summaryrefslogtreecommitdiff
path: root/apps/codecs/libfaad/decoder.h
diff options
context:
space:
mode:
Diffstat (limited to 'apps/codecs/libfaad/decoder.h')
0 files changed, 0 insertions, 0 deletions
9' href='#n59'>59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 1511 1512 1513 1514 1515 1516 1517 1518
/***************************************************************************
 *             __________               __   ___.
 *   Open      \______   \ ____   ____ |  | _\_ |__   _______  ___
 *   Source     |       _//  _ \_/ ___\|  |/ /| __ \ /  _ \  \/  /
 *   Jukebox    |    |   (  <_> )  \___|    < | \_\ (  <_> > <  <
 *   Firmware   |____|_  /\____/ \___  >__|_ \|___  /\____/__/\_ \
 *                     \/            \/     \/    \/            \/
 * $Id$
 *
 * Copyright (C) 2004-2005 dionoea (Antoine Cellerier)
 *
 * All files in this archive are subject to the GNU General Public License.
 * See the file COPYING in the source tree root for full license agreement.
 *
 * This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
 * KIND, either express or implied.
 *
 ****************************************************************************/
 
/*****************************************************************************
Solitaire by dionoea
Graphics & Fix Bugs by Ben Basha

use arrows to move the cursor
use ON to select cards, move cards, reveal hidden cards, ...
use PLAY to move a card from the remains' stack to the top of the cursor
use F1 to put card under cursor on one of the 4 final stacks
use F2 to un-select card if a card was selected, else draw 3 new cards
    out of the remains' stack
use F3 to put card on top of the remains' stack on one of the 4 final stacks

*****************************************************************************/

#include "plugin.h"
#include "configfile.h"
#include "button.h"
#include "lcd.h"


#ifdef HAVE_LCD_BITMAP

PLUGIN_HEADER

/* here is a global api struct pointer. while not strictly necessary,
   it's nice not to have to pass the api pointer in all function calls
   in the plugin */
static struct plugin_api* rb;

#define min(a,b) (a<b?a:b)


/* variable button definitions */
#if CONFIG_KEYPAD == RECORDER_PAD
#define SOL_QUIT BUTTON_OFF
#define SOL_UP BUTTON_UP
#define SOL_DOWN BUTTON_DOWN
#define SOL_LEFT BUTTON_LEFT
#define SOL_RIGHT BUTTON_RIGHT
#define SOL_MOVE BUTTON_ON
#define SOL_DRAW BUTTON_F2
#define SOL_REM2CUR BUTTON_PLAY
#define SOL_CUR2STACK BUTTON_F1
#define SOL_REM2STACK BUTTON_F3
#define SOL_MENU_RUN BUTTON_RIGHT
#define SOL_MENU_RUN2 BUTTON_PLAY
#define SOL_MENU_INFO BUTTON_F1
#define SOL_MENU_INFO2 BUTTON_F2
#define SOL_MENU_INFO3 BUTTON_F3

#elif CONFIG_KEYPAD == ONDIO_PAD
#define SOL_QUIT BUTTON_OFF
#define SOL_UP_PRE BUTTON_UP
#define SOL_UP (BUTTON_UP | BUTTON_REL)
#define SOL_DOWN_PRE BUTTON_DOWN
#define SOL_DOWN (BUTTON_DOWN | BUTTON_REL)
#define SOL_LEFT_PRE BUTTON_LEFT
#define SOL_LEFT (BUTTON_LEFT | BUTTON_REL)
#define SOL_RIGHT_PRE BUTTON_RIGHT
#define SOL_RIGHT (BUTTON_RIGHT | BUTTON_REL)
#define SOL_MOVE_PRE BUTTON_MENU
#define SOL_MOVE (BUTTON_MENU | BUTTON_REL)
#define SOL_DRAW_PRE BUTTON_MENU
#define SOL_DRAW (BUTTON_MENU | BUTTON_REPEAT)
#define SOL_REM2CUR_PRE BUTTON_LEFT
#define SOL_REM2CUR (BUTTON_LEFT | BUTTON_REPEAT)
#define SOL_CUR2STACK_PRE BUTTON_RIGHT
#define SOL_CUR2STACK (BUTTON_RIGHT | BUTTON_REPEAT)
#define SOL_REM2STACK_PRE BUTTON_UP
#define SOL_REM2STACK (BUTTON_UP | BUTTON_REPEAT)
#define SOL_MENU_RUN BUTTON_RIGHT
#define SOL_MENU_INFO BUTTON_MENU

#elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
      (CONFIG_KEYPAD == IRIVER_H300_PAD)
#define SOL_QUIT BUTTON_OFF
#define SOL_UP BUTTON_UP
#define SOL_DOWN BUTTON_DOWN
#define SOL_LEFT BUTTON_LEFT
#define SOL_RIGHT BUTTON_RIGHT
#define SOL_MOVE_PRE BUTTON_SELECT
#define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
#define SOL_DRAW BUTTON_MODE
#define SOL_REM2CUR (BUTTON_LEFT | BUTTON_ON)
#define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
#define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_ON)
#define SOL_MENU_RUN BUTTON_SELECT
#define SOL_MENU_RUN2 BUTTON_RIGHT
#define SOL_MENU_INFO BUTTON_MODE
#define SOL_OPT BUTTON_ON
#define SOL_REM BUTTON_REC

#elif (CONFIG_KEYPAD == IPOD_4G_PAD) || \
      (CONFIG_KEYPAD == IPOD_3G_PAD)
#define SOL_QUIT (BUTTON_SELECT | BUTTON_MENU)
#define SOL_UP BUTTON_MENU
#define SOL_DOWN BUTTON_PLAY
#define SOL_LEFT BUTTON_LEFT
#define SOL_RIGHT BUTTON_RIGHT
#define SOL_MOVE BUTTON_SELECT
#define SOL_DRAW (BUTTON_SELECT | BUTTON_PLAY)
#define SOL_REM2CUR (BUTTON_SELECT | BUTTON_LEFT)
#define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_RIGHT)
#define SOL_REM2STACK (BUTTON_LEFT | BUTTON_RIGHT)
#define SOL_MENU_RUN BUTTON_SELECT
#define SOL_MENU_INFO (BUTTON_PLAY | BUTTON_MENU)

#elif (CONFIG_KEYPAD == IAUDIO_X5_PAD)
#define SOL_QUIT BUTTON_POWER
#define SOL_UP BUTTON_UP
#define SOL_DOWN BUTTON_DOWN
#define SOL_LEFT BUTTON_LEFT
#define SOL_RIGHT BUTTON_RIGHT
#define SOL_MOVE BUTTON_SELECT
#define SOL_DRAW BUTTON_PLAY
#define SOL_REM2CUR (BUTTON_REC | BUTTON_LEFT)
#define SOL_CUR2STACK (BUTTON_REC | BUTTON_UP)
#define SOL_REM2STACK (BUTTON_REC | BUTTON_DOWN)
#define SOL_MENU_RUN BUTTON_SELECT
#define SOL_MENU_INFO BUTTON_PLAY

#elif (CONFIG_KEYPAD == GIGABEAT_PAD)
#define SOL_QUIT BUTTON_A
#define SOL_UP BUTTON_UP
#define SOL_DOWN BUTTON_DOWN
#define SOL_LEFT BUTTON_LEFT
#define SOL_RIGHT BUTTON_RIGHT
#define SOL_MOVE_PRE BUTTON_SELECT
#define SOL_MOVE (BUTTON_SELECT | BUTTON_REL)
#define SOL_DRAW BUTTON_MENU
#define SOL_REM2CUR (BUTTON_LEFT | BUTTON_POWER)
#define SOL_CUR2STACK (BUTTON_SELECT | BUTTON_REPEAT)
#define SOL_REM2STACK (BUTTON_RIGHT | BUTTON_POWER)
#define SOL_MENU_RUN BUTTON_SELECT
#define SOL_MENU_RUN2 BUTTON_RIGHT
#define SOL_MENU_INFO BUTTON_MENU
#endif

/* common help definitions */
#define HELP_SOL_UP "UP: Move the cursor up in the column."
#define HELP_SOL_DOWN "DOWN: Move the cursor down in the column."
#define HELP_SOL_LEFT "LEFT: Move the cursor to the previous column."
#define HELP_SOL_RIGHT "RIGHT: Move the cursor to the next column."

/* variable help definitions */
#if CONFIG_KEYPAD == RECORDER_PAD
#define HELP_SOL_MOVE "ON: Select cards, Move cards, reveal hidden cards ..."
#define HELP_SOL_DRAW "F2: Un-select a card if it was selected. Else, draw 3 new cards out of the remains' stack."
#define HELP_SOL_REM2CUR "PLAY: Put the card on top of the remains' stack on top of the cursor."
#define HELP_SOL_CUR2STACK "F1: Put the card under the cursor on one of the 4 final stacks."
#define HELP_SOL_REM2STACK "F3: Put the card on top of the remains' stack on one of the 4 final stacks."

#elif CONFIG_KEYPAD == ONDIO_PAD
#define HELP_SOL_MOVE "MODE: Select cards, Move cards, reveal hidden cards ..."
#define HELP_SOL_DRAW "MODE..: Un-select a card if it was selected. Else, draw 3 new cards out of the remains' stack."
#define HELP_SOL_REM2CUR "LEFT..: Put the card on top of the remains' stack on top of the cursor."
#define HELP_SOL_CUR2STACK "RIGHT..: Put the card under the cursor on one of the 4 final stacks."
#define HELP_SOL_REM2STACK "UP..: Put the card on top of the remains' stack on one of the 4 final stacks."

#elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
      (CONFIG_KEYPAD == IRIVER_H300_PAD)
#define HELP_SOL_MOVE "SELECT: Select cards, Move cards, reveal hidden cards ..."
#define HELP_SOL_DRAW "REC: Un-select a card if it was selected. Else, draw 3 new cards out of the remains' stack."
#define HELP_SOL_REM2CUR "PLAY+LEFT: Put the card on top of the remains' stack on top of the cursor."
#define HELP_SOL_CUR2STACK "SELECT..: Put the card under the cursor on one of the 4 final stacks."
#define HELP_SOL_REM2STACK "PLAY+RIGHT: Put the card on top of the remains' stack on one of the 4 final stacks."

#elif (CONFIG_KEYPAD == IPOD_4G_PAD) ||(CONFIG_KEYPAD == IPOD_3G_PAD)
#define HELP_SOL_MOVE "SELECT: Select cards, Move cards, reveal hidden cards ..." 	 
#define HELP_SOL_DRAW "SELECT+PLAY: Un-select a card if it was selected. Else, draw 3 new cards out of the remains' stack." 	 
#define HELP_SOL_REM2CUR "SELECT+LEFT: Put the card on top of the remains' stack on top of the cursor." 	 
#define HELP_SOL_CUR2STACK "SELECT+RIGHT..: Put the card under the cursor on one of the 4 final stacks." 	 
#define HELP_SOL_REM2STACK "LEFT+RIGHT: Put the card on top of the remains' stack on one of the 4 final stacks." 	 

#elif (CONFIG_KEYPAD == IAUDIO_X5_PAD) 
#define HELP_SOL_MOVE "MENU: Select cards, Move cards, reveal hidden cards ..." 	 
#define HELP_SOL_DRAW "PLAY: Un-select a card if it was selected. Else, draw 3 new cards out of the remains' stack."
#define HELP_SOL_REM2CUR "REC+LEFT: Put the card on top of the remains' stack on top of the cursor." 	 
#define HELP_SOL_CUR2STACK "REC+UP..: Put the card under the cursor on one of the 4 final stacks." 	 
#define HELP_SOL_REM2STACK "REC+DOWN: Put the card on top of the remains' stack on one of the 4 final stacks." 	 

#elif (CONFIG_KEYPAD == GIGABEAT_PAD) 
#define HELP_SOL_MOVE "SELECT: Select cards, Move cards, reveal hidden cards ..." 	 
#define HELP_SOL_DRAW "MENU: Un-select a card if it was selected. Else, draw 3 new cards out of the remains' stack."
#define HELP_SOL_REM2CUR "POWER+LEFT: Put the card on top of the remains' stack on top of the cursor." 	 
#define HELP_SOL_CUR2STACK "SELECT..: Put the card under the cursor on one of the 4 final stacks." 	 
#define HELP_SOL_REM2STACK "POWER+RIGHT: Put the card on top of the remains' stack on one of the 4 final stacks." 	 
  	 
#endif

#if LCD_DEPTH>1
static const unsigned colors[4] = {
#ifdef HAVE_LCD_COLOR
    LCD_BLACK, LCD_RGBPACK(255, 0, 0), LCD_BLACK, LCD_RGBPACK(255, 0, 0)
#else
    LCD_BLACK, LCD_BRIGHTNESS(127), LCD_BLACK, LCD_BRIGHTNESS(127)
#endif
};
#endif

#define BMPHEIGHT_c 10
#define BMPWIDTH_c 8

#ifdef HAVE_LCD_COLOR
#if (LCD_WIDTH >= 220) && (LCD_HEIGHT >= 176)
#define BMPHEIGHT_CARDBACK 33
#define BMPWIDTH_CARDBACK 26
#else
#define BMPHEIGHT_CARDBACK 24
#define BMPWIDTH_CARDBACK 18
#endif

extern const fb_data solitaire_cardback[];
#endif

static const unsigned char suitsi[4][30] = {
     {0x00, 0x80, 0xc0, 0xe0, 0xf0, 0xf8, 0xfc, 0xfe, 0xfc, 0xf8, 0xf0, 0xe0, 0xc0, 0x80, 0x00, 0x00, 0x07, 0x0f, 0x1f, 0x1f, 0x0f, 0x7f, 0x7f, 0x7f, 0x0f, 0x1f, 0x1f, 0x0f, 0x07, 0x00},
     {0x00, 0xf0, 0xf8, 0xfc, 0xfe, 0xfc, 0xf8, 0xf0, 0xf8, 0xfc, 0xfe, 0xfc, 0xf8, 0xf0, 0x00, 0x00, 0x00, 0x01, 0x03, 0x07, 0x0f, 0x1f, 0x7f, 0x1f, 0x0f, 0x07, 0x03, 0x01, 0x00, 0x00},
     {0x00, 0xc0, 0xe0, 0xe0, 0xfc, 0xfe, 0xfe, 0xfe, 0xfe, 0xfe, 0xfc, 0xe0, 0xe0, 0xc0, 0x00, 0x00, 0x03, 0x07, 0x07, 0x0f, 0x0f, 0x7f, 0x7f, 0x7f, 0x0f, 0x0f, 0x07, 0x07, 0x03, 0x00},
     {0x00, 0x00, 0x00, 0x00, 0x80, 0xe0, 0xf8, 0xfe, 0xfe, 0xf8, 0xe0, 0x80, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x07, 0x1f, 0x7f, 0x7f, 0x1f, 0x07, 0x01, 0x00, 0x00, 0x00},
};
static const unsigned char suits[4][16] = {
/* Spades */
    {0x00, 0x78, 0x3c, 0xfe, 0xfe, 0x3c, 0x78, 0x00, 0x00, 0x00, 0x00, 0x01, 0x01, 0x00, 0x00, 0x00},/* ........ */
/* Hearts */
    {0x00, 0x3c, 0x7e, 0xfc, 0xf8, 0xfc, 0x7e, 0x3c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00},/* ........ */
/* Clubs */
    {0x00, 0x70, 0x34, 0xfe, 0xfe, 0x34, 0x70, 0x00, 0x00, 0x00, 0x00, 0x01, 0x01, 0x00, 0x00, 0x00},/* ........ */
/* Diamonds */
    {0x00, 0x70, 0xfc, 0xfe, 0xfe, 0xfc, 0x70, 0x00, 0x00, 0x00, 0x00, 0x01, 0x01, 0x00, 0x00, 0x00} /* ........ */
};

static unsigned char numbers[13][16] = {
/* Ace */
    {0x00, 0xf0, 0xfc, 0x7e, 0x36, 0x7e, 0xfc, 0xf0, 0x00, 0x01, 0x01, 0x00, 0x00, 0x00, 0x01, 0x01},
/* 2 */
    {0x00, 0x8c, 0xce, 0xe6, 0xf6, 0xbe, 0x9c, 0x00, 0x00, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x00}, /* ........ */
/* 3 */
    {0x00, 0xcc, 0x86, 0xb6, 0xb6, 0xfe, 0xdc, 0x00, 0x00, 0x00, 0x01, 0x01, 0x01, 0x01, 0x00, 0x00}, /* ........ */
/* 4 */
    {0x00, 0x3e, 0x3e, 0x30, 0xfe, 0xfe, 0x30, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x01, 0x00, 0x00}, /* ........ */
/* 5 */
    {0x00, 0xbe, 0xbe, 0xb6, 0xb6, 0xf6, 0xe6, 0x00, 0x00, 0x00, 0x01, 0x01, 0x01, 0x01, 0x00, 0x00}, /* ........ */
/* 6 */
    {0x00, 0xfc, 0xfe, 0xb6, 0xb6, 0xf6, 0xe4, 0x00, 0x00, 0x00, 0x01, 0x01, 0x01, 0x01, 0x00, 0x00}, /* ........ */
/* 7 */
    {0x00, 0x86, 0xc6, 0x66, 0x36, 0x1e, 0x0e, 0x00, 0x00, 0x01, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00}, /* ........ */
/* 8 */
    {0x00, 0xdc, 0xfe, 0xb6, 0xb6, 0xfe, 0xdc, 0x00, 0x00, 0x00, 0x01, 0x01, 0x01, 0x01, 0x00, 0x00}, /* ........ */
/* 9 */
    {0x00, 0x9c, 0xbe, 0xb6, 0xb6, 0xfe, 0xfc, 0x00, 0x00, 0x00, 0x01, 0x01, 0x01, 0x01, 0x00, 0x00},  /* ........ */
/* 10 */
    {0x00, 0x18, 0x0c, 0xfe, 0x00, 0xfc, 0x86, 0xfc, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x01, 0x00}, /* ........ */
/* Jack */
    {0x00, 0xe6, 0xc6, 0x86, 0xfe, 0xfe, 0x06, 0x00, 0x00, 0x00, 0x01, 0x01, 0x01, 0x00, 0x00, 0x00}, /* ........ */
/* Queen */
    {0x00, 0x7c, 0xfe, 0xc6, 0xe6, 0xfe, 0x7c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x01, 0x00}, /* ........ */
/* King */
    {0x00, 0xfe, 0xfe, 0x38, 0x7c, 0xee, 0xc6, 0x00, 0x00, 0x01, 0x01, 0x00, 0x00, 0x01, 0x01, 0x00} /* ........ */
};


#define FILENAME "sol.cfg"


#define NOT_A_CARD 255

/* number of cards per suit */
#define CARDS_PER_SUIT 13

/* number of suits */
#define SUITS 4

/* number of columns */
#define COL_NUM 7

/* pseudo column numbers to be used for cursor coordinates */
/* columns COL_NUM t COL_NUM + SUITS - 1 correspond to the final stacks */
#define STACKS_COL COL_NUM
/* column COL_NUM + SUITS corresponds to the remains' stack */
#define REM_COL (STACKS_COL + SUITS)

#define NOT_A_COL 255


/* size of a card on the screen */
#if (LCD_WIDTH >= 220) && (LCD_HEIGHT >= 176)
#define CARD_WIDTH 26
#define CARD_HEIGHT 34
#else
#define CARD_WIDTH 18
#define CARD_HEIGHT 24
#endif

/* where the cards start */
#define CARD_START CARD_HEIGHT +4

#if (LCD_WIDTH >= 220) && (LCD_HEIGHT >= 176)
#define KNOWN_CARD 23
#define NOT_KNOWN_CARD 30
#else
#define KNOWN_CARD 13
#define NOT_KNOWN_CARD 20
#endif

/* background color */
#define background_color LCD_RGBPACK(0,157,0)

typedef struct card {
    unsigned char suit : 2;
    unsigned char num : 4;
    unsigned char known : 1;
    unsigned char used : 1;/* this is what is used when dealing cards */
    unsigned char next;
} card;

unsigned char next_random_card(card *deck){
    unsigned char i,r;

    r = rb->rand()%(SUITS * CARDS_PER_SUIT)+1;
    i = 0;

    while(r>0){
        i = (i + 1)%(SUITS * CARDS_PER_SUIT);
        if(!deck[i].used) r--;
    }

    deck[i].used = 1;

    return i;
}

#define HELP_QUIT 0
#define HELP_USB 1

/* help for the not so intuitive interface */
int solitaire_help(void){

    int button;
    int lastbutton = BUTTON_NONE;

    while(1){

        rb->lcd_clear_display();

#if CONFIG_KEYPAD == RECORDER_PAD
        rb->lcd_putsxy(0, 0, "Press a key to see");
        rb->lcd_putsxy(0, 7, "it's role.");
        rb->lcd_putsxy(0, 21, "Press OFF to");
        rb->lcd_putsxy(0, 28, "return to menu.");
        rb->lcd_putsxy(0, 42, "All actions can");
        rb->lcd_putsxy(0, 49, "be done using");
        rb->lcd_putsxy(0, 56, "arrows, ON and F2.");
#elif CONFIG_KEYPAD == ONDIO_PAD
        rb->lcd_putsxy(0, 0, "Press a key short");
        rb->lcd_putsxy(0, 7, "or long to see it's");
        rb->lcd_putsxy(0, 21, "role. Press OFF to");
        rb->lcd_putsxy(0, 28, "return to menu.");
        rb->lcd_putsxy(0, 42, "All actions can be");
        rb->lcd_putsxy(0, 49, "done using arrows,");
        rb->lcd_putsxy(0, 56, "short & long MODE.");
#elif CONFIG_KEYPAD == IRIVER_H100_PAD
        rb->lcd_putsxy(20, 8, "Press a key or key");
        rb->lcd_putsxy(20, 16, "combo to see it's");
        rb->lcd_putsxy(20, 24, "role. Press STOP to");
        rb->lcd_putsxy(20, 32, "return to menu.");
        rb->lcd_putsxy(20, 48, "All actions can be");
        rb->lcd_putsxy(20, 56, "done using the");
        rb->lcd_putsxy(20, 64, "joystick and RECORD.");
#endif

        rb->lcd_update();

        button = rb->button_get(true);
        switch(button){
            case SOL_UP:
#ifdef SOL_UP_PRE
                if(lastbutton != SOL_UP_PRE)
                    break;
#endif
                rb->splash(HZ*2, true, HELP_SOL_UP);
                break;

            case SOL_DOWN:
#ifdef SOL_DOWN_PRE
                if(lastbutton != SOL_DOWN_PRE)
                    break;
#endif
                rb->splash(HZ*2, true, HELP_SOL_DOWN);
                break;

            case SOL_LEFT:
#ifdef SOL_LEFT_PRE
                if(lastbutton != SOL_LEFT_PRE)
                    break;
#endif
                rb->splash(HZ*2, true, HELP_SOL_LEFT);
                break;

            case SOL_RIGHT:
#ifdef SOL_RIGHT_PRE
                if(lastbutton != SOL_RIGHT_PRE)
                    break;
#endif
                rb->splash(HZ*2, true, HELP_SOL_RIGHT);
                break;

            case SOL_MOVE:
#ifdef SOL_MOVE_PRE
                if(lastbutton != SOL_MOVE_PRE)
                    break;
#endif
                rb->splash(HZ*2, true, HELP_SOL_MOVE);
                break;

            case SOL_DRAW:
#ifdef SOL_DRAW_PRE
                if(lastbutton != SOL_DRAW_PRE)
                    break;
#endif
                rb->splash(HZ*2, true, HELP_SOL_DRAW);
                break;

            case SOL_CUR2STACK:
#ifdef SOL_CUR2STACK_PRE
                if(lastbutton != SOL_CUR2STACK_PRE)
                    break;
#endif
                rb->splash(HZ*2, true, HELP_SOL_CUR2STACK);
                break;

            case SOL_REM2STACK:
#ifdef SOL_REM2STACK_PRE
                if(lastbutton != SOL_REM2STACK_PRE)
                    break;
#endif
                rb->splash(HZ*2, true, HELP_SOL_REM2STACK);
                break;

            case SOL_REM2CUR:
#ifdef SOL_REM2CUR_PRE
                if(lastbutton != SOL_REM2CUR_PRE)
                    break;
#endif
                rb->splash(HZ*2, true, HELP_SOL_REM2CUR);
                break;

            case SOL_QUIT:
                return HELP_QUIT;

            default:
                if(rb->default_event_handler(button) == SYS_USB_CONNECTED)
                    return HELP_USB;
                break;
        }
        if(button != BUTTON_NONE)
            lastbutton = button;
    }
}
#define CFGFILE_VERSION 0
int draw_type;


unsigned char change_draw(unsigned char draw){
         if (draw == 0)
            return 1;
         else
             return 0;
}
static struct configdata config[] = {
   { TYPE_INT, 0, 1, &draw_type, "draw_type", NULL, NULL }
};

/* menu return codes */
#define MENU_RESUME 0
#define MENU_RESTART 1
#define MENU_HELP 3
#define MENU_QUIT 4
#define MENU_USB 5
#define MENU_OPT 2

/* menu item number */
#define MENU_LENGTH 5

/* different menu behaviors */

#define MENU_BEFOREGAME 0
#define MENU_BEFOREGAMEOP 1
#define MENU_DURINGGAME 2
unsigned char when;
/* the menu */
/* text displayed changes depending on the 'when' parameter */
int solitaire_menu(unsigned char when_n)
{
    static char menu[3][MENU_LENGTH][17] =
        { { "Start Game",
            "",
            "Draw Three Cards",
            "Help",
            "Quit" },
          { "Start Game",
            "",
            "Draw One Card",
            "Help",
            "Quit" },
          { "Resume Game",
            "Restart Game",
            "",
            "Help",
            "Quit"},
        };


    int i;
    int cursor=0;
    int button;
    int fh;
    when=when_n;
    rb->lcd_getstringsize("A", NULL, &fh);
    fh++;

    if(when != MENU_BEFOREGAMEOP && when!=MENU_BEFOREGAME && when!=MENU_DURINGGAME)
        when = MENU_DURINGGAME;

    while(1){

        rb->lcd_clear_display();
        rb->lcd_putsxy(20, 1, "Solitaire");

        for(i = 0; i<MENU_LENGTH; i++){
            rb->lcd_putsxy(1, 17+fh*i, menu[when][i]);
            if(cursor == i) {
                rb->lcd_set_drawmode(DRMODE_COMPLEMENT);
                rb->lcd_fillrect(0,17+fh*i, LCD_WIDTH, fh);
                rb->lcd_set_drawmode(DRMODE_SOLID);
            }
        }

        rb->lcd_update();

        button = rb->button_get(true);
        switch(button){
            case SOL_UP:
                cursor = (cursor + MENU_LENGTH - 1)%MENU_LENGTH;
                break;

            case SOL_DOWN:
                cursor = (cursor + 1)%MENU_LENGTH;
                break;

            case SOL_LEFT:
                return MENU_RESUME;

            case SOL_MENU_RUN:
#ifdef SOL_MENU_RUN2
            case SOL_MENU_RUN2:
#endif
                switch(cursor){
                    case MENU_RESUME:
                    case MENU_RESTART:
                    case MENU_OPT:     
                    case MENU_QUIT:
                        return cursor;

                    case MENU_HELP:
                        if(solitaire_help() == HELP_USB)
                            return MENU_USB;
                        break;
                }
                break;

            case SOL_MENU_INFO:
#if defined(SOL_MENU_INFO2) && defined(SOL_MENU_INFO3)
            case SOL_MENU_INFO2:
            case SOL_MENU_INFO3:
#endif
                rb->splash(HZ, true, "Solitaire for Rockbox by dionoea");
                break;

#ifdef SOL_OPT
            case SOL_OPT:
                return MENU_OPT;
#endif
            case SOL_QUIT:
                return MENU_QUIT;
            
            default:
                if(rb->default_event_handler(button) == SYS_USB_CONNECTED)
                    return MENU_USB;
                break;
        }
    }
}

/* player's cursor */
unsigned char cur_card;
/* player's cursor column num */
unsigned char cur_col;

/* selected card */
unsigned char sel_card;

/* the deck */
card deck[SUITS * CARDS_PER_SUIT];

/* the remaining cards */
unsigned char rem;
unsigned char cur_rem;
unsigned char coun_rem;

/* the 7 game columns */
unsigned char cols[COL_NUM];

int CARDS_PER_DRAW;
/* the 4 final stacks */
unsigned char stacks[SUITS];

/* initialize the game */
void solitaire_init(void){

    unsigned char c;
    int i,j;
#if LCD_DEPTH>1
                rb->lcd_set_foreground(LCD_BLACK);
#ifdef HAVE_LCD_COLOR
                rb->lcd_set_background(background_color);
#endif
#endif
/* number of cards that are drawn on the remains' stack (by pressing F2) */
    if(draw_type == 0) {
      CARDS_PER_DRAW =3;
    } else {
      CARDS_PER_DRAW=1;
    }
    /* init deck */
    for(i=0;i<SUITS;i++){
        for(j=0;j<CARDS_PER_SUIT;j++){
            deck[i*CARDS_PER_SUIT+j].suit = i;
            deck[i*CARDS_PER_SUIT+j].num = j;
            deck[i*CARDS_PER_SUIT+j].known = 1;
            deck[i*CARDS_PER_SUIT+j].used = 0;
            deck[i*CARDS_PER_SUIT+j].next = NOT_A_CARD;
        }
    }

    /* deal the cards ... */
    /* ... in the columns */
    for(i=0; i<COL_NUM; i++){
        c = NOT_A_CARD;
        for(j=0; j<=i; j++){
            if(c == NOT_A_CARD){
                cols[i] = next_random_card(deck);
                c = cols[i];
            } else {
                deck[c].next = next_random_card(deck);
                c = deck[c].next;
            }
            if(j<i) deck[c].known = 0;
        }
    }

    /* ... shuffle what's left of the deck */
    rem = next_random_card(deck);
    c = rem;

    for(i=1; i<SUITS * CARDS_PER_SUIT - COL_NUM * (COL_NUM + 1)/2; i++){
        deck[c].next = next_random_card(deck);
        c = deck[c].next;
    }

    /* we now finished dealing the cards. The game can start ! (at last) */

    /* init the stack */
    for(i = 0; i<SUITS; i++){
        stacks[i] = NOT_A_CARD;
    }

    /* the cursor starts on upper left card */
    cur_card = cols[0];
    cur_col = 0;

    /* no card is selected */
    sel_card = NOT_A_CARD;

    /* init the remainder */
    cur_rem = NOT_A_CARD;
    
    coun_rem=0;
}

/* find the column number in which 'card' can be found */
unsigned char find_card_col(unsigned char card){
    int i;
    unsigned char c;

    if(card == NOT_A_CARD) return NOT_A_COL;

    for(i=0; i<COL_NUM; i++){
        c = cols[i];
        while(c!=NOT_A_CARD){
            if(c == card) return i;
            c = deck[c].next;
        }
    }

    for(i=0; i<SUITS; i++){
        c = stacks[i];
        while(c!=NOT_A_CARD){
            if(c == card) return STACKS_COL + i;
            c = deck[c].next;
        }
    }

    return REM_COL;
}

/* find the card preceding 'card' */
/* if it doesn't exist, return NOT_A_CARD */
unsigned char find_prev_card(unsigned char card){
    int i;

    for(i=0; i<SUITS*CARDS_PER_SUIT; i++){
        if(deck[i].next == card) return i;
    }

    return NOT_A_CARD;
}

/* find the last card of a given column */
unsigned char find_last_card(unsigned char col){
    unsigned char c;

    if(col < COL_NUM){
        c = cols[col];
    } else if(col < REM_COL){
        c = stacks[col - STACKS_COL];
    } else {
        c = rem;
    }

    if(c == NOT_A_CARD)
        return c;
    else {
        while(deck[c].next != NOT_A_CARD){
            c = deck[c].next;
        }
        return c;
    }
}

#define MOVE_OK 0
#define MOVE_NOT_OK 1
unsigned char move_card(unsigned char dest_col, unsigned char src_card){
    /* the column on which to take src_card */
    unsigned char src_col;

    /* the last card of dest_col */
    unsigned char dest_card;

    /* the card under src_card */
    unsigned char src_card_prev;

    /* you can't move no card (at least, it doesn't have any consequence) */
    if(src_card == NOT_A_CARD) return MOVE_NOT_OK;
    /* you can't put a card back on the remains' stack */
    if(dest_col == REM_COL) return MOVE_NOT_OK;

    src_col = find_card_col(src_card);
    dest_card = find_last_card(dest_col);
    src_card_prev = find_prev_card(src_card);

    /* you can't move more than one card at a time from the final stack */
    /* to the rest of the game */
    if(src_col >= COL_NUM && src_col < REM_COL
       && deck[src_card].next != NOT_A_CARD){
        return MOVE_NOT_OK;
    }

    /* if we (that means dest) are on one of the 7 columns ... */
    if(dest_col < COL_NUM){
        /* ... check is we are on an empty color and that the src is a king */
        if(dest_card == NOT_A_CARD
           && deck[src_card].num == CARDS_PER_SUIT - 1){
            /* this is a winning combination */
            cols[dest_col] = src_card;
        }
        /* ... or check if the cards follow one another and have same suit */
        else if((deck[dest_card].suit + deck[src_card].suit)%2==1
           && deck[dest_card].num == deck[src_card].num + 1){
            /* this is a winning combination */
            deck[dest_card].next = src_card;
        }
        /* ... or, humpf, well that's not good news */
        else {
            /* this is not a winning combination */
            return MOVE_NOT_OK;
        }
    }
    /* if we are on one of the 4 final stacks ... */
    else if(dest_col < REM_COL){
        /* ... check if we are on an empty stack, that the src is an
         * ace and that this is the good final stack */
        if(dest_card == NOT_A_CARD
           && deck[src_card].num == 0
           && deck[src_card].suit == dest_col - STACKS_COL){
            /* this is a winning combination */
            stacks[dest_col - STACKS_COL] = src_card;
        }
        /* ... or check if the cards follow one another, have the same
         * suit and {that src has no .next element or is from the remains'
         * stack} */
        else if(deck[dest_card].suit == deck[src_card].suit
           && deck[dest_card].num + 1 == deck[src_card].num
           && (deck[src_card].next == NOT_A_CARD || src_col == REM_COL) ){
            /* this is a winning combination */
            deck[dest_card].next = src_card;
        }
        /* ... or, well that's not good news */
        else {
            /* this is not a winnong combination */
            return MOVE_NOT_OK;
        }
    }
    /* if we are on the remains' stack */
    else {
        /* you can't move a card back to the remains' stack */
        return MOVE_NOT_OK;
    }

    /* if the src card is from the remains' stack, we don't want to take
     * the following cards */
    if(src_col == REM_COL){
        /* if src card is the first card from the stack */
        if(src_card_prev == NOT_A_CARD){
            rem = deck[src_card].next;
            coun_rem = coun_rem-1;
        }
        /* if src card is not the first card from the stack */
        else {
            deck[src_card_prev].next = deck[src_card].next;
        }
        cur_rem = src_card_prev;
        deck[src_card].next = NOT_A_CARD;
        coun_rem = coun_rem-1;
    }
    /* if the src card is from somewhere else, just take everything */
    else {
        if(src_card_prev == NOT_A_CARD){
            if(src_col < COL_NUM){
                cols[src_col] = NOT_A_CARD;
            } else {
                stacks[src_col - STACKS_COL] = NOT_A_CARD;
            }
        } else {
            deck[src_card_prev].next = NOT_A_CARD;
        }
    }
    sel_card = NOT_A_CARD;
    /* tada ! */
    return MOVE_OK;
}



#define SOLITAIRE_WIN 0
#define SOLITAIRE_QUIT 1
#define SOLITAIRE_USB 2

#if ( LCD_WIDTH > ( CARD_WIDTH * 8 ) )
#   define BIG_SCREEN 1
#else
#   define BIG_SCREEN 0
#endif
#define LCD_WIDTH2 (LCD_WIDTH - BIG_SCREEN)

/* the game */
int solitaire(void){

    int i,j,x;
    int button, lastbutton = 0;
    unsigned char c,h,prevcard;
    int biggest_col_length;
    
    configfile_init(rb);
    configfile_load(FILENAME, config, 1, 0); 
     
    rb->srand( *rb->current_tick );
    switch(solitaire_menu(draw_type==0?MENU_BEFOREGAME:MENU_BEFOREGAMEOP)) {
       case MENU_QUIT:
            return SOLITAIRE_QUIT;

        case MENU_USB:
            return SOLITAIRE_USB;
       case MENU_OPT:
            draw_type=change_draw(draw_type);
            configfile_save(FILENAME, config, 1, 0);   
            when=draw_type==0?MENU_BEFOREGAME:MENU_BEFOREGAMEOP;
            return 0; 
    }
#if LCD_DEPTH>1
                rb->lcd_set_foreground(LCD_BLACK);
#ifdef HAVE_LCD_COLOR
                rb->lcd_set_background(background_color);
#else
                rb->lcd_set_background(LCD_DEFAULT_BG);
#endif
#endif
    solitaire_init();

    while(true){

        rb->lcd_clear_display();

        /* get the biggest column length so that display can be "optimized" */
        biggest_col_length = 0;

        for(i=0;i<COL_NUM;i++){
            j = 0;
            c = cols[i];
            while(c != NOT_A_CARD){
                j++;
                c = deck[c].next;
            }
            if(j>biggest_col_length) biggest_col_length = j;
        }

        /* check if there are cards remaining in the game. */
        /* if there aren't any, that means you won :) */
        if(biggest_col_length == 0 && rem == NOT_A_CARD){
            rb->splash(HZ*2, true, "You Won :)");
            return SOLITAIRE_WIN;
        }

        /* draw the columns */
        for(i=0;i<COL_NUM;i++){
            c = cols[i];
            j = CARD_START;
            while(true){
                if(c==NOT_A_CARD) {
                    /* draw the cursor on empty columns */
                    if(cur_col == i){
                        rb->lcd_set_drawmode(DRMODE_COMPLEMENT);
                        rb->lcd_fillrect(1+i*(LCD_WIDTH-2)/COL_NUM+1, j+1, CARD_WIDTH-1, CARD_HEIGHT-1);
                    }
                    break;
                }
                /* clear the card's spot */

                rb->lcd_set_drawmode(DRMODE_SOLID|DRMODE_INVERSEVID);
                rb->lcd_fillrect(1+i*(LCD_WIDTH - 2)/COL_NUM, j+1, CARD_WIDTH, CARD_HEIGHT-1);
                rb->lcd_set_drawmode(DRMODE_SOLID);
                /* known card */
                if(deck[c].known == 1){
#if LCD_DEPTH>1
   #ifdef HAVE_LCD_COLOR
                rb->lcd_set_foreground(LCD_WHITE); 
                rb->lcd_set_background(LCD_WHITE);
   #else
                rb->lcd_set_foreground(LCD_DEFAULT_BG);
                rb->lcd_set_background(LCD_DEFAULT_BG);   
   #endif
#endif
                    rb->lcd_fillrect(1+i*(LCD_WIDTH - 2)/COL_NUM+1, j+1, CARD_WIDTH-1, CARD_HEIGHT-1);
#if LCD_DEPTH>1
                    rb->lcd_set_foreground(colors[deck[c].suit]);
#endif
                    rb->lcd_mono_bitmap(numbers[deck[c].num], 1+i*(LCD_WIDTH - 2)/COL_NUM+1, j+1, BMPWIDTH_c, BMPHEIGHT_c);
                    rb->lcd_mono_bitmap(suits[deck[c].suit],  1+i*(LCD_WIDTH - 2)/COL_NUM+ BMPWIDTH_c +2, j+1, BMPWIDTH_c, BMPHEIGHT_c);
#if LCD_DEPTH>1
                    rb->lcd_set_foreground(LCD_BLACK);
#ifdef HAVE_LCD_COLOR
                    rb->lcd_set_background(background_color);
#endif
#endif
                } else {
#ifdef HAVE_LCD_COLOR
                    rb->lcd_bitmap(solitaire_cardback, 
                                   1+i*(LCD_WIDTH - 2)/COL_NUM+1, j+1, 
                                   BMPWIDTH_CARDBACK, BMPHEIGHT_CARDBACK);
#endif
                }
                /* draw top line of the card */
                rb->lcd_drawline(1+i*(LCD_WIDTH - 2)/COL_NUM+1,j,1+i*(LCD_WIDTH - 2)/COL_NUM+CARD_WIDTH-1,j);
                /* selected card */
                if(c == sel_card && sel_card != NOT_A_CARD){
                     rb->lcd_drawrect(1+i*(LCD_WIDTH - 2)/COL_NUM+1, j+1, CARD_WIDTH-1, CARD_HEIGHT-1);
                }
                /* cursor (or not) */
                if(c == cur_card){
                    rb->lcd_set_drawmode(DRMODE_COMPLEMENT);
                    rb->lcd_fillrect(1+i*(LCD_WIDTH - 2)/COL_NUM+1, j+1, CARD_WIDTH-1, CARD_HEIGHT-1);
                    rb->lcd_set_drawmode(DRMODE_SOLID);
                    /* go to the next card */
                    c = deck[c].next;
                    if(c == NOT_A_CARD) break;
                    else {
                        if(deck[c].known == 0) {
                            j += CARD_HEIGHT - NOT_KNOWN_CARD;
                        } else {
                            j += CARD_HEIGHT - KNOWN_CARD; 
                        }
                     }
                } else {
                    /* go to the next card */
                    h = c;
                    c = deck[c].next;                   
                    if(c == NOT_A_CARD) break;
                    if(c!=NOT_A_CARD) {
                        if(deck[h].known == 0) {
 /*changeeee*/             j += CARD_HEIGHT - NOT_KNOWN_CARD;
                        } else {
                            j += min(CARD_HEIGHT - KNOWN_CARD, (LCD_HEIGHT - CARD_START - CARD_HEIGHT)/biggest_col_length);
                        }
                    }
                }
            }
            if(cols[i]!=NOT_A_CARD){
                /* draw line to the left of the column */
                rb->lcd_drawline(1+i*(LCD_WIDTH - 2)/COL_NUM,CARD_START,1+i*(LCD_WIDTH - 2)/COL_NUM,j+CARD_HEIGHT-1);
                /* draw line to the right of the column */
                rb->lcd_drawline(1+i*(LCD_WIDTH - 2)/COL_NUM+CARD_WIDTH,CARD_START,1+i*(LCD_WIDTH - 2)/COL_NUM+CARD_WIDTH,j+CARD_HEIGHT-1);
                /* draw bottom of the last card */
                rb->lcd_drawline(1+i*(LCD_WIDTH - 2)/COL_NUM+1,j+CARD_HEIGHT,1+i*(LCD_WIDTH - 2)/COL_NUM+CARD_WIDTH-1,j+CARD_HEIGHT);
            }
        }
#if LCD_DEPTH>1
        rb->lcd_set_foreground(LCD_BLACK);
#ifdef HAVE_LCD_COLOR
        rb->lcd_set_background(background_color);
#endif
#endif
        rb->lcd_set_drawmode(DRMODE_SOLID);
        /* draw the stacks */
        for(i=0; i<SUITS; i++){
            c = stacks[i];
            if(c!=NOT_A_CARD){
                while(deck[c].next != NOT_A_CARD){
                    c = deck[c].next;
                }
            }

            if(c != NOT_A_CARD) {
#if LCD_DEPTH>1
   #ifdef HAVE_LCD_COLOR
                rb->lcd_set_foreground(LCD_WHITE); 
                rb->lcd_set_background(LCD_WHITE);
   #else
                rb->lcd_set_foreground(LCD_DEFAULT_BG);
                rb->lcd_set_background(LCD_DEFAULT_BG);   
   #endif
#endif
                    rb->lcd_fillrect(LCD_WIDTH2 - (CARD_WIDTH*4+8)+CARD_WIDTH*i+i*2+1, 2, CARD_WIDTH-1, CARD_HEIGHT-1);
#if LCD_DEPTH>1
                    rb->lcd_set_foreground(colors[i]);
#endif                
                rb->lcd_mono_bitmap(numbers[deck[c].num], LCD_WIDTH2 - (CARD_WIDTH*4+8)+CARD_WIDTH*i+i*2+1, 2, BMPWIDTH_c, BMPHEIGHT_c);
                rb->lcd_mono_bitmap(suits[deck[c].suit], LCD_WIDTH2 - (CARD_WIDTH*4+8)+CARD_WIDTH*i+i*2+10, 2, BMPWIDTH_c, BMPHEIGHT_c);
            } else {
#if LCD_DEPTH>1
   #ifdef HAVE_LCD_COLOR
                rb->lcd_set_foreground(LCD_WHITE); 
                rb->lcd_set_background(LCD_WHITE);
   #else
                rb->lcd_set_foreground(LCD_DEFAULT_BG);
                rb->lcd_set_background(LCD_DEFAULT_BG);   
   #endif
#endif
                    rb->lcd_fillrect(LCD_WIDTH2 - (CARD_WIDTH*4+8)+CARD_WIDTH*i+i*2+1, 2, CARD_WIDTH-1, CARD_HEIGHT-1);
#if LCD_DEPTH>1
                    rb->lcd_set_foreground(colors[i]);
#endif      
#ifdef HAVE_LCD_COLOR
                rb->lcd_mono_bitmap(suitsi[i], LCD_WIDTH2 - (CARD_WIDTH*4+8)+CARD_WIDTH*i+i*2+(CARD_WIDTH/2-7), CARD_HEIGHT/2-7, 15, 16);
#endif
            }
#if LCD_DEPTH>1
                    rb->lcd_set_foreground(LCD_BLACK);
#ifdef HAVE_LCD_COLOR
                rb->lcd_set_background(background_color);
#endif
#endif
            /* draw a selected card */
            if(c != NOT_A_CARD) {
                if(sel_card == c){
                    rb->lcd_drawrect(LCD_WIDTH2 -(CARD_WIDTH*4+8)+CARD_WIDTH*i+i*2+1, 2, CARD_WIDTH-1, CARD_HEIGHT-1);
                }
            } 
            rb->lcd_drawline(LCD_WIDTH2 - (CARD_WIDTH*4+8)+CARD_WIDTH*i+i*2+1, 1,LCD_WIDTH2 - (CARD_WIDTH*4+8)+CARD_WIDTH*i+i*2+CARD_WIDTH,1);
            rb->lcd_drawline(LCD_WIDTH2 - (CARD_WIDTH*4+8)+CARD_WIDTH*i+i*2 ,2,LCD_WIDTH2 - (CARD_WIDTH*4+8)+CARD_WIDTH*i+i*2,CARD_HEIGHT);
            rb->lcd_drawline(LCD_WIDTH2 - (CARD_WIDTH*4+8)+CARD_WIDTH*i+i*2+1,CARD_HEIGHT+1,LCD_WIDTH2 - (CARD_WIDTH*4+8)+CARD_WIDTH*i+i*2+CARD_WIDTH - 1,CARD_HEIGHT+1);
#if BIG_SCREEN
            rb->lcd_drawline(LCD_WIDTH2 - (CARD_WIDTH*4+8)+CARD_WIDTH*i+i*2+CARD_WIDTH,2,LCD_WIDTH2 - (CARD_WIDTH*4+8)+CARD_WIDTH*i+i*2+CARD_WIDTH,CARD_HEIGHT);
#endif
            /* draw the cursor on one of the stacks */
            if(cur_col == STACKS_COL + i){
                rb->lcd_set_drawmode(DRMODE_COMPLEMENT);
                rb->lcd_fillrect(LCD_WIDTH2 - (CARD_WIDTH*4+8)+CARD_WIDTH*i+i*2+1, 2, CARD_WIDTH-1, CARD_HEIGHT-1);
                rb->lcd_set_drawmode(DRMODE_SOLID);
            }
        }

        /* draw the remains */
        
                  
           if(rem != NOT_A_CARD) {
              coun_rem = coun_rem>2?coun_rem=2:coun_rem;
              if(cur_rem != NOT_A_CARD && find_prev_card(cur_rem) != NOT_A_CARD && CARDS_PER_DRAW != 1) {
                  j = (coun_rem)*(BMPWIDTH_c+2);
                  for(i=0;i<=coun_rem;i++) {    
                   if (i>0 && i<3){
#if LCD_DEPTH>1
   #ifdef HAVE_LCD_COLOR
                rb->lcd_set_foreground(LCD_WHITE); 
                rb->lcd_set_background(LCD_WHITE);
   #else
                rb->lcd_set_foreground(LCD_DEFAULT_BG);
                rb->lcd_set_background(LCD_DEFAULT_BG);   
   #endif
#endif
                     rb->lcd_fillrect(CARD_WIDTH+4+j+1, 2, BMPWIDTH_c+1, CARD_HEIGHT-1);   
        #if LCD_DEPTH>1
                     rb->lcd_set_foreground(LCD_BLACK);
        #endif
                     rb->lcd_drawline(CARD_WIDTH+4+j+1,1,CARD_WIDTH+4+j+BMPWIDTH_c+2,1); /* top line */
                     rb->lcd_drawline(CARD_WIDTH+4+j+1,CARD_HEIGHT+1,CARD_WIDTH+4+j+BMPWIDTH_c+2,CARD_HEIGHT+1); /* bottom line */
                     rb->lcd_drawline(CARD_WIDTH+4+j,2,CARD_WIDTH+4+j,CARD_HEIGHT); /* right line */
        
                     
                     prevcard = cur_rem;
                     for(x=0;i>x;x++) 
                        prevcard = find_prev_card(prevcard);
        #if LCD_DEPTH>1
                     rb->lcd_set_foreground(colors[deck[prevcard].suit]);
           #ifdef HAVE_LCD_COLOR
                     rb->lcd_set_background(LCD_WHITE);   
           #endif
        #endif
                     rb->lcd_mono_bitmap(numbers[deck[prevcard].num], CARD_WIDTH+4+j+1, 3, BMPWIDTH_c, BMPHEIGHT_c);
                     rb->lcd_mono_bitmap(suits[deck[prevcard].suit],  CARD_WIDTH+4+j+1, 4+BMPHEIGHT_c, BMPWIDTH_c, BMPHEIGHT_c);
    
                     
                   } 
                  j -= BMPWIDTH_c+2;
                  }
              }
#if LCD_DEPTH>1
               rb->lcd_set_foreground(LCD_BLACK);
#endif
               if(CARDS_PER_DRAW==1 || cur_rem==NOT_A_CARD)