mirror of
https://github.com/UberGuidoZ/Flipper.git
synced 2024-12-24 15:30:11 +00:00
155 lines
3.4 KiB
C
155 lines
3.4 KiB
C
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#include <stdbool.h>
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#include <stdint.h>
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#include <gui/canvas.h>
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/* 7px 3 width digit font by Sefjor
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* digit encoding example
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*7 <EFBFBD><EFBFBD><EFBFBD> 111
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*6 <EFBFBD> <EFBFBD> 101
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*5 <EFBFBD> <EFBFBD> 101
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*4 <EFBFBD> <EFBFBD> 101
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*3 <EFBFBD> <EFBFBD> 101
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*2 <EFBFBD> <EFBFBD> 101
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*1 <EFBFBD><EFBFBD><EFBFBD> 111
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*0 000 this string is empty, used to align
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* ? ? ?
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* FE 82 FE //0
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*/
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static uint8_t font[10][3] = {
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{0xFE, 0x82, 0xFE}, // 0;
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{0x00, 0xFE, 0x00}, // 1;
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{0xF2, 0x92, 0x9E}, // 2;
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{0x92, 0x92, 0xFE}, // 3;
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{0x1E, 0x10, 0xFE}, // 4;
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{0x9E, 0x92, 0xF2}, // 5;
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{0xFE, 0x92, 0xF2}, // 6;
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{0x02, 0x02, 0xFE}, // 7;
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{0xFE, 0x92, 0xFE}, // 8;
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{0x9E, 0x92, 0xFE}, // 9;
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};
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#define FONT_HEIGHT 8
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#define FONT_WIDTH 3
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static void game_2048_draw_black_point(Canvas* const canvas, uint8_t x, uint8_t y) {
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canvas_set_color(canvas, ColorBlack);
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canvas_draw_dot(canvas, x, y);
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}
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static void game_2048_draw_white_square(Canvas* const canvas, uint8_t x, uint8_t y) {
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canvas_set_color(canvas, ColorWhite);
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canvas_draw_box(canvas, x, y, 15 - 1, 15 - 3);
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}
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static void _game_2048_draw_column(
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Canvas* const canvas,
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int digit,
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int coord_x,
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int coord_y,
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uint8_t column) {
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for(int x = 0; x < FONT_HEIGHT; ++x) {
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bool is_filled = (font[digit][column] >> x) & 0x1;
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if(is_filled) {
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game_2048_draw_black_point(canvas, coord_x, coord_y + x);
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}
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}
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}
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static uint8_t
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_game_2048_draw_digit(Canvas* const canvas, uint8_t digit, uint8_t coord_x, uint8_t coord_y) {
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uint8_t x_shift = 0;
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if(digit != 1) {
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for(int column = 0; column < FONT_WIDTH; column++) {
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_game_2048_draw_column(canvas, digit, coord_x + column, coord_y, column);
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}
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x_shift = 3;
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} else {
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_game_2048_draw_column(canvas, digit, coord_x, coord_y, true);
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x_shift = 1;
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}
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return x_shift;
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}
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/* We drawing text field with 1px white border
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* at given coords. Total size is:
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* x = 9 = 1 + 7 + 1
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* y = 1 + total text width + 1
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*/
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/*
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* Returns array of digits and it's size,
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* digits should be at least 4 size
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* works from 1 to 9999
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*/
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static void _game_2048_parse_number(uint16_t number, uint8_t* digits, uint8_t* size) {
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*size = 0;
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uint16_t divider = 1000;
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//find first digit, result is highest divider
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while(number / divider == 0) {
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divider /= 10;
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if(divider == 0) {
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break;
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}
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}
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for(int i = 0; divider != 0; i++) {
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digits[i] = number / divider;
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number %= divider;
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*size += 1;
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divider /= 10;
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}
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}
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uint8_t _game_2048_calculate_shift(uint16_t num) {
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uint8_t shift = 0;
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switch(num) {
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case 1:
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shift = 7;
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break;
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case 2:
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case 4:
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case 8:
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shift = 6;
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break;
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case 16:
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shift = 5;
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break;
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case 32:
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case 64:
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shift = 4;
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break;
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case 128:
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shift = 3;
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break;
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case 256:
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shift = 2;
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break;
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case 512:
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shift = 3;
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break;
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case 1024:
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shift = 2;
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break;
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}
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return shift;
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}
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void game_2048_draw_number(Canvas* const canvas, uint8_t x, uint8_t y, int number) {
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uint8_t digits[4];
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uint8_t size;
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_game_2048_parse_number(number, digits, &size);
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if(number > 512) {
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game_2048_draw_white_square(canvas, x, y);
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}
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x += _game_2048_calculate_shift(number);
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y += 4;
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for(int i = 0; i < size; ++i) {
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x += _game_2048_draw_digit(canvas, digits[i], x, y);
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x++;
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}
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}
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