Code cleanup
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7d87a22b10
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@ -691,6 +691,9 @@ static void rps_render_past_games(Canvas* canvas, void* ctx) {
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}
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}
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}
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}
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// Render UI when we are choosing a social identity to share.
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// @param canvas rendering surface of the Flipper Zero.
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// @param ctx pointer to a GameContext.
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static void rps_render_choose_social(Canvas* canvas, void* ctx) {
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static void rps_render_choose_social(Canvas* canvas, void* ctx) {
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GameContext* game_context = ctx;
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GameContext* game_context = ctx;
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UNUSED(game_context);
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UNUSED(game_context);
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@ -722,12 +725,9 @@ static void rps_render_choose_social(Canvas* canvas, void* ctx) {
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}
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}
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}
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}
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char keyboard[4][14] = {
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// Return the character at the current keyboard cursor position.
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{'1', '2', '3', '4', '5', '6', '7', '8', '9', '0', '-', '.', '_', 8},
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// @param game_context pointer to a GameContext.
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{'Q', 'W', 'E', 'R', 'T', 'Y', 'U', 'I', 'O', 'P', '!', '$', '*', '&'},
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// @param long_press true if the key was held down for a long time.
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{'A', 'S', 'D', 'F', 'G', 'H', 'J', 'K', 'L', '=', '+', ':', '(', ')'},
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{'Z', 'X', 'C', 'V', 'B', 'N', 'M', ' ', '@', '"', '#', '/', '\'', 13}};
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static char get_char(GameContext* game_context, bool long_press) {
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static char get_char(GameContext* game_context, bool long_press) {
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int c_r = game_context->data->keyboard_row;
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int c_r = game_context->data->keyboard_row;
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int c_c = game_context->data->keyboard_col;
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int c_c = game_context->data->keyboard_col;
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@ -740,6 +740,11 @@ static char get_char(GameContext* game_context, bool long_press) {
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return ch;
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return ch;
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}
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}
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// Render an arrow, for enter and backspace.
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// @param canvas rendering surface of the Flipper Zero.
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// @param x x coordinate of the arrow.
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// @param y y coordinate of the arrow.
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// @param tail true for enter, false for backspace.
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static void draw_arrow(Canvas* canvas, int x, int y, bool tail) {
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static void draw_arrow(Canvas* canvas, int x, int y, bool tail) {
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canvas_draw_line(canvas, x, y + 2, x + 4, y + 2);
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canvas_draw_line(canvas, x, y + 2, x + 4, y + 2);
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canvas_draw_line(canvas, x, y + 2, x + 2, y);
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canvas_draw_line(canvas, x, y + 2, x + 2, y);
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@ -749,6 +754,9 @@ static void draw_arrow(Canvas* canvas, int x, int y, bool tail) {
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}
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}
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}
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}
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// Render UI when we are inputting text.
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// @param canvas rendering surface of the Flipper Zero.
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// @param ctx pointer to a GameContext.
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static void rps_render_input_text(Canvas* canvas, void* ctx) {
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static void rps_render_input_text(Canvas* canvas, void* ctx) {
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GameContext* game_context = ctx;
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GameContext* game_context = ctx;
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UNUSED(game_context);
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UNUSED(game_context);
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@ -276,6 +276,12 @@ typedef struct {
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SubGhzTxRxWorker* subghz_txrx;
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SubGhzTxRxWorker* subghz_txrx;
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} GameContext;
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} GameContext;
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char keyboard[4][14] = {
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{'1', '2', '3', '4', '5', '6', '7', '8', '9', '0', '-', '.', '_', 8},
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{'Q', 'W', 'E', 'R', 'T', 'Y', 'U', 'I', 'O', 'P', '!', '$', '*', '&'},
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{'A', 'S', 'D', 'F', 'G', 'H', 'J', 'K', 'L', '=', '+', ':', '(', ')'},
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{'Z', 'X', 'C', 'V', 'B', 'N', 'M', ' ', '@', '"', '#', '/', '\'', 13}};
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// Checks if game state is winner.
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// Checks if game state is winner.
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// @param state GameState to check.
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// @param state GameState to check.
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// @returns true if game state is a winner.
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// @returns true if game state is a winner.
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@ -365,6 +371,27 @@ static void rps_render_error(Canvas* canvas, void* ctx);
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// @param ctx pointer to a GameContext.
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// @param ctx pointer to a GameContext.
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static void rps_render_main_menu(Canvas* canvas, void* ctx);
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static void rps_render_main_menu(Canvas* canvas, void* ctx);
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// Render UI when we are choosing a social identity to share.
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// @param canvas rendering surface of the Flipper Zero.
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// @param ctx pointer to a GameContext.
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static void rps_render_choose_social(Canvas* canvas, void* ctx);
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// Return the character at the current keyboard cursor position.
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// @param game_context pointer to a GameContext.
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// @param long_press true if the key was held down for a long time.
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static char get_char(GameContext* game_context, bool long_press);
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// Render an arrow, for enter and backspace.
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// @param canvas rendering surface of the Flipper Zero.
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// @param x x coordinate of the arrow.
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// @param y y coordinate of the arrow.
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// @param tail true for enter, false for backspace.
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static void draw_arrow(Canvas* canvas, int x, int y, bool tail);
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// Render UI when we are inputting text.
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// @param canvas rendering surface of the Flipper Zero.
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// @param ctx pointer to a GameContext.
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static void rps_render_input_text(Canvas* canvas, void* ctx);
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// We register this callback to get invoked whenever we need to render the screen.
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// We register this callback to get invoked whenever we need to render the screen.
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// We render the UI on this callback thread.
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// We render the UI on this callback thread.
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// @param canvas rendering surface of the Flipper Zero.
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// @param canvas rendering surface of the Flipper Zero.
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