feat: add Pocket Dungeon game prototype
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#include "GameKitDraw.h"
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namespace GameKit {
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lv_obj_t* makePanel(lv_obj_t* parent, lv_color_t color, uint8_t radius) {
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lv_obj_t* obj = lv_obj_create(parent);
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lv_obj_set_style_bg_color(obj, color, LV_PART_MAIN);
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lv_obj_set_style_border_width(obj, 0, LV_PART_MAIN);
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lv_obj_set_style_radius(obj, radius, LV_PART_MAIN);
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lv_obj_set_style_pad_all(obj, 0, LV_PART_MAIN);
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lv_obj_remove_flag(obj, LV_OBJ_FLAG_SCROLLABLE);
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return obj;
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}
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lv_obj_t* makeCell(lv_obj_t* parent, uint16_t size, lv_color_t color, uint8_t radius) {
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lv_obj_t* obj = makePanel(parent, color, radius);
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lv_obj_set_size(obj, size, size);
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return obj;
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}
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lv_obj_t* makeLabel(lv_obj_t* parent, const char* text, lv_color_t color) {
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lv_obj_t* label = lv_label_create(parent);
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lv_label_set_text(label, text);
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lv_obj_set_style_text_color(label, color, LV_PART_MAIN);
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return label;
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}
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void setCell(lv_obj_t* obj, int x, int y, uint16_t cellPx) {
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lv_obj_set_pos(obj, x * cellPx, y * cellPx);
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}
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} // namespace GameKit
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@@ -0,0 +1,16 @@
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#include "GameKitGrid.h"
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namespace GameKit {
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lv_point_t gridToPx(const GridSpec& grid, GridPos pos) {
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return lv_point_t {
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static_cast<lv_coord_t>(grid.originX + pos.x * grid.cellPx),
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static_cast<lv_coord_t>(grid.originY + pos.y * grid.cellPx)
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};
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}
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bool gridContains(const GridSpec& grid, GridPos pos) {
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return pos.x >= 0 && pos.y >= 0 && pos.x < grid.cols && pos.y < grid.rows;
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}
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} // namespace GameKit
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@@ -0,0 +1,84 @@
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#include "GameKitInput.h"
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#include <tt_lvgl_keyboard.h>
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namespace GameKit {
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InputKind keyToInput(uint32_t key) {
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switch (key) {
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case LV_KEY_UP: return InputKind::Up;
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case LV_KEY_DOWN: return InputKind::Down;
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case LV_KEY_LEFT: return InputKind::Left;
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case LV_KEY_RIGHT: return InputKind::Right;
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case LV_KEY_ENTER: return InputKind::Confirm;
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case LV_KEY_ESC: return InputKind::Cancel;
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default: break;
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}
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if (key == 'w' || key == 'W') return InputKind::Up;
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if (key == 's' || key == 'S') return InputKind::Down;
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if (key == 'a' || key == 'A') return InputKind::Left;
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if (key == 'd' || key == 'D') return InputKind::Right;
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if (key == 'q' || key == 'Q') return InputKind::Cancel;
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return InputKind::Unknown;
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}
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InputKind gestureToInput(lv_dir_t dir) {
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if (dir & LV_DIR_TOP) return InputKind::Up;
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if (dir & LV_DIR_BOTTOM) return InputKind::Down;
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if (dir & LV_DIR_LEFT) return InputKind::Left;
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if (dir & LV_DIR_RIGHT) return InputKind::Right;
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return InputKind::Unknown;
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}
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InputKind pointToQuadrant(lv_obj_t* obj, lv_point_t point) {
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const lv_coord_t w = lv_obj_get_width(obj);
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const lv_coord_t h = lv_obj_get_height(obj);
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const lv_coord_t cx = w / 2;
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const lv_coord_t cy = h / 2;
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const lv_coord_t dx = point.x - cx;
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const lv_coord_t dy = point.y - cy;
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if (LV_ABS(dx) > LV_ABS(dy)) return dx < 0 ? InputKind::Left : InputKind::Right;
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return dy < 0 ? InputKind::Up : InputKind::Down;
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}
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static void inputEvent(lv_event_t* e) {
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auto* scene = static_cast<Scene*>(lv_event_get_user_data(e));
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if (scene == nullptr) return;
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InputEvent input;
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const lv_event_code_t code = lv_event_get_code(e);
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lv_obj_t* target = lv_event_get_target_obj(e);
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if (code == LV_EVENT_KEY) {
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input.kind = keyToInput(lv_event_get_key(e));
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} else if (code == LV_EVENT_GESTURE) {
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input.kind = gestureToInput(lv_indev_get_gesture_dir(lv_indev_active()));
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} else if (code == LV_EVENT_CLICKED) {
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lv_indev_t* indev = lv_indev_active();
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if (indev) {
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lv_indev_get_point(indev, &input.point);
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lv_area_t coords;
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lv_obj_get_coords(target, &coords);
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input.point.x -= coords.x1;
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input.point.y -= coords.y1;
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input.kind = pointToQuadrant(target, input.point);
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} else {
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input.kind = InputKind::Confirm;
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}
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}
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if (input.kind != InputKind::Unknown) scene->onInput(input);
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}
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void attachInput(lv_obj_t* target, Scene* scene) {
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lv_obj_add_flag(target, LV_OBJ_FLAG_CLICKABLE);
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lv_obj_add_event_cb(target, inputEvent, LV_EVENT_KEY, scene);
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lv_obj_add_event_cb(target, inputEvent, LV_EVENT_GESTURE, scene);
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lv_obj_add_event_cb(target, inputEvent, LV_EVENT_CLICKED, scene);
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if (tt_lvgl_hardware_keyboard_is_available()) {
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lv_group_t* group = lv_group_get_default();
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if (group) {
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lv_group_add_obj(group, target);
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lv_group_focus_obj(target);
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lv_group_set_editing(group, true);
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}
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}
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}
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} // namespace GameKit
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@@ -0,0 +1,38 @@
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#include "GameKitLoop.h"
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namespace GameKit {
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Loop::~Loop() { stop(); }
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bool Loop::start(uint32_t tickMs, Scene* targetScene) {
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stop();
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if (targetScene == nullptr || tickMs == 0) return false;
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scene = targetScene;
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periodMs = tickMs;
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lastTickMs = lv_tick_get();
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timer = lv_timer_create(onTimer, tickMs, this);
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return timer != nullptr;
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}
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void Loop::stop() {
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if (timer != nullptr) {
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lv_timer_delete(timer);
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timer = nullptr;
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}
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scene = nullptr;
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periodMs = 0;
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lastTickMs = 0;
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}
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void Loop::onTimer(lv_timer_t* timer) {
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auto* loop = static_cast<Loop*>(lv_timer_get_user_data(timer));
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if (loop == nullptr || loop->scene == nullptr) return;
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const uint32_t now = lv_tick_get();
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uint32_t dt = loop->periodMs;
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if (loop->lastTickMs != 0) dt = now - loop->lastTickMs;
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loop->lastTickMs = now;
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loop->scene->onTick(Tick { dt, now });
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loop->scene->render();
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}
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} // namespace GameKit
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