -209,9 +252,10 @@ void DinoGameView::show_menu() {
blink_counter = 0;
blink_state = !blink_state;
painter.fill_rectangle({UI_POS_X_CENTER(17), 258, 130, 20}, Color::black());
int prompt_y = SCREEN_HEIGHT - 60;
painter.fill_rectangle({UI_POS_X_CENTER(17), prompt_y - 2, 130, 20}, Color::black());
if (blink_state) {
painter.draw_string({UI_POS_X_CENTER(17), 260}, style_prompt, "* PRESS SELECT *");
painter.draw_string({UI_POS_X_CENTER(17), prompt_y}, style_prompt, "* PRESS SELECT *");
}
}
}
@@ -220,33 +264,30 @@ void DinoGameView::show_game_over() {
if (!displayedGameOver) {
displayedGameOver = true;
// Clear the last normal dino position
if (last_ducking) {
fillrect(DINO_X, last_dino_y, DINO_X + DINO_DUCK_WIDTH, last_dino_y + DINO_DUCK_HEIGHT, Black);
} else {
fillrect(DINO_X, last_dino_y, DINO_X + DINO_WIDTH, last_dino_y + DINO_HEIGHT, Black);
}
// Clear the entire play area to ensure clean display
fillrect(0, GAME_AREA_TOP, SCREEN_WIDTH, GAME_AREA_HEIGHT + 20, Black);
// Draw the game over dino sprite
draw_dino_sprite(DINO_X, DINO_Y, dino_gameover);
// Draw the game over dino sprite in the center
int gameover_dino_x = UI_POS_X_CENTER(DINO_WIDTH);
int gameover_dino_y = GAME_AREA_TOP + 40;
draw_dino_sprite(gameover_dino_x, gameover_dino_y, dino_gameover);
auto style = *ui::Theme::getInstance()->fg_light;
auto style_score = *ui::Theme::getInstance()->fg_medium;
// Game over text
painter.draw_string({UI_POS_X_CENTER(10), 70}, style, "GAME OVER");
painter.draw_string({UI_POS_X_CENTER(10), GAME_AREA_TOP + 90}, style, "GAME OVER");
// Show final score
std::string score_text = "SCORE: " + score_to_string(score);
int score_x = (screen_width - score_text.length() * 8) / 2;
painter.draw_string({score_x, 90}, style_score, score_text);
painter.draw_string({UI_POS_X_CENTER(score_text.length()), GAME_AREA_TOP + 110}, style_score, score_text);
painter.draw_string({UI_POS_X_CENTER(16), 110}, style, "SELECT TO RETRY");
painter.draw_string({UI_POS_X_CENTER(16), GAME_AREA_TOP + 130}, style, "SELECT TO RETRY");
// Update high score
if (score > highScore) {
highScore = score;
painter.draw_string({UI_POS_X_CENTER(16), 130}, style, "NEW HIGH SCORE!");
painter.draw_string({UI_POS_X_CENTER(16), GAME_AREA_TOP + 150}, style, "NEW HIGH SCORE!");
}
}
}
@@ -263,7 +304,7 @@ void DinoGameView::game_loop() {
// Update ground animation
ground_offset = (ground_offset + GAME_SPEED_BASE + speed_modifier) % 20;
// Clear only the game area (not the whole screen to reduce flicker)
// Draw ground
draw_ground();
// Update and draw obstacles
@@ -295,38 +336,38 @@ void DinoGameView::game_loop() {
// Update run animation
if (get_steps() % (10 - speed_modifier) == 0) runstate = !runstate;
// Draw dino with minimal redraw
// Draw dino with proper clearing
int current_dino_y = jumping ? (DINO_Y - jumpHeight) : (ducking ? DINO_DUCK_Y : DINO_Y);
// Clear old dino position more precisely
// Only clear and redraw if something changed
if (current_dino_y != last_dino_y || runstate != last_runstate || ducking != last_ducking) {
// Clear based on last state
// Clear old position with extra margin to prevent artifacts
if (last_ducking) {
fillrect(DINO_X, last_dino_y, DINO_X + DINO_DUCK_WIDTH, last_dino_y + DINO_DUCK_HEIGHT, Black);
fillrect(DINO_X - 2, last_dino_y - 2, DINO_X + DINO_DUCK_WIDTH + 2, last_dino_y + DINO_DUCK_HEIGHT + 2, Black);
} else {
fillrect(DINO_X, last_dino_y, DINO_X + DINO_WIDTH, last_dino_y + DINO_HEIGHT, Black);
fillrect(DINO_X - 2, last_dino_y - 2, DINO_X + DINO_WIDTH + 2, last_dino_y + DINO_HEIGHT + 2, Black);
}
}
// Draw dino at new position
if (jumping) {
draw_dino_sprite(DINO_X, current_dino_y, dino_default);
} else if (ducking) {
if (runstate)
draw_dino_sprite(DINO_X, current_dino_y, dino_ducking_leftstep);
else
draw_dino_sprite(DINO_X, current_dino_y, dino_ducking_rightstep);
} else {
if (runstate)
draw_dino_sprite(DINO_X, current_dino_y, dino_leftstep);
else
draw_dino_sprite(DINO_X, current_dino_y, dino_rightstep);
}
// Draw dino at new position
if (jumping) {
draw_dino_sprite(DINO_X, current_dino_y, dino_default);
} else if (ducking) {
if (runstate)
draw_dino_sprite(DINO_X, current_dino_y, dino_ducking_leftstep);
else
draw_dino_sprite(DINO_X, current_dino_y, dino_ducking_rightstep);
} else {
if (runstate)
draw_dino_sprite(DINO_X, current_dino_y, dino_leftstep);
else
draw_dino_sprite(DINO_X, current_dino_y, dino_rightstep);
}
// Update last state
last_dino_y = current_dino_y;
last_ducking = ducking;
last_runstate = runstate;
// Update last state
last_dino_y = current_dino_y;
last_ducking = ducking;
last_runstate = runstate;
}
// Check collisions
check_collision();
@@ -346,14 +387,14 @@ void DinoGameView::draw_ground() {
int ground_y = GAME_AREA_TOP + GAME_AREA_HEIGHT - GROUND_HEIGHT;
// Clear ground area
fillrect(0, ground_y, 320, ground_y + GROUND_HEIGHT, Black);
fillrect(0, ground_y, SCREEN_WIDTH, ground_y + GROUND_HEIGHT, Black);
// Draw ground line
painter.draw_hline({0, ground_y}, 320, Color::white());
painter.draw_hline({0, ground_y + 1}, 320, Color::dark_grey());
painter.draw_hline({0, ground_y}, SCREEN_WIDTH, Color::white());
painter.draw_hline({0, ground_y + 1}, SCREEN_WIDTH, Color::dark_grey());
// Draw ground texture
for (int x = -ground_offset; x < 320; x += 20) {
for (int x = -ground_offset; x < SCREEN_WIDTH; x += 20) {
painter.draw_hline({x, ground_y + 3}, 10, Color::dark_grey());
painter.draw_hline({x + 5, ground_y + 5}, 5, Color::dark_grey());
}
@@ -364,7 +405,7 @@ void DinoGameView::update_obstacles() {
for (int i = 0; i < MAX_OBSTACLES; i++) {
if (obstacles[i].active) {
// Clear old position
if (obstacles[i].last_x != obstacles[i].x && obstacles[i].last_x < 320) {
if (obstacles[i].last_x != obstacles[i].x && obstacles[i].last_x < SCREEN_WIDTH) {
clear_obstacle_area(obstacles[i].last_x, obstacles[i].width + 10, obstacles[i].height + 10);
}
@@ -394,8 +435,8 @@ void DinoGameView::update_obstacles() {
for (int i = 0; i < MAX_OBSTACLES; i++) {
if (!obstacles[i].active) {
obstacles[i].active = true;
obstacles[i].x = 320;
obstacles[i].last_x = 320;
obstacles[i].x = SCREEN_WIDTH;
obstacles[i].last_x = SCREEN_WIDTH;
obstacles[i].type = rand() % 4;
// Set obstacle dimensions based on type
@@ -495,7 +536,7 @@ void DinoGameView::manage_bird() {
// Only spawn bird if no obstacles are too close
bool obstacle_nearby = false;
for (int i = 0; i < MAX_OBSTACLES; i++) {
if (obstacles[i].active && obstacles[i].x > 200) {
if (obstacles[i].active && obstacles[i].x > SCREEN_WIDTH * 0.8) {
obstacle_nearby = true;
break;
}
@@ -504,7 +545,7 @@ void DinoGameView::manage_bird() {
// Randomly spawn bird if no nearby obstacles
if (!obstacle_nearby && rand() % 400 == 0 && get_steps() > 100) {
bird_info.inGame = true;
bird_info.x_offset = 320;
bird_info.x_offset = SCREEN_WIDTH;
bird_info.y_offset = 0;
bird_info.y_velocity = easy_mode ? 0 : (rand() % 3) - 1; // No vertical movement in easy mode
bird_info.y_position = BirdPosition::DOWN; // Always spawn at standing height in easy mode
@@ -514,16 +555,16 @@ void DinoGameView::manage_bird() {
int base_y = (bird_info.y_position == BirdPosition::UP) ? BIRD_Y_UP : BIRD_Y_DOWN;
int current_y = base_y + bird_info.y_offset;
// Clear previous bird position
if (last_bird_x < 320 && last_bird_x >= -BIRD_WIDTH) {
int clear_start_x = last_bird_x;
int clear_end_x = last_bird_x + BIRD_WIDTH;
// Clear previous bird position with extra margin
if (last_bird_x < SCREEN_WIDTH && last_bird_x >= -BIRD_WIDTH) {
int clear_start_x = last_bird_x - 2;
int clear_end_x = last_bird_x + BIRD_WIDTH + 2;
if (clear_start_x < 0) clear_start_x = 0;
if (clear_end_x > 320) clear_end_x = 320;
if (clear_end_x > SCREEN_WIDTH) clear_end_x = SCREEN_WIDTH;
if (clear_end_x > clear_start_x) {
fillrect(clear_start_x, last_bird_y, clear_end_x, last_bird_y + BIRD_HEIGHT, Black);
fillrect(clear_start_x, last_bird_y - 2, clear_end_x, last_bird_y + BIRD_HEIGHT + 2, Black);
}
}
@@ -549,7 +590,6 @@ void DinoGameView::manage_bird() {
}
} else {
// In easy mode, keep bird at perfect ducking height
// Bird should hit standing dino but miss ducking dino
current_y = DINO_Y - 10; // Position bird just above ducking height
}
@@ -557,7 +597,7 @@ void DinoGameView::manage_bird() {
if (get_steps() % 15 == 0) bird_info.flop = !bird_info.flop;
// Draw bird only if any part is visible
if (bird_info.x_offset > -BIRD_WIDTH && bird_info.x_offset < 320) {
if (bird_info.x_offset > -BIRD_WIDTH && bird_info.x_offset < SCREEN_WIDTH) {
if (bird_info.flop) {
draw_bird_sprite(bird_info.x_offset, current_y, pterodactyl_upflop);
} else {
@@ -590,6 +630,7 @@ void DinoGameView::draw_dino_sprite(int x, int y, const uint16_t* sprite) {
width = DINO_WIDTH;
}
// Draw sprite efficiently with run-length optimization
for (int dy = 0; dy < height; dy++) {
int run_start = -1;
uint16_t run_color = 0;
@@ -623,16 +664,21 @@ void DinoGameView::draw_dino_sprite(int x, int y, const uint16_t* sprite) {
}
void DinoGameView::draw_bird_sprite(int x, int y, const uint16_t* sprite) {
// Draw sprite efficiently with clipping
for (int dy = 0; dy < BIRD_HEIGHT; dy++) {
int run_start = -1;
uint16_t run_color = 0;
for (int dx = 0; dx < BIRD_WIDTH; dx++) {
// Skip pixels that would be off-screen
if (x + dx < 0 || x + dx >= 320) {
if (x + dx < 0 || x + dx >= SCREEN_WIDTH) {
// End any current run
if (run_start != -1) {
painter.fill_rectangle({x + run_start, y + dy, dx - run_start, 1}, Color(run_color));
if (run_start != -1 && x + run_start < SCREEN_WIDTH) {
int run_width = dx - run_start;
if (x + run_start + run_width > SCREEN_WIDTH) {
run_width = SCREEN_WIDTH - (x + run_start);
}
painter.fill_rectangle({x + run_start, y + dy, run_width, 1}, Color(run_color));
run_start = -1;
}
continue;
@@ -660,10 +706,10 @@ void DinoGameView::draw_bird_sprite(int x, int y, const uint16_t* sprite) {
}
}
if (run_start != -1 && x + run_start < 320) {
if (run_start != -1 && x + run_start < SCREEN_WIDTH) {
int width = BIRD_WIDTH - run_start;
if (x + run_start + width > 320) {
width = 320 - (x + run_start);
if (x + run_start + width > SCREEN_WIDTH) {
width = SCREEN_WIDTH - (x + run_start);
}
if (width > 0) {
painter.fill_rectangle({x + run_start, y + dy, width, 1}, Color(run_color));
@@ -683,7 +729,7 @@ void DinoGameView::draw_dino_at(int x, int y, bool is_ducking, bool run_frame) {
if (run_frame) {
draw_dino_sprite(x, y, dino_leftstep);
} else {
draw_dino_sprite(x, y, dino_default);
draw_dino_sprite(x, y, dino_rightstep);
}
}
}
@@ -743,8 +789,8 @@ void DinoGameView::draw_current_score() {
void DinoGameView::draw_high_score() {
auto style = *ui::Theme::getInstance()->fg_light;
painter.fill_rectangle({UI_POS_X_RIGHT(9), 28, UI_POS_WIDTH(9), 18}, Color::black());
painter.draw_string({UI_POS_X_RIGHT(9), 30}, style, "HI " + score_to_string(highScore));
painter.fill_rectangle({UI_POS_X_RIGHT(90), 28, 90, 18}, Color::black());
painter.draw_string({UI_POS_X_RIGHT(90), 30}, style, "HI " + score_to_string(highScore));
}
void DinoGameView::jump() {
@@ -805,4 +851,4 @@ bool DinoGameView::on_encoder(const EncoderEvent delta) {
return true;
}
} // namespace ui::external_app::dinogame
} // namespace ui::external_app::dinogame
+32 -27
View File
@@ -41,29 +41,6 @@ enum {
Black,
};
// Game constants
#define DINO_WIDTH 34
#define DINO_HEIGHT 36
#define DINO_DUCK_WIDTH 45
#define DINO_DUCK_HEIGHT 22
#define BIRD_WIDTH 34
#define BIRD_HEIGHT 27
#define GROUND_HEIGHT 10
#define GAME_AREA_TOP 78
#define GAME_AREA_HEIGHT 160
#define DINO_X 30
#define DINO_Y (GAME_AREA_TOP + GAME_AREA_HEIGHT - GROUND_HEIGHT - DINO_HEIGHT)
#define DINO_DUCK_Y (GAME_AREA_TOP + GAME_AREA_HEIGHT - GROUND_HEIGHT - DINO_DUCK_HEIGHT)
#define BIRD_Y_UP (GAME_AREA_TOP + 20)
#define BIRD_Y_DOWN (GAME_AREA_TOP + 60)
#define JUMP_MAX_HEIGHT 70
#define JUMP_SPEED 3
#define GAME_SPEED_BASE 3
#define SPRITE_COLOR 0x528A
#define TRANSPARENT_COLOR 0xFFFF
#define MIN_OBSTACLE_DISTANCE 300
#define MAX_OBSTACLE_DISTANCE 600
// Game states
enum class GameState {
MENU,
@@ -159,6 +136,33 @@ class DinoGameView : public View {
bool initialized = false;
NavigationView& nav_;
// Dynamic screen dimensions
int SCREEN_WIDTH = 240;
int SCREEN_HEIGHT = 320;
int DINO_WIDTH = 34;
int DINO_HEIGHT = 36;
int DINO_DUCK_WIDTH = 45;
int DINO_DUCK_HEIGHT = 22;
int BIRD_WIDTH = 34;
int BIRD_HEIGHT = 27;
int GROUND_HEIGHT = 10;
int GAME_AREA_TOP = 78;
int GAME_AREA_HEIGHT = 160;
int DINO_X = 30;
int DINO_Y = 0; // Will be calculated
int DINO_DUCK_Y = 0; // Will be calculated
int BIRD_Y_UP = 0; // Will be calculated
int BIRD_Y_DOWN = 0; // Will be calculated
int JUMP_MAX_HEIGHT = 70;
int JUMP_SPEED = 3;
int GAME_SPEED_BASE = 3;
int MIN_OBSTACLE_DISTANCE = 300;
int MAX_OBSTACLE_DISTANCE = 600;
// Sprite constants
static constexpr uint16_t SPRITE_COLOR = 0x528A;
static constexpr uint16_t TRANSPARENT_COLOR = 0xFFFF;
// Game variables
static constexpr uint8_t MAX_OBSTACLES = 1;
SimpleObstacle obstacles[MAX_OBSTACLES];
@@ -185,7 +189,7 @@ class DinoGameView : public View {
int32_t obstacle_spawn_timer = 0;
// Position tracking for minimal redraw
int16_t last_dino_y = DINO_Y;
int16_t last_dino_y = 0;
int16_t last_bird_x = -1;
int16_t last_bird_y = -1;
uint8_t duck_timer = 0;
@@ -202,6 +206,7 @@ class DinoGameView : public View {
Ticker game_timer;
// Private methods
void init_dimensions();
void init_game();
void new_game();
void update_obstacles();
@@ -229,7 +234,7 @@ class DinoGameView : public View {
bool easy_mode = false;
Button button_difficulty{
{UI_POS_X_CENTER(13), 195, 13 * 8, 20},
{70, 195, 100, 20},
"Mode: HARD"};
app_settings::SettingsManager settings_{
@@ -239,7 +244,7 @@ class DinoGameView : public View {
{"easy_mode"sv, &easy_mode}}};
Button dummy{
{screen_width, 0, 0, 0},
{240, 0, 0, 0},
""};
MessageHandlerRegistration message_handler_frame_sync{
@@ -251,4 +256,4 @@ class DinoGameView : public View {
} // namespace ui::external_app::dinogame
#endif /* __UI_DINOGAME_H__ */
#endif /* __UI_DINOGAME_H__ */
+62 -23
View File
@@ -17,6 +17,7 @@ int SCREEN_HEIGHT = 0;
int RENDER_HEIGHT = 0;
int HALF_WIDTH = 0;
int HALF_HEIGHT = 0;
int HUD_HEIGHT = 40;
#define LEVEL_WIDTH_BASE 6
#define LEVEL_WIDTH (1 << LEVEL_WIDTH_BASE)
#define LEVEL_HEIGHT 57
@@ -24,7 +25,7 @@ int HALF_HEIGHT = 0;
#define MAX_RENDER_DEPTH 12
#define MIN_ENTITIES 15
#define MAX_ENTITIES 25
#define RES_DIVIDER 2
int RES_DIVIDER = 2;
#define DISTANCE_MULTIPLIER 20
#define ROT_SPEED 0.25
#define MOV_SPEED 1.0
@@ -32,10 +33,10 @@ int HALF_HEIGHT = 0;
#define MAX_ENTITY_DISTANCE 200
#define ITEM_COLLIDER_DIST 6
#include "mathdef.hpp"
#define GUN_WIDTH 30
#define GUN_HEIGHT 40
#define GUN_TARGET_POS 24
#define GUN_SHOT_POS (GUN_TARGET_POS + 6)
int GUN_WIDTH = 30;
int GUN_HEIGHT = 40;
int GUN_TARGET_POS = 24;
int GUN_SHOT_POS = 30;
#define ENEMY_SIZE 16
#define ENEMY_SPEED 0.03
#define ENEMY_MELEE_DIST 20
@@ -145,7 +146,7 @@ static bool up, down, left, right, fired;
static double jogging, view_height;
static bool needs_redraw = false;
static bool needs_gun_redraw = false;
static uint8_t gun_pos = GUN_TARGET_POS;
static uint8_t gun_pos = 24;
static bool gun_fired = false;
static int prev_gun_x = 0;
static int prev_gun_y = 0;
@@ -850,13 +851,23 @@ void render_entities(Painter& painter) {
}
}
void render_map(Painter& painter, bool full_clear, int16_t x_start = 0, int16_t x_end = SCREEN_WIDTH) {
void render_map(Painter& painter, bool full_clear, int16_t x_start = 0, int16_t x_end = -1) {
if (x_end == -1) x_end = SCREEN_WIDTH;
// Add safety bounds
x_start = fmax(0, x_start);
x_end = fmin(SCREEN_WIDTH, x_end);
// Dynamically adjust RES_DIVIDER based on screen size
int dynamic_res = (SCREEN_WIDTH > 400) ? 4 : (SCREEN_WIDTH > 300) ? 3
: RES_DIVIDER;
if (full_clear) {
painter.fill_rectangle({0, 0, SCREEN_WIDTH, RENDER_HEIGHT / 2}, Color(64, 64, 128));
painter.fill_rectangle({0, RENDER_HEIGHT / 2, SCREEN_WIDTH, RENDER_HEIGHT / 2}, Color(32, 32, 32));
}
for (uint8_t x = x_start; x < x_end; x += RES_DIVIDER) {
for (uint16_t x = x_start; x < x_end; x += dynamic_res) {
double camera_x = 2 * (double)x / SCREEN_WIDTH - 1;
double ray_x = player.dir.x + player.plane.x * camera_x;
double ray_y = player.dir.y + player.plane.y * camera_x;
@@ -985,15 +996,15 @@ void render_map(Painter& painter, bool full_clear, int16_t x_start = 0, int16_t
wall_color = Color(brightness / 5, (brightness - noise) * 0.8, brightness / 5);
}
painter.fill_rectangle({x, start_y, RES_DIVIDER, end_y - start_y}, wall_color);
painter.fill_rectangle({x, start_y, dynamic_res, end_y - start_y}, wall_color);
}
if (!full_clear && hit) {
if (start_y > 0) {
painter.fill_rectangle({x, 0, RES_DIVIDER, start_y}, Color(64, 64, 128));
painter.fill_rectangle({x, 0, dynamic_res, start_y}, Color(64, 64, 128));
}
if (end_y < RENDER_HEIGHT) {
painter.fill_rectangle({x, end_y, RES_DIVIDER, RENDER_HEIGHT - end_y}, Color(32, 32, 32));
painter.fill_rectangle({x, end_y, dynamic_res, RENDER_HEIGHT - end_y}, Color(32, 32, 32));
}
}
}
@@ -1001,11 +1012,28 @@ void render_map(Painter& painter, bool full_clear, int16_t x_start = 0, int16_t
DoomView::DoomView(NavigationView& nav)
: nav_{nav} {
SCREEN_WIDTH = screen_width;
SCREEN_HEIGHT = screen_height;
RENDER_HEIGHT = screen_height - 40;
HALF_WIDTH = screen_width / 2;
SCREEN_WIDTH = ui::screen_width;
SCREEN_HEIGHT = ui::screen_height;
HUD_HEIGHT = 40;
RENDER_HEIGHT = SCREEN_HEIGHT - HUD_HEIGHT;
HALF_WIDTH = SCREEN_WIDTH / 2;
HALF_HEIGHT = RENDER_HEIGHT / 2;
// More aggressive resolution reduction for larger screens
if (SCREEN_WIDTH > 400) {
RES_DIVIDER = 4;
} else if (SCREEN_WIDTH > 300) {
RES_DIVIDER = 3;
} else {
RES_DIVIDER = 2;
}
// Cap gun size to prevent overflow
GUN_WIDTH = fmin(60, SCREEN_WIDTH / 8);
GUN_HEIGHT = fmin(50, SCREEN_HEIGHT / 8);
GUN_TARGET_POS = fmin(40, RENDER_HEIGHT / 13);
GUN_SHOT_POS = GUN_TARGET_POS + 6;
add_children({&dummy});
game_timer.attach(&game_timer_check, 1.0 / 60.0);
}
@@ -1034,26 +1062,32 @@ void DoomView::paint(Painter& painter) {
if (scene == 0) {
auto style_yellow = *ui::Theme::getInstance()->fg_yellow;
painter.draw_string({50, 40}, style_yellow, "* * * DOOM * * *");
painter.draw_string({UI_POS_X_CENTER(15), 40}, style_yellow, "* * * DOOM * * *");
auto style_green = *ui::Theme::getInstance()->fg_green;
painter.draw_string({15, 240}, style_green, "** PRESS SELECT TO START **");
painter.draw_string({UI_POS_X_CENTER(26), SCREEN_HEIGHT - 80}, style_green, "** PRESS SELECT TO START **");
} else if (scene == 1) {
if (needs_redraw || (needs_gun_redraw && jogging > 0)) {
bool full_clear = (player.velocity == 0 || !prev_velocity_moving);
render_map(painter, full_clear);
render_entities(painter);
render_gun(painter, gun_pos, jogging);
// Draw HUD
painter.fill_rectangle({0, RENDER_HEIGHT, SCREEN_WIDTH, SCREEN_HEIGHT - RENDER_HEIGHT}, pp_colors[COLOR_BACKGROUND]);
auto style_yellow = *ui::Theme::getInstance()->fg_yellow;
auto style_red = *ui::Theme::getInstance()->fg_red;
auto style_blue = *ui::Theme::getInstance()->fg_blue;
painter.draw_string({5, RENDER_HEIGHT + 5}, style_yellow, "Health: " + std::to_string(player.health));
painter.draw_string({100, RENDER_HEIGHT + 5}, style_red, "Kills: " + std::to_string(kills));
painter.draw_string({170, RENDER_HEIGHT + 5}, style_blue, "Ammo: " + std::to_string(player.ammo));
int hud_y = RENDER_HEIGHT + 5;
painter.draw_string({5, hud_y}, style_yellow, "Health: " + std::to_string(player.health));
painter.draw_string({UI_POS_X_CENTER(15), hud_y}, style_red, "Kills: " + std::to_string(kills));
painter.draw_string({UI_POS_X_RIGHT(80), hud_y}, style_blue, "Ammo: " + std::to_string(player.ammo));
prev_velocity_moving = (player.velocity != 0);
needs_redraw = false;
needs_gun_redraw = false;
} else if (needs_gun_redraw) {
// Partial redraw for gun only
int current_x = HALF_WIDTH - GUN_WIDTH / 2 + sin(LPC_RTC->CTIME0 * JOGGING_SPEED) * 10 * jogging;
int current_y = RENDER_HEIGHT - gun_pos - 29 + fabs(cos(LPC_RTC->CTIME0 * JOGGING_SPEED)) * 8 * jogging;
int flash_height = (gun_pos > GUN_TARGET_POS) ? (gun_pos - GUN_TARGET_POS) * 2 + 10 : 0;
@@ -1069,13 +1103,18 @@ void DoomView::paint(Painter& painter) {
render_map(painter, false, min_x, max_x);
render_entities(painter);
render_gun(painter, gun_pos, jogging);
// Redraw HUD
painter.fill_rectangle({0, RENDER_HEIGHT, SCREEN_WIDTH, SCREEN_HEIGHT - RENDER_HEIGHT}, pp_colors[COLOR_BACKGROUND]);
auto style_yellow = *ui::Theme::getInstance()->fg_yellow;
auto style_red = *ui::Theme::getInstance()->fg_red;
auto style_blue = *ui::Theme::getInstance()->fg_blue;
painter.draw_string({5, RENDER_HEIGHT + 5}, style_yellow, "Health: " + std::to_string(player.health));
painter.draw_string({100, RENDER_HEIGHT + 5}, style_red, "Kills: " + std::to_string(kills));
painter.draw_string({170, RENDER_HEIGHT + 5}, style_blue, "Ammo: " + std::to_string(player.ammo));
int hud_y = RENDER_HEIGHT + 5;
painter.draw_string({5, hud_y}, style_yellow, "Health: " + std::to_string(player.health));
painter.draw_string({UI_POS_X_CENTER(15), hud_y}, style_red, "Kills: " + std::to_string(kills));
painter.draw_string({UI_POS_X_RIGHT(80), hud_y}, style_blue, "Ammo: " + std::to_string(player.ammo));
needs_gun_redraw = false;
}
}
+1 -1
View File
@@ -70,7 +70,7 @@ class DoomView : public View {
private:
NavigationView& nav_;
Button dummy{{screen_width, 0, 0, 0}, ""};
Button dummy{{0, 0, 0, 0}, ""};
bool initialized{false};
bool prev_velocity_moving{false};
MessageHandlerRegistration message_handler_frame_sync{
+5
View File
@@ -254,6 +254,10 @@ set(EXTCPPSRC
external/bht_tx/main.cpp
external/bht_tx/ui_bht_tx.cpp
external/bht_tx/bht.cpp
#morse_practice
external/morse_practice/main.cpp
external/morse_practice/ui_morse_practice.cpp
)
set(EXTAPPLIST
@@ -318,4 +322,5 @@ set(EXTAPPLIST
soundboard
game2048
bht_tx
morse_practice
)
+9 -1
View File
@@ -83,7 +83,8 @@ MEMORY
ram_external_app_epirb_rx (rwx) : org = 0xADEA0000, len = 32k
ram_external_app_soundboard (rwx) : org = 0xADEB0000, len = 32k
ram_external_app_game2048 (rwx) : org = 0xADEC0000, len = 32k
ram_external_app_bht_tx (rwx) : org = 0xADED0000, len = 32k
ram_external_app_bht_tx (rwx) : org = 0xADED0000, len = 32k
ram_external_app_morse_practice (rwx) : org = 0xADEE0000, len = 32k
}
@@ -458,5 +459,12 @@ SECTIONS
} > ram_external_app_bht_tx
.external_app_morse_practice : ALIGN(4) SUBALIGN(4)
{
KEEP(*(.external_app.app_morse_practice.application_information));
*(*ui*external_app*morse_practice*);
} > ram_external_app_morse_practice
}
+88
View File
@@ -0,0 +1,88 @@
/*
* Copyright (C) 2025 Pezsma
*
* This file is part of PortaPack.
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2, or (at your option)
* any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; see the file COPYING. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street,
* Boston, MA 02110-1301, USA.
*/
#include "ui.hpp"
#include "ui_morse_practice.hpp"
#include "ui_navigation.hpp"
#include "external_app.hpp"
namespace ui::external_app::morse_practice {
void initialize_app(NavigationView& nav) {
nav.push<MorsePracticeView>();
}
} // namespace ui::external_app::morse_practice
extern "C" {
// Az alkalmazás információ C-linkage-ként, hogy a firmware hívhassa
__attribute__((section(".external_app.app_morse_practice.application_information"), used))
application_information_t _application_information_morse_practice = {
/*.memory_location = */ (uint8_t*)0x00000000,
/*.externalAppEntry = */ ui::external_app::morse_practice::initialize_app,
/*.header_version = */ CURRENT_HEADER_VERSION,
/*.app_version = */ VERSION_MD5,
/*.app_name = */ "Morse P",
/*.bitmap_data = */ {
0x00,
0x00,
0xFE,
0x7F,
0xFF,
0xFF,
0xBB,
0xD0,
0xFF,
0xFF,
0xFF,
0xFF,
0x0B,
0xE1,
0xFF,
0xFF,
0xFF,
0xFF,
0xEB,
0xD0,
0xFF,
0xFF,
0xFE,
0x7F,
0x70,
0x00,
0x30,
0x00,
0x10,
0x00,
0x00,
0x00,
},
/*.icon_color = */ ui::Color::yellow().v,
/*.menu_location = */ app_location_t::GAMES,
/*.desired_menu_position = */ -1,
/*.m4_app_tag = portapack::spi_flash::image_tag_none */ {'P', 'A', 'B', 'P'},
/*.m4_app_offset = */ 0x00000000, // will be filled at compile time
};
} // extern "C"
@@ -0,0 +1,348 @@
#ifndef __MORSEDECODER_HPP__
#define __MORSEDECODER_HPP__
/*
* Copyright (C) 2025 Pezsma
*
* This file is part of PortaPack.
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2, or (at your option)
* any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; see the file COPYING. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street,
* Boston, MA 02110-1301, USA.
*/
#include <cstdint>
#include <string>
#define MORSEDEC_ERROR "<ERR>"
namespace ui::external_app::morse_practice {
class MorseRingBuffer {
public:
MorseRingBuffer()
: head_(0), tail_(0), count_(0) {}
void push_back(const uint32_t& value) {
data_[head_] = value;
head_ = (head_ + 1) % 40;
if (count_ < 40) {
count_++;
} else {
// overwrite oldest element
tail_ = (tail_ + 1) % 40;
}
}
void pop_front() {
if (count_ > 0) {
tail_ = (tail_ + 1) % 40;
count_--;
}
}
size_t size() const { return count_; }
bool empty() const { return count_ == 0; }
const uint32_t& front() const { return data_[tail_]; }
// Access by index (0 = oldest)
uint32_t operator[](size_t idx) const {
return data_[(tail_ + idx) % 40];
}
// Convert to vector-like access for sorting etc.
void copy_to_array(uint32_t* out) const {
for (size_t i = 0; i < count_; ++i)
out[i] = (*this)[i];
}
private:
uint32_t data_[40];
size_t head_;
size_t tail_;
size_t count_;
};
class MorseDecoder {
public:
struct DecodeResult {
std::string text = "";
double confidence = 0.0;
bool isValid() const {
return !text.empty();
}
};
struct MorseEntry {
std::string code;
std::string letter;
};
MorseDecoder() {}
DecodeResult handleInput(int32_t duration_ms) {
DecodeResult result = {"", 0.0};
if (duration_ms > 0) {
pulse_history_.push_back(duration_ms);
double dah_prob = getDahProbability(duration_ms);
current_sequence_ += (dah_prob > 0.5) ? '-' : '.';
last_confidence_ = (dah_prob > 0.5) ? dah_prob : (1.0 - dah_prob);
last_sequence_ = current_sequence_;
} else {
uint32_t gap_duration = -duration_ms;
pulse_gaps_.push_back(gap_duration);
if (gap_duration >= getInterCharThreshold() && !current_sequence_.empty()) {
result.text = lookupMorse(current_sequence_);
result.confidence = (result.text != MORSEDEC_ERROR) ? last_confidence_ : 0.0;
if (gap_duration >= getInterWordThreshold()) {
result.text += " ";
}
current_sequence_ = "";
}
}
updateLearning();
return result;
}
inline double getInterElementThreshold() { return time_unit_ms_ * 2.0; }
inline double getInterCharThreshold() { return time_unit_ms_ * 4.0; }
inline double getInterWordThreshold() { return time_unit_ms_ * 7.0; }
inline double getCurrentTimeUnit() { return time_unit_ms_; }
inline std::string getLastSequence() { return last_sequence_; }
private:
std::string current_sequence_ = "";
std::string last_sequence_ = "";
double time_unit_ms_ = 160.0;
double last_confidence_ = 0.0;
MorseRingBuffer pulse_history_{};
MorseRingBuffer pulse_gaps_{};
std::string lookupMorse(const std::string& seq) {
for (size_t i = 0; i < morse_table_size_; i++) {
if (seq == morse_table_[i].code)
return morse_table_[i].letter;
}
return MORSEDEC_ERROR; // not found
}
double getDahProbability(uint32_t duration_ms) {
double start_interp = 1.5 * time_unit_ms_;
double end_interp = 2.5 * time_unit_ms_;
if (duration_ms <= start_interp) return 0.0;
if (duration_ms >= end_interp) return 1.0;
return ((double)(duration_ms)-start_interp) / (end_interp - start_interp);
}
size_t findDecisionBoundary(uint32_t* sorted_data, size_t sorted_data_size) {
if (sorted_data_size < 4) return 0;
size_t best_split_index = 0;
uint32_t max_diff = 0;
for (size_t i = 1; i < sorted_data_size; ++i) {
uint32_t diff = sorted_data[i] - sorted_data[i - 1];
if (diff > sorted_data[i - 1] * 0.5 && diff > max_diff) {
max_diff = diff;
best_split_index = i;
}
}
return best_split_index;
}
bool calculatePulseUnit(double& unit, double& confidence) {
if (pulse_history_.size() < 10) return false;
uint32_t sorted_pulses[pulse_history_.size()];
pulse_history_.copy_to_array(sorted_pulses);
sort_uint32(sorted_pulses, pulse_history_.size());
size_t split_index = findDecisionBoundary(sorted_pulses, pulse_history_.size());
if (split_index == 0 || split_index < 3 || (pulse_history_.size() - split_index) < 2) {
return false;
}
double dit_sum = sum_uint32_range(sorted_pulses, 0, split_index);
double dah_sum = sum_uint32_range(sorted_pulses, split_index, pulse_history_.size());
double avg_dit = dit_sum / split_index;
double avg_dah = dah_sum / (pulse_history_.size() - split_index);
if (avg_dah <= avg_dit) return false;
double ratio = avg_dah / avg_dit;
if (ratio > 1.5 && ratio < 5.0) {
unit = avg_dit;
double tmpabs = ratio - 3.0;
if (tmpabs < 0) tmpabs *= -1;
tmpabs /= 3.0;
tmpabs = 1.0 - tmpabs;
if (tmpabs < 0) tmpabs = 0;
confidence = tmpabs; // 0..1
return true;
}
return false;
}
bool calculateGapUnit(double& unit, double& confidence) {
if (pulse_gaps_.size() < 10) return false;
double threshold = getInterElementThreshold();
double valid_gaps[pulse_gaps_.size()];
size_t valid_count = 0;
for (size_t i = 0; i < pulse_gaps_.size(); i++) {
double gap = pulse_gaps_[i];
if (gap <= threshold) {
valid_gaps[valid_count++] = gap;
}
}
if (valid_count < 2) {
return false;
}
double sum = sum_double_range(valid_gaps, 0, valid_count);
size_t count_to_average = valid_count;
if (count_to_average > 0) {
unit = sum / count_to_average;
confidence = 0.8;
return true;
}
return false;
}
double sum_uint32_range(const uint32_t* data, size_t start, size_t end) {
double sum = 0.0;
for (size_t i = start; i < end; i++) {
sum += data[i];
}
return sum;
}
double sum_double_range(const double* data, size_t start, size_t end) {
double sum = 0.0;
for (size_t i = start; i < end; i++) {
sum += data[i];
}
return sum;
}
void sort_uint32(uint32_t* data, size_t size) {
if (size < 2)
return;
for (size_t i = 1; i < size; i++) {
uint32_t key = data[i];
size_t j = i;
while (j > 0 && data[j - 1] > key) {
data[j] = data[j - 1];
j--;
}
data[j] = key;
}
}
double clamp_double(double value, double min_val, double max_val) {
if (value < min_val)
return min_val;
else if (value > max_val)
return max_val;
else
return value;
}
void updateLearning() {
double pulse_unit = -1.0, pulse_confidence = 0.0;
double gap_unit = -1.0, gap_confidence = 0.0;
bool pulse_success = calculatePulseUnit(pulse_unit, pulse_confidence);
bool gap_success = calculateGapUnit(gap_unit, gap_confidence);
double new_time_unit = -1.0;
if (pulse_success && pulse_confidence > 0.5) {
new_time_unit = pulse_unit;
} else if (pulse_success && gap_success) {
gap_confidence = 0.2;
double total_confidence = pulse_confidence + gap_confidence;
new_time_unit = (pulse_unit * pulse_confidence + gap_unit * gap_confidence) / total_confidence;
} else if (gap_success) {
new_time_unit = gap_unit;
} else {
return;
}
double max_change = time_unit_ms_ * 0.25;
new_time_unit = clamp_double(new_time_unit, time_unit_ms_ - max_change, time_unit_ms_ + max_change);
double DEFAULT_TIME_UNIT = 160.0;
double BASE_LEARNING_RATE = 0.05;
double MAX_LEARNING_RATE = 0.25;
double tudeltaabs = new_time_unit - DEFAULT_TIME_UNIT;
if (tudeltaabs < 0) tudeltaabs *= -1;
double deviation_from_default = tudeltaabs / DEFAULT_TIME_UNIT;
double tpp = deviation_from_default * 2.0;
if (tpp > 1) tpp = 1;
double learning_factor = BASE_LEARNING_RATE + (MAX_LEARNING_RATE - BASE_LEARNING_RATE) * tpp;
time_unit_ms_ = (time_unit_ms_ * (1.0 - learning_factor)) + (new_time_unit * learning_factor);
}
size_t morse_table_size_ = 41;
MorseEntry morse_table_[41] = {
{".-", "A"},
{"-...", "B"},
{"-.-.", "C"},
{"-..", "D"},
{".", "E"},
{"..-.", "F"},
{"--.", "G"},
{"....", "H"},
{"..", "I"},
{".---", "J"},
{"-.-", "K"},
{".-..", "L"},
{"--", "M"},
{"-.", "N"},
{"---", "O"},
{".--.", "P"},
{"--.-", "Q"},
{".-.", "R"},
{"...", "S"},
{"-", "T"},
{"..-", "U"},
{"...-", "V"},
{".--", "W"},
{"-..-", "X"},
{"-.--", "Y"},
{"--..", "Z"},
{".----", "1"},
{"..---", "2"},
{"...--", "3"},
{"....-", "4"},
{".....", "5"},
{"-....", "6"},
{"--...", "7"},
{"---..", "8"},
{"----.", "9"},
{"-----", "0"},
{".-.-.-", "."},
{"..--..", "?"},
{"-.-.--", "!"},
{"--..--", ","},
{"-...-", "="}};
};
} // namespace ui::external_app::morse_practice
#endif // __MORSEDECODER_HPP__
@@ -0,0 +1,144 @@
#include "ui_morse_practice.hpp"
using namespace portapack;
namespace ui::external_app::morse_practice {
MorsePracticeView::MorsePracticeView(ui::NavigationView& nav)
: nav_(nav) {
baseband::run_prepared_image(portapack::memory::map::m4_code.base());
add_children({&btn_tt,
&txt_last,
&btn_clear,
&console_text,
&field_volume});
audio::set_rate(audio::Rate::Hz_24000);
btn_tt.on_select = [this](Button&) {
if (button_touch) {
button_touch = false;
return;
}
button_was_selected = true;
onPress();
};
btn_tt.on_touch_press = [this](Button&) {
button_touch = true;
button_was_selected = false;
onPress();
};
btn_tt.on_touch_release = [this](Button&) {
button_touch = true;
button_was_selected = false;
onRelease();
};
btn_clear.on_select = [this](Button&) {
console_text.clear(true);
txt_last.set("");
};
audio::output::start();
auto vol = field_volume.value();
field_volume.set_value(0);
field_volume.set_value(vol);
}
MorsePracticeView::~MorsePracticeView() {
receiver_model.disable();
baseband::shutdown();
audio::output::stop();
}
void MorsePracticeView::on_show() {
console_text.write("Morse Practice ready\n");
start_time = 0;
end_time = 0;
}
void MorsePracticeView::focus() {
btn_tt.focus();
}
void MorsePracticeView::onPress() {
start_time = chTimeNow();
if (end_time != 0) {
int64_t gap_delta = (chTimeNow() - end_time);
auto result = morse_decoder_.handleInput(-gap_delta);
if (result.isValid()) {
writeCharToConsole(result.text, result.confidence);
}
}
end_time = 0;
decode_timeout_calc = false;
baseband::request_audio_beep(1000, 24000, 2000);
}
void MorsePracticeView::onRelease() {
end_time = chTimeNow();
if (start_time != 0) {
int32_t press_delta = (end_time - start_time);
auto result = morse_decoder_.handleInput(press_delta);
if (result.isValid()) {
writeCharToConsole(result.text, result.confidence);
}
}
start_time = 0;
decode_timeout_calc = true;
baseband::request_beep_stop();
}
void MorsePracticeView::writeCharToConsole(const std::string& ch, double confidence) {
if (ch.empty()) {
return;
}
txt_last.set(morse_decoder_.getLastSequence().c_str());
last_color_id = color_id;
std::string color = "";
if (ch == " ") {
color_id = 0;
} else if (ch == MORSEDEC_ERROR) {
color_id = 0;
} else {
if (confidence < 0.8)
color_id = 1;
else if (confidence < 0.9)
color_id = 2;
else
color_id = 3;
}
color = arr_color[color_id];
last_color_id = color_id;
console_text.write(color + ch);
}
inline bool MorsePracticeView::tx_button_held() {
const auto switches_state = get_switches_state();
return switches_state[(size_t)ui::KeyEvent::Select];
}
void MorsePracticeView::on_framesync() {
if (button_was_selected && !button_touch && !tx_button_held()) {
button_was_selected = false;
onRelease();
}
if (end_time != 0 && decode_timeout_calc) {
int64_t gap_delta = (chTimeNow() - end_time);
if (gap_delta >= morse_decoder_.getInterCharThreshold()) {
auto result = morse_decoder_.handleInput(-(int32_t)gap_delta);
if (result.isValid()) {
writeCharToConsole(result.text, result.confidence);
}
}
if (gap_delta >= morse_decoder_.getInterWordThreshold()) {
writeCharToConsole(" ", 1.0);
end_time = 0;
decode_timeout_calc = false;
}
}
}
} // namespace ui::external_app::morse_practice
@@ -0,0 +1,91 @@
/*
* Copyright (C) 2025 Pezsma
*
* This file is part of PortaPack.
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2, or (at your option)
* any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; see the file COPYING. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street,
* Boston, MA 02110-1301, USA.
*/
#ifndef __MORSE_PRACTICE_H__
#define __MORSE_PRACTICE_H__
#include "ui.hpp"
#include "ui_widget.hpp"
#include "ui_navigation.hpp"
#include "ui_language.hpp"
#include "ui_painter.hpp"
#include "ui_receiver.hpp"
#include "string_format.hpp"
#include "morsedecoder.hpp"
#include "irq_controls.hpp"
#include "radio_state.hpp"
#include "portapack.hpp"
#include "message.hpp"
#include "volume.hpp"
#include "audio.hpp"
#include "baseband_api.hpp"
#include "external_app.hpp"
#include <ch.h>
namespace ui::external_app::morse_practice {
class MorsePracticeView : public ui::View {
public:
MorsePracticeView(ui::NavigationView& nav);
~MorsePracticeView();
std::string title() { return "Morse P"; }
void focus() override;
void on_show() override;
private:
void onPress();
void onRelease();
void on_framesync();
void writeCharToConsole(const std::string& ch, double confidence);
bool tx_button_held();
ui::NavigationView& nav_;
MorseDecoder morse_decoder_{};
int64_t start_time = 0;
int64_t end_time = 0;
ui::Button btn_tt{{UI_POS_X_CENTER(12), UI_POS_Y(3), UI_POS_WIDTH(12), UI_POS_HEIGHT(3)}, "KEY"};
ui::Text txt_last{{UI_POS_X(0), UI_POS_Y(6), UI_POS_MAXWIDTH, UI_POS_HEIGHT(1)}, ""};
ui::Button btn_clear{{UI_POS_X(0), UI_POS_Y_BOTTOM(2), UI_POS_WIDTH(6), UI_POS_HEIGHT(1)}, "CLR"};
ui::Console console_text{{UI_POS_X(0), UI_POS_Y(7), UI_POS_MAXWIDTH, UI_POS_HEIGHT_REMAINING(10)}};
AudioVolumeField field_volume{{UI_POS_X_RIGHT(2), UI_POS_X(0)}};
uint8_t last_color_id = 255;
uint8_t color_id = 255;
std::string arr_color[4] = {STR_COLOR_WHITE, STR_COLOR_RED, STR_COLOR_YELLOW, STR_COLOR_GREEN};
bool button_touch = false;
bool button_was_selected = false;
bool decode_timeout_calc = false;
MessageHandlerRegistration message_handler_framesync{
Message::ID::DisplayFrameSync,
[this](const Message* const p) {
(void)p;
this->on_framesync();
}};
};
} // namespace ui::external_app::morse_practice
#endif // __MORSE_PRACTICE_H__
+15 -14
View File
@@ -45,12 +45,9 @@ static msg_t ookthread_fn(void* arg) {
uint8_t* message_symbols = shared_memory.bb_data.tones_data.message;
uint8_t symbol;
MorseView* arg_c = (MorseView*)arg;
chRegSetThreadName("ookthread");
for (uint32_t i = 0; i < arg_c->symbol_count; i++) {
if (chThdShouldTerminate()) break;
symbol = message_symbols[i];
v = (symbol < 2) ? 1 : 0; // TX on for dot or dash, off for pause
@@ -61,9 +58,7 @@ static msg_t ookthread_fn(void* arg) {
} else {
gpio_og_tx.write(v); // in hackrf <=r6, "1" means tx , "0" no tx.
}
arg_c->on_tx_progress(i, false);
chThdSleepMilliseconds(delay * arg_c->time_unit_ms);
}
@@ -82,19 +77,14 @@ static msg_t ookthread_fn(void* arg) {
static msg_t loopthread_fn(void* arg) {
MorseView* arg_c = (MorseView*)arg;
uint32_t wait = arg_c->loop;
chRegSetThreadName("loopthread");
for (uint32_t i = 0; i < wait; i++) {
if (chThdShouldTerminate()) break;
arg_c->on_loop_progress(i, false);
chThdSleepMilliseconds(1000);
}
arg_c->on_loop_progress(0, true);
if (!chThdShouldTerminate()) arg_c->on_loop_progress(0, true);
chThdExit(0);
return 0;
}
@@ -132,6 +122,15 @@ void MorseView::focus() {
}
MorseView::~MorseView() {
if (ookthread) {
chThdTerminate(ookthread);
ookthread = nullptr;
}
if (loopthread) {
chThdTerminate(loopthread);
chThdWait(loopthread);
loopthread = nullptr;
}
transmitter_model.disable();
baseband::shutdown();
}
@@ -181,6 +180,9 @@ void MorseView::update_tx_duration() {
void MorseView::on_tx_progress(const uint32_t progress, const bool done) {
if (done) {
if (ookthread) {
ookthread = nullptr;
}
transmitter_model.disable();
progressbar.set_value(0);
@@ -190,10 +192,10 @@ void MorseView::on_tx_progress(const uint32_t progress, const bool done) {
progressbar.set_value(0);
if (loopthread) {
chThdRelease(loopthread);
chThdTerminate(loopthread);
chThdWait(loopthread);
loopthread = nullptr;
}
loopthread = chThdCreateFromHeap(NULL, 1024, NORMALPRIO, loopthread_fn, this);
} else {
tx_view.set_transmitting(false);
@@ -219,7 +221,6 @@ void MorseView::set_foxhunt(size_t i) {
MorseView::MorseView(
NavigationView& nav)
: nav_(nav) {
// baseband::run_image(portapack::spi_flash::image_tag_tones);
baseband::run_prepared_image(portapack::memory::map::m4_code.base());
add_children({&labels,
+166 -149
View File
@@ -10,22 +10,27 @@
namespace ui::external_app::spaceinv {
// Game constants
#define PLAYER_WIDTH 26
#define PLAYER_HEIGHT 16
#define PLAYER_Y 280
#define BULLET_WIDTH 3
#define BULLET_HEIGHT 10
#define BULLET_SPEED 8
#define MAX_BULLETS 3
#define INVADER_WIDTH 20
#define INVADER_HEIGHT 16
#define INVADER_ROWS 5 // Classic 5 rows
#define INVADER_COLS 6 // Reduced for more movement space on narrow PP screen
#define INVADER_GAP_X 10
#define INVADER_GAP_Y 8 // Gap between invaders
#define MAX_ENEMY_BULLETS 3
#define ENEMY_BULLET_SPEED 3
// Dynamic game constants
static int SCREEN_WIDTH = 240;
static int SCREEN_HEIGHT = 320;
static int PLAYER_WIDTH = 26;
static int PLAYER_HEIGHT = 16;
static int PLAYER_Y = 280;
static int BULLET_WIDTH = 3;
static int BULLET_HEIGHT = 10;
static int BULLET_SPEED = 8;
static int MAX_BULLETS = 3;
static int INVADER_WIDTH = 20;
static int INVADER_HEIGHT = 16;
static int INVADER_ROWS = 5;
static int INVADER_COLS = 6;
static int INVADER_GAP_X = 10;
static int INVADER_GAP_Y = 8;
static int MAX_ENEMY_BULLETS = 3;
static int ENEMY_BULLET_SPEED = 3;
static int INFO_BAR_HEIGHT = 50;
static int INVADER_MOVE_AMOUNT = 8;
static int INVADER_DROP_AMOUNT = 15;
// Game state
static int game_state = 0; // 0=menu, 1=playing, 2=game over, 3=wave_complete
@@ -38,18 +43,18 @@ static uint32_t speed_bonus = 0;
static uint32_t wave_complete_timer = 0;
// Cannon Bullets
static int bullet_x[MAX_BULLETS] = {0, 0, 0};
static int bullet_y[MAX_BULLETS] = {0, 0, 0};
static bool bullet_active[MAX_BULLETS] = {false, false, false};
static int bullet_x[3] = {0, 0, 0};
static int bullet_y[3] = {0, 0, 0};
static bool bullet_active[3] = {false, false, false};
// Enemy bullets
static int enemy_bullet_x[MAX_ENEMY_BULLETS] = {0, 0, 0};
static int enemy_bullet_y[MAX_ENEMY_BULLETS] = {0, 0, 0};
static bool enemy_bullet_active[MAX_ENEMY_BULLETS] = {false, false, false};
static int enemy_bullet_x[3] = {0, 0, 0};
static int enemy_bullet_y[3] = {0, 0, 0};
static bool enemy_bullet_active[3] = {false, false, false};
static uint32_t enemy_fire_counter = 0;
// Invaders
static bool invaders[INVADER_ROWS][INVADER_COLS];
static bool invaders[5][11]; // Max possible columns
static int invaders_x = 40;
static int invaders_y = 60;
static int invader_direction = 1;
@@ -94,15 +99,47 @@ void Ticker::detach() {
game_update_callback = nullptr;
}
static void init_dimensions() {
SCREEN_WIDTH = ui::screen_width;
SCREEN_HEIGHT = ui::screen_height;
// Scale player based on screen size
PLAYER_WIDTH = SCREEN_WIDTH / 9;
PLAYER_HEIGHT = SCREEN_HEIGHT / 20;
PLAYER_Y = SCREEN_HEIGHT - 40;
// Keep invader size fixed for proper pixel art
INVADER_WIDTH = 20;
INVADER_HEIGHT = 16;
// Calculate columns based on available width
int available_width = SCREEN_WIDTH - 40; // 20px margins on each side
INVADER_COLS = available_width / (INVADER_WIDTH + INVADER_GAP_X);
if (INVADER_COLS > 11) INVADER_COLS = 11;
if (INVADER_COLS < 6) INVADER_COLS = 6;
// Center the invader formation
int formation_width = INVADER_COLS * INVADER_WIDTH + (INVADER_COLS - 1) * INVADER_GAP_X;
invaders_x = (SCREEN_WIDTH - formation_width) / 2;
invaders_y = INFO_BAR_HEIGHT + 10;
// Scale movement
INVADER_MOVE_AMOUNT = SCREEN_WIDTH / 30;
INVADER_DROP_AMOUNT = SCREEN_HEIGHT / 21;
}
static void init_invaders() {
// Initialize invader array
// Initialize invader array based on dynamic columns
for (int row = 0; row < INVADER_ROWS; row++) {
for (int col = 0; col < INVADER_COLS; col++) {
invaders[row][col] = true;
}
}
invaders_x = 40;
invaders_y = 60;
// Reset position to center
int formation_width = INVADER_COLS * INVADER_WIDTH + (INVADER_COLS - 1) * INVADER_GAP_X;
invaders_x = (SCREEN_WIDTH - formation_width) / 2;
invaders_y = INFO_BAR_HEIGHT + 10;
invader_direction = 1;
invader_move_counter = 0;
@@ -125,138 +162,114 @@ static void save_high_score() {
}
static void init_menu() {
painter.fill_rectangle({0, 0, 240, 320}, Color::black());
painter.fill_rectangle({0, 0, SCREEN_WIDTH, SCREEN_HEIGHT}, Color::black());
auto style_green = *ui::Theme::getInstance()->fg_green;
auto style_yellow = *ui::Theme::getInstance()->fg_yellow;
auto style_cyan = *ui::Theme::getInstance()->fg_cyan;
auto style_red = *ui::Theme::getInstance()->fg_red;
int16_t screen_width = 240;
int16_t title_x = (screen_width - 15 * 8) / 2;
int16_t divider_width = 24 * 8;
int16_t divider_x = (screen_width - divider_width) / 2;
int16_t instruction_width = 22 * 8;
int16_t instruction_x = (screen_width - instruction_width) / 2;
int16_t prompt_width = 12 * 8;
prompt_x = (screen_width - prompt_width) / 2;
// Title section
painter.draw_string({UI_POS_X_CENTER(15), 30}, style_green, "SPACE INVADERS");
painter.draw_string({UI_POS_X_CENTER(24), 55}, style_yellow, "========================");
painter.fill_rectangle({0, 30, screen_width, 30}, Color::black());
painter.draw_string({title_x, 42}, style_green, "SPACE INVADERS");
// Instructions box
int box_width = 22 * 8;
int box_x = UI_POS_X_CENTER(22);
painter.fill_rectangle({box_x - 5, 85, box_width + 10, 80}, Color::black());
painter.draw_rectangle({box_x - 5, 85, box_width + 10, 80}, Color::white());
painter.draw_string({divider_x, 70}, style_yellow, "========================");
painter.draw_string({box_x, 95}, style_cyan, " ROTARY: MOVE SHIP");
painter.draw_string({box_x, 115}, style_cyan, " SELECT: FIRE");
painter.draw_string({box_x, 135}, style_cyan, " DEFEND EARTH!");
painter.fill_rectangle({instruction_x - 5, 100, instruction_width + 10, 80}, Color::black());
painter.draw_rectangle({instruction_x - 5, 100, instruction_width + 10, 80}, Color::white());
// Point values
painter.draw_string({UI_POS_X_CENTER(16), 175}, style_red, "TOP ROW = 30 PTS");
painter.draw_string({UI_POS_X_CENTER(16), 190}, style_yellow, "MID ROW = 20 PTS");
painter.draw_string({UI_POS_X_CENTER(16), 205}, style_green, "BOT ROW = 10 PTS");
painter.draw_string({instruction_x, 110}, style_cyan, " ROTARY: MOVE SHIP");
painter.draw_string({instruction_x, 130}, style_cyan, " SELECT: FIRE");
painter.draw_string({instruction_x, 150}, style_cyan, " DEFEND EARTH!");
// Draw point values
auto style_purple = *ui::Theme::getInstance()->fg_magenta;
painter.draw_string({50, 190}, style_purple, "TOP ROW = 30 PTS");
painter.draw_string({50, 205}, style_yellow, "MID ROW = 20 PTS");
painter.draw_string({50, 220}, style_green, "BOT ROW = 10 PTS");
// Draw high score
// High score
if (current_instance) {
auto style_white = *ui::Theme::getInstance()->fg_light;
std::string high_score_text = "HIGH SCORE: " + std::to_string(current_instance->highScore);
int16_t high_score_x = (screen_width - high_score_text.length() * 8) / 2;
painter.draw_string({high_score_x, 240}, style_white, high_score_text);
painter.draw_string({UI_POS_X_CENTER(high_score_text.length()), 225}, style_white, high_score_text);
}
// Set prompt position (will be used for blinking text)
prompt_x = UI_POS_X_CENTER(12);
menu_initialized = true;
}
static void init_game_over() {
painter.fill_rectangle({0, 0, 240, 320}, Color::black());
painter.fill_rectangle({0, 0, SCREEN_WIDTH, SCREEN_HEIGHT}, Color::black());
auto style_red = *ui::Theme::getInstance()->fg_red;
auto style_yellow = *ui::Theme::getInstance()->fg_yellow;
auto style_cyan = *ui::Theme::getInstance()->fg_cyan;
auto style_white = *ui::Theme::getInstance()->fg_light;
int16_t screen_width = 240;
// Game Over title
int16_t title_x = (screen_width - 9 * 8) / 2;
painter.draw_string({title_x, 42}, style_red, "GAME OVER");
// Divider
int16_t divider_width = 24 * 8;
int16_t divider_x = (screen_width - divider_width) / 2;
painter.draw_string({divider_x, 70}, style_yellow, "========================");
painter.draw_string({UI_POS_X_CENTER(9), 40}, style_red, "GAME OVER");
painter.draw_string({UI_POS_X_CENTER(24), 65}, style_yellow, "========================");
// Score box
int16_t box_width = 22 * 8;
int16_t box_x = (screen_width - box_width) / 2;
painter.fill_rectangle({box_x - 5, 100, box_width + 10, 80}, Color::black());
painter.draw_rectangle({box_x - 5, 100, box_width + 10, 80}, Color::white());
int box_width = 22 * 8;
int box_x = UI_POS_X_CENTER(22);
painter.fill_rectangle({box_x - 5, 90, box_width + 10, 80}, Color::black());
painter.draw_rectangle({box_x - 5, 90, box_width + 10, 80}, Color::white());
// Display scores
std::string score_text = "SCORE: " + std::to_string(score);
int16_t score_x = (screen_width - score_text.length() * 8) / 2;
painter.draw_string({score_x, 120}, style_cyan, score_text);
painter.draw_string({UI_POS_X_CENTER(score_text.length()), 110}, style_cyan, score_text);
std::string wave_text = "WAVE: " + std::to_string(wave);
int16_t wave_x = (screen_width - wave_text.length() * 8) / 2;
painter.draw_string({wave_x, 140}, style_cyan, wave_text);
painter.draw_string({UI_POS_X_CENTER(wave_text.length()), 130}, style_cyan, wave_text);
// High score section
if (current_instance) {
if (score > current_instance->highScore) {
// New high score!
std::string new_high = "NEW HIGH SCORE!";
int16_t new_high_x = (screen_width - new_high.length() * 8) / 2;
painter.draw_string({new_high_x, 200}, style_yellow, new_high);
painter.draw_string({UI_POS_X_CENTER(15), 190}, style_yellow, "NEW HIGH SCORE!");
std::string high_score_text = std::to_string(score);
int16_t high_score_x = (screen_width - high_score_text.length() * 8) / 2;
painter.draw_string({high_score_x, 220}, style_yellow, high_score_text);
painter.draw_string({UI_POS_X_CENTER(high_score_text.length()), 210}, style_yellow, high_score_text);
} else {
// Show existing high score
std::string high_label = "HIGH SCORE:";
int16_t label_x = (screen_width - high_label.length() * 8) / 2;
painter.draw_string({label_x, 200}, style_white, high_label);
painter.draw_string({UI_POS_X_CENTER(11), 190}, style_white, "HIGH SCORE:");
std::string high_score_text = std::to_string(current_instance->highScore);
int16_t high_score_x = (screen_width - high_score_text.length() * 8) / 2;
painter.draw_string({high_score_x, 220}, style_white, high_score_text);
painter.draw_string({UI_POS_X_CENTER(high_score_text.length()), 210}, style_white, high_score_text);
}
}
// Set prompt position for blinking text
prompt_x = UI_POS_X_CENTER(12);
game_over_initialized = true;
}
static void draw_player() {
// Clear the entire player area
painter.fill_rectangle({0, PLAYER_Y - 4, 240, PLAYER_HEIGHT + 8}, Color::black());
painter.fill_rectangle({0, PLAYER_Y - 4, SCREEN_WIDTH, PLAYER_HEIGHT + 8}, Color::black());
// Draw the classic Space Invaders cannon
Color green = Color::green();
// Scale the drawing based on player size
int unit_x = PLAYER_WIDTH / 26;
int unit_y = PLAYER_HEIGHT / 16;
// Top part - the cannon barrel
painter.draw_hline({player_x + 12, PLAYER_Y}, 2, green);
painter.draw_hline({player_x + 12, PLAYER_Y + 1}, 2, green);
painter.fill_rectangle({player_x + 12 * unit_x, PLAYER_Y, 2 * unit_x, 2 * unit_y}, green);
// Upper body
painter.draw_hline({player_x + 11, PLAYER_Y + 2}, 4, green);
painter.draw_hline({player_x + 11, PLAYER_Y + 3}, 4, green);
painter.draw_hline({player_x + 10, PLAYER_Y + 4}, 6, green);
painter.draw_hline({player_x + 10, PLAYER_Y + 5}, 6, green);
painter.fill_rectangle({player_x + 11 * unit_x, PLAYER_Y + 2 * unit_y, 4 * unit_x, 2 * unit_y}, green);
painter.fill_rectangle({player_x + 10 * unit_x, PLAYER_Y + 4 * unit_y, 6 * unit_x, 2 * unit_y}, green);
// Main body
painter.draw_hline({player_x + 2, PLAYER_Y + 6}, 22, green);
painter.draw_hline({player_x + 2, PLAYER_Y + 7}, 22, green);
painter.draw_hline({player_x + 1, PLAYER_Y + 8}, 24, green);
painter.draw_hline({player_x + 1, PLAYER_Y + 9}, 24, green);
painter.draw_hline({player_x, PLAYER_Y + 10}, 26, green);
painter.draw_hline({player_x, PLAYER_Y + 11}, 26, green);
painter.draw_hline({player_x, PLAYER_Y + 12}, 26, green);
painter.draw_hline({player_x, PLAYER_Y + 13}, 26, green);
painter.draw_hline({player_x, PLAYER_Y + 14}, 26, green);
painter.draw_hline({player_x, PLAYER_Y + 15}, 26, green);
painter.fill_rectangle({player_x + 2 * unit_x, PLAYER_Y + 6 * unit_y, 22 * unit_x, 10 * unit_y}, green);
painter.fill_rectangle({player_x + unit_x, PLAYER_Y + 8 * unit_y, 24 * unit_x, 8 * unit_y}, green);
painter.fill_rectangle({player_x, PLAYER_Y + 10 * unit_y, 26 * unit_x, 6 * unit_y}, green);
}
static void draw_invader(int row, int col) {
@@ -452,14 +465,14 @@ static void fire_enemy_bullet() {
static void update_enemy_bullets() {
for (int i = 0; i < MAX_ENEMY_BULLETS; i++) {
if (enemy_bullet_active[i]) {
// Clear old position - but protect the border line
if (enemy_bullet_y[i] != 49) { // Don't clear if we're exactly on the border line
// Clear old position
if (enemy_bullet_y[i] != INFO_BAR_HEIGHT - 1) {
painter.fill_rectangle({enemy_bullet_x[i], enemy_bullet_y[i], BULLET_WIDTH, BULLET_HEIGHT}, Color::black());
}
enemy_bullet_y[i] += ENEMY_BULLET_SPEED;
if (enemy_bullet_y[i] > 320) {
if (enemy_bullet_y[i] > SCREEN_HEIGHT) {
enemy_bullet_active[i] = false;
} else {
// Draw at new position
@@ -498,7 +511,7 @@ static void update_invaders() {
// Clear old positions
clear_all_invaders();
// Check bounds - find the actual leftmost and rightmost invaders
// Check bounds
int leftmost = INVADER_COLS;
int rightmost = -1;
@@ -513,25 +526,25 @@ static void update_invaders() {
bool hit_edge = false;
if (invader_direction > 0) {
// Moving right - check rightmost invader
// Moving right - check rightmost invader with margin
int right_edge = invaders_x + rightmost * (INVADER_WIDTH + INVADER_GAP_X) + INVADER_WIDTH;
if (right_edge >= 240) {
if (right_edge >= SCREEN_WIDTH - 5) { // 5px margin
hit_edge = true;
}
} else {
// Moving left - check leftmost invader
// Moving left - check leftmost invader with margin
int left_edge = invaders_x + leftmost * (INVADER_WIDTH + INVADER_GAP_X);
if (left_edge <= 0) {
if (left_edge <= 5) { // 5px margin
hit_edge = true;
}
}
// Move invaders
if (hit_edge) {
invaders_y += 15; // Move down
invaders_y += INVADER_DROP_AMOUNT;
invader_direction = -invader_direction;
} else {
invaders_x += invader_direction * 8; // Horizontal movement
invaders_x += invader_direction * INVADER_MOVE_AMOUNT;
}
// Toggle animation frame
@@ -541,7 +554,7 @@ static void update_invaders() {
draw_all_invaders();
}
// Enemy firing logic - only in hard mode or always with lower frequency
// Enemy firing logic
if (!current_instance || !current_instance->easy_mode) {
if (++enemy_fire_counter >= 120) { // Fire every 2 seconds at 60fps
enemy_fire_counter = 0;
@@ -568,7 +581,7 @@ static void update_bullets() {
bullet_y[i] -= BULLET_SPEED;
if (bullet_y[i] < 50) {
if (bullet_y[i] < INFO_BAR_HEIGHT) {
bullet_active[i] = false;
} else {
painter.fill_rectangle({bullet_x[i], bullet_y[i], BULLET_WIDTH, BULLET_HEIGHT}, Color::white());
@@ -600,7 +613,7 @@ static void check_collisions() {
invaders[row][col] = false;
painter.fill_rectangle({inv_x, inv_y, INVADER_WIDTH, INVADER_HEIGHT}, Color::black());
// Score based on row: top=30, middle=20, bottom=10
// Score based on row
if (row == 0) {
score += 30;
} else if (row == 1 || row == 2) {
@@ -635,23 +648,20 @@ static void check_wave_complete() {
speed_bonus = (wave - 1) * 3; // Each wave is slightly faster
if (speed_bonus > 15) speed_bonus = 15; // Cap the speed increase
// Clear any enemy bullets before transitioning
// Clear any enemy bullets
clear_all_enemy_bullets();
// Set state to wave complete and start timer
// Set state to wave complete
game_state = 3;
wave_complete_timer = 60; // 1 second at 60fps
wave_complete_timer = 60; // 1 second
// Clear screen and show wave message - but preserve the border line
painter.fill_rectangle({0, 51, 240, 269}, Color::black()); // Start at 51 to preserve line at 49
// Redraw the border line to ensure it's intact - stupid bullet clearing wants to damage it
painter.draw_hline({0, 49}, 240, Color::white());
// Clear screen and show wave message
painter.fill_rectangle({0, INFO_BAR_HEIGHT + 1, SCREEN_WIDTH, SCREEN_HEIGHT - INFO_BAR_HEIGHT - 1}, Color::black());
painter.draw_hline({0, INFO_BAR_HEIGHT - 1}, SCREEN_WIDTH, Color::white());
auto style = *ui::Theme::getInstance()->fg_green;
std::string wave_text = "WAVE " + std::to_string(wave);
int wave_x = (240 - wave_text.length() * 8) / 2;
painter.draw_string({wave_x, 150}, style, wave_text);
painter.draw_string({UI_POS_X_CENTER(wave_text.length()), SCREEN_HEIGHT / 2}, style, wave_text);
return;
}
@@ -661,8 +671,8 @@ static void check_wave_complete() {
for (int col = 0; col < INVADER_COLS; col++) {
if (invaders[row][col]) {
int y = invaders_y + row * (INVADER_HEIGHT + INVADER_GAP_Y);
if (y + INVADER_HEIGHT >= PLAYER_Y) { // Actual collision with player
game_state = 2; // Game over
if (y + INVADER_HEIGHT >= PLAYER_Y) {
game_state = 2; // Game over
save_high_score();
return;
}
@@ -683,10 +693,12 @@ void game_timer_check() {
blink_state = !blink_state;
auto style = *ui::Theme::getInstance()->fg_red;
int blink_y = 250; // Position below the high score
if (blink_state) {
painter.draw_string({prompt_x, 260}, style, "PRESS SELECT");
painter.draw_string({prompt_x, blink_y}, style, "PRESS SELECT");
} else {
painter.fill_rectangle({prompt_x, 260, 16 * 8, 20}, Color::black());
painter.fill_rectangle({prompt_x, blink_y, 12 * 8, 20}, Color::black());
}
}
} else if (game_state == 1) {
@@ -704,16 +716,14 @@ void game_timer_check() {
auto style = *ui::Theme::getInstance()->fg_green;
painter.fill_rectangle({5, 10, 100, 20}, Color::black());
painter.draw_string({5, 10}, style, "Score: " + std::to_string(score));
// Redraw border line after score update (in case it was damaged) - stupid bullet clearing wants to damage it
painter.draw_hline({0, 49}, 240, Color::white());
painter.draw_hline({0, INFO_BAR_HEIGHT - 1}, SCREEN_WIDTH, Color::white());
}
// Periodically redraw the border line to fix any damage because it's a pain in the ass
// Periodically redraw the border line
static uint32_t border_redraw_counter = 0;
if (++border_redraw_counter >= 60) { // Once per second - might make less if causing flickering
if (++border_redraw_counter >= 60) {
border_redraw_counter = 0;
painter.draw_hline({0, 49}, 240, Color::white());
painter.draw_hline({0, INFO_BAR_HEIGHT - 1}, SCREEN_WIDTH, Color::white());
}
} else if (game_state == 2) {
// Game over state
@@ -726,30 +736,29 @@ void game_timer_check() {
blink_state = !blink_state;
auto style = *ui::Theme::getInstance()->fg_red;
int blink_y = 250; // Position below high score section
if (blink_state) {
painter.draw_string({prompt_x, 260}, style, "PRESS SELECT");
painter.draw_string({prompt_x, blink_y}, style, "PRESS SELECT");
} else {
painter.fill_rectangle({prompt_x, 260, 16 * 8, 20}, Color::black());
painter.fill_rectangle({prompt_x, blink_y, 12 * 8, 20}, Color::black());
}
}
} else if (game_state == 3) {
// Wave complete state - wait for timer
if (--wave_complete_timer <= 0) {
// Timer expired, start next wave
game_state = 1;
// Clear and redraw game area - preserve border line
painter.fill_rectangle({0, 51, 240, 269}, Color::black()); // Start at 51 to preserve line
// Clear and redraw game area
painter.fill_rectangle({0, INFO_BAR_HEIGHT + 1, SCREEN_WIDTH, SCREEN_HEIGHT - INFO_BAR_HEIGHT - 1}, Color::black());
// Restore UI
auto style = *ui::Theme::getInstance()->fg_green;
painter.draw_string({5, 10}, style, "Score: " + std::to_string(score));
painter.draw_string({5, 30}, style, "Lives: " + std::to_string(lives));
painter.draw_hline({0, INFO_BAR_HEIGHT - 1}, SCREEN_WIDTH, Color::white());
// Redraw the border line in case it was damaged again
painter.draw_hline({0, 49}, 240, Color::white());
// Initialize new wave of invaders
// Initialize new wave
init_invaders();
draw_all_invaders();
draw_player();
@@ -760,7 +769,16 @@ void game_timer_check() {
SpaceInvadersView::SpaceInvadersView(NavigationView& nav)
: nav_{nav} {
add_children({&dummy, &button_difficulty});
// Initialize dimensions first
current_instance = this;
init_dimensions();
// Now reposition button with proper centering
int button_y = SCREEN_HEIGHT - 45; // 45px from bottom
int button_x = (SCREEN_WIDTH - 100) / 2; // Center horizontally
button_difficulty.set_parent_rect({button_x, button_y, 100, 20});
game_timer.attach(&game_timer_check, 1.0 / 60.0);
// Update button text based on loaded setting
@@ -769,12 +787,10 @@ SpaceInvadersView::SpaceInvadersView(NavigationView& nav)
button_difficulty.on_select = [this](Button&) {
easy_mode = !easy_mode;
button_difficulty.set_text(easy_mode ? "Mode: EASY" : "Mode: HARD");
// Settings will be saved when the view is destroyed
};
}
SpaceInvadersView::~SpaceInvadersView() {
// Settings are automatically saved when destroyed
current_instance = nullptr;
}
@@ -791,7 +807,7 @@ void SpaceInvadersView::paint(Painter& painter) {
game_over_initialized = false;
blink_state = true;
blink_counter = 0;
player_x = 107;
player_x = SCREEN_WIDTH / 2 - PLAYER_WIDTH / 2;
score = 0;
lives = 3;
wave = 1;
@@ -821,12 +837,13 @@ void SpaceInvadersView::frame_sync() {
bool SpaceInvadersView::on_encoder(const EncoderEvent delta) {
if (game_state == 1) {
int move_speed = SCREEN_WIDTH / 48; // Scale movement speed
if (delta > 0) {
player_x += 5;
if (player_x > 214) player_x = 214;
player_x += move_speed;
if (player_x > SCREEN_WIDTH - PLAYER_WIDTH) player_x = SCREEN_WIDTH - PLAYER_WIDTH;
draw_player();
} else if (delta < 0) {
player_x -= 5;
player_x -= move_speed;
if (player_x < 0) player_x = 0;
draw_player();
}
@@ -850,8 +867,8 @@ bool SpaceInvadersView::on_key(const KeyEvent key) {
enemy_fire_counter = 0;
init_invaders();
painter.fill_rectangle({0, 0, 240, 320}, Color::black());
painter.draw_hline({0, 49}, 240, Color::white());
painter.fill_rectangle({0, 0, SCREEN_WIDTH, SCREEN_HEIGHT}, Color::black());
painter.draw_hline({0, INFO_BAR_HEIGHT - 1}, SCREEN_WIDTH, Color::white());
auto style = *ui::Theme::getInstance()->fg_green;
painter.draw_string({5, 10}, style, "Score: 0");
@@ -876,4 +893,4 @@ bool SpaceInvadersView::on_key(const KeyEvent key) {
return true;
}
} // namespace ui::external_app::spaceinv
} // namespace ui::external_app::spaceinv
+2 -2
View File
@@ -54,7 +54,7 @@ class SpaceInvadersView : public View {
NavigationView& nav_;
Button button_difficulty{
{70, 285, 100, 20},
{70, 275, 100, 20},
"Mode: HARD"};
app_settings::SettingsManager settings_{
@@ -76,4 +76,4 @@ class SpaceInvadersView : public View {
} // namespace ui::external_app::spaceinv
#endif /* __UI_SPACEINV_H__ */
#endif /* __UI_SPACEINV_H__ */
+52 -21
View File
@@ -35,11 +35,17 @@ bool gameStarted = false;
unsigned char nextFigure = 1;
short board[20][10] = {0};
const int colors[8] = {White, Blue, Yellow, Purple, Green, Red, Maroon, Orange};
const short DIMENSION = 16;
const short DIMENSION_NEXT = 12;
short DIMENSION = 16;
short DIMENSION_NEXT = 12;
short figuresX[7][4] = {{0, 0, 0, 0}, {0, 0, 1, 1}, {0, 1, 1, 1}, {1, 1, 0, 0}, {0, 1, 0, 1}, {1, 1, 1, 0}, {1, 1, 1, 0}};
short figuresY[7][4] = {{0, 1, 2, 3}, {1, 0, 0, 1}, {1, 1, 2, 0}, {0, 1, 1, 2}, {0, 1, 1, 2}, {2, 1, 0, 0}, {0, 1, 2, 2}};
// Dynamic screen values
int SCREEN_WIDTH = 240;
int SCREEN_HEIGHT = 320;
int BOARD_RIGHT = 162;
int INFO_LEFT = 165;
const Color pp_colors[] = {
Color::white(),
Color::blue(),
@@ -138,19 +144,44 @@ unsigned int GenerateRandomSeed() {
}
void Init() {
// Initialize dynamic screen dimensions
SCREEN_WIDTH = ui::screen_width;
SCREEN_HEIGHT = ui::screen_height;
// For original screen size, use original dimensions
if (SCREEN_WIDTH == 240 && SCREEN_HEIGHT == 320) {
DIMENSION = 16;
DIMENSION_NEXT = 12;
BOARD_RIGHT = 162;
INFO_LEFT = 165;
} else {
// Calculate dimensions for other screen sizes
int available_width = (SCREEN_WIDTH * 3 / 4);
int available_height = SCREEN_HEIGHT - 10;
int max_dimension_width = available_width / 10;
int max_dimension_height = available_height / 20;
DIMENSION = std::min(max_dimension_width, max_dimension_height);
if (DIMENSION < 8) DIMENSION = 8;
DIMENSION_NEXT = DIMENSION * 3 / 4;
BOARD_RIGHT = 10 * DIMENSION + 2;
INFO_LEFT = BOARD_RIGHT + 3;
}
}
void ShowScore() {
fillrect(165, 10, 235, 60, Black);
rect(165, 10, 235, 60, White);
locate(200, 35);
fillrect(INFO_LEFT, 10, SCREEN_WIDTH - 5, 60, Black);
rect(INFO_LEFT, 10, SCREEN_WIDTH - 5, 60, White);
locate((INFO_LEFT + SCREEN_WIDTH - 5) / 2 - 10, 35);
printf("%d", score);
}
void ShowNextFigure() {
fillrect(165, 70, 235, 130, Black);
rect(165, 70, 235, 130, White);
int upperLeftX = 176, upperLeftY = 83;
fillrect(INFO_LEFT, 70, SCREEN_WIDTH - 5, 130, Black);
rect(INFO_LEFT, 70, SCREEN_WIDTH - 5, 130, White);
int upperLeftX = INFO_LEFT + 11, upperLeftY = 83;
for (int i = 0; i < 4; i++) {
int x = upperLeftX + DIMENSION_NEXT * figuresY[nextFigure - 1][i], y = upperLeftY + DIMENSION_NEXT * figuresX[nextFigure - 1][i];
fillrect(x, y, x + DIMENSION_NEXT, y + DIMENSION_NEXT, colors[nextFigure]);
@@ -159,20 +190,20 @@ void ShowNextFigure() {
}
void DrawCursor(int color, unsigned char lev) {
fillrect(60, lev * 70 + 50, 72, lev * 70 + 50 + 12, color);
fillrect(UI_POS_X_CENTER(10) - 20, lev * 70 + 50, UI_POS_X_CENTER(10) - 8, lev * 70 + 50 + 12, color);
}
void ShowLevelMenu() {
cls();
background(Black);
foreground(White);
locate(80, 50);
locate(UI_POS_X_CENTER(8), 50);
printf("LEVEL 1");
locate(80, 120);
locate(UI_POS_X_CENTER(8), 120);
printf("LEVEL 2");
locate(80, 190);
locate(UI_POS_X_CENTER(8), 190);
printf("LEVEL 3");
locate(80, 260);
locate(UI_POS_X_CENTER(8), 260);
printf("LEVEL 4");
DrawCursor(White, level);
}
@@ -209,9 +240,9 @@ void StartGame() {
cls();
background(Black);
foreground(White);
fillrect(0, 0, 162, screen_height, Black);
rect(162, 0, 164, screen_height, White);
fillrect(164, 0, screen_width, screen_height, Black);
fillrect(0, 0, BOARD_RIGHT, SCREEN_HEIGHT, Black);
rect(BOARD_RIGHT, 0, BOARD_RIGHT + 2, SCREEN_HEIGHT, White);
fillrect(BOARD_RIGHT + 2, 0, SCREEN_WIDTH, SCREEN_HEIGHT, Black);
ShowScore();
ShowNextFigure();
}
@@ -483,7 +514,7 @@ void UpdateBoard() {
board[i - numberOfLines][j] = 0;
}
}
fillrect(0, 0, 162, screen_height, Black);
fillrect(0, 0, BOARD_RIGHT, SCREEN_HEIGHT, Black);
for (int i = 0; i < 20; i++) {
for (int j = 0; j < 10; j++) {
if (board[i][j] != 0) {
@@ -509,9 +540,9 @@ bool IsOver() {
void ShowGameOverScreen() {
background(Black);
foreground(White);
locate(60, 120);
locate(UI_POS_X_CENTER(10), 120);
printf("GAME OVER");
locate(40, 150);
locate(UI_POS_X_CENTER(21), 150);
printf("YOUR SCORE IS %d", score);
wait(5);
}
@@ -565,11 +596,11 @@ void OnTasterPressed() {
void pause_game() {
game.detach();
joystick.detach();
locate(180, 200);
locate((INFO_LEFT + SCREEN_WIDTH) / 2 - 25, 200);
printf("PAUSED");
while ((get_switches_state().to_ulong() & 0x10) == 0)
;
printf(" ");
fillrect(INFO_LEFT, 195, SCREEN_WIDTH, 210, Black);
joystick.attach(&ReadJoystickForFigure, 0.3);
game.attach(&PlayGame, delays[level]);
}
+9 -3
View File
@@ -86,11 +86,17 @@ extern bool gameStarted;
extern unsigned char nextFigure;
extern short board[20][10];
extern const int colors[8];
extern const short DIMENSION;
extern const short DIMENSION_NEXT;
extern short DIMENSION;
extern short DIMENSION_NEXT;
extern short figuresX[7][4];
extern short figuresY[7][4];
// Dynamic screen values
extern int SCREEN_WIDTH;
extern int SCREEN_HEIGHT;
extern int BOARD_RIGHT;
extern int INFO_LEFT;
unsigned int GenerateRandomSeed();
void Init();
void ShowScore();
@@ -148,7 +154,7 @@ class TetrisView : public View {
NavigationView& nav_;
Button dummy{
{screen_width, 0, 0, 0},
{240, 0, 0, 0},
""};
MessageHandlerRegistration message_handler_frame_sync{
+27
View File
@@ -93,6 +93,33 @@ void FreqManUIList::on_blur() {
set_dirty();
}
bool FreqManUIList::on_touch(const TouchEvent event) {
if (!db_ || db_->empty())
return false;
if (event.type == TouchEvent::Type::Start) {
focus();
set_dirty();
int16_t rel_y = event.point.y() - screen_rect().top();
size_t new_selected = rel_y / char_height;
if (new_selected + start_index_ >= db_->entry_count()) {
return true; // clicked, where there is no entry, skip it
}
// selected_index_ is the current
if (selected_index_ == new_selected) {
// already selected, trigger on_select
if (on_select) {
// on_select(new_selected); //causes strange behavior, not so confident to use it
}
return true;
} else {
// just change selection
selected_index_ = new_selected;
}
return true;
}
return true;
}
bool FreqManUIList::on_keyboard(const KeyboardEvent key) {
if (!db_ || db_->empty())
return false;
+1
View File
@@ -50,6 +50,7 @@ class FreqManUIList : public Widget {
bool on_key(const KeyEvent key) override;
bool on_encoder(EncoderEvent delta) override;
bool on_keyboard(const KeyboardEvent event) override;
bool on_touch(const TouchEvent event) override;
void set_parent_rect(Rect new_parent_rect) override;
+12
View File
@@ -243,6 +243,18 @@ void MenuView::on_blur() {
item_view(highlighted_item - offset)->unhighlight();
}
bool MenuView::on_touch(const TouchEvent event) {
size_t i = 0;
for (const auto child : children_) {
if (i >= menu_item_views.size()) break;
if (child->screen_rect().contains(event.point)) {
return set_highlighted(i + offset);
}
i++;
}
return false;
}
bool MenuView::on_key(const KeyEvent key) {
switch (key) {
case KeyEvent::Up:
+1
View File
@@ -99,6 +99,7 @@ class MenuView : public View {
bool on_key(const KeyEvent event) override;
bool on_encoder(const EncoderEvent event) override;
bool on_keyboard(const KeyboardEvent event) override;
bool on_touch(const TouchEvent event) override;
private:
void update_items();
@@ -132,20 +132,36 @@ namespace ui {
gridItem.on_select = [&nav, appInfo, i]() {
auto dev2 = (i2cdev::I2cDev_PPmod*)i2cdev::I2CDevManager::get_dev_by_model(I2C_DEVMDL::I2CDECMDL_PPMOD);
dev2->lockDevice();
if (dev2) {
auto app_image = reinterpret_cast<uint8_t*>(portapack::memory::map::m4_code.end() - appInfo->binary_size);
// auto app_image = reinterpret_cast<uint8_t*>(portapack::memory::map::m4_code.end() - appInfo->binary_size);
auto app_image = reinterpret_cast<uint8_t*>(portapack::memory::map::local_sram_0.base());
uint8_t errorcnt = 0;
for (size_t j = 0; j < appInfo->binary_size; j += 128) {
auto segment = dev2->downloadStandaloneApp(i, j);
if (segment.size() != 128) {
continue;
errorcnt = 0;
do {
auto segment = dev2->downloadStandaloneApp(i, j);
if (segment.size() != 128) {
errorcnt++;
if (errorcnt > 5) {
break;
}
} else {
std::copy(segment.begin(), segment.end(), app_image + j);
break;
}
} while (1); // when ok, break. when errorcnt > 5, break
if (errorcnt > 5) {
nav.display_modal("Error", "Unable to download app.");
dev2->unlockDevice();
return;
}
std::copy(segment.begin(), segment.end(), app_image + j);
}
if (!run_module_app(nav, app_image, appInfo->binary_size)) {
nav.display_modal("Error", "Unable to run downloaded app.");
}
dev2->unlockDevice();
} else
nav.display_modal("Error", "Unable to download app.");
};
@@ -346,7 +362,6 @@ namespace ui {
if (openError)
return false;
// TODO: move this to m4 memory space
auto app_image = reinterpret_cast<uint8_t*>(portapack::memory::map::local_sram_0.base());
// read file in 512 byte chunks
@@ -59,13 +59,23 @@ static bool report_on_error(BaseSequentialStream* chp, File::Result<uint64_t> er
return false;
}
std::string full_fn_from_args(int argc, char* argv[]) {
std::string full_fn;
for (int i = 0; i < argc; i++) {
if (i != 0)
full_fn += " ";
full_fn += argv[i];
}
return full_fn;
}
void cmd_sd_list_dir(BaseSequentialStream* chp, int argc, char* argv[]) {
if (argc != 1) {
if (argc < 1) {
chprintf(chp, "usage: ls /\r\n");
return;
}
auto path = path_from_string8(argv[0]);
auto path = path_from_string8((char*)full_fn_from_args(argc, argv).c_str());
for (const auto& entry : std::filesystem::directory_iterator(path, "*")) {
if (std::filesystem::is_directory(entry.status())) {
@@ -79,12 +89,12 @@ void cmd_sd_list_dir(BaseSequentialStream* chp, int argc, char* argv[]) {
}
void cmd_sd_unlink(BaseSequentialStream* chp, int argc, char* argv[]) {
if (argc != 1) {
if (argc < 1) {
chprintf(chp, "usage: unlink <path>\r\n");
return;
}
auto path = path_from_string8(argv[0]);
auto path = path_from_string8((char*)full_fn_from_args(argc, argv).c_str());
auto error = delete_file(path);
if (report_on_error(chp, error)) return;
@@ -92,12 +102,12 @@ void cmd_sd_unlink(BaseSequentialStream* chp, int argc, char* argv[]) {
}
void cmd_sd_mkdir(BaseSequentialStream* chp, int argc, char* argv[]) {
if (argc != 1) {
if (argc < 1) {
chprintf(chp, "usage: mkdir <path>\r\n");
return;
}
auto path = path_from_string8(argv[0]);
auto path = path_from_string8((char*)full_fn_from_args(argc, argv).c_str());
if (std::filesystem::is_directory(path)) {
chprintf(chp, "directory already exists.\r\n");
@@ -111,11 +121,11 @@ void cmd_sd_mkdir(BaseSequentialStream* chp, int argc, char* argv[]) {
}
void cmd_sd_filesize(BaseSequentialStream* chp, int argc, char* argv[]) {
if (argc != 1) {
if (argc < 1) {
chprintf(chp, "usage: filesize <path>\r\n");
return;
}
auto path = path_from_string8(argv[0]);
auto path = path_from_string8((char*)full_fn_from_args(argc, argv).c_str());
FILINFO res;
auto stat = f_stat(path.tchar(), &res);
if (report_on_error(chp, stat)) return;
@@ -125,7 +135,7 @@ void cmd_sd_filesize(BaseSequentialStream* chp, int argc, char* argv[]) {
}
void cmd_sd_open(BaseSequentialStream* chp, int argc, char* argv[]) {
if (argc != 1) {
if (argc < 1) {
chprintf(chp, "usage: fopen <path>\r\n");
return;
}
@@ -135,7 +145,7 @@ void cmd_sd_open(BaseSequentialStream* chp, int argc, char* argv[]) {
return;
}
auto path = path_from_string8(argv[0]);
auto path = path_from_string8((char*)full_fn_from_args(argc, argv).c_str());
shell_file = new File();
auto error = shell_file->open(path, false, true);
if (report_on_error(chp, error)) return;
@@ -375,12 +385,12 @@ void cmd_sd_write_binary(BaseSequentialStream* chp, int argc, char* argv[]) {
}
void cmd_sd_crc32(BaseSequentialStream* chp, int argc, char* argv[]) {
if (argc != 1) {
if (argc < 1) {
chprintf(chp, "usage: crc32 <path>\r\n");
return;
}
auto path = path_from_string8(argv[0]);
auto path = path_from_string8((char*)full_fn_from_args(argc, argv).c_str());
File* crc_file = new File();
auto error = crc_file->open(path, true, false);
if (report_on_error(chp, error)) return;
+4 -3
View File
@@ -132,15 +132,14 @@ class FProtoWeatherOregon2 : public FProtoWeatherBase {
// waiting for variable (sensor-specific data)
if (decode_count_bit == (uint32_t)var_bits + OREGON2_CHECKSUM_BITS) {
var_data = decode_data & 0xFFFFFFFF;
// reverse nibbles in var data
var_data = (var_data & 0x55555555) << 1 |
(var_data & 0xAAAAAAAA) >> 1;
var_data = (var_data & 0x33333333) << 2 |
(var_data & 0xCCCCCCCC) >> 2;
decode_data = var_data;
decode_data = var_data >> OREGON2_CHECKSUM_BITS;
decode_data |= (data << 32); // unique to portapack, i sent the upper part too, so we have all the data in one place
// ws_oregon2_decode_var_data(OREGON2_SENSOR_ID(data), var_data >> OREGON2_CHECKSUM_BITS); //a bit stepback, but will work
parser_step = Oregon2DecoderStepReset;
if (callback) callback(this);
}
@@ -195,8 +194,10 @@ class FProtoWeatherOregon2 : public FProtoWeatherBase {
case ID_RTHN129_3:
case ID_RTHN129_4:
case ID_RTHN129_5:
sensorType = FPW_OREGON2;
return 16;
case ID_THGR122N:
sensorType = FPW_OREGON2B;
return 24;
default:
return 0;
+1 -1
View File
@@ -96,7 +96,7 @@ class FProtoWeatherOregon3 : public FProtoWeatherBase {
(var_data & 0xAAAAAAAAAAAAAAAA) >> 1;
var_data = (var_data & 0x3333333333333333) << 2 |
(var_data & 0xCCCCCCCCCCCCCCCC) >> 2;
decode_data = var_data;
decode_data = var_data >> OREGON3_CHECKSUM_BITS;
// ws_oregon3_decode_var_data(OREGON3_SENSOR_ID(data), var_data >> OREGON3_CHECKSUM_BITS);
parser_step = Oregon3DecoderStepReset;
if (callback) callback(this);
@@ -71,6 +71,7 @@ class WeatherProtos : public FProtoListGeneral {
protos[FPW_Bresser3CH] = new FProtoWeatheBresser3CH();
protos[FPW_Bresser3CH_V1] = nullptr; // done by FProtoWeatheBresser3CH
protos[FPW_Vauno_EN8822] = new FProtoWeatherVaunoEN8822();
protos[FPW_OREGON2B] = nullptr; // done by FProtoWeatherOregon2
// set callback for them
for (uint8_t i = 0; i < FPW_COUNT; ++i) {
@@ -42,6 +42,7 @@ enum FPROTO_WEATHER_SENSOR {
FPW_Bresser3CH = 24,
FPW_Bresser3CH_V1 = 25,
FPW_Vauno_EN8822 = 26,
FPW_OREGON2B = 27,
FPW_COUNT // this must be the last
};
+85 -88
View File
@@ -69,7 +69,7 @@
* @init
*/
void i2cInit(void) {
i2c_lld_init();
i2c_lld_init();
}
/**
@@ -79,21 +79,20 @@ void i2cInit(void) {
*
* @init
*/
void i2cObjectInit(I2CDriver *i2cp) {
i2cp->state = I2C_STOP;
i2cp->config = NULL;
void i2cObjectInit(I2CDriver* i2cp) {
i2cp->state = I2C_STOP;
i2cp->config = NULL;
#if I2C_USE_MUTUAL_EXCLUSION
#if CH_USE_MUTEXES
chMtxInit(&i2cp->mutex);
chMtxInit(&i2cp->mutex);
#else
chSemInit(&i2cp->semaphore, 1);
chSemInit(&i2cp->semaphore, 1);
#endif /* CH_USE_MUTEXES */
#endif /* I2C_USE_MUTUAL_EXCLUSION */
#if defined(I2C_DRIVER_EXT_INIT_HOOK)
I2C_DRIVER_EXT_INIT_HOOK(i2cp);
I2C_DRIVER_EXT_INIT_HOOK(i2cp);
#endif
}
@@ -105,19 +104,18 @@ void i2cObjectInit(I2CDriver *i2cp) {
*
* @api
*/
void i2cStart(I2CDriver *i2cp, const I2CConfig *config) {
void i2cStart(I2CDriver* i2cp, const I2CConfig* config) {
chDbgCheck((i2cp != NULL) && (config != NULL), "i2cStart");
chDbgAssert((i2cp->state == I2C_STOP) || (i2cp->state == I2C_READY) ||
(i2cp->state == I2C_LOCKED),
"i2cStart(), #1",
"invalid state");
chDbgCheck((i2cp != NULL) && (config != NULL), "i2cStart");
chDbgAssert((i2cp->state == I2C_STOP) || (i2cp->state == I2C_READY) ||
(i2cp->state == I2C_LOCKED),
"i2cStart(), #1",
"invalid state");
chSysLock();
i2cp->config = config;
i2c_lld_start(i2cp);
i2cp->state = I2C_READY;
chSysUnlock();
chSysLock();
i2cp->config = config;
i2c_lld_start(i2cp);
i2cp->state = I2C_READY;
chSysUnlock();
}
/**
@@ -127,18 +125,17 @@ void i2cStart(I2CDriver *i2cp, const I2CConfig *config) {
*
* @api
*/
void i2cStop(I2CDriver *i2cp) {
void i2cStop(I2CDriver* i2cp) {
chDbgCheck(i2cp != NULL, "i2cStop");
chDbgAssert((i2cp->state == I2C_STOP) || (i2cp->state == I2C_READY) ||
(i2cp->state == I2C_LOCKED),
"i2cStop(), #1",
"invalid state");
chDbgCheck(i2cp != NULL, "i2cStop");
chDbgAssert((i2cp->state == I2C_STOP) || (i2cp->state == I2C_READY) ||
(i2cp->state == I2C_LOCKED),
"i2cStop(), #1",
"invalid state");
chSysLock();
i2c_lld_stop(i2cp);
i2cp->state = I2C_STOP;
chSysUnlock();
chSysLock();
i2c_lld_stop(i2cp);
i2cp->state = I2C_STOP;
chSysUnlock();
}
/**
@@ -149,11 +146,10 @@ void i2cStop(I2CDriver *i2cp) {
*
* @api
*/
i2cflags_t i2cGetErrors(I2CDriver *i2cp) {
i2cflags_t i2cGetErrors(I2CDriver* i2cp) {
chDbgCheck(i2cp != NULL, "i2cGetErrors");
chDbgCheck(i2cp != NULL, "i2cGetErrors");
return i2c_lld_get_errors(i2cp);
return i2c_lld_get_errors(i2cp);
}
/**
@@ -182,35 +178,37 @@ i2cflags_t i2cGetErrors(I2CDriver *i2cp) {
*
* @api
*/
msg_t i2cMasterTransmitTimeout(I2CDriver *i2cp,
msg_t i2cMasterTransmitTimeout(I2CDriver* i2cp,
i2caddr_t addr,
const uint8_t *txbuf,
const uint8_t* txbuf,
size_t txbytes,
uint8_t *rxbuf,
uint8_t* rxbuf,
size_t rxbytes,
systime_t timeout) {
msg_t rdymsg;
msg_t rdymsg;
chDbgCheck((i2cp != NULL) && (addr != 0) &&
(txbytes > 0) && (txbuf != NULL) &&
((rxbytes == 0) || ((rxbytes > 0) && (rxbuf != NULL))) &&
(timeout != TIME_IMMEDIATE),
"i2cMasterTransmitTimeout");
chDbgCheck((i2cp != NULL) && (addr != 0) &&
(txbytes > 0) && (txbuf != NULL) &&
((rxbytes == 0) || ((rxbytes > 0) && (rxbuf != NULL))) &&
(timeout != TIME_IMMEDIATE),
"i2cMasterTransmitTimeout");
chDbgAssert(i2cp->state == I2C_READY,
"i2cMasterTransmitTimeout(), #1", "not ready");
// chDbgAssert(i2cp->state == I2C_READY, "i2cMasterTransmitTimeout(), #1", "not ready");
if (i2cp->state != I2C_READY) {
return RDY_TIMEOUT;
}
chSysLock();
i2cp->errors = I2CD_NO_ERROR;
i2cp->state = I2C_ACTIVE_TX;
rdymsg = i2c_lld_master_transmit_timeout(i2cp, addr, txbuf, txbytes,
rxbuf, rxbytes, timeout);
if (rdymsg == RDY_TIMEOUT)
i2cp->state = I2C_LOCKED;
else
i2cp->state = I2C_READY;
chSysUnlock();
return rdymsg;
chSysLock();
i2cp->errors = I2CD_NO_ERROR;
i2cp->state = I2C_ACTIVE_TX;
rdymsg = i2c_lld_master_transmit_timeout(i2cp, addr, txbuf, txbytes,
rxbuf, rxbytes, timeout);
if (rdymsg == RDY_TIMEOUT)
i2cp->state = I2C_LOCKED;
else
i2cp->state = I2C_READY;
chSysUnlock();
return rdymsg;
}
/**
@@ -233,32 +231,33 @@ msg_t i2cMasterTransmitTimeout(I2CDriver *i2cp,
*
* @api
*/
msg_t i2cMasterReceiveTimeout(I2CDriver *i2cp,
msg_t i2cMasterReceiveTimeout(I2CDriver* i2cp,
i2caddr_t addr,
uint8_t *rxbuf,
uint8_t* rxbuf,
size_t rxbytes,
systime_t timeout){
systime_t timeout) {
msg_t rdymsg;
msg_t rdymsg;
chDbgCheck((i2cp != NULL) && (addr != 0) &&
(rxbytes > 0) && (rxbuf != NULL) &&
(timeout != TIME_IMMEDIATE),
"i2cMasterReceiveTimeout");
chDbgCheck((i2cp != NULL) && (addr != 0) &&
(rxbytes > 0) && (rxbuf != NULL) &&
(timeout != TIME_IMMEDIATE),
"i2cMasterReceiveTimeout");
// chDbgAssert(i2cp->state == I2C_READY, "i2cMasterReceive(), #1", "not ready");
if (i2cp->state != I2C_READY) {
return RDY_TIMEOUT;
}
chDbgAssert(i2cp->state == I2C_READY,
"i2cMasterReceive(), #1", "not ready");
chSysLock();
i2cp->errors = I2CD_NO_ERROR;
i2cp->state = I2C_ACTIVE_RX;
rdymsg = i2c_lld_master_receive_timeout(i2cp, addr, rxbuf, rxbytes, timeout);
if (rdymsg == RDY_TIMEOUT)
i2cp->state = I2C_LOCKED;
else
i2cp->state = I2C_READY;
chSysUnlock();
return rdymsg;
chSysLock();
i2cp->errors = I2CD_NO_ERROR;
i2cp->state = I2C_ACTIVE_RX;
rdymsg = i2c_lld_master_receive_timeout(i2cp, addr, rxbuf, rxbytes, timeout);
if (rdymsg == RDY_TIMEOUT)
i2cp->state = I2C_LOCKED;
else
i2cp->state = I2C_READY;
chSysUnlock();
return rdymsg;
}
#if I2C_USE_MUTUAL_EXCLUSION || defined(__DOXYGEN__)
@@ -273,14 +272,13 @@ msg_t i2cMasterReceiveTimeout(I2CDriver *i2cp,
*
* @api
*/
void i2cAcquireBus(I2CDriver *i2cp) {
chDbgCheck(i2cp != NULL, "i2cAcquireBus");
void i2cAcquireBus(I2CDriver* i2cp) {
chDbgCheck(i2cp != NULL, "i2cAcquireBus");
#if CH_USE_MUTEXES
chMtxLock(&i2cp->mutex);
chMtxLock(&i2cp->mutex);
#elif CH_USE_SEMAPHORES
chSemWait(&i2cp->semaphore);
chSemWait(&i2cp->semaphore);
#endif
}
@@ -293,14 +291,13 @@ void i2cAcquireBus(I2CDriver *i2cp) {
*
* @api
*/
void i2cReleaseBus(I2CDriver *i2cp) {
chDbgCheck(i2cp != NULL, "i2cReleaseBus");
void i2cReleaseBus(I2CDriver* i2cp) {
chDbgCheck(i2cp != NULL, "i2cReleaseBus");
#if CH_USE_MUTEXES
chMtxUnlock();
chMtxUnlock();
#elif CH_USE_SEMAPHORES
chSemSignal(&i2cp->semaphore);
chSemSignal(&i2cp->semaphore);
#endif
}
#endif /* I2C_USE_MUTUAL_EXCLUSION */
+1
View File
@@ -29,6 +29,7 @@ namespace battery {
#define BATTERY_MIN_VOLTAGE 3000.0
#define BATTERY_MAX_VOLTAGE 4170.0
#define BATTERY_DESIGN_CAP 2500
#define BATTERY_DESIGN_CAP_PRF 3000
// this will just hold the config and a calculation. also some defines above for the battery management. could be movet to the classes, but it is a bit more readeable i think.
class BatteryManagement {
+12 -11
View File
@@ -235,18 +235,19 @@ bool I2cDev_MAX17055::soft_reset() {
}
bool I2cDev_MAX17055::initialize_custom_parameters() {
if (!write_register(0xD0, 0x03E8)) return false; // Unknown register, possibly related to battery profile
if (!write_register(0xDB, 0x0000)) return false; // ModelCfg
if (!write_register(0x05, 0x0000)) return false; // RepCap
if (!write_register(0x18, 0x1388)) return false; // DesignCap
if (!write_register(0x45, 0x009C)) return false; // dQAcc
if (!write_register(0x1E, 0x03C0)) return false; // IChgTerm
if (!write_register(0x3A, 0x9661)) return false; // VEmpty
if (!write_register(0x60, 0x0090)) return false; // Unknown register
if (!write_register(0x46, 0x0561)) return false; // dPAcc
if (!write_register(0xDB, 0x8000)) return false; // ModelCfg
if (!write_register(0xD0, 0x03E8)) return false; // Unknown register, possibly related to battery profile
if (!write_register(0xDB, 0x0000)) return false; // ModelCfg
if (!write_register(0x05, 0x0000)) return false; // RepCap
uint32_t designcap = portapack::device_type == portapack::DEV_PORTARF ? __MAX17055_Design_Capacity_PRF__ * 2 : __MAX17055_Design_Capacity__ * 2; // the original design has a 2x multiplier here, so i keep it
if (!write_register(0x18, designcap)) return false; // DesignCap
if (!write_register(0x45, designcap / 32)) return false; // dQAcc = DesignCap / 32
if (!write_register(0x40, 0x0001)) return false; // Set user mem to 1
if (!write_register(0x1E, 0x03C0)) return false; // IChgTerm
if (!write_register(0x3A, 0x9661)) return false; // VEmpty
if (!write_register(0x60, 0x0090)) return false; // Unknown register
if (!write_register(0x46, ((designcap / 32) * 44138) * designcap)) return false; // dPAcc
if (!write_register(0xDB, 0x8000)) return false; // ModelCfg --we should wait till it loads here. While (ReadRegister(0xDB)&0x8000) Wait(10)//do not continue until ModelCFG.Refresh == 0
if (!write_register(0x40, 0x0001)) return false; // Set user mem to 1
return true;
}
+4
View File
@@ -51,6 +51,10 @@
#define __MAX17055_Design_Capacity__ BATTERY_DESIGN_CAP // Battery Capacity
#endif
#ifndef __MAX17055_Design_Capacity_PRF__
#define __MAX17055_Design_Capacity_PRF__ BATTERY_DESIGN_CAP_PRF // Battery Capacity for PortaRF
#endif
// Define Gauge Resistor
#ifndef __MAX17055_Resistor__
#define __MAX17055_Resistor__ 0.01 // Shunt Resistor
+9
View File
@@ -46,6 +46,7 @@ bool I2cDev_PPmod::init(uint8_t addr_) {
}
void I2cDev_PPmod::update() {
if (isLocked()) return; // device is busy
// mask = get_features_mask(); //saved on init. replug device if something changed. //needs to revise when modules come out.
if (mask & (uint64_t)SupportedFeatures::FEAT_GPS && self_timer % SENSORUPDATETIME == 0) {
auto data = get_gps_data();
@@ -101,11 +102,13 @@ void I2cDev_PPmod::update() {
}
bool I2cDev_PPmod::get_shell_get_buffer_data(uint8_t* buff, size_t len) {
if (isLocked()) return false; // device is busy
Command cmd = Command::COMMAND_SHELL_MODTOPP_DATA;
return i2c_read((uint8_t*)&cmd, 2, buff, len);
}
std::optional<orientation_t> I2cDev_PPmod::get_orientation_data() {
if (isLocked()) return std::nullopt; // device is busy
Command cmd = Command::COMMAND_GETFEAT_DATA_ORIENTATION;
orientation_t data;
bool success = i2c_read((uint8_t*)&cmd, 2, (uint8_t*)&data, sizeof(orientation_t));
@@ -116,6 +119,7 @@ std::optional<orientation_t> I2cDev_PPmod::get_orientation_data() {
}
std::optional<gpssmall_t> I2cDev_PPmod::get_gps_data() {
if (isLocked()) return std::nullopt; // device is busy
Command cmd = Command::COMMAND_GETFEAT_DATA_GPS;
gpssmall_t data;
bool success = i2c_read((uint8_t*)&cmd, 2, (uint8_t*)&data, sizeof(gpssmall_t));
@@ -126,6 +130,7 @@ std::optional<gpssmall_t> I2cDev_PPmod::get_gps_data() {
}
std::optional<environment_t> I2cDev_PPmod::get_environment_data() {
if (isLocked()) return std::nullopt; // device is busy
Command cmd = Command::COMMAND_GETFEAT_DATA_ENVIRONMENT;
environment_t data;
bool success = i2c_read((uint8_t*)&cmd, 2, (uint8_t*)&data, sizeof(environment_t));
@@ -136,6 +141,7 @@ std::optional<environment_t> I2cDev_PPmod::get_environment_data() {
}
std::optional<uint16_t> I2cDev_PPmod::get_light_data() {
if (isLocked()) return std::nullopt; // device is busy
Command cmd = Command::COMMAND_GETFEAT_DATA_LIGHT;
uint16_t data;
bool success = i2c_read((uint8_t*)&cmd, 2, (uint8_t*)&data, sizeof(uint16_t));
@@ -146,6 +152,7 @@ std::optional<uint16_t> I2cDev_PPmod::get_light_data() {
}
uint16_t I2cDev_PPmod::get_shell_buffer_bytes() {
if (isLocked()) return 0; // device is busy
Command cmd = Command::COMMAND_SHELL_MODTOPP_DATA_SIZE;
uint16_t data;
bool success = i2c_read((uint8_t*)&cmd, 2, (uint8_t*)&data, sizeof(uint16_t));
@@ -156,6 +163,7 @@ uint16_t I2cDev_PPmod::get_shell_buffer_bytes() {
}
uint64_t I2cDev_PPmod::get_features_mask() {
if (isLocked()) return 0; // device is busy
uint64_t mask_ = 0;
Command cmd = Command::COMMAND_GETFEATURE_MASK;
bool success = i2c_read((uint8_t*)&cmd, 2, (uint8_t*)&mask_, sizeof(mask_));
@@ -170,6 +178,7 @@ uint64_t I2cDev_PPmod::get_features_mask() {
}
std::optional<I2cDev_PPmod::device_info> I2cDev_PPmod::readDeviceInfo() {
if (isLocked()) return std::nullopt; // device is busy
Command cmd = Command::COMMAND_INFO;
I2cDev_PPmod::device_info info;
+13
View File
@@ -108,6 +108,19 @@ FROM HERE YOU SHOULDN'T WRITE ANYTHING IF YOU JUST IMPLEMENT A NEW DRIVER
*/
void I2cDev::unlockDevice() {
mtx = 0;
}
// when device is locked, all not important queries will return 0 or nullopt, so no communication broken.
bool I2cDev::lockDevice() {
if (mtx == 0) {
mtx = 1;
return true;
}
return false;
}
void I2cDev::set_update_interval(uint8_t interval) {
query_interval = interval;
}
+7 -2
View File
@@ -41,8 +41,8 @@ namespace i2cdev {
class I2cDev {
public:
virtual ~I2cDev(){};
virtual bool init(uint8_t addr); // returns true if it is that that device we are looking for.
virtual void update() = 0; // override this, and you'll be able to query your device and broadcast the result to the system
virtual bool init(uint8_t addr) = 0; // returns true if it is that that device we are looking for.
virtual void update() = 0; // override this, and you'll be able to query your device and broadcast the result to the system
void set_update_interval(uint8_t interval); // sets the device's update interval in sec. if you change it, don't forget to change back to it's original value after you finished!
uint8_t get_update_interval(); // gets the device's update interval in sec
@@ -59,6 +59,10 @@ class I2cDev {
int16_t readS16_LE_1(uint8_t reg);
uint32_t read24_1(uint8_t reg);
bool lockDevice(); // locks the device's "mutex". returns true on success. guard important communication with this
void unlockDevice(); // unlocks the device's "mutex"
inline bool isLocked() { return mtx != 0; }
bool need_del = false; // device can self destruct, and re-init when new scan discovers it
I2C_DEVMDL model = I2CDEVMDL_NOTSET; // overwrite it in the init()!!!
uint8_t query_interval = 5; // in seconds. can be overriden in init() if necessary
@@ -68,6 +72,7 @@ class I2cDev {
uint8_t addr = 0; // some devices can have different addresses, so we store what was it wound with
uint8_t errcnt = 0; // error count during communication. if it reaches a threshold set need_del to remove itself from the device list
uint8_t mtx = 0; // internal lock, so important client code can be skipped when lock is on. check PPMod for an example
};
// store for the devices. may not have a driver if not supported
+12 -8
View File
@@ -77,13 +77,17 @@ void lcd_display_off() {
io.lcd_data_write_command_and_data(0x28, {});
}
void lcd_sleep() {
void lcd_sleep(bool hw_sleep = true) {
lcd_display_off();
lcd_sleep_in();
if (hw_sleep) {
lcd_sleep_in();
}
}
void lcd_wake() {
lcd_sleep_out();
void lcd_wake(bool hw_sleep = true) {
if (hw_sleep) {
lcd_sleep_out();
}
lcd_display_on();
}
@@ -394,12 +398,12 @@ void ILI9341::shutdown() {
lcd_reset();
}
void ILI9341::sleep() {
lcd_sleep();
void ILI9341::sleep(bool hw_sleep) {
lcd_sleep(hw_sleep);
}
void ILI9341::wake() {
lcd_wake();
void ILI9341::wake(bool hw_sleep) {
lcd_wake(hw_sleep);
}
void ILI9341::fill_rectangle(ui::Rect r, const ui::Color c) {
+2 -2
View File
@@ -48,8 +48,8 @@ class ILI9341 {
void init();
void shutdown();
void sleep();
void wake();
void sleep(bool hw_sleep = true);
void wake(bool hw_sleep = true);
void fill_rectangle(ui::Rect r, const ui::Color c);
void fill_rectangle_unrolled8(ui::Rect r, const ui::Color c);
+8 -6
View File
@@ -2167,12 +2167,14 @@ void BatteryIcon::paint(Painter& painter) {
int8_t ptd = (int8_t)((static_cast<float>(percent_) / 100.0f) * (float)ppx + 0.5); // pixels to draw
int8_t pp = ppx - ptd; // pixels to start from
if (percent_ >= 70)
battColor = Theme::getInstance()->fg_green->foreground;
else if (percent_ >= 40)
battColor = Theme::getInstance()->fg_orange->foreground;
else
battColor = Theme::getInstance()->fg_red->foreground;
if (!charge_) {
if (percent_ >= 70)
battColor = Theme::getInstance()->fg_green->foreground;
else if (percent_ >= 40)
battColor = Theme::getInstance()->fg_orange->foreground;
else
battColor = Theme::getInstance()->fg_red->foreground;
}
// fill the bars
for (int y = pp; y < ppx; y++) {
painter.draw_hline({rect.left() + 2, rect.top() + 3 + y}, rect.width() - 4, battColor);
+21 -9
View File
@@ -23,11 +23,24 @@
#include "pacman.hpp"
#include <memory>
void notouch(int, int, uint32_t) {
// do nothing
}
void nothing() {
// do nothing
}
bool noencoder(int32_t) {
return false;
}
bool nokeyboard(uint8_t) {
return false;
}
const standalone_application_api_t* _api;
extern "C" {
__attribute__((section(".standalone_application_information"), used)) standalone_application_information_t _standalone_application_information = {
/*.header_version = */ 1,
/*.header_version = */ 2,
/*.app_name = */ "Pac-Man",
/*.bitmap_data = */ {
@@ -70,18 +83,17 @@ __attribute__((section(".standalone_application_information"), used)) standalone
/*.initialize_app = */ initialize,
/*.on_event = */ on_event,
/*.shutdown = */ shutdown,
/*PaintViewMirror */ NULL,
/*OnTouchEvent */ NULL,
/*OnFocus */ NULL,
/*OnKeyEvent */ NULL,
/*OnEncoder */ NULL,
/*OnKeyboard */ NULL};
/*PaintViewMirror */ nothing,
/*OnTouchEvent */ notouch,
/*OnFocus */ nothing,
/*OnKeyEvent */ on_key_event,
/*OnEncoder */ noencoder,
/*OnKeyboard */ nokeyboard};
}
/* Implementing abort() eliminates requirement for _getpid(), _kill(), _exit(). */
extern "C" void abort() {
while (true)
;
while (true);
}
// replace memory allocations to use heap from chibios
+50 -21
View File
@@ -39,8 +39,36 @@ void initialize(const standalone_application_api_t& api) {
_api = &api;
}
bool on_key_event(uint8_t key_val) {
ui::KeyEvent key = (ui::KeyEvent)key_val;
if (key == ui::KeyEvent::Right) {
but_RIGHT = true;
but_LEFT = false;
but_DOWN = false;
but_UP = false;
} else if (key == ui::KeyEvent::Left) {
but_LEFT = true;
but_RIGHT = false;
but_DOWN = false;
but_UP = false;
} else if (key == ui::KeyEvent::Down) {
but_DOWN = true;
but_RIGHT = false;
but_LEFT = false;
but_UP = false;
} else if (key == ui::KeyEvent::Up) {
but_UP = true;
but_RIGHT = false;
but_LEFT = false;
but_DOWN = false;
} else if (key == ui::KeyEvent::Select) {
but_A = true;
}
return true;
}
void on_event(const uint32_t& events) {
static bool wait_for_button_release{false};
// static bool wait_for_button_release{false};
if (!_playfield) {
_playfield = std::make_unique<Playfield>();
@@ -48,29 +76,30 @@ void on_event(const uint32_t& events) {
}
if (events & 1) {
auto switches_raw = _api->swizzled_switches() & ((1 << (int)Switch::Right) | (1 << (int)Switch::Left) | (1 << (int)Switch::Down) | (1 << (int)Switch::Up) | (1 << (int)Switch::Sel) | (1 << (int)Switch::Dfu));
auto switches_debounced = _api->get_switches_state();
/*
auto switches_raw = _api->swizzled_switches() & ((1 << (int)Switch::Right) | (1 << (int)Switch::Left) | (1 << (int)Switch::Down) | (1 << (int)Switch::Up) | (1 << (int)Switch::Sel) | (1 << (int)Switch::Dfu));
auto switches_debounced = _api->get_switches_state();
// For the Select (Start/Pause) button, wait for release to avoid repeat
uint8_t buttons_to_wait_for = (1 << (int)Switch::Sel);
if (wait_for_button_release) {
if ((switches_debounced & buttons_to_wait_for) == 0)
wait_for_button_release = false;
switches_debounced &= ~buttons_to_wait_for;
} else {
if (switches_debounced & buttons_to_wait_for)
wait_for_button_release = true;
}
// For the Select (Start/Pause) button, wait for release to avoid repeat
uint8_t buttons_to_wait_for = (1 << (int)Switch::Sel);
if (wait_for_button_release) {
if ((switches_debounced & buttons_to_wait_for) == 0)
wait_for_button_release = false;
switches_debounced &= ~buttons_to_wait_for;
} else {
if (switches_debounced & buttons_to_wait_for)
wait_for_button_release = true;
}
// For the directional buttons, use the raw inputs for fastest response time
but_RIGHT = (switches_raw & (1 << (int)Switch::Right)) != 0;
but_LEFT = (switches_raw & (1 << (int)Switch::Left)) != 0;
but_DOWN = (switches_raw & (1 << (int)Switch::Down)) != 0;
but_UP = (switches_raw & (1 << (int)Switch::Up)) != 0;
// For the pause button, use the debounced input to avoid glitches, and OR in the value to make sure that we don't clear it before it's seen
but_A |= (switches_debounced & (1 << (int)Switch::Sel)) != 0;
// For the directional buttons, use the raw inputs for fastest response time
but_RIGHT = (switches_raw & (1 << (int)Switch::Right)) != 0;
but_LEFT = (switches_raw & (1 << (int)Switch::Left)) != 0;
but_DOWN = (switches_raw & (1 << (int)Switch::Down)) != 0;
but_UP = (switches_raw & (1 << (int)Switch::Up)) != 0;
// For the pause button, use the debounced input to avoid glitches, and OR in the value to make sure that we don't clear it before it's seen
but_A |= (switches_debounced & (1 << (int)Switch::Sel)) != 0;
*/
_playfield->Step();
}
}
+1
View File
@@ -26,6 +26,7 @@
void initialize(const standalone_application_api_t& api);
void on_event(const uint32_t& events);
bool on_key_event(uint8_t key_val);
void shutdown();
extern const standalone_application_api_t* _api;
+97 -25
View File
@@ -133,39 +133,111 @@ const byte _initSprites[] =
// Ghost colors
const byte _palette2[] =
{
0, 11, 1, 15, // BINKY red
0, 11, 3, 15, // PINKY pink
0, 11, 5, 15, // INKY cyan
0, 11, 7, 15, // CLYDE brown
0, 11, 9, 9, // PACMAN yellow
0, 11, 15, 15, // FRIGHTENED
0, 11, 0, 15, // DEADEYES
0,
11,
1,
15, // BINKY red
0,
11,
3,
15, // PINKY pink
0,
11,
5,
15, // INKY cyan
0,
11,
7,
15, // CLYDE brown
0,
11,
9,
9, // PACMAN yellow
0,
11,
15,
15, // FRIGHTENED
0,
11,
0,
15, // DEADEYES
0, 1, 15, 2, // cherry
0, 1, 15, 12, // strawberry
0, 7, 2, 12, // peach
0, 9, 15, 0, // bell
0,
1,
15,
2, // cherry
0,
1,
15,
12, // strawberry
0,
7,
2,
12, // peach
0,
9,
15,
0, // bell
0, 15, 1, 2, // apple
0, 12, 15, 5, // grape
0, 11, 9, 1, // galaxian
0, 5, 15, 15, // key
0,
15,
1,
2, // apple
0,
12,
15,
5, // grape
0,
11,
9,
1, // galaxian
0,
5,
15,
15, // key
};
const byte _paletteIcon2[] =
{
0, 9, 9, 9, // PACMAN
0,
9,
9,
9, // PACMAN
0, 2, 15, 1, // cherry
0, 12, 15, 1, // strawberry
0, 12, 2, 7, // peach
0, 0, 15, 9, // bell
0,
2,
15,
1, // cherry
0,
12,
15,
1, // strawberry
0,
12,
2,
7, // peach
0,
0,
15,
9, // bell
0, 2, 15, 1, // apple
0, 12, 15, 5, // grape
0, 1, 9, 11, // galaxian
0, 5, 15, 15, // key
0,
2,
15,
1, // apple
0,
12,
15,
5, // grape
0,
1,
9,
11, // galaxian
0,
5,
15,
15, // key
};
#define PACMANICON 1
@@ -571,7 +643,7 @@ class Playfield {
}
#endif
x += (240 - 224) / 2;
x += (*(_api->screen_width) - 224) / 2;
y += (320 - 288) / 2 + 8;
// Should be a direct Graphics call
+5 -1
View File
@@ -23,6 +23,10 @@ if not exist portapack-mayhem-firmware.bin (
"utils/hackrf_update.exe" portapack-mayhem-firmware.bin
echo.
echo If your device never boot after flashing, please refer to https://github.com/portapack-mayhem/mayhem-firmware/wiki/Won't-boot
echo If your device never boot after flashing, please refer to won't boot article"
echo.
echo "click-to-open url: https://github.com/portapack-mayhem/mayhem-firmware/wiki/Won%%27t-boot"
echo "or
echo "copy-and-paste url: https://github.com/portapack-mayhem/mayhem-firmware/wiki/Won't-boot"
echo.
pause
+1 -1
Submodule hackrf updated: 651d0a7f23...cf6815aaf9