portapack-mayhem/firmware/application/external/game2048/ui_game2048.hpp
zxkmm e6d4081c06
Add game 2048 (#2767)
* _

* rename my name

* fix warnings

* fix warnings
2025-08-26 07:26:53 -07:00

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C++

/*
* copyleft 2025 zxkmm AKA zix aka sommermorgentraum
*
* 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 __UI_GAME2048_H__
#define __UI_GAME2048_H__
#include "ui.hpp"
#include "ui_navigation.hpp"
#include "event_m0.hpp"
#include "message.hpp"
#include "irq_controls.hpp"
#include "lpc43xx_cpp.hpp"
#include "ui_widget.hpp"
namespace ui::external_app::game2048 {
#define GRID_SIZE 4
#define TILE_SIZE 50
#define TILE_MARGIN 5
#define BOARD_START_X 15
#define BOARD_START_Y 35
#define INFO_HEIGHT 30
enum GameState {
STATE_PLAYING,
STATE_GAME_OVER,
STATE_WON
};
class Game2048View : public View {
public:
Game2048View(NavigationView& nav);
void on_show() override;
std::string title() const override { return "2048"; }
void focus() override { dummy.focus(); }
void paint(Painter& painter) override;
void frame_sync();
bool on_key(KeyEvent key) override;
bool on_encoder(const EncoderEvent event) override;
private:
NavigationView& nav_;
Painter painter{};
int grid[GRID_SIZE][GRID_SIZE];
int score;
int best_score;
GameState game_state;
bool initialized = false;
bool need_repaint = true;
bool need_repaint_bg_frame = true; // drar bg frame is too flickering, so make it paint as less as possible
bool need_set_dirty = false;
uint32_t load_wait_time_counter = 0; // the paint timing is always bad at app enterences,
// in all apps it behave like this.
// this is a buffer timer to let it flash a time until app loaded.
uint32_t show_you_won_you_lost_slow_down_cunter = 0; // slow down otherwies it repaint even faster than it finished paint fulll stuff
void init_game();
void reset_game();
void add_random_tile();
bool move_left();
bool move_right();
bool move_up();
bool move_down();
bool can_move();
bool is_game_won();
void draw_game();
void draw_tile(int x, int y, int value);
void draw_score();
void show_game_over();
void show_you_won();
Color get_tile_color(int value);
Color get_text_color(int value);
void compress_left(int row[]);
void merge_left(int row[]);
bool move_row_left(int row[]);
void rotate_grid_clockwise();
void rotate_grid_counter_clockwise();
Button dummy{
{screen_width, 0, 0, 0},
""};
MessageHandlerRegistration message_handler_frame_sync{
Message::ID::DisplayFrameSync,
[this](const Message* const) {
this->frame_sync();
}};
};
} // namespace ui::external_app::game2048
#endif /* __UI_GAME2048_H__ */