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different implementation was added to reduce lag on some firmwares
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doofy-dev committed Aug 22, 2023
1 parent b75f0d7 commit 8f7c749
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Showing 2 changed files with 63 additions and 52 deletions.
1 change: 1 addition & 0 deletions defines.h
Original file line number Diff line number Diff line change
Expand Up @@ -49,6 +49,7 @@ typedef struct {
InputKey input;

bool started;
bool had_change;
bool processing;
bool longPress;
PlayState state;
Expand Down
114 changes: 62 additions & 52 deletions solitaire.c
Original file line number Diff line number Diff line change
Expand Up @@ -8,6 +8,7 @@
#include <notification/notification.h>
#include <notification/notification_messages.h>
void init(GameState *game_state);

const NotificationSequence sequence_fail = {
&message_vibro_on,
&message_note_c4,
Expand Down Expand Up @@ -47,62 +48,69 @@ bool can_place_card(Card where, Card what) {
}

static void draw_scene(Canvas *const canvas, const GameState *game_state) {
int deckIndex = game_state->deck.index;
if (game_state->dragging_deck)
deckIndex--;

if ((game_state->deck.index < (game_state->deck.card_count - 1) || game_state->deck.index == -1) && game_state->deck.card_count>0) {
draw_card_back_at(columns[0][0], columns[0][1], canvas);
if (game_state->selectRow == 0 && game_state->selectColumn == 0) {
draw_rounded_box(canvas, columns[0][0] + 1, columns[0][1] + 1, CARD_WIDTH - 2, CARD_HEIGHT - 2,
Inverse);
}
} else
draw_card_space(columns[0][0], columns[0][1],
game_state->selectRow == 0 && game_state->selectColumn == 0,
canvas);
//deck side
if (deckIndex >= 0) {
Card c = game_state->deck.cards[deckIndex];
draw_card_at_colored(columns[1][0], columns[1][1], c.pip, c.character,
game_state->selectRow == 0 && game_state->selectColumn == 1, canvas);
} else
draw_card_space(columns[1][0], columns[1][1],
game_state->selectRow == 0 && game_state->selectColumn == 1,
canvas);

for (uint8_t i = 0; i < 4; i++) {
Card current = game_state->top_cards[i];
bool selected = game_state->selectRow == 0 && game_state->selectColumn == (i + 3);
if (current.disabled) {
draw_card_space(columns[i + 3][0], columns[i + 3][1], selected, canvas);
} else {
draw_card_at(columns[i + 3][0], columns[i + 3][1], current.pip, current.character, canvas);
if (selected) {
draw_rounded_box(canvas, columns[i + 3][0], columns[i + 3][1], CARD_WIDTH, CARD_HEIGHT,
if(game_state->had_change){
int deckIndex = game_state->deck.index;
if (game_state->dragging_deck)
deckIndex--;

if ((game_state->deck.index < (game_state->deck.card_count - 1) || game_state->deck.index == -1) && game_state->deck.card_count>0) {
draw_card_back_at(columns[0][0], columns[0][1], canvas);
if (game_state->selectRow == 0 && game_state->selectColumn == 0) {
draw_rounded_box(canvas, columns[0][0] + 1, columns[0][1] + 1, CARD_WIDTH - 2, CARD_HEIGHT - 2,
Inverse);
}
} else
draw_card_space(columns[0][0], columns[0][1],
game_state->selectRow == 0 && game_state->selectColumn == 0,
canvas);
//deck side
if (deckIndex >= 0) {
Card c = game_state->deck.cards[deckIndex];
draw_card_at_colored(columns[1][0], columns[1][1], c.pip, c.character,
game_state->selectRow == 0 && game_state->selectColumn == 1, canvas);
} else
draw_card_space(columns[1][0], columns[1][1],
game_state->selectRow == 0 && game_state->selectColumn == 1,
canvas);

for (uint8_t i = 0; i < 4; i++) {
Card current = game_state->top_cards[i];
bool selected = game_state->selectRow == 0 && game_state->selectColumn == (i + 3);
if (current.disabled) {
draw_card_space(columns[i + 3][0], columns[i + 3][1], selected, canvas);
} else {
draw_card_at(columns[i + 3][0], columns[i + 3][1], current.pip, current.character, canvas);
if (selected) {
draw_rounded_box(canvas, columns[i + 3][0], columns[i + 3][1], CARD_WIDTH, CARD_HEIGHT,
Inverse);
}
}
}
}

for (uint8_t i = 0; i < 7; i++) {
bool selected = game_state->selectRow == 1 && game_state->selectColumn == i;
int8_t index= (game_state->bottom_columns[i].index - 1 - game_state->selected_card);
if(index<0)index=0;
draw_hand_column(game_state->bottom_columns[i], columns[i][0], columns[i][2],
selected ? index : -1, canvas);
}
for (uint8_t i = 0; i < 7; i++) {
bool selected = game_state->selectRow == 1 && game_state->selectColumn == i;
int8_t index= (game_state->bottom_columns[i].index - 1 - game_state->selected_card);
if(index<0)index=0;
draw_hand_column(game_state->bottom_columns[i], columns[i][0], columns[i][2],
selected ? index : -1, canvas);
}

int8_t pos[2] = {columns[game_state->selectColumn][0],
columns[game_state->selectColumn][game_state->selectRow + 1]};

int8_t pos[2] = {columns[game_state->selectColumn][0],
columns[game_state->selectColumn][game_state->selectRow + 1]};
/* draw_icon_clip(canvas, &I_card_graphics, pos[0] + CARD_HALF_WIDTH, pos[1] + CARD_HALF_HEIGHT, 30, 5, 5, 5,
Filled);*/

/* draw_icon_clip(canvas, &I_card_graphics, pos[0] + CARD_HALF_WIDTH, pos[1] + CARD_HALF_HEIGHT, 30, 5, 5, 5,
Filled);*/
if (game_state->dragging_hand.index > 0) {
draw_hand_column(game_state->dragging_hand,
pos[0] + CARD_HALF_WIDTH + 3, pos[1] + CARD_HALF_HEIGHT + 3,
-1, canvas);
}

if (game_state->dragging_hand.index > 0) {
draw_hand_column(game_state->dragging_hand,
pos[0] + CARD_HALF_WIDTH + 3, pos[1] + CARD_HALF_HEIGHT + 3,
-1, canvas);
clone_buffer(get_buffer(canvas), game_state->animation.buffer);
}else{
clone_buffer(game_state->animation.buffer, get_buffer(canvas));
}
}

Expand Down Expand Up @@ -247,6 +255,7 @@ void tick(GameState *game_state, NotificationApp *notification) {
if (game_state->top_cards[0].character == 11 && game_state->top_cards[1].character == 11 &&
game_state->top_cards[2].character == 11 && game_state->top_cards[3].character == 11) {
game_state->state = GameStateAnimate;
game_state->had_change=true;
dolphin_deed(DolphinDeedPluginGameWin);

return;
Expand Down Expand Up @@ -473,9 +482,10 @@ int32_t solitaire_app(void *p) {
for (bool processing = true; processing;) {
FuriStatus event_status = furi_message_queue_get(event_queue, &event, 150);
furi_mutex_acquire(game_state->mutex, FuriWaitForever);
bool hadChange = false;
game_state->had_change = false;
if (event_status == FuriStatusOk) {
if (event.type == EventTypeKey) {
game_state->had_change = true;
if (event.input.type == InputTypeLong) {
game_state->longPress = true;
switch (event.input.key) {
Expand Down Expand Up @@ -505,7 +515,6 @@ int32_t solitaire_app(void *p) {
init(game_state);
}
else {
hadChange = true;
game_state->input = event.input.key;
}
break;
Expand All @@ -527,8 +536,8 @@ int32_t solitaire_app(void *p) {
FURI_LOG_W(APP_NAME, "osMessageQueue: event timeout");
// event timeout
}
if (hadChange || game_state->state == GameStateAnimate)
view_port_update(view_port);

view_port_update(view_port);
furi_mutex_release(game_state->mutex);
}

Expand All @@ -551,5 +560,6 @@ int32_t solitaire_app(void *p) {
free(game_state->deck.cards);
free(game_state);
furi_message_queue_free(event_queue);

return return_code;
}

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