Mystify Demo, TwoEleven updates & Snake (#21)
* **New Features** * Added Mystify screensaver demo with animated polygons and trails * Added Snake game with multiple difficulties, high-score persistence, and multi-input (touch/keyboard) support * Added CLI tool for building, packaging, and deploying apps (end-to-end build/install/run workflow) * Per-grid-size high-score persistence added to 2048 app; expanded keyboard controls (WASD and device-specific mappings) * **Documentation** * Added Snake README with gameplay, controls, and usage instructions
This commit is contained in:
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cmake_minimum_required(VERSION 3.20)
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include($ENV{IDF_PATH}/tools/cmake/project.cmake)
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if (DEFINED ENV{TACTILITY_SDK_PATH})
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set(TACTILITY_SDK_PATH $ENV{TACTILITY_SDK_PATH})
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else()
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set(TACTILITY_SDK_PATH "../../release/TactilitySDK")
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message(WARNING "⚠️ TACTILITY_SDK_PATH environment variable is not set, defaulting to ${TACTILITY_SDK_PATH}")
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endif()
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include("${TACTILITY_SDK_PATH}/TactilitySDK.cmake")
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set(EXTRA_COMPONENT_DIRS ${TACTILITY_SDK_PATH})
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project(Snake)
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tactility_project(Snake)
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@@ -0,0 +1,65 @@
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# Snake
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The classic Snake game for Tactility.
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## Overview
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Snake is a faithful implementation of the classic arcade game where you control a snake that grows longer as it eats food. Navigate carefully to avoid hitting walls or your own tail!
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## Features
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- **Four Difficulty Levels**: Easy, Medium, Hard, and Hell - with wall collision toggle for the ultimate challenge.
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- **Multiple Input Methods**: Touch gestures and keyboard support.
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- **Visual Feedback**: Color-coded snake head and body with smooth movement.
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- **Score Tracking**: Real-time score display with game over detection.
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- **High Score Persistence**: Saves best scores for each difficulty level.
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- **Progressive Speed**: Game speeds up as your snake grows longer.
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- **Responsive UI**: Automatically adapts grid size to available screen space.
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- **Non-Square Grids**: Takes advantage of the full display area.
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## Screenshots
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Screenshots taken directly from my Lilygo T-Deck Plus.
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Tested on Lilygo T-Deck Plus and M5Stack Cardputer.
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## Requirements
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- Tactility
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- Touchscreen or keyboard
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## Usage
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1. Launch the Snake app.
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2. Optionally select "How to Play" to learn the controls.
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3. Select your preferred difficulty (Easy, Medium, Hard, or Hell).
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4. Control the snake to eat food and grow longer.
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5. Avoid hitting yourself (and walls in Hell mode)!
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6. Game ends when you collide - try to get the highest score!
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## Controls
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- **Touchscreen**: Swipe up, down, left, or right to change direction.
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- **Keyboard (Arrow Keys)**: Use arrow keys (Up, Down, Left, Right) for movement.
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- **Keyboard (WASD)**: Use W, A, S, D keys for movement.
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- **Keyboard (Cardputer)**: Use semicolon (;), comma (,), period (.), slash (/) for up, left, down, right.
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## Game Rules
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- Snake starts in the center moving right.
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- Eat food (red dot) to grow longer and increase score.
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- Each food eaten adds one segment to your snake.
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- Cannot reverse direction (no 180-degree turns).
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- In Easy/Medium/Hard: Snake wraps around screen edges.
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- In Hell mode: Hitting walls = instant death!
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- Fill the entire grid to win (if you're that good)!
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## Difficulty Levels
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- **Easy**: Large cells (16px) - fewer cells, slower pace, wrap-around walls.
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- **Medium**: Medium cells (12px) - balanced challenge, wrap-around walls.
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- **Hard**: Small cells (8px) - many cells, requires quick reflexes, wrap-around walls.
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- **Hell**: Small cells (8px) + wall collision - hitting walls means game over!
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@@ -0,0 +1,11 @@
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file(GLOB_RECURSE SOURCE_FILES
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Source/*.c*
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)
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idf_component_register(
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SRCS ${SOURCE_FILES}
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# Library headers must be included directly,
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# because all regular dependencies get stripped by elf_loader's cmake script
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INCLUDE_DIRS ../../../Libraries/TactilityCpp/Include
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REQUIRES TactilitySDK
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)
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@@ -0,0 +1,316 @@
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/**
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* @file Snake.cpp
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* @brief Snake game app implementation for Tactility
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*/
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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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constexpr auto* TAG = "Snake";
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// Preferences keys for high scores (one per difficulty)
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static constexpr const char* PREF_NAMESPACE = "Snake";
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static constexpr const char* PREF_HIGH_EASY = "high_easy";
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static constexpr const char* PREF_HIGH_MED = "high_med";
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static constexpr const char* PREF_HIGH_HARD = "high_hard";
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static constexpr const char* PREF_HIGH_HELL = "high_hell";
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// High scores for each difficulty (loaded from preferences)
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static int32_t highScoreEasy = 0;
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static int32_t highScoreMedium = 0;
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static int32_t highScoreHard = 0;
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static int32_t highScoreHell = 0;
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static constexpr size_t DIFFICULTY_COUNT = 4;
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// Selection dialog indices (0 = How to Play, 1-4 = difficulties)
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static constexpr int32_t SELECTION_HOW_TO_PLAY = 0;
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static constexpr int32_t SELECTION_EASY = 1;
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static constexpr int32_t SELECTION_MEDIUM = 2;
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static constexpr int32_t SELECTION_HARD = 3;
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static constexpr int32_t SELECTION_HELL = 4;
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// Difficulty options (cell sizes - larger = easier)
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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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return 22;
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} else {
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return 40;
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}
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}
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static void loadHighScores() {
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PreferencesHandle prefs = tt_preferences_alloc(PREF_NAMESPACE);
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if (prefs) {
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tt_preferences_opt_int32(prefs, PREF_HIGH_EASY, &highScoreEasy);
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tt_preferences_opt_int32(prefs, PREF_HIGH_MED, &highScoreMedium);
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tt_preferences_opt_int32(prefs, PREF_HIGH_HARD, &highScoreHard);
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tt_preferences_opt_int32(prefs, PREF_HIGH_HELL, &highScoreHell);
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tt_preferences_free(prefs);
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}
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}
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static void saveHighScore(int32_t difficulty, int32_t score) {
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PreferencesHandle prefs = tt_preferences_alloc(PREF_NAMESPACE);
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if (prefs) {
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switch (difficulty) {
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case SELECTION_EASY:
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highScoreEasy = score;
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tt_preferences_put_int32(prefs, PREF_HIGH_EASY, score);
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break;
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case SELECTION_MEDIUM:
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highScoreMedium = score;
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tt_preferences_put_int32(prefs, PREF_HIGH_MED, score);
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break;
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case SELECTION_HARD:
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highScoreHard = score;
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tt_preferences_put_int32(prefs, PREF_HIGH_HARD, score);
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break;
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case SELECTION_HELL:
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highScoreHell = score;
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tt_preferences_put_int32(prefs, PREF_HIGH_HELL, score);
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break;
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}
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tt_preferences_free(prefs);
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}
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}
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static int32_t getHighScore(int32_t difficulty) {
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switch (difficulty) {
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case SELECTION_EASY: return highScoreEasy;
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case SELECTION_MEDIUM: return highScoreMedium;
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case SELECTION_HARD: return highScoreHard;
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case SELECTION_HELL: return highScoreHell;
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default: return 0;
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}
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}
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void Snake::showHelpDialog() {
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const char* buttons[] = { "OK" };
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helpDialogId = tt_app_alertdialog_start(
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"How to Play",
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"Swipe or use arrow keys to change direction.\n"
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"Eat food to grow longer.\n"
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"Don't hit yourself!",
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buttons, 1);
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}
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void Snake::showSelectionDialog() {
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const char* items[] = { "How to Play", "Easy", "Medium", "Hard", "Hell" };
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selectionDialogId = tt_app_selectiondialog_start("Snake", 5, items);
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}
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void Snake::snakeEventCb(lv_event_t* e) {
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Snake* self = (Snake*)lv_event_get_user_data(e);
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lv_obj_t* target = lv_event_get_target_obj(e);
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lv_event_code_t code = lv_event_get_code(e);
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if (code == LV_EVENT_VALUE_CHANGED) {
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if (snake_get_game_over(target)) {
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int32_t score = snake_get_score(target);
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int32_t length = snake_get_length(target);
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int32_t prevHighScore = getHighScore(self->currentDifficulty);
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bool isNewHighScore = score > prevHighScore;
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// Save high score if it's a new record
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if (isNewHighScore) {
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saveHighScore(self->currentDifficulty, score);
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}
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const char* alertDialogLabels[] = { "OK" };
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char message[120];
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if (isNewHighScore && score > 0) {
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snprintf(message, sizeof(message), "NEW HIGH SCORE!\n\nSCORE: %" PRId32 "\nLENGTH: %" PRId32,
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score, length);
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} else {
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snprintf(message, sizeof(message), "GAME OVER!\n\nSCORE: %" PRId32 "\nLENGTH: %" PRId32 "\nBEST: %" PRId32,
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score, length, getHighScore(self->currentDifficulty));
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}
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self->gameOverDialogId = tt_app_alertdialog_start(
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isNewHighScore && score > 0 ? "NEW HIGH SCORE!" : "GAME OVER!",
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message, alertDialogLabels, 1);
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} else {
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// Update score display
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lv_label_set_text_fmt(self->scoreLabel, "SCORE: %u", snake_get_score(self->gameObject));
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}
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}
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}
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void Snake::newGameBtnEvent(lv_event_t* e) {
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Snake* self = (Snake*)lv_event_get_user_data(e);
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if (self == nullptr) {
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return;
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}
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snake_set_new_game(self->gameObject);
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// Update score label
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if (self->scoreLabel) {
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lv_label_set_text_fmt(self->scoreLabel, "SCORE: %u", snake_get_score(self->gameObject));
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}
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}
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void Snake::createGame(lv_obj_t* parent, uint16_t cell_size, bool wallCollision, lv_obj_t* tb) {
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lv_obj_remove_flag(parent, LV_OBJ_FLAG_SCROLLABLE);
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lv_obj_set_flex_flow(parent, LV_FLEX_FLOW_COLUMN);
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// Create game widget
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gameObject = snake_create(parent, cell_size, wallCollision);
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if (!gameObject) {
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return;
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}
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lv_obj_set_size(gameObject, LV_PCT(100), LV_PCT(100));
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lv_obj_set_flex_grow(gameObject, 1);
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// Create score wrapper in toolbar
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scoreWrapper = lv_obj_create(tb);
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lv_obj_set_size(scoreWrapper, LV_SIZE_CONTENT, LV_PCT(100));
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lv_obj_set_style_pad_top(scoreWrapper, 4, LV_STATE_DEFAULT);
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lv_obj_set_style_pad_bottom(scoreWrapper, 0, LV_STATE_DEFAULT);
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lv_obj_set_style_pad_left(scoreWrapper, 0, LV_STATE_DEFAULT);
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lv_obj_set_style_pad_right(scoreWrapper, 10, LV_STATE_DEFAULT);
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lv_obj_set_style_pad_row(scoreWrapper, 0, LV_STATE_DEFAULT);
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lv_obj_set_style_pad_column(scoreWrapper, 0, LV_STATE_DEFAULT);
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lv_obj_set_style_border_width(scoreWrapper, 0, LV_STATE_DEFAULT);
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lv_obj_set_style_bg_opa(scoreWrapper, 0, LV_STATE_DEFAULT);
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lv_obj_remove_flag(scoreWrapper, LV_OBJ_FLAG_SCROLLABLE);
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// Create score label
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scoreLabel = lv_label_create(scoreWrapper);
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lv_label_set_text_fmt(scoreLabel, "SCORE: %u", snake_get_score(gameObject));
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lv_obj_set_style_text_align(scoreLabel, LV_TEXT_ALIGN_LEFT, LV_STATE_DEFAULT);
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lv_obj_align(scoreLabel, LV_ALIGN_CENTER, 0, 0);
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lv_obj_set_size(scoreLabel, LV_SIZE_CONTENT, LV_SIZE_CONTENT);
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lv_obj_set_style_text_font(scoreLabel, lv_font_get_default(), 0);
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lv_obj_set_style_text_color(scoreLabel, lv_palette_main(LV_PALETTE_GREEN), LV_PART_MAIN);
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lv_obj_add_event_cb(gameObject, snakeEventCb, LV_EVENT_VALUE_CHANGED, this);
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// Create new game button wrapper
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newGameWrapper = lv_obj_create(tb);
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lv_obj_set_width(newGameWrapper, LV_SIZE_CONTENT);
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lv_obj_set_flex_flow(newGameWrapper, LV_FLEX_FLOW_ROW);
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lv_obj_set_style_pad_all(newGameWrapper, 2, LV_STATE_DEFAULT);
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lv_obj_set_style_border_width(newGameWrapper, 0, LV_STATE_DEFAULT);
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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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lv_obj_t* newGameBtn = lv_btn_create(newGameWrapper);
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if (ui_scale == UiScale::UiScaleSmallest) {
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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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}
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lv_obj_set_style_pad_all(newGameBtn, 0, LV_STATE_DEFAULT);
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lv_obj_align(newGameBtn, LV_ALIGN_CENTER, 0, 0);
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lv_obj_add_event_cb(newGameBtn, newGameBtnEvent, LV_EVENT_CLICKED, this);
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lv_obj_t* btnIcon = lv_image_create(newGameBtn);
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lv_image_set_src(btnIcon, LV_SYMBOL_REFRESH);
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lv_obj_align(btnIcon, LV_ALIGN_CENTER, 0, 0);
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}
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void Snake::onHide(AppHandle appHandle) {
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scoreLabel = nullptr;
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scoreWrapper = nullptr;
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toolbar = nullptr;
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mainWrapper = nullptr;
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newGameWrapper = nullptr;
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gameObject = nullptr;
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}
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void Snake::onShow(AppHandle appHandle, lv_obj_t* parent) {
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// Check if we should exit (user closed selection dialog)
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if (shouldExit) {
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shouldExit = false;
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tt_app_stop();
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return;
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}
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lv_obj_remove_flag(parent, LV_OBJ_FLAG_SCROLLABLE);
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lv_obj_set_flex_flow(parent, LV_FLEX_FLOW_COLUMN);
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// Create toolbar
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toolbar = tt_lvgl_toolbar_create_for_app(parent, appHandle);
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lv_obj_align(toolbar, LV_ALIGN_TOP_MID, 0, 0);
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// Create main wrapper
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mainWrapper = lv_obj_create(parent);
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lv_obj_set_width(mainWrapper, LV_PCT(100));
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lv_obj_set_flex_grow(mainWrapper, 1);
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lv_obj_set_style_pad_all(mainWrapper, 2, LV_PART_MAIN);
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lv_obj_set_style_pad_row(mainWrapper, 2, LV_PART_MAIN);
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lv_obj_set_style_pad_column(mainWrapper, 2, LV_PART_MAIN);
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lv_obj_set_style_border_width(mainWrapper, 0, LV_PART_MAIN);
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lv_obj_remove_flag(mainWrapper, LV_OBJ_FLAG_SCROLLABLE);
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// Load high scores on first show
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if (!highScoresLoaded) {
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loadHighScores();
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highScoresLoaded = true;
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}
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// Check if we need to show the help dialog
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if (showHelpOnShow) {
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showHelpOnShow = false;
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showHelpDialog();
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// Check if we have a pending difficulty selection from onResult
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} else if (pendingSelection >= SELECTION_EASY && pendingSelection <= SELECTION_HELL) {
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// Force layout update before creating game so dimensions are computed
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lv_obj_update_layout(parent);
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// Track which difficulty we're playing for high score saving
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currentDifficulty = pendingSelection;
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// Start game with selected difficulty (convert selection index to difficulty index)
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int32_t difficultyIndex = pendingSelection - SELECTION_EASY;
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// Hell mode enables wall collision (hitting walls = game over)
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bool wallCollision = (pendingSelection == SELECTION_HELL);
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createGame(mainWrapper, difficultySizes[difficultyIndex], wallCollision, toolbar);
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pendingSelection = -1;
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} else {
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// Show selection dialog
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showSelectionDialog();
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}
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}
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void Snake::onResult(AppHandle appHandle, void* _Nullable data, AppLaunchId launchId, AppResult result, BundleHandle resultData) {
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// Don't manipulate LVGL objects here - they may be invalid
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// Just store state for onShow to handle
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if (launchId == selectionDialogId && selectionDialogId != 0) {
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selectionDialogId = 0;
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int32_t selection = -1;
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if (resultData != nullptr) {
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selection = tt_app_selectiondialog_get_result_index(resultData);
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}
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if (selection == SELECTION_HOW_TO_PLAY) {
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// Mark to show help dialog in onShow
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showHelpOnShow = true;
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} else if (selection >= SELECTION_EASY && selection <= SELECTION_HELL) {
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// Store selection for onShow to handle
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pendingSelection = selection;
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} else {
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// User closed dialog without selecting - mark for exit
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shouldExit = true;
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}
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} else if (launchId == helpDialogId && helpDialogId != 0) {
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helpDialogId = 0;
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// Return to selection dialog
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pendingSelection = -1;
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} else if (launchId == gameOverDialogId && gameOverDialogId != 0) {
|
||||
gameOverDialogId = 0;
|
||||
// Mark to show selection dialog in onShow
|
||||
pendingSelection = -1;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,49 @@
|
||||
/**
|
||||
* @file Snake.h
|
||||
* @brief Snake game app class for Tactility
|
||||
*/
|
||||
#pragma once
|
||||
|
||||
#include <tt_app.h>
|
||||
#include <lvgl.h>
|
||||
#include <TactilityCpp/App.h>
|
||||
|
||||
#include "SnakeUi.h"
|
||||
#include "SnakeLogic.h"
|
||||
#include "SnakeHelpers.h"
|
||||
|
||||
class Snake final : public App {
|
||||
|
||||
private:
|
||||
// UI element pointers (invalidated on hide, recreated on show)
|
||||
lv_obj_t* scoreLabel = nullptr;
|
||||
lv_obj_t* scoreWrapper = nullptr;
|
||||
lv_obj_t* toolbar = nullptr;
|
||||
lv_obj_t* mainWrapper = nullptr;
|
||||
lv_obj_t* newGameWrapper = nullptr;
|
||||
lv_obj_t* gameObject = nullptr;
|
||||
|
||||
// State tracking (persists across hide/show cycles)
|
||||
int32_t pendingSelection = -1; // -1 = show selection, 1-3 = start game with difficulty
|
||||
bool shouldExit = false;
|
||||
bool showHelpOnShow = false; // Show help dialog when onShow is called
|
||||
bool highScoresLoaded = false;
|
||||
int32_t currentDifficulty = -1; // Track which difficulty is being played
|
||||
|
||||
// Dialog launch IDs for tracking which dialog returned (only accessible to member functions)
|
||||
AppLaunchId selectionDialogId = 0;
|
||||
AppLaunchId gameOverDialogId = 0;
|
||||
AppLaunchId helpDialogId = 0;
|
||||
|
||||
static void snakeEventCb(lv_event_t* e);
|
||||
static void newGameBtnEvent(lv_event_t* e);
|
||||
void createGame(lv_obj_t* parent, uint16_t cell_size, bool wallCollision, lv_obj_t* tb);
|
||||
void showSelectionDialog();
|
||||
void showHelpDialog();
|
||||
|
||||
public:
|
||||
|
||||
void onShow(AppHandle context, lv_obj_t* parent) override;
|
||||
void onHide(AppHandle context) override;
|
||||
void onResult(AppHandle appHandle, void* _Nullable data, AppLaunchId launchId, AppResult result, BundleHandle resultData) override;
|
||||
};
|
||||
@@ -0,0 +1,109 @@
|
||||
/**
|
||||
* @file SnakeHelpers.h
|
||||
* @brief Data structures and constants for the Snake game
|
||||
*/
|
||||
#ifndef SNAKE_HELPERS_H
|
||||
#define SNAKE_HELPERS_H
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
/*********************
|
||||
* INCLUDES
|
||||
*********************/
|
||||
#include "lvgl.h"
|
||||
#include <stdbool.h>
|
||||
#include <stdint.h>
|
||||
|
||||
/*********************
|
||||
* DEFINES
|
||||
*********************/
|
||||
|
||||
// Cell sizes in pixels (larger = easier, smaller = harder)
|
||||
#define SNAKE_CELL_LARGE 16 // Easy - bigger cells, fewer cells fit
|
||||
#define SNAKE_CELL_MEDIUM 12 // Medium
|
||||
#define SNAKE_CELL_SMALL 8 // Hard - smaller cells, more cells fit
|
||||
|
||||
// Game timing
|
||||
#define SNAKE_GAME_SPEED_MS 150 // Initial timer interval in milliseconds
|
||||
#define SNAKE_MIN_SPEED_MS 60 // Minimum (fastest) timer interval
|
||||
#define SNAKE_SPEED_DECREASE_MS 5 // Speed increase per food eaten (ms reduction)
|
||||
|
||||
// Visual settings
|
||||
#define SNAKE_INITIAL_LENGTH 3
|
||||
#define SNAKE_CELL_RADIUS 2
|
||||
|
||||
// Colors
|
||||
#define SNAKE_HEAD_COLOR lv_color_hex(0x4CAF50) // Green
|
||||
#define SNAKE_BODY_COLOR lv_color_hex(0x81C784) // Light green
|
||||
#define SNAKE_FOOD_COLOR lv_color_hex(0xF44336) // Red
|
||||
#define SNAKE_BG_COLOR lv_color_hex(0x212121) // Dark background
|
||||
#define SNAKE_GRID_COLOR lv_color_hex(0x424242) // Grid lines
|
||||
|
||||
/**********************
|
||||
* TYPEDEFS
|
||||
**********************/
|
||||
|
||||
/**
|
||||
* @brief Snake movement direction
|
||||
*/
|
||||
typedef enum {
|
||||
SNAKE_DIR_UP = 0,
|
||||
SNAKE_DIR_DOWN,
|
||||
SNAKE_DIR_LEFT,
|
||||
SNAKE_DIR_RIGHT
|
||||
} snake_direction_t;
|
||||
|
||||
/**
|
||||
* @brief Snake body segment (doubly-linked list node)
|
||||
*/
|
||||
typedef struct snake_segment {
|
||||
int16_t x; // Grid x position
|
||||
int16_t y; // Grid y position
|
||||
lv_obj_t* obj; // LVGL object for this segment
|
||||
struct snake_segment* prior; // Previous segment (towards tail)
|
||||
struct snake_segment* next; // Next segment (towards head)
|
||||
} snake_segment_t;
|
||||
|
||||
/**
|
||||
* @brief Complete game state
|
||||
*/
|
||||
typedef struct {
|
||||
// Snake data
|
||||
snake_segment_t* head; // Snake head (linked list)
|
||||
|
||||
// UI elements
|
||||
lv_obj_t* widget; // Parent widget (for events)
|
||||
lv_obj_t* container; // Main game container
|
||||
lv_obj_t* food; // Food object
|
||||
lv_timer_t* timer; // Game timer
|
||||
|
||||
// Game state
|
||||
snake_direction_t direction; // Current movement direction
|
||||
snake_direction_t next_direction;// Buffered direction (prevents 180° reversal)
|
||||
|
||||
// Grid settings (supports non-square)
|
||||
uint16_t grid_width; // Grid width in cells
|
||||
uint16_t grid_height; // Grid height in cells
|
||||
uint16_t cell_size; // Pixel size per cell
|
||||
|
||||
// Score tracking
|
||||
uint16_t score;
|
||||
uint16_t length;
|
||||
|
||||
// Food position
|
||||
int16_t food_x;
|
||||
int16_t food_y;
|
||||
|
||||
// State flags
|
||||
bool game_over;
|
||||
bool paused;
|
||||
bool wall_collision_enabled; // If true, hitting walls = game over
|
||||
} snake_game_t;
|
||||
|
||||
#ifdef __cplusplus
|
||||
} /*extern "C"*/
|
||||
#endif
|
||||
|
||||
#endif /*SNAKE_HELPERS_H*/
|
||||
@@ -0,0 +1,321 @@
|
||||
/**
|
||||
* @file SnakeLogic.c
|
||||
* @brief Pure game logic for the Snake game
|
||||
*/
|
||||
#include "SnakeLogic.h"
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
|
||||
/**
|
||||
* @brief Initialize the snake body as a linked list
|
||||
*/
|
||||
snake_segment_t* snake_init_body(uint16_t length, int16_t start_x, int16_t start_y) {
|
||||
if (length == 0) {
|
||||
return NULL;
|
||||
}
|
||||
|
||||
// Create head segment
|
||||
snake_segment_t* head = (snake_segment_t*)lv_malloc(sizeof(snake_segment_t));
|
||||
if (!head) {
|
||||
return NULL;
|
||||
}
|
||||
|
||||
head->x = start_x;
|
||||
head->y = start_y;
|
||||
head->obj = NULL;
|
||||
head->prior = NULL;
|
||||
head->next = NULL;
|
||||
|
||||
// Create remaining segments (body extends to the left of head)
|
||||
snake_segment_t* current = head;
|
||||
for (uint16_t i = 1; i < length; i++) {
|
||||
snake_segment_t* segment = (snake_segment_t*)lv_malloc(sizeof(snake_segment_t));
|
||||
if (!segment) {
|
||||
// Clean up already allocated segments
|
||||
snake_free_body(head);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
segment->x = start_x - i; // Body extends left from head
|
||||
segment->y = start_y;
|
||||
segment->obj = NULL;
|
||||
segment->prior = current;
|
||||
segment->next = NULL;
|
||||
|
||||
current->next = segment;
|
||||
current = segment;
|
||||
}
|
||||
|
||||
return head;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Free all memory used by the snake body
|
||||
*/
|
||||
void snake_free_body(snake_segment_t* head) {
|
||||
snake_segment_t* current = head;
|
||||
while (current != NULL) {
|
||||
snake_segment_t* next = current->next;
|
||||
// Note: LVGL objects must be deleted separately by the UI layer
|
||||
lv_free(current);
|
||||
current = next;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Add a new segment to the tail of the snake
|
||||
*/
|
||||
bool snake_grow(snake_segment_t* head) {
|
||||
if (!head) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Find the tail
|
||||
snake_segment_t* tail = head;
|
||||
while (tail->next != NULL) {
|
||||
tail = tail->next;
|
||||
}
|
||||
|
||||
// Create new segment at tail position (will be updated on next move)
|
||||
snake_segment_t* new_segment = (snake_segment_t*)lv_malloc(sizeof(snake_segment_t));
|
||||
if (!new_segment) {
|
||||
return false;
|
||||
}
|
||||
|
||||
new_segment->x = tail->x;
|
||||
new_segment->y = tail->y;
|
||||
new_segment->obj = NULL;
|
||||
new_segment->prior = tail;
|
||||
new_segment->next = NULL;
|
||||
|
||||
tail->next = new_segment;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Move the snake one step in the current direction
|
||||
*/
|
||||
bool snake_move(snake_game_t* game) {
|
||||
if (!game || !game->head || game->game_over) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Apply buffered direction
|
||||
game->direction = game->next_direction;
|
||||
|
||||
// Calculate new head position
|
||||
int16_t new_x = game->head->x;
|
||||
int16_t new_y = game->head->y;
|
||||
|
||||
switch (game->direction) {
|
||||
case SNAKE_DIR_UP:
|
||||
new_y--;
|
||||
break;
|
||||
case SNAKE_DIR_DOWN:
|
||||
new_y++;
|
||||
break;
|
||||
case SNAKE_DIR_LEFT:
|
||||
new_x--;
|
||||
break;
|
||||
case SNAKE_DIR_RIGHT:
|
||||
new_x++;
|
||||
break;
|
||||
}
|
||||
|
||||
// Handle wall collision or wrap-around
|
||||
if (game->wall_collision_enabled) {
|
||||
// Wall collision mode - hitting walls = game over
|
||||
if (new_x < 0 || new_x >= game->grid_width ||
|
||||
new_y < 0 || new_y >= game->grid_height) {
|
||||
game->game_over = true;
|
||||
return false;
|
||||
}
|
||||
} else {
|
||||
// Wrap around walls
|
||||
if (new_x < 0) new_x = game->grid_width - 1;
|
||||
else if (new_x >= game->grid_width) new_x = 0;
|
||||
if (new_y < 0) new_y = game->grid_height - 1;
|
||||
else if (new_y >= game->grid_height) new_y = 0;
|
||||
}
|
||||
|
||||
// Check for self collision BEFORE moving (so tail hasn't vacated yet)
|
||||
// Skip the tail segment since it will move out of the way
|
||||
snake_segment_t* segment = game->head->next;
|
||||
while (segment != NULL && segment->next != NULL) { // Stop before tail
|
||||
if (segment->x == new_x && segment->y == new_y) {
|
||||
game->game_over = true;
|
||||
return false;
|
||||
}
|
||||
segment = segment->next;
|
||||
}
|
||||
// Also check the tail - it will move, so new head CAN go there
|
||||
// (This is intentional - allows snake to "chase its tail")
|
||||
|
||||
// Move body segments (from tail to head, each takes position of previous)
|
||||
snake_segment_t* tail = game->head;
|
||||
while (tail->next != NULL) {
|
||||
tail = tail->next;
|
||||
}
|
||||
|
||||
// Move from tail towards head
|
||||
while (tail->prior != NULL) {
|
||||
tail->x = tail->prior->x;
|
||||
tail->y = tail->prior->y;
|
||||
tail = tail->prior;
|
||||
}
|
||||
|
||||
// Move head to new position
|
||||
game->head->x = new_x;
|
||||
game->head->y = new_y;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Set the snake's next direction (with 180° reversal prevention)
|
||||
*/
|
||||
bool snake_set_direction(snake_game_t* game, snake_direction_t dir) {
|
||||
if (!game) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Prevent 180° reversal - check against BUFFERED direction to handle rapid inputs
|
||||
snake_direction_t current = game->next_direction;
|
||||
|
||||
if ((current == SNAKE_DIR_UP && dir == SNAKE_DIR_DOWN) ||
|
||||
(current == SNAKE_DIR_DOWN && dir == SNAKE_DIR_UP) ||
|
||||
(current == SNAKE_DIR_LEFT && dir == SNAKE_DIR_RIGHT) ||
|
||||
(current == SNAKE_DIR_RIGHT && dir == SNAKE_DIR_LEFT)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
game->next_direction = dir;
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Check if a position is occupied by the snake body
|
||||
*/
|
||||
static bool is_position_on_snake(snake_segment_t* head, int16_t x, int16_t y) {
|
||||
snake_segment_t* current = head;
|
||||
while (current != NULL) {
|
||||
if (current->x == x && current->y == y) {
|
||||
return true;
|
||||
}
|
||||
current = current->next;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Spawn food at a random location not occupied by snake
|
||||
* @return true if food was placed, false if grid is full (win condition)
|
||||
*/
|
||||
bool snake_spawn_food(snake_game_t* game) {
|
||||
if (!game || game->grid_width == 0 || game->grid_height == 0) {
|
||||
return false;
|
||||
}
|
||||
|
||||
int16_t x, y;
|
||||
const int32_t grid_size = (int32_t)game->grid_width * game->grid_height;
|
||||
uint16_t snake_len = snake_count_segments(game->head);
|
||||
|
||||
// Use random sampling for sparse grids, deterministic search for dense grids
|
||||
if (snake_len < (grid_size * 3 / 4)) {
|
||||
// Random sampling - efficient for sparse grids
|
||||
int attempts = 0;
|
||||
do {
|
||||
x = rand() % game->grid_width;
|
||||
y = rand() % game->grid_height;
|
||||
attempts++;
|
||||
} while (is_position_on_snake(game->head, x, y) && attempts < grid_size);
|
||||
|
||||
if (!is_position_on_snake(game->head, x, y)) {
|
||||
game->food_x = x;
|
||||
game->food_y = y;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
// Deterministic search - guaranteed to find free cell if one exists
|
||||
int16_t start_y = rand() % game->grid_height;
|
||||
int16_t start_x = rand() % game->grid_width;
|
||||
for (int16_t i = 0; i < game->grid_height; i++) {
|
||||
int16_t gy = (start_y + i) % game->grid_height;
|
||||
for (int16_t j = 0; j < game->grid_width; j++) {
|
||||
int16_t gx = (start_x + j) % game->grid_width;
|
||||
if (!is_position_on_snake(game->head, gx, gy)) {
|
||||
game->food_x = gx;
|
||||
game->food_y = gy;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Grid is truly full - win condition
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Check if snake head collides with walls (unused - wrap-around enabled)
|
||||
*/
|
||||
bool snake_check_wall_collision(snake_game_t* game) {
|
||||
if (!game || !game->head) {
|
||||
return false;
|
||||
}
|
||||
|
||||
int16_t x = game->head->x;
|
||||
int16_t y = game->head->y;
|
||||
|
||||
return (x < 0 || x >= game->grid_width || y < 0 || y >= game->grid_height);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Check if snake head collides with its own body
|
||||
*/
|
||||
bool snake_check_self_collision(snake_game_t* game) {
|
||||
if (!game || !game->head) {
|
||||
return false;
|
||||
}
|
||||
|
||||
int16_t head_x = game->head->x;
|
||||
int16_t head_y = game->head->y;
|
||||
|
||||
// Check collision with body segments (skip head itself)
|
||||
snake_segment_t* current = game->head->next;
|
||||
while (current != NULL) {
|
||||
if (current->x == head_x && current->y == head_y) {
|
||||
return true;
|
||||
}
|
||||
current = current->next;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Check if snake head collides with food
|
||||
*/
|
||||
bool snake_check_food_collision(snake_game_t* game) {
|
||||
if (!game || !game->head) {
|
||||
return false;
|
||||
}
|
||||
|
||||
return (game->head->x == game->food_x && game->head->y == game->food_y);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Count the number of segments in the snake
|
||||
*/
|
||||
uint16_t snake_count_segments(snake_segment_t* head) {
|
||||
uint16_t length = 0;
|
||||
snake_segment_t* current = head;
|
||||
|
||||
while (current != NULL) {
|
||||
length++;
|
||||
current = current->next;
|
||||
}
|
||||
|
||||
return length;
|
||||
}
|
||||
@@ -0,0 +1,97 @@
|
||||
/**
|
||||
* @file SnakeLogic.h
|
||||
* @brief Pure game logic for the Snake game (no UI dependencies)
|
||||
*/
|
||||
#ifndef SNAKE_LOGIC_H
|
||||
#define SNAKE_LOGIC_H
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
/*********************
|
||||
* INCLUDES
|
||||
*********************/
|
||||
#include "SnakeHelpers.h"
|
||||
|
||||
/***********************
|
||||
* FUNCTION PROTOTYPES
|
||||
**********************/
|
||||
|
||||
/**
|
||||
* @brief Initialize the snake body as a linked list
|
||||
* @param length Initial length of the snake
|
||||
* @param start_x Starting x position (grid coordinate)
|
||||
* @param start_y Starting y position (grid coordinate)
|
||||
* @return Pointer to the head segment, or NULL on failure
|
||||
*/
|
||||
snake_segment_t* snake_init_body(uint16_t length, int16_t start_x, int16_t start_y);
|
||||
|
||||
/**
|
||||
* @brief Free all memory used by the snake body
|
||||
* @param head Pointer to the head segment
|
||||
*/
|
||||
void snake_free_body(snake_segment_t* head);
|
||||
|
||||
/**
|
||||
* @brief Add a new segment to the tail of the snake
|
||||
* @param head Pointer to the head segment
|
||||
* @return true on success, false on allocation failure
|
||||
*/
|
||||
bool snake_grow(snake_segment_t* head);
|
||||
|
||||
/**
|
||||
* @brief Move the snake one step in the current direction
|
||||
* @param game Game state containing snake and direction
|
||||
* @return true if move was successful, false if collision occurred
|
||||
*/
|
||||
bool snake_move(snake_game_t* game);
|
||||
|
||||
/**
|
||||
* @brief Set the snake's next direction (with 180° reversal prevention)
|
||||
* @param game Game state
|
||||
* @param dir New direction
|
||||
* @return true if direction was set, false if it would cause 180° reversal
|
||||
*/
|
||||
bool snake_set_direction(snake_game_t* game, snake_direction_t dir);
|
||||
|
||||
/**
|
||||
* @brief Spawn food at a random location not occupied by snake
|
||||
* @param game Game state
|
||||
* @return true if food was placed, false if grid is full (win condition)
|
||||
*/
|
||||
bool snake_spawn_food(snake_game_t* game);
|
||||
|
||||
/**
|
||||
* @brief Check if snake head collides with walls
|
||||
* @param game Game state
|
||||
* @return true if collision detected
|
||||
*/
|
||||
bool snake_check_wall_collision(snake_game_t* game);
|
||||
|
||||
/**
|
||||
* @brief Check if snake head collides with its own body
|
||||
* @param game Game state
|
||||
* @return true if collision detected
|
||||
*/
|
||||
bool snake_check_self_collision(snake_game_t* game);
|
||||
|
||||
/**
|
||||
* @brief Check if snake head collides with food
|
||||
* @param game Game state
|
||||
* @return true if collision detected
|
||||
*/
|
||||
bool snake_check_food_collision(snake_game_t* game);
|
||||
|
||||
/**
|
||||
* @brief Count the number of segments in the snake
|
||||
* @param head Pointer to the head segment
|
||||
* @return Number of segments
|
||||
*/
|
||||
uint16_t snake_count_segments(snake_segment_t* head);
|
||||
|
||||
#ifdef __cplusplus
|
||||
} /*extern "C"*/
|
||||
#endif
|
||||
|
||||
#endif /*SNAKE_LOGIC_H*/
|
||||
@@ -0,0 +1,499 @@
|
||||
/**
|
||||
* @file SnakeUi.c
|
||||
* @brief LVGL widget implementation for the Snake game
|
||||
*/
|
||||
#include "SnakeUi.h"
|
||||
#include "SnakeLogic.h"
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
#include <time.h>
|
||||
#include <tt_lvgl_keyboard.h>
|
||||
|
||||
// Forward declarations
|
||||
static void game_play_event(lv_event_t* e);
|
||||
static void snake_timer_cb(lv_timer_t* timer);
|
||||
static void delete_event(lv_event_t* e);
|
||||
static void focus_event(lv_event_t* e);
|
||||
static void snake_draw(snake_game_t* game);
|
||||
static void snake_create_segment_objects(snake_game_t* game);
|
||||
static void snake_delete_segment_objects(snake_game_t* game);
|
||||
|
||||
// Static flag to ensure srand is only called once
|
||||
static bool srand_initialized = false;
|
||||
|
||||
/**
|
||||
* @brief Free all resources for the snake game object
|
||||
*/
|
||||
static void delete_event(lv_event_t* e) {
|
||||
lv_obj_t* obj = lv_event_get_target_obj(e);
|
||||
snake_game_t* game = (snake_game_t*)lv_obj_get_user_data(obj);
|
||||
|
||||
if (game) {
|
||||
// Stop timer first
|
||||
if (game->timer) {
|
||||
lv_timer_delete(game->timer);
|
||||
game->timer = NULL;
|
||||
}
|
||||
|
||||
// Restore edit mode to false before cleanup
|
||||
if (tt_lvgl_hardware_keyboard_is_available()) {
|
||||
lv_group_t* group = lv_group_get_default();
|
||||
if (group) {
|
||||
lv_group_set_editing(group, false);
|
||||
}
|
||||
}
|
||||
|
||||
// Delete LVGL objects for snake segments
|
||||
snake_delete_segment_objects(game);
|
||||
|
||||
// Free snake body linked list
|
||||
snake_free_body(game->head);
|
||||
game->head = NULL;
|
||||
|
||||
// Food object is a child of container, will be deleted automatically
|
||||
// Container is a child of obj, will be deleted automatically
|
||||
|
||||
lv_free(game);
|
||||
lv_obj_set_user_data(obj, NULL);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Handle focus/defocus to manage edit mode for keyboard input
|
||||
*/
|
||||
static void focus_event(lv_event_t* e) {
|
||||
lv_event_code_t code = lv_event_get_code(e);
|
||||
lv_group_t* group = lv_group_get_default();
|
||||
|
||||
if (!group) return;
|
||||
|
||||
if (code == LV_EVENT_FOCUSED) {
|
||||
// Enable edit mode so arrow keys control the game
|
||||
lv_group_set_editing(group, true);
|
||||
} else if (code == LV_EVENT_DEFOCUSED) {
|
||||
// Restore normal focus navigation
|
||||
lv_group_set_editing(group, false);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Delete LVGL objects for all snake segments
|
||||
*/
|
||||
static void snake_delete_segment_objects(snake_game_t* game) {
|
||||
if (!game || !game->head) return;
|
||||
|
||||
snake_segment_t* segment = game->head;
|
||||
while (segment != NULL) {
|
||||
if (segment->obj) {
|
||||
lv_obj_delete(segment->obj);
|
||||
segment->obj = NULL;
|
||||
}
|
||||
segment = segment->next;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Create LVGL objects for all snake segments
|
||||
*/
|
||||
static void snake_create_segment_objects(snake_game_t* game) {
|
||||
if (!game || !game->head || !game->container) return;
|
||||
|
||||
snake_segment_t* segment = game->head;
|
||||
bool is_head = true;
|
||||
|
||||
while (segment != NULL) {
|
||||
segment->obj = lv_obj_create(game->container);
|
||||
lv_obj_set_size(segment->obj, game->cell_size - 2, game->cell_size - 2);
|
||||
lv_obj_set_style_radius(segment->obj, SNAKE_CELL_RADIUS, LV_PART_MAIN);
|
||||
lv_obj_set_style_border_width(segment->obj, 0, LV_PART_MAIN);
|
||||
|
||||
if (is_head) {
|
||||
lv_obj_set_style_bg_color(segment->obj, SNAKE_HEAD_COLOR, LV_PART_MAIN);
|
||||
is_head = false;
|
||||
} else {
|
||||
lv_obj_set_style_bg_color(segment->obj, SNAKE_BODY_COLOR, LV_PART_MAIN);
|
||||
}
|
||||
|
||||
// Position will be set by snake_draw()
|
||||
segment = segment->next;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Update LVGL object positions based on game state
|
||||
*/
|
||||
static void snake_draw(snake_game_t* game) {
|
||||
if (!game || !game->container) return;
|
||||
|
||||
// Update snake segment positions
|
||||
snake_segment_t* segment = game->head;
|
||||
while (segment != NULL) {
|
||||
if (segment->obj) {
|
||||
lv_coord_t px = segment->x * game->cell_size + 1;
|
||||
lv_coord_t py = segment->y * game->cell_size + 1;
|
||||
lv_obj_set_pos(segment->obj, px, py);
|
||||
}
|
||||
segment = segment->next;
|
||||
}
|
||||
|
||||
// Update food position
|
||||
if (game->food) {
|
||||
lv_coord_t fx = game->food_x * game->cell_size + 1;
|
||||
lv_coord_t fy = game->food_y * game->cell_size + 1;
|
||||
lv_obj_set_pos(game->food, fx, fy);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Timer callback - moves snake and updates display
|
||||
*/
|
||||
static void snake_timer_cb(lv_timer_t* timer) {
|
||||
snake_game_t* game = (snake_game_t*)lv_timer_get_user_data(timer);
|
||||
if (!game || game->game_over || game->paused) return;
|
||||
|
||||
// Move snake
|
||||
bool move_ok = snake_move(game);
|
||||
|
||||
if (!move_ok) {
|
||||
// Collision occurred, game over
|
||||
game->game_over = true;
|
||||
lv_obj_send_event(game->widget, LV_EVENT_VALUE_CHANGED, NULL);
|
||||
return;
|
||||
}
|
||||
|
||||
// Check food collision
|
||||
if (snake_check_food_collision(game)) {
|
||||
// Grow snake and update score
|
||||
if (!snake_grow(game->head)) {
|
||||
// Memory allocation failed - treat as game over
|
||||
game->game_over = true;
|
||||
lv_obj_send_event(game->widget, LV_EVENT_VALUE_CHANGED, NULL);
|
||||
return;
|
||||
}
|
||||
game->score++;
|
||||
game->length++;
|
||||
|
||||
// Create LVGL object for new segment
|
||||
snake_segment_t* tail = game->head;
|
||||
while (tail->next != NULL) {
|
||||
tail = tail->next;
|
||||
}
|
||||
if (tail && !tail->obj && game->container) {
|
||||
tail->obj = lv_obj_create(game->container);
|
||||
if (!tail->obj) {
|
||||
game->game_over = true;
|
||||
lv_obj_send_event(game->widget, LV_EVENT_VALUE_CHANGED, NULL);
|
||||
return;
|
||||
}
|
||||
lv_obj_set_size(tail->obj, game->cell_size - 2, game->cell_size - 2);
|
||||
lv_obj_set_style_radius(tail->obj, SNAKE_CELL_RADIUS, LV_PART_MAIN);
|
||||
lv_obj_set_style_border_width(tail->obj, 0, LV_PART_MAIN);
|
||||
lv_obj_set_style_bg_color(tail->obj, SNAKE_BODY_COLOR, LV_PART_MAIN);
|
||||
}
|
||||
|
||||
// Spawn new food - if fails, grid is full (win!)
|
||||
if (!snake_spawn_food(game)) {
|
||||
// Hide food since there's no valid position
|
||||
if (game->food) {
|
||||
lv_obj_add_flag(game->food, LV_OBJ_FLAG_HIDDEN);
|
||||
}
|
||||
// Player won - end the game
|
||||
game->game_over = true;
|
||||
lv_obj_send_event(game->widget, LV_EVENT_VALUE_CHANGED, NULL);
|
||||
return;
|
||||
}
|
||||
|
||||
// Increase speed (decrease timer period) as snake grows
|
||||
uint32_t foods_eaten = game->length - SNAKE_INITIAL_LENGTH;
|
||||
uint32_t speed_reduction = foods_eaten * SNAKE_SPEED_DECREASE_MS;
|
||||
uint32_t new_period = SNAKE_GAME_SPEED_MS;
|
||||
if (speed_reduction < (SNAKE_GAME_SPEED_MS - SNAKE_MIN_SPEED_MS)) {
|
||||
new_period = SNAKE_GAME_SPEED_MS - speed_reduction;
|
||||
} else {
|
||||
new_period = SNAKE_MIN_SPEED_MS;
|
||||
}
|
||||
lv_timer_set_period(game->timer, new_period);
|
||||
|
||||
// Notify score change
|
||||
lv_obj_send_event(game->widget, LV_EVENT_VALUE_CHANGED, NULL);
|
||||
}
|
||||
|
||||
// Update display
|
||||
snake_draw(game);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Event callback for game play (gesture/key)
|
||||
*/
|
||||
static void game_play_event(lv_event_t* e) {
|
||||
lv_event_code_t code = lv_event_get_code(e);
|
||||
lv_obj_t* obj = (lv_obj_t*)lv_event_get_user_data(e);
|
||||
snake_game_t* game = (snake_game_t*)lv_obj_get_user_data(obj);
|
||||
|
||||
if (!game || game->game_over) return;
|
||||
|
||||
if (code == LV_EVENT_GESTURE) {
|
||||
lv_dir_t dir = lv_indev_get_gesture_dir(lv_indev_active());
|
||||
switch (dir) {
|
||||
case LV_DIR_TOP:
|
||||
snake_set_direction(game, SNAKE_DIR_UP);
|
||||
break;
|
||||
case LV_DIR_BOTTOM:
|
||||
snake_set_direction(game, SNAKE_DIR_DOWN);
|
||||
break;
|
||||
case LV_DIR_LEFT:
|
||||
snake_set_direction(game, SNAKE_DIR_LEFT);
|
||||
break;
|
||||
case LV_DIR_RIGHT:
|
||||
snake_set_direction(game, SNAKE_DIR_RIGHT);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
} else if (code == LV_EVENT_KEY) {
|
||||
uint32_t key = lv_event_get_key(e);
|
||||
// Arrow keys, WASD, and punctuation keys for cardputer
|
||||
switch (key) {
|
||||
case LV_KEY_UP:
|
||||
case 'w':
|
||||
case 'W':
|
||||
case ';':
|
||||
snake_set_direction(game, SNAKE_DIR_UP);
|
||||
break;
|
||||
case LV_KEY_DOWN:
|
||||
case 's':
|
||||
case 'S':
|
||||
case '.':
|
||||
snake_set_direction(game, SNAKE_DIR_DOWN);
|
||||
break;
|
||||
case LV_KEY_LEFT:
|
||||
case 'a':
|
||||
case 'A':
|
||||
case ',':
|
||||
snake_set_direction(game, SNAKE_DIR_LEFT);
|
||||
break;
|
||||
case LV_KEY_RIGHT:
|
||||
case 'd':
|
||||
case 'D':
|
||||
case '/':
|
||||
snake_set_direction(game, SNAKE_DIR_RIGHT);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Create a new Snake game widget
|
||||
*/
|
||||
lv_obj_t* snake_create(lv_obj_t* parent, uint16_t cell_size, bool wall_collision) {
|
||||
// Create main object
|
||||
lv_obj_t* obj = lv_obj_create(parent);
|
||||
if (!obj) return NULL;
|
||||
|
||||
// Allocate game state
|
||||
snake_game_t* game = (snake_game_t*)lv_malloc(sizeof(snake_game_t));
|
||||
if (!game) {
|
||||
lv_obj_delete(obj);
|
||||
return NULL;
|
||||
}
|
||||
memset(game, 0, sizeof(snake_game_t));
|
||||
lv_obj_set_user_data(obj, game);
|
||||
|
||||
// Store widget reference for events
|
||||
game->widget = obj;
|
||||
|
||||
// Initialize game state
|
||||
game->cell_size = cell_size;
|
||||
game->score = 0;
|
||||
game->length = SNAKE_INITIAL_LENGTH;
|
||||
game->direction = SNAKE_DIR_RIGHT;
|
||||
game->next_direction = SNAKE_DIR_RIGHT;
|
||||
game->game_over = false;
|
||||
game->paused = false;
|
||||
game->wall_collision_enabled = wall_collision;
|
||||
|
||||
// Set up main object
|
||||
lv_obj_set_size(obj, LV_PCT(100), LV_PCT(100));
|
||||
lv_obj_remove_flag(obj, LV_OBJ_FLAG_SCROLLABLE);
|
||||
lv_obj_set_style_pad_all(obj, 0, LV_PART_MAIN);
|
||||
lv_obj_set_style_border_width(obj, 0, LV_PART_MAIN);
|
||||
lv_obj_set_style_bg_opa(obj, LV_OPA_TRANSP, LV_PART_MAIN);
|
||||
|
||||
// Create game container (the actual playing field)
|
||||
game->container = lv_obj_create(obj);
|
||||
lv_obj_remove_flag(game->container, LV_OBJ_FLAG_SCROLLABLE);
|
||||
lv_obj_set_style_bg_color(game->container, SNAKE_BG_COLOR, LV_PART_MAIN);
|
||||
lv_obj_set_style_border_width(game->container, 1, LV_PART_MAIN);
|
||||
lv_obj_set_style_border_color(game->container, SNAKE_GRID_COLOR, LV_PART_MAIN);
|
||||
lv_obj_set_style_pad_all(game->container, 0, LV_PART_MAIN);
|
||||
lv_group_remove_obj(game->container);
|
||||
lv_obj_remove_flag(game->container, LV_OBJ_FLAG_GESTURE_BUBBLE);
|
||||
|
||||
// Calculate grid dimensions based on available space (non-square)
|
||||
lv_coord_t available_w = lv_obj_get_content_width(parent) - 6;
|
||||
lv_coord_t available_h = lv_obj_get_content_height(parent) - 6;
|
||||
|
||||
if (available_w < 50) available_w = 50;
|
||||
if (available_h < 50) available_h = 50;
|
||||
|
||||
// Calculate how many cells fit in each dimension
|
||||
game->grid_width = available_w / cell_size;
|
||||
game->grid_height = available_h / cell_size;
|
||||
|
||||
// Ensure minimum grid size (3x3 minimum for playable game)
|
||||
if (game->grid_width < 3) game->grid_width = 3;
|
||||
if (game->grid_height < 3) game->grid_height = 3;
|
||||
|
||||
// Calculate actual field size
|
||||
lv_coord_t field_w = game->cell_size * game->grid_width;
|
||||
lv_coord_t field_h = game->cell_size * game->grid_height;
|
||||
|
||||
lv_obj_set_size(game->container, field_w, field_h);
|
||||
lv_obj_center(game->container);
|
||||
|
||||
// Initialize snake body at center
|
||||
int16_t start_x = game->grid_width / 2;
|
||||
int16_t start_y = game->grid_height / 2;
|
||||
game->head = snake_init_body(SNAKE_INITIAL_LENGTH, start_x, start_y);
|
||||
if (!game->head) {
|
||||
lv_obj_set_user_data(obj, NULL);
|
||||
lv_free(game);
|
||||
lv_obj_delete(obj);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
// Create LVGL objects for snake segments
|
||||
snake_create_segment_objects(game);
|
||||
|
||||
// Create food object
|
||||
game->food = lv_obj_create(game->container);
|
||||
lv_obj_set_size(game->food, game->cell_size - 2, game->cell_size - 2);
|
||||
lv_obj_set_style_radius(game->food, game->cell_size / 2, LV_PART_MAIN);
|
||||
lv_obj_set_style_border_width(game->food, 0, LV_PART_MAIN);
|
||||
lv_obj_set_style_bg_color(game->food, SNAKE_FOOD_COLOR, LV_PART_MAIN);
|
||||
|
||||
// Initialize random seed only once
|
||||
if (!srand_initialized) {
|
||||
srand((unsigned int)time(NULL));
|
||||
srand_initialized = true;
|
||||
}
|
||||
|
||||
// Spawn initial food
|
||||
snake_spawn_food(game);
|
||||
|
||||
// Initial draw
|
||||
snake_draw(game);
|
||||
|
||||
// Add event callbacks for touch gestures and keyboard
|
||||
lv_obj_add_event_cb(game->container, game_play_event, LV_EVENT_GESTURE, obj);
|
||||
lv_obj_add_event_cb(game->container, game_play_event, LV_EVENT_KEY, obj);
|
||||
lv_obj_add_event_cb(obj, delete_event, LV_EVENT_DELETE, NULL);
|
||||
|
||||
// Set up keyboard focus if available
|
||||
if (tt_lvgl_hardware_keyboard_is_available()) {
|
||||
lv_group_t* group = lv_group_get_default();
|
||||
if (group) {
|
||||
lv_group_add_obj(group, game->container);
|
||||
// Register focus handlers to manage edit mode lifecycle
|
||||
lv_obj_add_event_cb(game->container, focus_event, LV_EVENT_FOCUSED, NULL);
|
||||
lv_obj_add_event_cb(game->container, focus_event, LV_EVENT_DEFOCUSED, NULL);
|
||||
// Focus the container (will trigger FOCUSED event and enable edit mode)
|
||||
lv_group_focus_obj(game->container);
|
||||
}
|
||||
}
|
||||
|
||||
// Start game timer
|
||||
game->timer = lv_timer_create(snake_timer_cb, SNAKE_GAME_SPEED_MS, game);
|
||||
|
||||
return obj;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Reset the game to start a new game
|
||||
*/
|
||||
void snake_set_new_game(lv_obj_t* obj) {
|
||||
snake_game_t* game = (snake_game_t*)lv_obj_get_user_data(obj);
|
||||
if (!game) return;
|
||||
|
||||
// Stop timer during reset
|
||||
if (game->timer) {
|
||||
lv_timer_pause(game->timer);
|
||||
}
|
||||
|
||||
// Delete old snake segment objects
|
||||
snake_delete_segment_objects(game);
|
||||
|
||||
// Free old snake body
|
||||
snake_free_body(game->head);
|
||||
game->head = NULL;
|
||||
|
||||
// Reset game state
|
||||
game->score = 0;
|
||||
game->length = SNAKE_INITIAL_LENGTH;
|
||||
game->direction = SNAKE_DIR_RIGHT;
|
||||
game->next_direction = SNAKE_DIR_RIGHT;
|
||||
game->game_over = false;
|
||||
game->paused = false;
|
||||
|
||||
// Create new snake body at center
|
||||
int16_t start_x = game->grid_width / 2;
|
||||
int16_t start_y = game->grid_height / 2;
|
||||
game->head = snake_init_body(SNAKE_INITIAL_LENGTH, start_x, start_y);
|
||||
|
||||
if (!game->head) {
|
||||
// Memory allocation failed - keep game in over state
|
||||
game->game_over = true;
|
||||
lv_obj_send_event(obj, LV_EVENT_VALUE_CHANGED, NULL);
|
||||
return;
|
||||
}
|
||||
|
||||
// Create new segment objects
|
||||
snake_create_segment_objects(game);
|
||||
|
||||
// Spawn new food and unhide it
|
||||
if (snake_spawn_food(game)) {
|
||||
if (game->food) {
|
||||
lv_obj_remove_flag(game->food, LV_OBJ_FLAG_HIDDEN);
|
||||
}
|
||||
}
|
||||
|
||||
// Draw
|
||||
snake_draw(game);
|
||||
|
||||
// Resume timer
|
||||
if (game->timer) {
|
||||
lv_timer_resume(game->timer);
|
||||
}
|
||||
|
||||
// Notify change
|
||||
lv_obj_send_event(obj, LV_EVENT_VALUE_CHANGED, NULL);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Get the current score
|
||||
*/
|
||||
uint16_t snake_get_score(lv_obj_t* obj) {
|
||||
snake_game_t* game = (snake_game_t*)lv_obj_get_user_data(obj);
|
||||
if (!game) return 0;
|
||||
return game->score;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Get the current snake length
|
||||
*/
|
||||
uint16_t snake_get_length(lv_obj_t* obj) {
|
||||
snake_game_t* game = (snake_game_t*)lv_obj_get_user_data(obj);
|
||||
if (!game) return 0;
|
||||
return game->length;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Check if game is over
|
||||
*/
|
||||
bool snake_get_game_over(lv_obj_t* obj) {
|
||||
snake_game_t* game = (snake_game_t*)lv_obj_get_user_data(obj);
|
||||
if (!game) return true;
|
||||
return game->game_over;
|
||||
}
|
||||
@@ -0,0 +1,64 @@
|
||||
/**
|
||||
* @file SnakeUi.h
|
||||
* @brief LVGL widget interface for the Snake game
|
||||
*/
|
||||
#ifndef SNAKE_UI_H
|
||||
#define SNAKE_UI_H
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
/*********************
|
||||
* INCLUDES
|
||||
*********************/
|
||||
#include <stdbool.h>
|
||||
#include <stdint.h>
|
||||
#include "SnakeHelpers.h"
|
||||
#include "lvgl.h"
|
||||
|
||||
/***********************
|
||||
* FUNCTION PROTOTYPES
|
||||
**********************/
|
||||
|
||||
/**
|
||||
* @brief Create a new Snake game widget
|
||||
* @param parent Parent LVGL object
|
||||
* @param cell_size Size of each cell in pixels (SNAKE_CELL_SMALL, MEDIUM, or LARGE)
|
||||
* @param wall_collision If true, hitting walls = game over; if false, snake wraps around
|
||||
* @return Pointer to the created LVGL object, or NULL on failure
|
||||
*/
|
||||
lv_obj_t* snake_create(lv_obj_t* parent, uint16_t cell_size, bool wall_collision);
|
||||
|
||||
/**
|
||||
* @brief Reset the game to start a new game
|
||||
* @param obj Snake game LVGL object
|
||||
*/
|
||||
void snake_set_new_game(lv_obj_t* obj);
|
||||
|
||||
/**
|
||||
* @brief Get the current score
|
||||
* @param obj Snake game LVGL object
|
||||
* @return Current score
|
||||
*/
|
||||
uint16_t snake_get_score(lv_obj_t* obj);
|
||||
|
||||
/**
|
||||
* @brief Get the current snake length
|
||||
* @param obj Snake game LVGL object
|
||||
* @return Current length
|
||||
*/
|
||||
uint16_t snake_get_length(lv_obj_t* obj);
|
||||
|
||||
/**
|
||||
* @brief Check if game is over
|
||||
* @param obj Snake game LVGL object
|
||||
* @return true if game is over
|
||||
*/
|
||||
bool snake_get_game_over(lv_obj_t* obj);
|
||||
|
||||
#ifdef __cplusplus
|
||||
} /*extern "C"*/
|
||||
#endif
|
||||
|
||||
#endif /*SNAKE_UI_H*/
|
||||
@@ -0,0 +1,11 @@
|
||||
#include "Snake.h"
|
||||
#include <TactilityCpp/App.h>
|
||||
|
||||
extern "C" {
|
||||
|
||||
int main(int argc, char* argv[]) {
|
||||
registerApp<Snake>();
|
||||
return 0;
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
[manifest]
|
||||
version=0.1
|
||||
[target]
|
||||
sdk=0.7.0-dev
|
||||
platforms=esp32,esp32s3,esp32c6,esp32p4
|
||||
[app]
|
||||
id=one.tactility.snake
|
||||
versionName=0.3.0
|
||||
versionCode=3
|
||||
name=Snake
|
||||
description=Classic Snake game
|
||||
@@ -0,0 +1,693 @@
|
||||
import configparser
|
||||
import json
|
||||
import os
|
||||
import re
|
||||
import shutil
|
||||
import sys
|
||||
import subprocess
|
||||
import time
|
||||
import urllib.request
|
||||
import zipfile
|
||||
import requests
|
||||
import tarfile
|
||||
|
||||
ttbuild_path = ".tactility"
|
||||
ttbuild_version = "3.2.0"
|
||||
ttbuild_cdn = "https://cdn.tactilityproject.org"
|
||||
ttbuild_sdk_json_validity = 3600 # seconds
|
||||
ttport = 6666
|
||||
verbose = False
|
||||
use_local_sdk = False
|
||||
local_base_path = None
|
||||
|
||||
shell_color_red = "\033[91m"
|
||||
shell_color_orange = "\033[93m"
|
||||
shell_color_green = "\033[32m"
|
||||
shell_color_purple = "\033[35m"
|
||||
shell_color_cyan = "\033[36m"
|
||||
shell_color_reset = "\033[m"
|
||||
|
||||
def print_help():
|
||||
print("Usage: python tactility.py [action] [options]")
|
||||
print("")
|
||||
print("Actions:")
|
||||
print(" build [esp32,esp32s3] Build the app. Optionally specify a platform.")
|
||||
print(" esp32: ESP32")
|
||||
print(" esp32s3: ESP32 S3")
|
||||
print(" clean Clean the build folders")
|
||||
print(" clearcache Clear the SDK cache")
|
||||
print(" updateself Update this tool")
|
||||
print(" run [ip] Run the application")
|
||||
print(" install [ip] Install the application")
|
||||
print(" uninstall [ip] Uninstall the application")
|
||||
print(" bir [ip] [esp32,esp32s3] Build, install then run. Optionally specify a platform.")
|
||||
print(" brrr [ip] [esp32,esp32s3] Functionally the same as \"bir\", but \"app goes brrr\" meme variant.")
|
||||
print("")
|
||||
print("Options:")
|
||||
print(" --help Show this commandline info")
|
||||
print(" --local-sdk Use SDK specified by environment variable TACTILITY_SDK_PATH with platform subfolders matching target platforms.")
|
||||
print(" --skip-build Run everything except the idf.py/CMake commands")
|
||||
print(" --verbose Show extra console output")
|
||||
|
||||
# region Core
|
||||
|
||||
def download_file(url, filepath):
|
||||
global verbose
|
||||
if verbose:
|
||||
print(f"Downloading from {url} to {filepath}")
|
||||
request = urllib.request.Request(
|
||||
url,
|
||||
data=None,
|
||||
headers={
|
||||
"User-Agent": f"Tactility Build Tool {ttbuild_version}"
|
||||
}
|
||||
)
|
||||
try:
|
||||
response = urllib.request.urlopen(request)
|
||||
file = open(filepath, mode="wb")
|
||||
file.write(response.read())
|
||||
file.close()
|
||||
return True
|
||||
except OSError as error:
|
||||
if verbose:
|
||||
print_error(f"Failed to fetch URL {url}\n{error}")
|
||||
return False
|
||||
|
||||
def print_warning(message):
|
||||
print(f"{shell_color_orange}WARNING: {message}{shell_color_reset}")
|
||||
|
||||
def print_error(message):
|
||||
print(f"{shell_color_red}ERROR: {message}{shell_color_reset}")
|
||||
|
||||
def print_status_busy(status):
|
||||
sys.stdout.write(f"⌛ {status}\r")
|
||||
|
||||
def print_status_success(status):
|
||||
# Trailing spaces are to overwrite previously written characters by a potentially shorter print_status_busy() text
|
||||
print(f"✅ {shell_color_green}{status}{shell_color_reset} ")
|
||||
|
||||
def print_status_error(status):
|
||||
# Trailing spaces are to overwrite previously written characters by a potentially shorter print_status_busy() text
|
||||
print(f"❌ {shell_color_red}{status}{shell_color_reset} ")
|
||||
|
||||
def exit_with_error(message):
|
||||
print_error(message)
|
||||
sys.exit(1)
|
||||
|
||||
def get_url(ip, path):
|
||||
return f"http://{ip}:{ttport}{path}"
|
||||
|
||||
def read_properties_file(path):
|
||||
config = configparser.RawConfigParser()
|
||||
config.read(path)
|
||||
return config
|
||||
|
||||
#endregion Core
|
||||
|
||||
#region SDK helpers
|
||||
|
||||
def read_sdk_json():
|
||||
json_file_path = os.path.join(ttbuild_path, "tool.json")
|
||||
with open(json_file_path) as json_file:
|
||||
return json.load(json_file)
|
||||
|
||||
def get_sdk_dir(version, platform):
|
||||
global use_local_sdk, local_base_path
|
||||
if use_local_sdk:
|
||||
base_path = local_base_path
|
||||
if base_path is None:
|
||||
exit_with_error("TACTILITY_SDK_PATH environment variable is not set")
|
||||
sdk_parent_dir = os.path.join(base_path, f"{version}-{platform}")
|
||||
sdk_dir = os.path.join(sdk_parent_dir, "TactilitySDK")
|
||||
if not os.path.isdir(sdk_dir):
|
||||
exit_with_error(f"Local SDK folder not found for platform {platform}: {sdk_dir}")
|
||||
return sdk_dir
|
||||
else:
|
||||
return os.path.join(ttbuild_path, f"{version}-{platform}", "TactilitySDK")
|
||||
|
||||
def validate_local_sdks(platforms, version):
|
||||
if not use_local_sdk:
|
||||
return
|
||||
global local_base_path
|
||||
base_path = local_base_path
|
||||
for platform in platforms:
|
||||
sdk_parent_dir = os.path.join(base_path, f"{version}-{platform}")
|
||||
sdk_dir = os.path.join(sdk_parent_dir, "TactilitySDK")
|
||||
if not os.path.isdir(sdk_dir):
|
||||
exit_with_error(f"Local SDK folder missing for {platform}: {sdk_dir}")
|
||||
|
||||
def get_sdk_root_dir(version, platform):
|
||||
global ttbuild_cdn
|
||||
return os.path.join(ttbuild_path, f"{version}-{platform}")
|
||||
|
||||
def get_sdk_url(version, file):
|
||||
global ttbuild_cdn
|
||||
return f"{ttbuild_cdn}/sdk/{version}/{file}"
|
||||
|
||||
def sdk_exists(version, platform):
|
||||
sdk_dir = get_sdk_dir(version, platform)
|
||||
return os.path.isdir(sdk_dir)
|
||||
|
||||
def should_update_tool_json():
|
||||
global ttbuild_cdn
|
||||
json_filepath = os.path.join(ttbuild_path, "tool.json")
|
||||
if os.path.exists(json_filepath):
|
||||
json_modification_time = os.path.getmtime(json_filepath)
|
||||
now = time.time()
|
||||
global ttbuild_sdk_json_validity
|
||||
minimum_seconds_difference = ttbuild_sdk_json_validity
|
||||
return (now - json_modification_time) > minimum_seconds_difference
|
||||
else:
|
||||
return True
|
||||
|
||||
def update_tool_json():
|
||||
global ttbuild_cdn, ttbuild_path
|
||||
json_url = f"{ttbuild_cdn}/sdk/tool.json"
|
||||
json_filepath = os.path.join(ttbuild_path, "tool.json")
|
||||
return download_file(json_url, json_filepath)
|
||||
|
||||
def should_fetch_sdkconfig_files(platform_targets):
|
||||
for platform in platform_targets:
|
||||
sdkconfig_filename = f"sdkconfig.app.{platform}"
|
||||
if not os.path.exists(os.path.join(ttbuild_path, sdkconfig_filename)):
|
||||
return True
|
||||
return False
|
||||
|
||||
def fetch_sdkconfig_files(platform_targets):
|
||||
for platform in platform_targets:
|
||||
sdkconfig_filename = f"sdkconfig.app.{platform}"
|
||||
target_path = os.path.join(ttbuild_path, sdkconfig_filename)
|
||||
if not download_file(f"{ttbuild_cdn}/{sdkconfig_filename}", target_path):
|
||||
exit_with_error(f"Failed to download sdkconfig file for {platform}")
|
||||
|
||||
#endregion SDK helpers
|
||||
|
||||
#region Validation
|
||||
|
||||
def validate_environment():
|
||||
if os.environ.get("IDF_PATH") is None:
|
||||
if sys.platform == "win32":
|
||||
exit_with_error("Cannot find the Espressif IDF SDK. Ensure it is installed and that it is activated via %IDF_PATH%\\export.ps1")
|
||||
else:
|
||||
exit_with_error("Cannot find the Espressif IDF SDK. Ensure it is installed and that it is activated via $PATH_TO_IDF_SDK/export.sh")
|
||||
if not os.path.exists("manifest.properties"):
|
||||
exit_with_error("manifest.properties not found")
|
||||
if use_local_sdk == False and os.environ.get("TACTILITY_SDK_PATH") is not None:
|
||||
print_warning("TACTILITY_SDK_PATH is set, but will be ignored by this command.")
|
||||
print_warning("If you want to use it, use the '--local-sdk' parameter")
|
||||
elif use_local_sdk == True and os.environ.get("TACTILITY_SDK_PATH") is None:
|
||||
exit_with_error("local build was requested, but TACTILITY_SDK_PATH environment variable is not set.")
|
||||
|
||||
def validate_self(sdk_json):
|
||||
if not "toolVersion" in sdk_json:
|
||||
exit_with_error("Server returned invalid SDK data format (toolVersion not found)")
|
||||
if not "toolCompatibility" in sdk_json:
|
||||
exit_with_error("Server returned invalid SDK data format (toolCompatibility not found)")
|
||||
if not "toolDownloadUrl" in sdk_json:
|
||||
exit_with_error("Server returned invalid SDK data format (toolDownloadUrl not found)")
|
||||
tool_version = sdk_json["toolVersion"]
|
||||
tool_compatibility = sdk_json["toolCompatibility"]
|
||||
if tool_version != ttbuild_version:
|
||||
print_warning(f"New version available: {tool_version} (currently using {ttbuild_version})")
|
||||
print_warning(f"Run 'tactility.py updateself' to update.")
|
||||
if re.search(tool_compatibility, ttbuild_version) is None:
|
||||
print_error("The tool is not compatible anymore.")
|
||||
print_error("Run 'tactility.py updateself' to update.")
|
||||
sys.exit(1)
|
||||
|
||||
#endregion Validation
|
||||
|
||||
#region Manifest
|
||||
|
||||
def read_manifest():
|
||||
return read_properties_file("manifest.properties")
|
||||
|
||||
def validate_manifest(manifest):
|
||||
# [manifest]
|
||||
if not "manifest" in manifest:
|
||||
exit_with_error("Invalid manifest format: [manifest] not found")
|
||||
if not "version" in manifest["manifest"]:
|
||||
exit_with_error("Invalid manifest format: [manifest] version not found")
|
||||
# [target]
|
||||
if not "target" in manifest:
|
||||
exit_with_error("Invalid manifest format: [target] not found")
|
||||
if not "sdk" in manifest["target"]:
|
||||
exit_with_error("Invalid manifest format: [target] sdk not found")
|
||||
if not "platforms" in manifest["target"]:
|
||||
exit_with_error("Invalid manifest format: [target] platforms not found")
|
||||
# [app]
|
||||
if not "app" in manifest:
|
||||
exit_with_error("Invalid manifest format: [app] not found")
|
||||
if not "id" in manifest["app"]:
|
||||
exit_with_error("Invalid manifest format: [app] id not found")
|
||||
if not "versionName" in manifest["app"]:
|
||||
exit_with_error("Invalid manifest format: [app] versionName not found")
|
||||
if not "versionCode" in manifest["app"]:
|
||||
exit_with_error("Invalid manifest format: [app] versionCode not found")
|
||||
if not "name" in manifest["app"]:
|
||||
exit_with_error("Invalid manifest format: [app] name not found")
|
||||
|
||||
def is_valid_manifest_platform(manifest, platform):
|
||||
manifest_platforms = manifest["target"]["platforms"].split(",")
|
||||
return platform in manifest_platforms
|
||||
|
||||
def validate_manifest_platform(manifest, platform):
|
||||
if not is_valid_manifest_platform(manifest, platform):
|
||||
exit_with_error(f"Platform {platform} is not available in the manifest.")
|
||||
|
||||
def get_manifest_target_platforms(manifest, requested_platform):
|
||||
if requested_platform == "" or requested_platform is None:
|
||||
return manifest["target"]["platforms"].split(",")
|
||||
else:
|
||||
validate_manifest_platform(manifest, requested_platform)
|
||||
return [requested_platform]
|
||||
|
||||
#endregion Manifest
|
||||
|
||||
#region SDK download
|
||||
|
||||
def sdk_download(version, platform):
|
||||
sdk_root_dir = get_sdk_root_dir(version, platform)
|
||||
os.makedirs(sdk_root_dir, exist_ok=True)
|
||||
sdk_index_url = get_sdk_url(version, "index.json")
|
||||
print(f"Downloading SDK version {version} for {platform}")
|
||||
sdk_index_filepath = os.path.join(sdk_root_dir, "index.json")
|
||||
if verbose:
|
||||
print(f"Downloading {sdk_index_url} to {sdk_index_filepath}")
|
||||
if not download_file(sdk_index_url, sdk_index_filepath):
|
||||
# TODO: 404 check, print a more accurate error
|
||||
print_error(f"Failed to download SDK version {version}. Check your internet connection and make sure this release exists.")
|
||||
return False
|
||||
with open(sdk_index_filepath) as sdk_index_json_file:
|
||||
sdk_index_json = json.load(sdk_index_json_file)
|
||||
sdk_platforms = sdk_index_json["platforms"]
|
||||
if platform not in sdk_platforms:
|
||||
print_error(f"Platform {platform} not found in {sdk_platforms} for version {version}")
|
||||
return False
|
||||
sdk_platform_file = sdk_platforms[platform]
|
||||
sdk_zip_source_url = get_sdk_url(version, sdk_platform_file)
|
||||
sdk_zip_target_filepath = os.path.join(sdk_root_dir, f"{version}-{platform}.zip")
|
||||
if verbose:
|
||||
print(f"Downloading {sdk_zip_source_url} to {sdk_zip_target_filepath}")
|
||||
if not download_file(sdk_zip_source_url, sdk_zip_target_filepath):
|
||||
print_error(f"Failed to download {sdk_zip_source_url} to {sdk_zip_target_filepath}")
|
||||
return False
|
||||
with zipfile.ZipFile(sdk_zip_target_filepath, "r") as zip_ref:
|
||||
zip_ref.extractall(os.path.join(sdk_root_dir, "TactilitySDK"))
|
||||
return True
|
||||
|
||||
def sdk_download_all(version, platforms):
|
||||
for platform in platforms:
|
||||
if not sdk_exists(version, platform):
|
||||
if not sdk_download(version, platform):
|
||||
return False
|
||||
else:
|
||||
if verbose:
|
||||
print(f"Using cached download for SDK version {version} and platform {platform}")
|
||||
return True
|
||||
|
||||
#endregion SDK download
|
||||
|
||||
#region Building
|
||||
|
||||
def get_cmake_path(platform):
|
||||
return os.path.join("build", f"cmake-build-{platform}")
|
||||
|
||||
def find_elf_file(platform):
|
||||
cmake_dir = get_cmake_path(platform)
|
||||
if os.path.exists(cmake_dir):
|
||||
for file in os.listdir(cmake_dir):
|
||||
if file.endswith(".app.elf"):
|
||||
return os.path.join(cmake_dir, file)
|
||||
return None
|
||||
|
||||
def build_all(version, platforms, skip_build):
|
||||
for platform in platforms:
|
||||
# First build command must be "idf.py build", otherwise it fails to execute "idf.py elf"
|
||||
# We check if the ELF file exists and run the correct command
|
||||
# This can lead to code caching issues, so sometimes a clean build is required
|
||||
if find_elf_file(platform) is None:
|
||||
if not build_first(version, platform, skip_build):
|
||||
return False
|
||||
else:
|
||||
if not build_consecutively(version, platform, skip_build):
|
||||
return False
|
||||
return True
|
||||
|
||||
def wait_for_process(process):
|
||||
buffer = []
|
||||
if sys.platform != "win32":
|
||||
os.set_blocking(process.stdout.fileno(), False)
|
||||
while process.poll() is None:
|
||||
while True:
|
||||
line = process.stdout.readline()
|
||||
if line:
|
||||
decoded_line = line.decode("UTF-8")
|
||||
if decoded_line != "":
|
||||
buffer.append(decoded_line)
|
||||
else:
|
||||
break
|
||||
else:
|
||||
break
|
||||
# Read any remaining output
|
||||
for line in process.stdout:
|
||||
decoded_line = line.decode("UTF-8")
|
||||
if decoded_line:
|
||||
buffer.append(decoded_line)
|
||||
return buffer
|
||||
|
||||
# The first build must call "idf.py build" and consecutive builds must call "idf.py elf" as it finishes faster.
|
||||
# The problem is that the "idf.py build" always results in an error, even though the elf file is created.
|
||||
# The solution is to suppress the error if we find that the elf file was created.
|
||||
def build_first(version, platform, skip_build):
|
||||
sdk_dir = get_sdk_dir(version, platform)
|
||||
if verbose:
|
||||
print(f"Using SDK at {sdk_dir}")
|
||||
os.environ["TACTILITY_SDK_PATH"] = sdk_dir
|
||||
sdkconfig_path = os.path.join(ttbuild_path, f"sdkconfig.app.{platform}")
|
||||
shutil.copy(sdkconfig_path, "sdkconfig")
|
||||
elf_path = find_elf_file(platform)
|
||||
# Remove previous elf file: re-creation of the file is used to measure if the build succeeded,
|
||||
# as the actual build job will always fail due to technical issues with the elf cmake script
|
||||
if elf_path is not None:
|
||||
os.remove(elf_path)
|
||||
if skip_build:
|
||||
return True
|
||||
print(f"Building first {platform} build")
|
||||
cmake_path = get_cmake_path(platform)
|
||||
print_status_busy(f"Building {platform} ELF")
|
||||
shell_needed = sys.platform == "win32"
|
||||
build_command = ["idf.py", "-B", cmake_path, "build"]
|
||||
if verbose:
|
||||
print(f"Running command: {" ".join(build_command)}")
|
||||
with subprocess.Popen(build_command, stdout=subprocess.PIPE, stderr=subprocess.STDOUT, shell=shell_needed) as process:
|
||||
build_output = wait_for_process(process)
|
||||
# The return code is never expected to be 0 due to a bug in the elf cmake script, but we keep it just in case
|
||||
if process.returncode == 0:
|
||||
print(f"{shell_color_green}Building for {platform} ✅{shell_color_reset}")
|
||||
return True
|
||||
else:
|
||||
if find_elf_file(platform) is None:
|
||||
for line in build_output:
|
||||
print(line, end="")
|
||||
print_status_error(f"Building {platform} ELF")
|
||||
return False
|
||||
else:
|
||||
print_status_success(f"Building {platform} ELF")
|
||||
return True
|
||||
|
||||
def build_consecutively(version, platform, skip_build):
|
||||
sdk_dir = get_sdk_dir(version, platform)
|
||||
if verbose:
|
||||
print(f"Using SDK at {sdk_dir}")
|
||||
os.environ["TACTILITY_SDK_PATH"] = sdk_dir
|
||||
sdkconfig_path = os.path.join(ttbuild_path, f"sdkconfig.app.{platform}")
|
||||
shutil.copy(sdkconfig_path, "sdkconfig")
|
||||
if skip_build:
|
||||
return True
|
||||
cmake_path = get_cmake_path(platform)
|
||||
print_status_busy(f"Building {platform} ELF")
|
||||
shell_needed = sys.platform == "win32"
|
||||
build_command = ["idf.py", "-B", cmake_path, "elf"]
|
||||
if verbose:
|
||||
print(f"Running command: {" ".join(build_command)}")
|
||||
with subprocess.Popen(build_command, stdout=subprocess.PIPE, stderr=subprocess.STDOUT, shell=shell_needed) as process:
|
||||
build_output = wait_for_process(process)
|
||||
if process.returncode == 0:
|
||||
print_status_success(f"Building {platform} ELF")
|
||||
return True
|
||||
else:
|
||||
for line in build_output:
|
||||
print(line, end="")
|
||||
print_status_error(f"Building {platform} ELF")
|
||||
return False
|
||||
|
||||
#endregion Building
|
||||
|
||||
#region Packaging
|
||||
|
||||
def package_intermediate_manifest(target_path):
|
||||
if not os.path.isfile("manifest.properties"):
|
||||
print_error("manifest.properties not found")
|
||||
return
|
||||
shutil.copy("manifest.properties", os.path.join(target_path, "manifest.properties"))
|
||||
|
||||
def package_intermediate_binaries(target_path, platforms):
|
||||
elf_dir = os.path.join(target_path, "elf")
|
||||
os.makedirs(elf_dir, exist_ok=True)
|
||||
for platform in platforms:
|
||||
elf_path = find_elf_file(platform)
|
||||
if elf_path is None:
|
||||
print_error(f"ELF file not found at {elf_path}")
|
||||
return
|
||||
shutil.copy(elf_path, os.path.join(elf_dir, f"{platform}.elf"))
|
||||
|
||||
def package_intermediate_assets(target_path):
|
||||
if os.path.isdir("assets"):
|
||||
shutil.copytree("assets", os.path.join(target_path, "assets"), dirs_exist_ok=True)
|
||||
|
||||
def package_intermediate(platforms):
|
||||
target_path = os.path.join("build", "package-intermediate")
|
||||
if os.path.isdir(target_path):
|
||||
shutil.rmtree(target_path)
|
||||
os.makedirs(target_path, exist_ok=True)
|
||||
package_intermediate_manifest(target_path)
|
||||
package_intermediate_binaries(target_path, platforms)
|
||||
package_intermediate_assets(target_path)
|
||||
|
||||
def package_name(platforms):
|
||||
elf_path = find_elf_file(platforms[0])
|
||||
elf_base_name = os.path.basename(elf_path).removesuffix(".app.elf")
|
||||
return os.path.join("build", f"{elf_base_name}.app")
|
||||
|
||||
|
||||
def package_all(platforms):
|
||||
status = f"Building package with {platforms}"
|
||||
print_status_busy(status)
|
||||
package_intermediate(platforms)
|
||||
# Create build/something.app
|
||||
try:
|
||||
tar_path = package_name(platforms)
|
||||
tar = tarfile.open(tar_path, mode="w", format=tarfile.USTAR_FORMAT)
|
||||
tar.add(os.path.join("build", "package-intermediate"), arcname="")
|
||||
tar.close()
|
||||
print_status_success(status)
|
||||
return True
|
||||
except Exception as e:
|
||||
print_status_error(f"Building package failed: {e}")
|
||||
return False
|
||||
|
||||
#endregion Packaging
|
||||
|
||||
def setup_environment():
|
||||
global ttbuild_path
|
||||
os.makedirs(ttbuild_path, exist_ok=True)
|
||||
|
||||
def build_action(manifest, platform_arg):
|
||||
# Environment validation
|
||||
validate_environment()
|
||||
platforms_to_build = get_manifest_target_platforms(manifest, platform_arg)
|
||||
|
||||
if use_local_sdk:
|
||||
global local_base_path
|
||||
local_base_path = os.environ.get("TACTILITY_SDK_PATH")
|
||||
validate_local_sdks(platforms_to_build, manifest["target"]["sdk"])
|
||||
|
||||
if should_fetch_sdkconfig_files(platforms_to_build):
|
||||
fetch_sdkconfig_files(platforms_to_build)
|
||||
|
||||
if not use_local_sdk:
|
||||
sdk_json = read_sdk_json()
|
||||
validate_self(sdk_json)
|
||||
# Build
|
||||
sdk_version = manifest["target"]["sdk"]
|
||||
if not use_local_sdk:
|
||||
if not sdk_download_all(sdk_version, platforms_to_build):
|
||||
exit_with_error("Failed to download one or more SDKs")
|
||||
if not build_all(sdk_version, platforms_to_build, skip_build): # Environment validation
|
||||
return False
|
||||
if not skip_build:
|
||||
package_all(platforms_to_build)
|
||||
return True
|
||||
|
||||
def clean_action():
|
||||
if os.path.exists("build"):
|
||||
print_status_busy("Removing build/")
|
||||
shutil.rmtree("build")
|
||||
print_status_success("Removed build/")
|
||||
else:
|
||||
print("Nothing to clean")
|
||||
|
||||
def clear_cache_action():
|
||||
if os.path.exists(ttbuild_path):
|
||||
print_status_busy(f"Removing {ttbuild_path}/")
|
||||
shutil.rmtree(ttbuild_path)
|
||||
print_status_success(f"Removed {ttbuild_path}/")
|
||||
else:
|
||||
print("Nothing to clear")
|
||||
|
||||
def update_self_action():
|
||||
sdk_json = read_sdk_json()
|
||||
tool_download_url = sdk_json["toolDownloadUrl"]
|
||||
if download_file(tool_download_url, "tactility.py"):
|
||||
print("Updated")
|
||||
else:
|
||||
exit_with_error("Update failed")
|
||||
|
||||
def get_device_info(ip):
|
||||
print_status_busy(f"Requesting device info")
|
||||
url = get_url(ip, "/info")
|
||||
try:
|
||||
response = requests.get(url)
|
||||
if response.status_code != 200:
|
||||
print_error("Run failed")
|
||||
else:
|
||||
print_status_success(f"Received device info:")
|
||||
print(response.json())
|
||||
except requests.RequestException as e:
|
||||
print_status_error(f"Device info request failed: {e}")
|
||||
|
||||
def run_action(manifest, ip):
|
||||
app_id = manifest["app"]["id"]
|
||||
print_status_busy("Running")
|
||||
url = get_url(ip, "/app/run")
|
||||
params = {'id': app_id}
|
||||
try:
|
||||
response = requests.post(url, params=params)
|
||||
if response.status_code != 200:
|
||||
print_error("Run failed")
|
||||
else:
|
||||
print_status_success("Running")
|
||||
except requests.RequestException as e:
|
||||
print_status_error(f"Running request failed: {e}")
|
||||
|
||||
def install_action(ip, platforms):
|
||||
print_status_busy("Installing")
|
||||
for platform in platforms:
|
||||
elf_path = find_elf_file(platform)
|
||||
if elf_path is None:
|
||||
print_status_error(f"ELF file not built for {platform}")
|
||||
return False
|
||||
package_path = package_name(platforms)
|
||||
# print(f"Installing {package_path} to {ip}")
|
||||
url = get_url(ip, "/app/install")
|
||||
try:
|
||||
# Prepare multipart form data
|
||||
with open(package_path, 'rb') as file:
|
||||
files = {
|
||||
'elf': file
|
||||
}
|
||||
response = requests.put(url, files=files)
|
||||
if response.status_code != 200:
|
||||
print_status_error("Install failed")
|
||||
return False
|
||||
else:
|
||||
print_status_success("Installing")
|
||||
return True
|
||||
except requests.RequestException as e:
|
||||
print_status_error(f"Install request failed: {e}")
|
||||
return False
|
||||
except IOError as e:
|
||||
print_status_error(f"Install file error: {e}")
|
||||
return False
|
||||
|
||||
def uninstall_action(manifest, ip):
|
||||
app_id = manifest["app"]["id"]
|
||||
print_status_busy("Uninstalling")
|
||||
url = get_url(ip, "/app/uninstall")
|
||||
params = {'id': app_id}
|
||||
try:
|
||||
response = requests.put(url, params=params)
|
||||
if response.status_code != 200:
|
||||
print_status_error("Server responded that uninstall failed")
|
||||
else:
|
||||
print_status_success("Uninstalled")
|
||||
except requests.RequestException as e:
|
||||
print_status_error(f"Uninstall request failed: {e}")
|
||||
|
||||
#region Main
|
||||
|
||||
if __name__ == "__main__":
|
||||
print(f"Tactility Build System v{ttbuild_version}")
|
||||
if "--help" in sys.argv:
|
||||
print_help()
|
||||
sys.exit()
|
||||
# Argument validation
|
||||
if len(sys.argv) == 1:
|
||||
print_help()
|
||||
sys.exit(1)
|
||||
if "--verbose" in sys.argv:
|
||||
verbose = True
|
||||
sys.argv.remove("--verbose")
|
||||
skip_build = False
|
||||
if "--skip-build" in sys.argv:
|
||||
skip_build = True
|
||||
sys.argv.remove("--skip-build")
|
||||
if "--local-sdk" in sys.argv:
|
||||
use_local_sdk = True
|
||||
sys.argv.remove("--local-sdk")
|
||||
action_arg = sys.argv[1]
|
||||
|
||||
# Environment setup
|
||||
setup_environment()
|
||||
if not os.path.isfile("manifest.properties"):
|
||||
exit_with_error("manifest.properties not found")
|
||||
manifest = read_manifest()
|
||||
validate_manifest(manifest)
|
||||
all_platform_targets = manifest["target"]["platforms"].split(",")
|
||||
# Update SDK cache (tool.json)
|
||||
if not use_local_sdk and should_update_tool_json() and not update_tool_json():
|
||||
exit_with_error("Failed to retrieve SDK info")
|
||||
# Actions
|
||||
if action_arg == "build":
|
||||
if len(sys.argv) < 2:
|
||||
print_help()
|
||||
exit_with_error("Commandline parameter missing")
|
||||
platform = None
|
||||
if len(sys.argv) > 2:
|
||||
platform = sys.argv[2]
|
||||
if not build_action(manifest, platform):
|
||||
sys.exit(1)
|
||||
elif action_arg == "clean":
|
||||
clean_action()
|
||||
elif action_arg == "clearcache":
|
||||
clear_cache_action()
|
||||
elif action_arg == "updateself":
|
||||
update_self_action()
|
||||
elif action_arg == "run":
|
||||
if len(sys.argv) < 3:
|
||||
print_help()
|
||||
exit_with_error("Commandline parameter missing")
|
||||
run_action(manifest, sys.argv[2])
|
||||
elif action_arg == "install":
|
||||
if len(sys.argv) < 3:
|
||||
print_help()
|
||||
exit_with_error("Commandline parameter missing")
|
||||
platform = None
|
||||
platforms_to_install = all_platform_targets
|
||||
if len(sys.argv) >= 4:
|
||||
platform = sys.argv[3]
|
||||
platforms_to_install = [platform]
|
||||
install_action(sys.argv[2], platforms_to_install)
|
||||
elif action_arg == "uninstall":
|
||||
if len(sys.argv) < 3:
|
||||
print_help()
|
||||
exit_with_error("Commandline parameter missing")
|
||||
uninstall_action(manifest, sys.argv[2])
|
||||
elif action_arg == "bir" or action_arg == "brrr":
|
||||
if len(sys.argv) < 3:
|
||||
print_help()
|
||||
exit_with_error("Commandline parameter missing")
|
||||
platform = None
|
||||
platforms_to_install = all_platform_targets
|
||||
if len(sys.argv) >= 4:
|
||||
platform = sys.argv[3]
|
||||
platforms_to_install = [platform]
|
||||
if build_action(manifest, platform):
|
||||
if install_action(sys.argv[2], platforms_to_install):
|
||||
run_action(manifest, sys.argv[2])
|
||||
else:
|
||||
print_help()
|
||||
exit_with_error("Unknown commandline parameter")
|
||||
|
||||
#endregion Main
|
||||
Reference in New Issue
Block a user