/*************************************************************************** * __________ __ ___. * Open \______ \ ____ ____ | | _\_ |__ _______ ___ * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ / * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < < * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \ * \/ \/ \/ \/ \/ * $Id$ * * Copyright (c) 2006 Alexander Levin * * 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 * of the License, or (at your option) any later version. * * This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY * KIND, either express or implied. * ****************************************************************************/ /* GUI part of reversi. Code is inspired by sudoku code by Dave Chapman which is copyright (c) 2005 Dave Chapman and is released under the GNU General Public License. User instructions ----------------- Use the arrow keys to move cursor, and press TOGGLE to place a stone. At any time during the game, press MENU to bring up the game menu with further options: - Save - Reload - Clear */ #include "plugin.h" #include "reversi-game.h" #include "reversi-strategy.h" #include "reversi-gui.h" #include "lib/playback_control.h" /* This is initialized at the start of the plugin and used to determine the * Appropriate game board size/legend spacing if the font is larger than a cell * height/width. */ static int font_width; static int font_height; /* Where the board begins */ #define XOFS 4 #define YOFS 4 #if LCD_HEIGHT > LCD_WIDTH #define MARGIN_W (XOFS*2+1) #define MARGIN_H (YOFS*2+1) #define MARGIN_C_W 0 #define MARGIN_C_H 2 #else #define MARGIN_W (XOFS*2 + 16) #define MARGIN_H (YOFS*2+1) #define MARGIN_C_W 1 #define MARGIN_C_H 0 #endif #if ( (LCD_WIDTH - MARGIN_W) / (BOARD_SIZE+MARGIN_C_W)) < \ ( (LCD_HEIGHT - MARGIN_H) / (BOARD_SIZE+MARGIN_C_H)) #define CELL_PRE ( ( (LCD_WIDTH * LCD_PIXEL_ASPECT_WIDTH / \ LCD_PIXEL_ASPECT_HEIGHT) - MARGIN_W) / \ (BOARD_SIZE+MARGIN_C_W) ) #define CELL_WIDTH (CELL_PRE*LCD_PIXEL_ASPECT_HEIGHT / LCD_PIXEL_ASPECT_WIDTH) #define CELL_HEIGHT (CELL_PRE) #else #define CELL_PRE ( ( (LCD_HEIGHT * LCD_PIXEL_ASPECT_HEIGHT / \ LCD_PIXEL_ASPECT_WIDTH) - MARGIN_H) / \ (BOARD_SIZE+MARGIN_C_H) ) #define CELL_WIDTH (CELL_PRE) #define CELL_HEIGHT (CELL_PRE*LCD_PIXEL_ASPECT_WIDTH / LCD_PIXEL_ASPECT_HEIGHT) #endif /* Total width and height of the board without enclosing box */ #define BOARD_WIDTH (CELL_WIDTH*BOARD_SIZE) #define BOARD_HEIGHT (CELL_HEIGHT*BOARD_SIZE) /* Thickness of the white cells' lines */ #if (CELL_WIDTH >= 10) && (CELL_HEIGHT >= 10) #define CELL_LINE_THICKNESS CELL_WIDTH/5 #else #define CELL_LINE_THICKNESS 1 #endif /* Margins within a cell */ #define STONE_MARGIN 2 #define CURSOR_MARGIN 1 /* Upper left corner of a cell */ #define CELL_X(c) (XOFS + (c)*CELL_WIDTH) #define CELL_Y(r) (YOFS + (r)*CELL_HEIGHT) /* Used for touchscreen to convert an X/Y location to a cell location */ #define CELL_C(x) (((x)-XOFS)/CELL_WIDTH) #define CELL_R(y) (((y)-YOFS)/CELL_HEIGHT) #if LCD_HEIGHT > LCD_WIDTH #define LEGEND_X(lc) (CELL_X(lc)) #define LEGEND_Y(lr) ((CELL_HEIGHT > font_height) ? \ CELL_Y(BOARD_SIZE+lr) + YOFS + 1 : \ BOARD_HEIGHT + 2*YOFS + font_height*(lr-BOARD_SIZE)) #else #define LEGEND_X(lc) (CELL_X(BOARD_SIZE+lc) + XOFS + 1) #define LEGEND_Y(lr) (CELL_HEIGHT > font_height ? \ CELL_Y(lr) : font_height*(lr)+YOFS) #endif /* Board state */ static reversi_board_t game; /* --- Setting values --- */ /* Playing strategies used by white and black players */ const game_strategy_t *white_strategy; const game_strategy_t *black_strategy; /* Cursor position */ static int cur_row, cur_col; /* Color for the next move (BLACK/WHITE) */ static int cur_player; /* Active cursor wrapping mode */ static cursor_wrap_mode_t cursor_wrap_mode; static bool quit_plugin; static bool game_finished; #ifdef HAVE_TOUCHSCREEN #include "lib/pluginlib_touchscreen.h" /* This uses the touchscreen library functions/structures. */ /* This defines the number of buttons used; only used in this C file. */ #define TOUCHBUTTON_COUNT 3 /* Define the button locations, widths and heights */ #if LCD_HEIGHT < LCD_WIDTH /* Define Menu button x, y, width, height */ #define B_MENU_X LEGEND_X(0) #define B_MENU_Y (LCD_HEIGHT-LCD_HEIGHT/2) #define B_MENU_W (LCD_WIDTH-LEGEND_X(0)) #define B_MENU_H (LCD_HEIGHT/4) /* Define Quit Button x, y, width, height */ #define B_QUIT_X LEGEND_X(0) #define B_QUIT_Y (LCD_HEIGHT-LCD_HEIGHT/4) #define B_QUIT_W (LCD_WIDTH-LEGEND_X(0)) #define B_QUIT_H (LCD_HEIGHT/4) #else /* Define Menu button x, y, width, height */ #define B_MENU_X (LCD_WIDTH/2) #define B_MENU_Y (CELL_HEIGHT*BOARD_SIZE+YOFS*2) #define B_MENU_W (LCD_WIDTH/4) #define B_MENU_H (2*CELL_HEIGHT) /* Define Quit Button x, y, width, height */ #define B_QUIT_X (LCD_WIDTH-LCD_WIDTH/4) #define B_QUIT_Y (CELL_HEIGHT*BOARD_SIZE+YOFS*2) #define B_QUIT_W (LCD_WIDTH/4) #define B_QUIT_H (2*CELL_HEIGHT) #endif /* This is the button initialization/definition. The first element is the * Viewport. This is defined in lcd.h, but the elements are: * int x - X location of button/viewport * int y - Y location of button/viewport * int width - Width of button/viewport * int height - Height of button/viewport * int font - Font to be used on button/viewport * int drawmode- Modes defined in lcd.h * unsigned fg_pattern - foreground color * unsigned bg_pattern - backbround color * unsigned lss_pattern - Selector colors (currently unused) * unsigned lse_pattern - | * unsigned lst_pattern - \/ * * The rest of the touch button elements are: * bool repeat - requires the area be held for the action * int action - action this button will return * bool invisible - Is this an invisible button? * char *title - Specify a title * fb_data *pixmap- Currently unused, but will allow for a graphic */ struct touchbutton reversi_buttons[TOUCHBUTTON_COUNT] = { { {B_MENU_X, B_MENU_Y, B_MENU_W, B_MENU_H, 0, FONT_UI, STYLE_DEFAULT, 0, 0xFFFF, 0, 0, 0}, false, REVERSI_BUTTON_MENU, false, "Menu", NULL }, { {B_QUIT_X, B_QUIT_Y, B_QUIT_W, B_QUIT_H, 0, FONT_UI, STYLE_DEFAULT, 0, 0xFFFF, 0, 0, 0}, false, REVERSI_BUTTON_QUIT, false, "Quit", NULL }, { {0, 0, XOFS+BOARD_WIDTH, YOFS+BOARD_HEIGHT, 0, 0, STYLE_DEFAULT, 0, 0xFFFF, 0, 0, 0}, false, REVERSI_BUTTON_MAKE_MOVE, true, NULL, NULL } }; #endif /* Initialises the state of the game (starts a new game) */ static void reversi_gui_init(void) { reversi_init_game(&game); game_finished = false; cur_player = BLACK; /* Place the cursor so that WHITE can make a move */ cur_row = 2; cur_col = 3; } /* Draws the cursor in the specified cell. Cursor is drawn in the complement * mode, i.e. drawing it twice will result in no changes on the screen. */ static void reversi_gui_display_cursor(int row, int col) { int old_mode, x, y; old_mode = rb->lcd_get_drawmode(); x = CELL_X(col); y = CELL_Y(row); rb->lcd_set_drawmode(DRMODE_COMPLEMENT); rb->lcd_drawline(x+CURSOR_MARGIN, y+CURSOR_MARGIN, x+CELL_WIDTH-CURSOR_MARGIN, y+CELL_HEIGHT-CURSOR_MARGIN); rb->lcd_drawline(x+CURSOR_MARGIN, y+CELL_HEIGHT-CURSOR_MARGIN, x+CELL_WIDTH-CURSOR_MARGIN, y+CURSOR_MARGIN); /* Draw the shadows */ rb->lcd_hline(x, x+CELL_WIDTH-1, YOFS-3); rb->lcd_hline(x, x+CELL_WIDTH-1, YOFS+BOARD_HEIGHT+3); rb->lcd_vline(XOFS-3, y, y+CELL_HEIGHT-1); rb->lcd_vline(XOFS+BOARD_WIDTH+3, y, y+CELL_HEIGHT-1); rb->lcd_set_drawmode(old_mode); rb->lcd_update(); } /* Draws the cell of the specified color (WHITE/BLACK) assuming that * the upper left corner of the cell is at (x, y) */ static void reversi_gui_draw_cell(int x, int y, int color) { int i; if (color == WHITE) { for (i = 0; i < CELL_LINE_THICKNESS; i++) { rb->lcd_drawrect( x+STONE_MARGIN+i, y+STONE_MARGIN+i, CELL_WIDTH+1-2*(STONE_MARGIN+i), CELL_HEIGHT+1-2*(STONE_MARGIN+i) ); } } else if (color == BLACK) { rb->lcd_fillrect(x+STONE_MARGIN, y+STONE_MARGIN, CELL_WIDTH-STONE_MARGIN-1, CELL_HEIGHT-1-STONE_MARGIN); } else { /* Cell is free -> nothing to do */ } } /* Draws the complete screen */ static void reversi_gui_display_board(void) { int x, y, r, c, x_width, x_height; /* This viewport is used to draw a scrolling score */ struct viewport tempvp; char buf[8]; /* Clear the display buffer */ rb->lcd_clear_display(); rb->lcd_set_drawmode(DRMODE_FG); /* Thicker board box */ rb->lcd_drawrect(XOFS-1, YOFS-1, BOARD_WIDTH+3, BOARD_HEIGHT+3); /* Draw the gridlines */ for (r=0, x=XOFS, y=YOFS; r<=BOARD_SIZE; r++, x+=CELL_WIDTH, y+=CELL_HEIGHT) { rb->lcd_hline(XOFS, XOFS+BOARD_WIDTH, y); rb->lcd_vline(x, YOFS, YOFS+BOARD_HEIGHT); } /* Draw the stones. This is not the most efficient way but more readable */ for (r=0; rlcd_getstringsize("x", &x_width, &x_height); x = LEGEND_X(0); y = LEGEND_Y(0); reversi_gui_draw_cell(x, y+(LEGEND_Y(1)-LEGEND_Y(0))/2-CELL_WIDTH/2, BLACK); rb->snprintf(buf, sizeof(buf), "%01d", c); tempvp.x=x+CELL_WIDTH+2; tempvp.y=y; tempvp.width=LCD_WIDTH-tempvp.x; tempvp.height=LEGEND_Y(1); tempvp.font=FONT_UI; tempvp.drawmode=STYLE_DEFAULT; #if LCD_DEPTH > 1 tempvp.fg_pattern=0; tempvp.bg_pattern=0xFFFF; #ifdef HAVE_LCD_COLOR tempvp.lss_pattern=0; tempvp.lse_pattern=0; tempvp.lst_pattern=0; #endif #endif rb->screens[SCREEN_MAIN]->set_viewport(&tempvp); rb->lcd_puts_scroll(0, 0, buf); rb->screens[SCREEN_MAIN]->set_viewport(NULL); y = LEGEND_Y(1); reversi_gui_draw_cell(x, y+(LEGEND_Y(1)-LEGEND_Y(0))/2-CELL_WIDTH/2, WHITE); rb->snprintf(buf, sizeof(buf), "%01d", r); tempvp.y=y; rb->screens[SCREEN_MAIN]->set_viewport(&tempvp); rb->lcd_puts_scroll(0, 0, buf); rb->screens[SCREEN_MAIN]->set_viewport(NULL); /* Draw the box around the current player */ r = (cur_player == BLACK ? 0 : 1); y = LEGEND_Y(r)+(LEGEND_Y(1)-LEGEND_Y(0))/2-CELL_WIDTH/2; rb->lcd_drawrect(x, y, CELL_WIDTH+1, CELL_HEIGHT+1); #if defined(HAVE_TOUCHSCREEN) touchbutton_draw(reversi_buttons, TOUCHBUTTON_COUNT); #endif /* Update the screen */ rb->lcd_update(); } /* * Menu related stuff */ /* Menu entries and the corresponding values for cursor wrap mode */ #define MENU_TEXT_WRAP_MODE "Cursor wrap mode" static const struct opt_items cursor_wrap_mode_settings[] = { { "Flat board", -1 }, { "Sphere", -1 }, { "Torus", -1 }, }; static const cursor_wrap_mode_t cursor_wrap_mode_values[3] = { WRAP_FLAT, WRAP_SPHERE, WRAP_TORUS }; /* Menu entries and the corresponding values for available strategies */ #define MENU_TEXT_STRAT_WHITE "Strategy for white" #define MENU_TEXT_STRAT_BLACK "Strategy for black" static struct opt_items strategy_settings[] = { { "Human", -1 }, { "Naive robot", -1 }, { "Simple robot", -1 }, //{ "AB robot", -1 }, }; static const game_strategy_t * const strategy_values[] = { &strategy_human, &strategy_naive, &strategy_simple, /*&strategy_ab*/ }; /* Sets the strategy for the specified player. 'player' is the pointer to the player to set the strategy for (actually, either white_strategy or black_strategy). propmpt is the text to show as the prompt in the menu */ static bool reversi_gui_choose_strategy( const game_strategy_t **player, const char *prompt) { int index = 0, i; int num_items = sizeof(strategy_settings)/sizeof(strategy_settings[0]); bool result; for (i = 0; i < num_items; i++) { if ((*player) == strategy_values[i]) { index = i; break; } } result = rb->set_option(prompt, &index, INT, strategy_settings, num_items, NULL); (*player) = strategy_values[index]; if((*player)->init_func) (*player)->init_func(&game); return result; } /* Returns true iff USB ws connected while in the menu */ static bool reversi_gui_menu(void) { int index, num_items, i; int result; MENUITEM_STRINGLIST(menu, "Reversi Menu", NULL, "Start new game", "Pass the move", MENU_TEXT_STRAT_BLACK, MENU_TEXT_STRAT_WHITE, MENU_TEXT_WRAP_MODE, "Playback Control", "Quit"); #ifdef HAVE_TOUCHSCREEN /* Entering Menu, set the touchscreen to the global setting */ rb->touchscreen_set_mode(rb->global_settings->touch_mode); #endif result = rb->do_menu(&menu, NULL, NULL, false); switch (result) { case 0: /* Start a new game */ reversi_gui_init(); break; case 1: /* Pass the move to the partner */ cur_player = reversi_flipped_color(cur_player); break; case 2: /* Strategy for black */ reversi_gui_choose_strategy(&black_strategy, MENU_TEXT_STRAT_BLACK); break; case 3: /* Strategy for white */ reversi_gui_choose_strategy(&white_strategy, MENU_TEXT_STRAT_WHITE); break; case 4: /* Cursor wrap mode */ num_items = sizeof(cursor_wrap_mode_values) / sizeof(cursor_wrap_mode_values[0]); index = 0; for (i = 0; i < num_items; i++) { if (cursor_wrap_mode == cursor_wrap_mode_values[i]) { index = i; break; } } rb->set_option(MENU_TEXT_WRAP_MODE, &index, INT, cursor_wrap_mode_settings, 3, NULL); cursor_wrap_mode = cursor_wrap_mode_values[index]; break; case 5: playback_control(NULL); break; case 6: /* Quit */ quit_plugin = true; break; } #ifdef HAVE_TOUCHSCREEN /* Leaving the menu, set back to pointer mode */ rb->touchscreen_set_mode(TOUCHSCREEN_POINT); #endif return (result == MENU_ATTACHED_USB); } /* Calculates the new cursor position if the user wants to move it * vertically as specified by delta. Current wrap mode is respected. * The cursor is not actually moved. * * Returns true iff the cursor would be really moved. In any case, the * new cursor position is stored in (new_row, new_col). */ static bool reversi_gui_cursor_pos_vmove(int row_delta, int *new_row, int *new_col) { *new_row = cur_row + row_delta; *new_col = cur_col; if (*new_row < 0) { switch (cursor_wrap_mode) { case WRAP_FLAT: *new_row = cur_row; break; case WRAP_SPHERE: *new_row = BOARD_SIZE - 1; break; case WRAP_TORUS: *new_row = BOARD_SIZE - 1; (*new_col)--; if (*new_col < 0) { *new_col = BOARD_SIZE - 1; } break; } } else if (*new_row >= BOARD_SIZE) { switch (cursor_wrap_mode) { case WRAP_FLAT: *new_row = cur_row; break; case WRAP_SPHERE: *new_row = 0; break; case WRAP_TORUS: *new_row = 0; (*new_col)++; if (*new_col >= BOARD_SIZE) { *new_col = 0; } break; } } return (cur_row != (*new_row)) || (cur_col != (*new_col)); } /* Calculates the new cursor position if the user wants to move it * horisontally as specified by delta. Current wrap mode is respected. * The cursor is not actually moved. * * Returns true iff the cursor would be really moved. In any case, the * new cursor position is stored in (new_row, new_col). */ static bool reversi_gui_cursor_pos_hmove(int col_delta, int *new_row, int *new_col) { *new_row = cur_row; *new_col = cur_col + col_delta; if (*new_col < 0) { switch (cursor_wrap_mode) { case WRAP_FLAT: *new_col = cur_col; break; case WRAP_SPHERE: *new_col = BOARD_SIZE - 1; break; case WRAP_TORUS: *new_col = BOARD_SIZE - 1; (*new_row)--; if (*new_row < 0) { *new_row = BOARD_SIZE - 1; } break; } } else if (*new_col >= BOARD_SIZE) { switch (cursor_wrap_mode) { case WRAP_FLAT: *new_col = cur_col; break; case WRAP_SPHERE: *new_col = 0; break; case WRAP_TORUS: *new_col = 0; (*new_row)++; if (*new_row >= BOARD_SIZE) { *new_row = 0; } break; } } return (cur_row != (*new_row)) || (cur_col != (*new_col)); } /* Actually moves the cursor to the new position and updates the screen */ static void reversi_gui_move_cursor(int new_row, int new_col) { int old_row, old_col; old_row = cur_row; old_col = cur_col; cur_row = new_row; cur_col = new_col; /* Only update the changed cells since there are no global changes */ reversi_gui_display_cursor(old_row, old_col); reversi_gui_display_cursor(new_row, new_col); } /* plugin entry point */ enum plugin_status plugin_start(const void *parameter) { bool exit, draw_screen; int button; #ifdef HAVE_TOUCHSCREEN int button_x, button_y; #endif int lastbutton = BUTTON_NONE; int row, col; int w_cnt, b_cnt; /* Initialize Font Width and height */ rb->lcd_getstringsize("0", &font_width, &font_height); #ifdef HAVE_TOUCHSCREEN rb->touchscreen_set_mode(TOUCHSCREEN_POINT); #endif #if LCD_DEPTH > 1 rb->lcd_set_backdrop(NULL); rb->lcd_set_foreground(LCD_BLACK); rb->lcd_set_background(LCD_WHITE); #endif /* Avoid compiler warnings */ (void)parameter; rb->srand(*rb->current_tick); /* Some AIs use rand() */ white_strategy = &strategy_human; black_strategy = &strategy_human; reversi_gui_init(); #if (CONFIG_KEYPAD == IPOD_4G_PAD) || \ (CONFIG_KEYPAD == IPOD_3G_PAD) || \ (CONFIG_KEYPAD == IPOD_1G2G_PAD) cursor_wrap_mode = WRAP_TORUS; #else cursor_wrap_mode = WRAP_FLAT; #endif /* The main game loop */ exit = false; quit_plugin = false; draw_screen = true; while (!exit && !quit_plugin) { const game_strategy_t *cur_strategy = NULL; if (draw_screen) { reversi_gui_display_board(); draw_screen = false; } switch(cur_player) { case BLACK: cur_strategy = black_strategy; break; case WHITE: cur_strategy = white_strategy; break; } if(cur_strategy->is_robot && !game_finished) { move_t m = cur_strategy->move_func(&game, cur_player); reversi_make_move(&game, MOVE_ROW(m), MOVE_COL(m), cur_player); cur_player = reversi_flipped_color(cur_player); draw_screen = true; /* TODO: Add some delay to prevent it from being too fast ? */ /* TODO: Don't duplicate end of game check */ if (reversi_game_is_finished(&game, cur_player)) { reversi_count_occupied_cells(&game, &w_cnt, &b_cnt); rb->splashf(HZ*2, "Game over. %s won.", (w_cnt>b_cnt?"WHITE":"BLACK")); draw_screen = true; /* Must update screen after splash */ game_finished = true; } continue; } /*********************************************************************** * Button handling code happens below here **********************************************************************/ button = rb->button_get(true); /* The touchscreen buttons can act as true buttons so OR them in */ #ifdef HAVE_TOUCHSCREEN button |= touchbutton_get(reversi_buttons, button, TOUCHBUTTON_COUNT); #endif /* All of these button presses wait for the release event */ if(button&BUTTON_REL) { #ifdef REVERSI_BUTTON_QUIT if(button&REVERSI_BUTTON_QUIT) { exit = true; } #endif #ifdef HAVE_TOUCHSCREEN if(button&BUTTON_TOUCHSCREEN) { button_x = rb->button_get_data(); button_y = button_x & 0xffff; button_x >>= 16; /* Check if the click was in the gameboard, if so move cursor. * This has to happen before MAKE_MOVE is processed. */ if( (CELL_R(button_y) 0) { /* Move was made. Global changes on the board are possible */ draw_screen = true; /* Redraw the screen next time */ cur_player = reversi_flipped_color(cur_player); if (reversi_game_is_finished(&game, cur_player)) { reversi_count_occupied_cells(&game, &w_cnt, &b_cnt); rb->splashf(HZ*2, "Game over. %s won.", (w_cnt>b_cnt?"WHITE":"BLACK")); draw_screen = true; /* Must update screen after splash */ game_finished = true; } } else { /* An attempt to make an invalid move */ rb->splash(HZ/2, "Illegal move!"); draw_screen = true; /* Ignore any button presses during the splash */ rb->button_clear_queue(); } } } /* These button presses will run on a release or a repeat event */ if(button&BUTTON_REL || button&BUTTON_REPEAT) { /* Move cursor left */ if(button&REVERSI_BUTTON_LEFT) { if (reversi_gui_cursor_pos_hmove(-1, &row, &col)) { reversi_gui_move_cursor(row, col); } } /* Move cursor right */ if(button&REVERSI_BUTTON_RIGHT) { if (reversi_gui_cursor_pos_hmove(1, &row, &col)) { reversi_gui_move_cursor(row, col); } } /* Move cursor up */ if(button&REVERSI_BUTTON_UP) { if (reversi_gui_cursor_pos_vmove(-1, &row, &col)) { reversi_gui_move_cursor(row, col); } } /* Move cursor down */ if(button&REVERSI_BUTTON_DOWN) { if (reversi_gui_cursor_pos_vmove(1, &row, &col)) { reversi_gui_move_cursor(row, col); } } } if (rb->default_event_handler(button) == SYS_USB_CONNECTED) { /* Quit if USB has been connected */ return PLUGIN_USB_CONNECTED; } if (button != BUTTON_NONE) { lastbutton = button; } } return PLUGIN_OK; }