Updates for new SDK (#26)
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@@ -5,13 +5,15 @@
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#include "Snake.h"
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#include <inttypes.h>
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#include <tt_hal.h>
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#include <tt_lvgl_toolbar.h>
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#include <tt_app_alertdialog.h>
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#include <tt_app_selectiondialog.h>
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#include <tt_preferences.h>
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#include <TactilityCpp/LvglLock.h>
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#include <tactility/lvgl_module.h>
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constexpr auto* TAG = "Snake";
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// Preferences keys for high scores (one per difficulty)
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@@ -40,8 +42,8 @@ static constexpr int32_t SELECTION_HELL = 4;
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// Hell uses same size as Hard but with wall collision enabled
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static const uint16_t difficultySizes[DIFFICULTY_COUNT] = { SNAKE_CELL_LARGE, SNAKE_CELL_MEDIUM, SNAKE_CELL_SMALL, SNAKE_CELL_SMALL };
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static int getToolbarHeight(UiScale uiScale) {
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if (uiScale == UiScale::UiScaleSmallest) {
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static int getToolbarHeight(UiDensity density) {
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if (density == LVGL_UI_DENSITY_COMPACT) {
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return 22;
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} else {
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return 40;
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@@ -201,10 +203,10 @@ void Snake::createGame(lv_obj_t* parent, uint16_t cell_size, bool wallCollision,
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lv_obj_set_style_bg_opa(newGameWrapper, 0, LV_STATE_DEFAULT);
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// Create new game button
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auto ui_scale = tt_hal_configuration_get_ui_scale();
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auto toolbar_height = getToolbarHeight(ui_scale);
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auto ui_density = lvgl_get_ui_density();
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auto toolbar_height = getToolbarHeight(ui_density);
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lv_obj_t* newGameBtn = lv_btn_create(newGameWrapper);
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if (ui_scale == UiScale::UiScaleSmallest) {
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if (ui_density == LVGL_UI_DENSITY_COMPACT) {
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lv_obj_set_size(newGameBtn, toolbar_height - 8, toolbar_height - 8);
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} else {
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lv_obj_set_size(newGameBtn, toolbar_height - 6, toolbar_height - 6);
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