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Solitaire.cpp
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Solitaire.cpp
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//
#include "Arduino.h"
//
#include <Adafruit_GFX.h> // Core graphics library
#include "Mod_Adafruit_ST7735.h" // Hardware-specific library
///////////////////////////////////////////////////////////////////////////////
// utilities
int smartmod(int a, int b) {
return (abs(a * b) + a) % b;
}
///////////////////////////////////////////////////////////////////////////////
// standard U of A library settings, assuming Atmel Mega SPI pins
#define SD_CS 5 // Chip select line for SD card
#define TFT_CS 6 // Chip select line for TFT display
#define TFT_DC 7 // Data/command line for TFT
#define TFT_RST 8 // Reset line for TFT (or connect to +5V)
Adafruit_ST7735 tft = Adafruit_ST7735(TFT_CS, TFT_DC, TFT_RST);
void error(const char* c) {
tft.fillScreen(ST7735_BLUE);
tft.setRotation(0);
tft.setTextWrap(true);
tft.setTextColor(ST7735_WHITE, ST7735_BLUE);
tft.println("0x77FF4588 STOP:\n00567094 02345778\n");
tft.println(c);
while (true);
}
///////////////////////////////////////////////////////////////////////////////
//
class CardId {
public:
enum Number {
NumZone = 0,
NumAce = 1,
Num2 = 2,
Num3 = 3,
Num4 = 4,
Num5 = 5,
Num6 = 6,
Num7 = 7,
Num8 = 8,
Num9 = 9,
Num10 = 10,
NumJack = 11,
NumQueen = 12,
NumKing = 13,
};
enum Suit {
Hearts = 0,
Spades = 1,
Diamonds = 2,
Clubs = 3,
};
public:
CardId(Number n, Suit s): mNumber(n), mSuit(s) {}
static CardId RandomCard() {
return CardId((Number)(rand() % 13 + 1), (Suit)(rand() % 4));
}
Number getNumber() const {return (Number)mNumber; }
Suit getSuit() const {return (Suit)mSuit; }
bool getColor() const {return mSuit & 0x1;} //black => true, red => false
char getSymbol() const {
switch (mNumber) {
case NumAce: return 'A';
case Num2: return '2';
case Num3: return '3';
case Num4: return '4';
case Num5: return '5';
case Num6: return '6';
case Num7: return '7';
case Num8: return '8';
case Num9: return '9';
case Num10: return '0';
case NumJack: return 'J';
case NumQueen: return 'Q';
case NumKing: return 'K';
default: return '!';
}
}
char getSuitSymbol() const {
switch (mSuit) {
case Hearts: return 0x03;
case Diamonds: return 0x04;
case Clubs: return 0x05;
case Spades: return 0x06;
}
}
//convert between ints [0,51] and CardIds
int8_t tohash() const {
return ((int)mSuit)*13 + (((int)mNumber) - 1);
}
static CardId fromhash(int8_t hash) {
Number n = static_cast<Number>((hash%13)+1);
Suit s = static_cast<Suit>((int)(hash/13));
return CardId(n, s);
}
private:
struct {
unsigned mNumber: 4;
unsigned mSuit: 4;
};
};
///////////////////////////////////////////////////////////////////////////////
//
struct Rect {
int X, Y, W, H;
void zero() {
X = 0; Y = 0; W = 0; H = 0;
}
void expand(const Rect& other) {
if (other.W == 0 || other.H == 0) return;
int left = max(X+W, other.X+other.W);
int bottom = max(Y+H, other.Y+other.H);
X = min(X, other.X);
Y = min(Y, other.Y);
W = left-X;
H = bottom-Y;
}
bool intersects(const Rect& other) {
if (W == 0 || H == 0 || other.W == 0 || other.H == 0) return false;
if (X > other.X + other.W || other.X > X + W) return false;
if (Y > other.Y + other.H || other.Y > Y + H) return false;
return true;
}
};
class Card {
public:
enum Location {
LocationDeck,
LocationStack,
LocationBoard,
LocationDrag,
};
public:
Card(): Next(0), Prev(0), FaceUp(true), Highlight(0), Location(LocationDeck),
Which(CardId(CardId::NumZone, CardId::Hearts)) {
LastDrawnAt.zero();
}
Card(CardId which): Next(0), Prev(0), FaceUp(true), Highlight(0),
Location(LocationDeck), Which(which) {
LastDrawnAt.zero();
}
//
bool isempty() const {return Which.getNumber() == CardId::NumZone; }
//
Rect LastDrawnAt;
//
Card* Next;
Card* Prev;
bool FaceUp;
int Highlight; //is this card highlighted 0 => not, 1 => selection, 2 => target
Location Location;
const CardId Which;
};
///////////////////////////////////////////////////////////////////////////////
//
class Deck {
public:
Deck() {
//call constructors using placement new
for (int i = 0; i < 52; ++i)
mDeck[i] = new Card(CardId::fromhash(i));
}
~Deck() {
//free the cards
for (int i = 0; i < 52; ++i)
delete mDeck[i];
}
void shuffle() {
//Fisher-Yates shuffle the deck
for (int i = 0; i < 52; ++i) {
int j = i + rand()%(52-i);
Card* tmp = mDeck[j];
mDeck[j] = mDeck[i];
mDeck[i] = tmp;
}
}
Card* operator[](int8_t i) const {
return mDeck[i];
}
private:
Card* mDeck[52];
};
///////////////////////////////////////////////////////////////////////////////
//
class BoardState {
public:
BoardState(): mDeck(0), mTopOfDeck(0) {
memset(mStacks, 0, 4*sizeof(Card*));
memset(mBoard, 0, 7*sizeof(Card*));
mSelectedColor = tft.Color565(220, 0, 140);
mGrabColor = tft.Color565(140, 0, 220);
}
~BoardState() {}
void initialize() {
//seed the randomness for the shuffle
for (int i = 0; i < 10; ++i)
srand(analogRead(7) + rand());
//
mHasHeldCards = false;
//start out the cursor in the right place
mCursorLocationX = 1;
mCursorLocationY = 0;
//shuffle the deck
mSourceDeck.shuffle();
//create an initial dirty region over the whole screen
mDirtyRegion.X = 0;
mDirtyRegion.Y = 0;
mDirtyRegion.W = 160;
mDirtyRegion.H = 128;
//
int8_t curCard = 0;
//deal out the piles
for (int pileN = 0; pileN < 7; ++pileN) {
Card* prev = &mBoardBases[pileN];
Card* first = prev;
prev->Prev = 0;
prev->Location = Card::LocationBoard;
prev->FaceUp = false;
//
for (int i = 0; i <= pileN; ++i) {
Card* cur = mSourceDeck[curCard++];
prev->Next = cur;
cur->Prev = prev;
cur->Location = Card::LocationBoard;
cur->FaceUp = false;
prev = cur;
}
prev->FaceUp = true; //last card is face up
prev->Next = 0;
mBoard[pileN] = first;
}
//init the stacks
for (int stackN = 0; stackN < 4; ++stackN) {
mStacks[stackN] = &mStackBases[stackN];
mStacks[stackN]->Next = 0;
mStacks[stackN]->Prev = 0;
}
//link up the deck
Card* prev = mSourceDeck[curCard++];
Card* first = prev;
prev->Prev = 0;
prev->Location = Card::LocationDeck;
while (curCard < 52) {
Card* cur = mSourceDeck[curCard++];
cur->Location = Card::LocationDeck;
cur->Prev = prev;
prev->Next = cur;
prev = cur;
}
prev->Next = 0;
//deck
mDeck = first;
mTopOfDeck = 0; // 0 => there are no cards currently veiwed
}
void flip3() {
if (mTopOfDeck) {
if (mTopOfDeck->Next) {
//we have a top of deck, and a next, flip over the next cards
for (int i = 0; i < 3; ++i) {
if (mTopOfDeck->Next)
mTopOfDeck = mTopOfDeck->Next;
}
} else {
//no next, flip the stack back into the deck
mTopOfDeck = 0;
}
} else if (mDeck) {
//no top of deck, but a non-empty deck, deal from it
mTopOfDeck = mDeck;
for (int i = 0; i < 2; ++i) {
if (mTopOfDeck->Next)
mTopOfDeck = mTopOfDeck->Next;
}
}
}
///////////////////////////////////////////////////////////////////////////
// drawing code
void drawCard(const CardId& c, int atx, int aty, Card* cardHint, bool drawSmall = false) {
uint8_t drawSmallMod = drawSmall ? 12 : 0;
//where we should draw
if (cardHint) {
cardHint->LastDrawnAt.X = atx;
cardHint->LastDrawnAt.Y = aty;
cardHint->LastDrawnAt.W = 21;
cardHint->LastDrawnAt.H = 28 - drawSmallMod;
if (!cardHint->LastDrawnAt.intersects(mDirtyRegion)) return;
}
//
static uint16_t borderColor = tft.Color565(200,200,200);
static uint16_t borderDarkerColor = tft.Color565(100,100,100);
tft.fillRect(atx, aty, 20, 26 - drawSmallMod, ST7735_WHITE);
tft.drawRect(atx, aty, 20, 26 - drawSmallMod, borderColor);
tft.drawFastHLine(atx+16, aty, 4, borderDarkerColor);
tft.drawFastVLine(atx+20, aty, 26 - drawSmallMod, borderDarkerColor);
//
int16_t cardColor = c.getColor() ? ST7735_BLACK : ST7735_RED;
//
char symb = c.getSymbol();
int8_t suitoffset = 0;
if (symb == '0') {
//special handling for 10
suitoffset = 11;
tft.drawChar(atx+0, aty+1, '1', cardColor, ST7735_WHITE, 1);
tft.drawChar(atx+5, aty+1, '0', cardColor, ST7735_WHITE, 1);
} else {
suitoffset = 7;
tft.drawChar(atx+1, aty+1, symb, cardColor, ST7735_WHITE, 1);
}
//
tft.drawChar(atx+suitoffset, aty+1, c.getSuitSymbol(), cardColor, ST7735_WHITE, 1);
if (cardHint)
mDirtyRegion.expand(cardHint->LastDrawnAt);
}
void drawCardBack(int atx, int aty, Card* cardHint, bool drawSmall = false) {
uint8_t drawSmallMod = drawSmall ? 12 : 0;
//where we would draw
if (cardHint) {
cardHint->LastDrawnAt.X = atx;
cardHint->LastDrawnAt.Y = aty;
cardHint->LastDrawnAt.W = 21;
cardHint->LastDrawnAt.H = 28 - drawSmallMod;
if (!cardHint->LastDrawnAt.intersects(mDirtyRegion)) return;
}
static uint16_t borderColor = tft.Color565(200,200,200);
static uint16_t borderDarkerColor = tft.Color565(100,100,100);
static uint16_t backBlue = tft.Color565(0, 50, 255);
tft.fillRect(atx, aty, 20, 26 - drawSmallMod, ST7735_WHITE);
tft.fillRect(atx+2, aty+2, 16, 22 - drawSmallMod + (drawSmall ? 3 : 0), backBlue);
tft.drawRect(atx, aty, 20, 26 - drawSmallMod, borderColor);
tft.drawFastHLine(atx+16, aty, 4, borderDarkerColor);
tft.drawFastVLine(atx+20, aty, 26 - drawSmallMod, borderDarkerColor);
if (cardHint)
mDirtyRegion.expand(cardHint->LastDrawnAt);
}
void drawCursor(uint8_t x, uint8_t y) {
Rect r; r.X = x, r.Y = y; r.W = 21; r.H = 28;
mDirtyRegion.expand(r);
tft.drawRect(x, y, 20, 26, mSelectedColor);
tft.drawFastVLine(x+1, y+7, 17, mSelectedColor);
tft.drawFastVLine(x+18, y+1, 24, mSelectedColor);
}
void drawGrabCursor(uint8_t x, uint8_t y) {
Rect r; r.X = x, r.Y = y; r.W = 21; r.H = 28;
mDirtyRegion.expand(r);
tft.drawRect(x, y, 20, 26, mGrabColor);
tft.drawFastVLine(x+1, y+7, 17, mGrabColor);
tft.drawFastVLine(x+18, y+1, 24, mGrabColor);
}
void invalidateDeckRegion() {
Rect r; r.X = 0; r.Y = 0; r.W = 75; r.H = 14;
mDirtyRegion.expand(r);
}
void draw() {
//clamp the dirty region to the sceen size
if (mDirtyRegion.X < 0) mDirtyRegion.X = 0;
if (mDirtyRegion.Y < 0) mDirtyRegion.Y = 0;
if (mDirtyRegion.X + mDirtyRegion.W >` 160) mDirtyRegion.W = 160 - mDirtyRegion.X;
if (mDirtyRegion.Y + mDirtyRegion.H > 128) mDirtyRegion.H = 128 - mDirtyRegion.Y;
//background
static uint16_t bgcolor = tft.Color565(0,200,0);
static uint16_t bgcolors[16] = {
tft.Color565(0, 150+rand()%45, 0),
tft.Color565(0, 150+rand()%45, 0),
tft.Color565(0, 150+rand()%45, 0),
tft.Color565(0, 150+rand()%45, 0),
tft.Color565(0, 150+rand()%45, 0),
tft.Color565(0, 150+rand()%45, 0),
tft.Color565(0, 150+rand()%45, 0),
tft.Color565(0, 150+rand()%45, 0),
tft.Color565(0, 150+rand()%45, 0),
tft.Color565(0, 150+rand()%45, 0),
tft.Color565(0, 150+rand()%45, 0),
tft.Color565(0, 150+rand()%45, 0),
tft.Color565(0, 150+rand()%45, 0),
tft.Color565(0, 150+rand()%45, 0),
tft.Color565(0, 150+rand()%45, 0),
tft.Color565(0, 150+rand()%45, 0),
};
//tft.fillRect(mDirtyRegion.X, mDirtyRegion.Y, mDirtyRegion.W, mDirtyRegion.H, bgcolor);
tft.setAddrWindow(mDirtyRegion.X, mDirtyRegion.Y,
mDirtyRegion.X + mDirtyRegion.W,
mDirtyRegion.Y + mDirtyRegion.H);
tft.fastPushColorBegin();
for (int y = mDirtyRegion.Y; y < mDirtyRegion.H+mDirtyRegion.Y; ++y) {
for (int x = mDirtyRegion.X; x < mDirtyRegion.W+mDirtyRegion.X; ++x) {
uint16_t i = x*y;
tft.fastPushColor(bgcolors[i%13]);
}
}
tft.fastPushColorEnd();
//draw the deck
if (!mTopOfDeck || mTopOfDeck->Next)
drawCardBack(1, 2, NULL, true);
//handle cursor
if (mCursorLocationX == 0 && mCursorLocationY == 0)
//draw the cursor
drawCursor(1, 2);
//track where we draw the cursor to draw the to-move cards hovering over it
int cursorAtX = 0;
int cursorAtY = 0;
//draw the revealed deck cards
Card* cur = mTopOfDeck;
if (cur) {
//start with the card up to two cards back
int cardsToDraw = 1;
for (int i = 0; i < 2; ++i) {
if (cur && cur->Prev) {
cur = cur->Prev;
++cardsToDraw;
}
}
//
for (int i = 0; i < cardsToDraw; ++i) {
if (cur) {
//draw cur
drawCard(cur->Which, 22 + 14*i, 2, cur, true);
//if we're last, draw the draw cursor
if (mCursorLocationX == 1 && mCursorLocationY == 0 &&
(i == cardsToDraw-1 || !cur->Next))
{
drawCursor(22 + 14*i, 2);
cursorAtX = 22 + 14*i;
cursorAtY = 2;
}
//traverse to the next card
cur = cur->Next;
}
}
} else {
//no revealed? Special case for cursor
if (mCursorLocationX == 1 && mCursorLocationY == 0) {
drawCursor(22, 2);
cursorAtX = 22;
cursorAtY = 2;
}
}
//draw the stacks
for (int stackN = 0; stackN < 4; ++stackN) {
cur = mStacks[stackN];
if (!cur->isempty()) {
drawCard(cur->Which, 75 + stackN*22, 2, cur, true);
}
//draw cursor, whether the stack has cards or not
if (mCursorLocationY == 0 && mCursorLocationX == stackN+2) {
drawCursor(75 + stackN*22, 2);
cursorAtX = 75 + stackN*22;
cursorAtY = 2;
}
}
//draw the stacks on the board
for (int stackN = 0; stackN < 7; ++stackN) {
cur = mBoard[stackN]->Next; //the first entry is the "base"
int depth = 0;
int cardN = 0;
//special case cursor for emyty col
if (!cur && mCursorLocationX == stackN && mCursorLocationY == 1) {
drawCursor(3 + 22*stackN, 17);
cursorAtX = 3 + 22*stackN;
cursorAtY = 17;
}
while (cur) {
int oldDepth = depth;
if (cur->FaceUp) {
drawCard(cur->Which, 3 + 22*stackN, 17 + depth, cur);
depth += 8;
++cardN;
} else {
drawCardBack(3 + 22*stackN, 17 + depth, cur, cur->Next != 0);
depth += 4;
++cardN;
}
if (mCursorLocationX == stackN && mCursorLocationY == cardN) {
drawCursor(3 + 22*stackN, 17 + oldDepth);
cursorAtX = 3 + 22*stackN;
cursorAtY = 17 + oldDepth;
}
cur = cur->Next;
}
}
//draw the held cards hovering the cursor
if (mHeldCard) {
int depth = 0;
drawCard(mHeldCard->Which, cursorAtX + 7, cursorAtY + 7, mHeldCard);
drawGrabCursor(cursorAtX + 7, cursorAtY + 7);
Card* cur = mHeldCard->Next;
while (cur) {
++depth;
drawCard(cur->Which, cursorAtX + 7, cursorAtY + 7 + depth*8, cur);
cur = cur->Next;
}
}
//set the new dirty rect to where the cursor is to start out with, we
//always have to update that region. Also add on the held cards if we have
//some. Other things can be added elsewhere
mDirtyRegion.X = cursorAtX;
mDirtyRegion.Y = cursorAtY;
mDirtyRegion.W = 20;
mDirtyRegion.H = 29;
//add on held
if (mHeldCard) {
Card* cur = mHeldCard;
while (cur) {
mDirtyRegion.expand(cur->LastDrawnAt);
cur = cur->Next;
}
}
}
///////////////////////////////////////////////////////////////////////////
// main action code
uint8_t getBoardStackSize(uint8_t n) {
Card* c = mBoard[n]; //will always be non-null
uint8_t count = 0;
while (c->Next) {
count++;
c = c->Next;
}
return count;
}
uint8_t toprowXtoBoardX(uint8_t toprowX) {
return (toprowX == 0) ? 0 : (toprowX+1);
}
uint8_t boardXtoToprowX(uint8_t boardX) {
switch (boardX) {
case 0: return 0;
case 1: return 1;
case 2: return 1;
default: return boardX-1;
}
}
void moveCursor(int8_t dx, int8_t dy) {
if (mHeldCard) {
//move held cards
//change current target
if (dx+dy > 0) mCurrentTarget++; else mCurrentTarget--;
mCurrentTarget = smartmod(mCurrentTarget, mNumValidTargets);
int8_t currentTargetData = mValidTargets[mCurrentTarget];
//update cursor location
mCursorLocationX = currentTargetData>>1;
mCursorLocationY = currentTargetData&1;
//change the cursor y to the end of the stack (but still 1 for empty stacks)
if (mCursorLocationY > 0)
mCursorLocationY = max(1, getBoardStackSize(mCursorLocationX));
} else {
//move cursor
//move on the y axis
if (dy != 0) {
if (mCursorLocationY == 0) {
mCursorLocationX = toprowXtoBoardX(mCursorLocationX);
if (dy > 0)
mCursorLocationY += dy;
else
mCursorLocationY = getBoardStackSize(mCursorLocationX);
} else {
//see how big the current stack is
//smartmod is a mod that "wraps around to max+a" for negative a's
mCursorLocationY =
smartmod(mCursorLocationY+dy, getBoardStackSize(mCursorLocationX)+1);
if (mCursorLocationY == 0)
//if we got to 0, switch the x
mCursorLocationX = boardXtoToprowX(mCursorLocationX);
}
}
if (dx != 0) {
//change the x
uint8_t max = (mCursorLocationY==0) ? 5 : 6;
mCursorLocationX = smartmod(mCursorLocationX+dx, max+1);
//now check that clamp the y to be within [0, colsize]
if (mCursorLocationY > 0)
mCursorLocationY = min(mCursorLocationY, getBoardStackSize(mCursorLocationX));
}
//if we are in a stack, adjust the y to not be an unrevealed card
if (mCursorLocationY > 0) {
if (dy < 0) {
//for less than 0, go up to the top row
mCursorLocationX = boardXtoToprowX(mCursorLocationX);
mCursorLocationY = 0;
} else {
Card* cur = mBoard[mCursorLocationX]->Next;
int n = 1;
while (!cur->FaceUp || n < mCursorLocationY) {
cur = cur->Next;
++n;
}
mCursorLocationY = n;
}
}
}
}
void putDownHeldCard() {
//where to place it?
if (mCursorLocationY == 0) {
if (mCursorLocationX == 1) {
//put back on the deck.
//insert
if (mTopOfDeck) {
mHeldCard->Next = mTopOfDeck->Next;
} else {
mHeldCard->Next = mDeck;
mDeck = mHeldCard;
}
mHeldCard->Prev = mTopOfDeck;
mTopOfDeck->Next->Prev = mHeldCard;
mTopOfDeck->Next = mHeldCard;
mTopOfDeck = mHeldCard;
//change loc / faceup states
mHeldCard->Location = Card::LocationDeck;
mHeldCard->FaceUp = false;
} else if (mCursorLocationX > 1) {
//put on one of the stacks.
int stackN = mCursorLocationX - 2;
Card* base = mStacks[stackN];
base->Next = mHeldCard;
mHeldCard->Prev = base;
mHeldCard->Location = Card::LocationStack;
mStacks[stackN] = mHeldCard;
} else {
error("mCursorLocation = (0,0) with card held");
}
} else {
//put it on the board
Card* base = mBoard[mCursorLocationX];
//place at the end of the stack
while (base->Next) base = base->Next;
base->Next = mHeldCard;
mHeldCard->Prev = base;
//update the location
Card* cur = mHeldCard;
while (cur) {
cur->Location = Card::LocationBoard;
cur = cur->Next;
}
}
//should we reveal a card?
//if we have on to reveal, and we didn't place the held card
//back on the one to reveal, yes.
if (mCardToReveal && mCardToReveal != mHeldCard->Prev) {
mCardToReveal->FaceUp = true;
//update it
mDirtyRegion.expand(mCardToReveal->LastDrawnAt);
}
//done placing
mHeldCard = 0;
}
void button1Down() {
if (mHeldCard) {
putDownHeldCard();
} else {
//no held card
if (mCursorLocationX == 0 && mCursorLocationY == 0) {
//reveal more
flip3();
invalidateDeckRegion(); //need to redraw it fully
} else {
//pick up cards
if (mCursorLocationY == 0) {
if (mCursorLocationX == 1) {
//pick up from the deck, needs some special handling to
//let the user put the card back down there
Card* card = mTopOfDeck;
if (card) {
//un+relink
Card* oldPrev = card->Prev;
Card* oldNext = card->Next;
if (oldPrev) {
oldPrev->Next = oldNext;
} else {
//no old previous, update the deck
mDeck = card->Next;
}
if (oldNext) oldNext->Prev = oldPrev;
card->Next = 0;
card->Prev = 0;
//change the card location / faceup
card->Location = Card::LocationDrag;
card->FaceUp = true;
//modify the top of deck
mTopOfDeck = oldPrev;
//pick up
mHeldCard = card;
mHeldWasTopOfDeck = true;
mCardToReveal = 0;
//dirty the deck region, needs a redraw
invalidateDeckRegion();
}
} else {
//pick up from the stacks at the top
Card* stackTop = mStacks[mCursorLocationX-2];
if (!stackTop->isempty()) {
//unlink
stackTop->Prev->Next = 0;
mStacks[mCursorLocationX-2] = stackTop->Prev;
stackTop->Prev = 0;
//change the card location / faceup
stackTop->Location = Card::LocationDrag;
stackTop->FaceUp = true;
//pick up
mHeldCard = stackTop;
mHeldWasTopOfDeck = false;
mCardToReveal = 0;
}
}
} else {
//pick up from the piles
Card* card = mBoard[mCursorLocationX]->Next;
if (card) {
//we have a card in the stack
//find the actual card
for (int n = 1; n < mCursorLocationY; ++n)
card = card->Next;
//Now, *CZZzXzx* Pick up that can!... I mean card!
//unlink
Card* oldPrev = card->Prev;
card->Prev->Next = 0;
card->Prev = 0;
//change stack location / faceup
Card* cur = card;
while (cur) {
cur->Location = Card::LocationDrag;
cur = cur->Next;
}
//pick up
mHeldCard = card;
mHeldWasTopOfDeck = false;
if (oldPrev->isempty())
mCardToReveal = 0;
else
mCardToReveal = oldPrev;
//when we pick up a card from the stack, move the cursor
//1 up to the card that was under it, but only if y > 1
if (mCursorLocationY > 1)
--mCursorLocationY;
}
}
}
//if we picked up a card
if (mHeldCard) {
//determine where it can be put down, and populate the validtargets array
mNumValidTargets = 0;
mCurrentTarget = 0;
//first add the deck
if (mHeldWasTopOfDeck) {
//then we can put on the top of the deck
mValidTargets[mNumValidTargets++] = (1<<1) | 0;
mCurrentTarget = 0;
}
//next, add the stacks, but only if we're dragging one card
if (!mHeldCard->Next) {
for (int i = 0; i < 4; ++i) {
Card* stack = mStacks[i];
if (stack->isempty() ?
(mHeldCard->Which.getNumber() == CardId::NumAce) :
(mHeldCard->Which.getNumber() == stack->Which.getNumber()+1 &&
mHeldCard->Which.getSuit() == stack->Which.getSuit())) {
if (mCursorLocationX == i+2 && mCursorLocationY == 0)
mCurrentTarget = mNumValidTargets;
mValidTargets[mNumValidTargets++] = (((i+2)<<1) | 0);
}
}
}
//finally, add the board
for (int i = 0; i < 7; ++i) {
//find end of board stack
Card* cur = mBoard[i];
while (cur->Next) cur = cur->Next;
//add as target location if matching
if (cur == mCardToReveal ||
(cur->isempty() && mCursorLocationX == i && mCursorLocationY == 1) ||
(cur->isempty() && mHeldCard->Which.getNumber() == CardId::NumKing) ||
((cur->Which.getColor() != mHeldCard->Which.getColor()) &&
(cur->Which.getNumber() == mHeldCard->Which.getNumber()+1))) {
//valid for where we picked up off of, king->empty, or color->other color
mValidTargets[mNumValidTargets++] = (i<<1) | 1;
}
}
if (mNumValidTargets == 0)
error("Picked up, but no valid targets?");
//if there was only one valid spot, don't pick up anything, just put the cards right
//back down
if (mNumValidTargets == 1)
putDownHeldCard();
}
//if we got a held stack, invalidate those cards
Card* cur = mHeldCard;
while (cur) {
mDirtyRegion.expand(cur->LastDrawnAt);
cur = cur->Next;
}
}
}
private:
// Y = 0 : X= 0 => deck, 1 => dealt, 2-5 => stacks
// Y = 1+: X= 0-6 => board
uint8_t mCursorLocationX;
uint8_t mCursorLocationY;
//
bool mHasHeldCards; //we are moving some cards
Card* mHeldCard; //the cards to move
bool mHeldWasTopOfDeck; //flag to know whether the picked up card is allowed to be
//placed back on the deck
Card* mCardToReveal; //card at the top of a stack to reveal on the cards being put down
//if we have a move, what locations could the cards being moved be placed
//at? There are at most 4+7+1 = 12 locations, so we can use a constant
//sized array to store them.
//They are packed as CursorY = v&1, CursorX = v>>1
int8_t mCurrentTarget;
uint8_t mNumValidTargets;
uint8_t mValidTargets[12];
//drawing stuff
Rect mDirtyRegion;
//
Deck mSourceDeck;
Card* mDeck;
Card* mTopOfDeck;
Card* mStacks[4]; //pointer to the top card in a stack
Card* mBoard[7]; //pointer to the bottom card in a stack on the broad
//
Card mBoardBases[7];
Card mStackBases[4];
//
uint16_t mSelectedColor;
uint16_t mGrabColor;
} GameState;
///////////////////////////////////////////////////////////////////////////////
void setup() {
//std::cout << sizeof(Card) << "\n";
Serial.begin(9600);
tft.initR(INITR_REDTAB); // initialize a ST7735R chip, red tab
tft.setRotation(1);
// //
// tft.fillScreen(tft.Color565(0,200,0));
// DrawCardBack(3, 2, true);
// DrawCard(CardId::RandomCard(), 25, 2, true);
// for (int i = 0; i < 7; ++i) {
// DrawCard(CardId::RandomCard(), 3 + 22*i, 17);
// }
// for (int i = 0; i < 13; ++i) {
// DrawCard(CardId::RandomCard(), 3 + 22*6, 17+8*i);
// }
GameState.initialize();
GameState.flip3();
GameState.draw();
long lastMoveAt = 0;
bool lastButtonState = false;
int joyBaseY = analogRead(0);
int joyBaseX = analogRead(1);
pinMode(9, INPUT_PULLUP);
pinMode(14, INPUT_PULLUP);
//
while (true) {
long now = millis();
if (now-lastMoveAt > 400) {
int dy = -(analogRead(0)-joyBaseY);
int dx = analogRead(1)-joyBaseX;
if (abs(dy) > 35) {
dy = (dy>0) ? 1 : -1;
} else {
dy = 0;
}
if (abs(dx) > 35) {
dx = (dx>0) ? 1 : -1;
} else {
dx = 0;
}
if (dx!=0 || dy!=0) {
//do move
lastMoveAt = now;
GameState.moveCursor(dx, dy);
GameState.draw();
}
}
if (!lastButtonState && !digitalRead(9)) {
lastButtonState = true;
GameState.button1Down();
GameState.draw();
} else if (lastButtonState && digitalRead(9)) {
lastButtonState = false;
}
if (!digitalRead(14)) {
delay(500);
GameState.initialize();
GameState.flip3();
GameState.draw();
}
}
}
void loop() {}