New Apps - Lot 1 (#27)

* New Apps - Lot 1

Trying to mix it up a little with some fun, useful and just weird.
Adds more new apps...
Brainfuck
Breakout
Magic 8 Ball
Todo List

Also re-organised the app name part of main.yml

* Fix build?

* fixes

* and some more

* Update Brainfuck.cpp

* i heard you like fixes with your fixes

* no hard coded paths
This commit is contained in:
Shadowtrance
2026-02-20 04:46:54 +10:00
committed by GitHub
parent 1443a29258
commit a75279c96c
29 changed files with 3215 additions and 1 deletions
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cmake_minimum_required(VERSION 3.20)
include($ENV{IDF_PATH}/tools/cmake/project.cmake)
if (DEFINED ENV{TACTILITY_SDK_PATH})
set(TACTILITY_SDK_PATH $ENV{TACTILITY_SDK_PATH})
else()
set(TACTILITY_SDK_PATH "../../release/TactilitySDK")
message(WARNING "TACTILITY_SDK_PATH environment variable is not set, defaulting to ${TACTILITY_SDK_PATH}")
endif()
include("${TACTILITY_SDK_PATH}/TactilitySDK.cmake")
set(EXTRA_COMPONENT_DIRS ${TACTILITY_SDK_PATH})
project(Magic8Ball)
tactility_project(Magic8Ball)
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# Magic 8-Ball
A digital fortune-telling toy for Tactility.
## Overview
Ask a yes/no question, then shake the ball (tap or press a key) to receive one of 20 classic Magic 8-Ball responses. Responses span affirmative, non-committal, and negative categories.
## Features
- 20 classic Magic 8-Ball responses
- Three response categories: Affirmative (10), Non-committal (5), Negative (5)
- Prevents consecutive duplicate answers
- Animated ball interface
## Controls
- **Touch**: Tap the ball to get a response
- **Keyboard**: Enter or Space
## Responses
- **Affirmative**: "It is certain", "Without a doubt", "Yes definitely", "Most likely", and more
- **Non-committal**: "Reply hazy, try again", "Ask again later", "Better not tell you now", and more
- **Negative**: "Don't count on it", "My reply is no", "Very doubtful", and more
## Requirements
- Tactility
- Input: Touchscreen and/or keyboard
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file(GLOB_RECURSE SOURCE_FILES
Source/*.c*
)
idf_component_register(
SRCS ${SOURCE_FILES}
# Library headers must be included directly,
# because all regular dependencies get stripped by elf_loader's cmake script
INCLUDE_DIRS ../../../Libraries/TactilityCpp/Include
REQUIRES TactilitySDK
)
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#include "Magic8Ball.h"
#include <tt_lvgl_toolbar.h>
#include <tt_lvgl_keyboard.h>
#include <stdlib.h>
#include <time.h>
/* ── Responses ─────────────────────────────────────────────────────── */
static const char* responses[] = {
/* Affirmative (10) */
"It is certain.",
"It is decidedly so.",
"Without a doubt.",
"Yes, definitely.",
"You may rely on it.",
"As I see it, yes.",
"Most likely.",
"Outlook good.",
"Yes.",
"Signs point to yes.",
/* Non-committal (5) */
"Reply hazy, try again.",
"Ask again later.",
"Better not tell you now.",
"Cannot predict now.",
"Concentrate and ask again.",
/* Negative (5) */
"Don't count on it.",
"My reply is no.",
"My sources say no.",
"Outlook not so good.",
"Very doubtful.",
};
#define NUM_RESPONSES (sizeof(responses) / sizeof(responses[0]))
static const char* getInputHint() {
if (tt_lvgl_hardware_keyboard_is_available()) {
return "Touch or press Space to ask";
}
return "Touch the ball to ask";
}
/* ── Methods ──────────────────────────────────────────────────────── */
void Magic8Ball::revealAnswer() {
if (!seeded) {
srand((unsigned)time(NULL));
seeded = true;
}
int idx;
do {
idx = rand() % NUM_RESPONSES;
} while (idx == lastIdx && NUM_RESPONSES > 1);
lastIdx = idx;
lv_label_set_text(answerLabel, responses[idx]);
lv_label_set_text(hintLabel, getInputHint());
}
void Magic8Ball::onBallClick(lv_event_t* e) {
auto* self = (Magic8Ball*)lv_event_get_user_data(e);
self->revealAnswer();
}
void Magic8Ball::onKey(lv_event_t* e) {
auto* self = (Magic8Ball*)lv_event_get_user_data(e);
uint32_t key = lv_event_get_key(e);
if (key == LV_KEY_ENTER || key == ' ') {
self->revealAnswer();
}
}
/* ── Lifecycle ────────────────────────────────────────────────────── */
void Magic8Ball::onShow(AppHandle app, lv_obj_t* parent) {
lv_obj_remove_flag(parent, LV_OBJ_FLAG_SCROLLABLE);
lv_obj_set_flex_flow(parent, LV_FLEX_FLOW_COLUMN);
/* Toolbar */
lv_obj_t* toolbar = tt_lvgl_toolbar_create_for_app(parent, app);
lv_obj_align(toolbar, LV_ALIGN_TOP_MID, 0, 0);
/* Main container */
lv_obj_t* cont = lv_obj_create(parent);
lv_obj_set_width(cont, LV_PCT(100));
lv_obj_set_flex_grow(cont, 1);
lv_obj_set_flex_flow(cont, LV_FLEX_FLOW_COLUMN);
lv_obj_set_flex_align(cont, LV_FLEX_ALIGN_CENTER, LV_FLEX_ALIGN_CENTER, LV_FLEX_ALIGN_CENTER);
lv_obj_align_to(cont, toolbar, LV_ALIGN_OUT_BOTTOM_MID, 0, 0);
lv_obj_set_style_pad_all(cont, 2, 0);
lv_obj_remove_flag(cont, LV_OBJ_FLAG_SCROLLABLE);
lv_obj_set_style_border_width(cont, 0, 0);
lv_obj_set_style_bg_color(cont, lv_color_hex(0x000000), 0);
lv_obj_set_style_bg_opa(cont, LV_OPA_COVER, 0);
lv_obj_set_style_radius(cont, 0, 0);
/* "8" ball circle */
ballObj = lv_obj_create(cont);
lv_obj_set_size(ballObj, 120, 120);
lv_obj_set_style_radius(ballObj, LV_RADIUS_CIRCLE, 0);
lv_obj_set_style_bg_color(ballObj, lv_color_make(0x10, 0x10, 0x30), 0);
lv_obj_set_style_bg_opa(ballObj, LV_OPA_COVER, 0);
lv_obj_set_style_border_color(ballObj, lv_color_make(0x40, 0x40, 0x80), 0);
lv_obj_set_style_border_width(ballObj, 3, 0);
lv_obj_remove_flag(ballObj, LV_OBJ_FLAG_SCROLLABLE);
lv_obj_set_flex_flow(ballObj, LV_FLEX_FLOW_COLUMN);
lv_obj_set_flex_align(ballObj, LV_FLEX_ALIGN_CENTER, LV_FLEX_ALIGN_CENTER, LV_FLEX_ALIGN_CENTER);
/* Answer text inside the ball */
answerLabel = lv_label_create(ballObj);
lv_label_set_text(answerLabel, "8");
lv_obj_set_style_text_color(answerLabel, lv_color_hex(0xFFFFFF), 0);
lv_obj_set_style_text_font(answerLabel, lv_font_get_default(), 0);
lv_obj_set_style_text_align(answerLabel, LV_TEXT_ALIGN_CENTER, 0);
lv_obj_set_width(answerLabel, 100);
lv_label_set_long_mode(answerLabel, LV_LABEL_LONG_WRAP);
/* Hint text below the ball */
hintLabel = lv_label_create(cont);
lv_label_set_text(hintLabel, getInputHint());
lv_obj_set_style_text_color(hintLabel, lv_color_make(0x88, 0x88, 0x88), 0);
lv_obj_set_style_text_font(hintLabel, lv_font_get_default(), 0);
/* Make the ball tappable / also space */
lv_obj_add_flag(ballObj, LV_OBJ_FLAG_CLICKABLE);
lv_obj_add_event_cb(ballObj, onBallClick, LV_EVENT_CLICKED, this);
/* Keyboard support */
lv_group_t* grp = lv_group_get_default();
if (grp) lv_group_add_obj(grp, ballObj);
lv_obj_add_event_cb(ballObj, onKey, LV_EVENT_KEY, this);
}
void Magic8Ball::onHide(AppHandle app) {
lv_group_t* grp = lv_group_get_default();
if (grp && ballObj) {
lv_group_remove_obj(ballObj);
}
answerLabel = nullptr;
hintLabel = nullptr;
ballObj = nullptr;
}
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#pragma once
#include <lvgl.h>
#include <TactilityCpp/App.h>
class Magic8Ball final : public App {
private:
// UI pointers (nulled in onHide)
lv_obj_t* answerLabel = nullptr;
lv_obj_t* hintLabel = nullptr;
lv_obj_t* ballObj = nullptr;
// State
int lastIdx = -1;
bool seeded = false;
void revealAnswer();
static void onBallClick(lv_event_t* e);
static void onKey(lv_event_t* e);
public:
void onShow(AppHandle context, lv_obj_t* parent) override;
void onHide(AppHandle context) override;
};
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#include "Magic8Ball.h"
#include <TactilityCpp/App.h>
extern "C" {
int main(int argc, char* argv[]) {
registerApp<Magic8Ball>();
return 0;
}
}
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[manifest]
version=0.1
[target]
sdk=0.7.0-dev
platforms=esp32,esp32s3,esp32c6,esp32p4
[app]
id=one.tactility.magic8ball
versionName=0.1.0
versionCode=1
name=Magic 8-Ball