Merge branch 'main' of https://github.com/jamisonderek/flipper-zero-tutorials into main
This commit is contained in:
commit
bc1e3e541a
2
.gitignore
vendored
2
.gitignore
vendored
@ -50,3 +50,5 @@ modules.order
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Module.symvers
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Mkfile.old
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dkms.conf
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.vscode/
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@ -20,12 +20,14 @@ If you have not already installed Git and VS Code, you will need to do so. The f
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Clone the Flipper Zero firmware from GitHub. The following command will clone the firmware into a folder named official-firmware. (The below commands may wrap on your screen. You can copy and paste the entire command; there should only be two lines.)
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Open a command window (in windows, press the Windows key+R, type: cmd, then press enter)
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```console
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md <your working directory>
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cd <your working directory>
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git clone --recursive https://github.com/flipperdevices/flipperzero-firmware.git official-firmware
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```
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Replace _<your working directory>_ with the directory where you want to clone the firmware.
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Replace _<your working directory>_ with the directory where you want to clone the firmware (like \flipper).
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## Step 3. Run FBT to build the firmware and configure VS Code.
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40
plugins/minimal_viewport/README.md
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40
plugins/minimal_viewport/README.md
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@ -0,0 +1,40 @@
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# BASIC DEMO
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## Introduction
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This is a minimal Hello World application for the Flipper Zero using the Viewport. The goal of this project is to use it as a starting point for other applications.
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## Installation Directions
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This project is intended to be overlayed on top of an existing firmware repo.
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- Clone, Build & Deploy an existing flipper zero firmware repo. See this [tutorial](/firmware/updating/README.md) for updating firmware.
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- Copy the "minimal_viewport" [folder](..) to the \applications\plugins\minimal_viewport folder in your firmware.
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- Build & deploy the firmware. See this [tutorial](/firmware/updating/README.md) for updating firmware.
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- NOTE: You can also extract the basic_demo.FAP from resources.tar file and use qFlipper to copy the file to the SD Card/apps/Misc folder.
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## Running the updated firmware
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These directions assume you are starting at the flipper desktop. If not, please press the back button until you are at the desktop.
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- Press the OK button on the flipper to pull up the main menu.
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- Choose "Applications" from the menu.
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- Choose "Misc" from the sub-menu.
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- Choose "Minimal Viewport Demo"
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- The flipper should say "Hello World!"
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- Press the BACK button to exit.
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## How it works
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- application.fam
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- specifies the name of our application.
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- specifies the entry point for our application.
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- specifies we use the GUI.
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- specifies our icon is the minimal_viewport.png file.
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- specifies our application can be found in the "Misc" category.
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- minimal_viewport.png
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- The icon for our application.
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- minimal_viewport_app.c
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- We #include the libraries we referece.
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10
plugins/minimal_viewport/application.fam
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10
plugins/minimal_viewport/application.fam
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@ -0,0 +1,10 @@
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App(
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appid="Minimal_Viewport_Demo",
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name="Minimal Viewport Demo",
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apptype=FlipperAppType.EXTERNAL,
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entry_point="minimal_viewport_demo_app",
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requires=["gui"],
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stack_size=2 * 1024,
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fap_icon="minimal_viewport.png",
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fap_category="Misc",
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)
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plugins/minimal_viewport/minimal_viewport.png
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BIN
plugins/minimal_viewport/minimal_viewport.png
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Binary file not shown.
After Width: | Height: | Size: 1.8 KiB |
43
plugins/minimal_viewport/minimal_viewport_app.c
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43
plugins/minimal_viewport/minimal_viewport_app.c
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@ -0,0 +1,43 @@
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#include <furi.h>
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#include <gui/gui.h>
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typedef struct {
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int type;
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InputEvent input;
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} AppEvent;
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static void input_callback(InputEvent* input_event, void* ctx) {
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FuriMessageQueue* queue = ctx;
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AppEvent event = {
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.type = input_event->type,
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.input = *input_event,
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};
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furi_message_queue_put(queue, &event, FuriWaitForever);
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}
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static void render_callback(Canvas* canvas, void* ctx) {
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UNUSED(ctx);
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canvas_set_font(canvas, FontPrimary);
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canvas_draw_str_aligned(canvas, 15, 30, AlignLeft, AlignTop, "HELLO WORLD!");
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}
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//static ViewPort* view_port = view_port_alloc();
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int32_t minimal_viewport_demo_app(void* p) {
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UNUSED(p);
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FuriMessageQueue* queue = furi_message_queue_alloc(8, sizeof(AppEvent));
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ViewPort* view_port = view_port_alloc();
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view_port_input_callback_set(view_port, input_callback, queue);
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view_port_draw_callback_set(view_port, render_callback, NULL);
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Gui* gui = furi_record_open(RECORD_GUI);
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gui_add_view_port(gui, view_port, GuiLayerFullscreen);
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bool processing = true;
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AppEvent event;
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do {
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if(furi_message_queue_get(queue, &event, FuriWaitForever) == FuriStatusOk) {
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if(event.input.type == InputTypeShort && event.input.key == InputKeyBack) {
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processing = false;
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}
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}
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} while(processing);
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view_port_enabled_set(view_port, false);
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gui_remove_view_port(gui, view_port);
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view_port_free(view_port);
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furi_record_close(RECORD_GUI);
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return 0;
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}
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@ -12,8 +12,9 @@ Watch on [YouTube](https://youtu.be/eGOv6Gbar7I).
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- Download the latest FAP file matching your firmware version. Copy the downloaded FAP file to the SD Card/apps/Games folder (using qFlipper or by ejecting the SD Card and inserting it into your PC).
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- Official Firmware [Release 0.79.1](https://github.com/jamisonderek/flipper-zero-tutorials/raw/main/subghz/plugins/rock_paper_scissors/prebuilt/v1.0/official-firmware/release-0.79.1/Rock_Paper_Scissors.fap)
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- Official Firmware [Release 0.80.1](https://github.com/jamisonderek/flipper-zero-tutorials/raw/main/subghz/plugins/rock_paper_scissors/prebuilt/v1.0/official-firmware/release-0.80.1/Rock_Paper_Scissors.fap)
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- Official Firmware [RC 0.80.0](https://github.com/jamisonderek/flipper-zero-tutorials/raw/main/subghz/plugins/rock_paper_scissors/prebuilt/v1.0/official-firmware/rc-0.80.0/Rock_Paper_Scissors.fap)
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- Official Firmware [Release 0.79.1](https://github.com/jamisonderek/flipper-zero-tutorials/raw/main/subghz/plugins/rock_paper_scissors/prebuilt/v1.0/official-firmware/release-0.79.1/Rock_Paper_Scissors.fap)
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- [Archived releases](./prebuilt/v1.0/official-firmware) _(games may not have latest fixes & features)_
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- If you have a different firmware, see the [installation directions](#installation-directions) below.
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Binary file not shown.
@ -268,12 +268,41 @@ static void rps_receive_data(GameContext* game_context, uint32_t tick) {
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break;
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}
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case GameRfPurposePlayAgain: {
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// IMPORTANT: The code processing the event needs to furi_string_free the senderName!
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FuriString* name = furi_string_alloc();
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furi_string_set(name, sender_name);
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GameEvent event = {
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.type = GameEventRemotePlayAgain, .sender_name = name, .game_number = game_number};
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furi_message_queue_put(game_context->queue, &event, FuriWaitForever);
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break;
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}
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case GameRfPurposeQuit: {
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// IMPORTANT: The code processing the event needs to furi_string_free the senderName!
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FuriString* name = furi_string_alloc();
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furi_string_set(name, sender_name);
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GameEvent event = {
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.type = GameEventRemoteQuit, .sender_name = name, .game_number = game_number};
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furi_message_queue_put(game_context->queue, &event, FuriWaitForever);
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break;
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}
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case GameRfPurposeJoin:
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if(index >= len) {
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FURI_LOG_W(TAG, "Failed to parse join message. >%s<", message);
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return;
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} else {
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sender_contact = (char*)message + index;
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while(index < len) {
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if(message[index] == '\n' || message[index] == '\r') {
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message[index] = 0;
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break;
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}
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index++;
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}
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FURI_LOG_T(TAG, "Join had contact of >%s<", sender_contact);
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// IMPORTANT: The code processing the event needs to furi_string_free the senderName!
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@ -297,6 +326,13 @@ static void rps_receive_data(GameContext* game_context, uint32_t tick) {
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return;
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} else {
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sender_contact = (char*)message + index;
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while(index < len) {
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if(message[index] == '\n' || message[index] == '\r') {
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message[index] = 0;
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break;
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}
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index++;
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}
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FURI_LOG_T(TAG, "Join acknowledge for game %d.", game_number);
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FURI_LOG_T(TAG, "Join ack had contact of >%s<", sender_contact);
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@ -1015,6 +1051,38 @@ static void rps_broadcast_not_beacon(GameContext* game_context) {
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rps_broadcast(game_context, data->buffer);
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}
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static void rps_broadcast_play_again(GameContext* game_context) {
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GameData* data = game_context->data;
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FURI_LOG_I(TAG, "Sending play again");
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// The message for game 42 should look like... "YourFlip: RPS:PA042\r\n"
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furi_string_printf(
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data->buffer,
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"%s: %s:%c%c%03u\r\n",
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furi_hal_version_get_name_ptr(),
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RPS_GAME_NAME,
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GameRfPurposePlayAgain,
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MAJOR_VERSION,
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data->game_number);
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rps_broadcast(game_context, data->buffer);
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}
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static void rps_broadcast_quit(GameContext* game_context) {
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GameData* data = game_context->data;
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FURI_LOG_I(TAG, "Sending quit");
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// The message for game 42 should look like... "YourFlip: RPS:QA042\r\n"
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furi_string_printf(
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data->buffer,
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"%s: %s:%c%c%03u\r\n",
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furi_hal_version_get_name_ptr(),
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RPS_GAME_NAME,
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GameRfPurposeQuit,
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MAJOR_VERSION,
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data->game_number);
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rps_broadcast(game_context, data->buffer);
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}
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// Send message that indicates Flipper is joining a specific game.
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// We broadcast - "YourFlip: " + "RPS:" + join"J" + version"A" + game"###" + "NYourNameHere" + "\r\n"
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// @param game_context pointer to a GameContext.
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@ -2240,17 +2308,19 @@ int32_t rock_paper_scissors_app(void* p) {
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event.input.type == InputTypeShort) {
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switch(event.input.key) {
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case InputKeyLeft:
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game_context->data->keyboard_col = 0; // YES
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game_context->data->keyboard_col = 0; // YES - Play again
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break;
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case InputKeyRight:
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game_context->data->keyboard_col = 1; // NO
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game_context->data->keyboard_col = 1; // NO - Back to main menu
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break;
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case InputKeyOk:
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if(game_context->data->keyboard_col == 1) {
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rps_broadcast_quit(game_context);
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game_context->data->local_player = StateMainMenuHost;
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game_context->data->remote_player = StateUnknown;
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game_context->data->screen_state = ScreenMainMenu;
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} else {
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rps_broadcast_play_again(game_context);
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game_context->data->remote_player = StateReady;
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game_context->data->remote_move_tick = furi_get_tick();
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game_context->data->local_player = StateReady;
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@ -2335,6 +2405,18 @@ int32_t rock_paper_scissors_app(void* p) {
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FURI_LOG_I(TAG, "Remote not beacon detected. game number %03u", event.game_number);
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remote_games_remove(game_context, &event);
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break;
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case GameEventRemotePlayAgain:
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game_context->data->remote_player = StateReady;
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game_context->data->remote_move_tick = furi_get_tick();
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game_context->data->local_player = StateReady;
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game_context->data->local_move_tick = furi_get_tick();
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game_context->data->screen_state = ScreenPlayingGame;
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break;
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case GameEventRemoteQuit:
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game_context->data->local_player = StateMainMenuHost;
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game_context->data->remote_player = StateUnknown;
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game_context->data->screen_state = ScreenMainMenu;
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break;
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case GameEventRemoteJoined:
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if(furi_mutex_acquire(game_context->mutex, FuriWaitForever) == FuriStatusOk) {
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if(event.game_number == game_context->data->game_number) {
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@ -170,6 +170,8 @@ typedef enum {
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GameRfPurposeJoin = 'J', // Join a game.
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GameRfPurposeJoinAcknowledge = 'A', // Acknowledge a join request.
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GameRfPurposeMove = 'M', // Player move.
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GameRfPurposePlayAgain = 'P', // Play another game.
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GameRfPurposeQuit = 'Q', // Quit, don't play another game.
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} GameRfPurpose;
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// Messages in our event queue are one of the following types.
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@ -182,6 +184,8 @@ typedef enum {
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GameEventRemoteJoined,
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GameEventRemoteJoinAcknowledged,
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GameEventLocalMove,
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GameEventRemotePlayAgain,
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GameEventRemoteQuit,
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GameEventRemoteMove,
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GameEventSendMove,
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GameEventPlaySong,
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Loading…
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Block a user