// client.cpp : functions for monitor download and communication. // #include #include #include "scalar_types.h" // (U)INT8/16/32 #include "Uart.h" // platform abstraction for UART #include "minimon.h" // protocol of my little monitor // do the baudrate configuration for the Player int ConfigFirstlevelPlayer (tUartHandle serial_handle) { UINT32 result_nbr; if(!UartConfig(serial_handle, 4800, eMARKPARITY, eTWOSTOPBITS, 8)) { UINT32 dwErr = GET_LAST_ERR(); printf("Error %lu setting up COM params for baudrate byte\n", dwErr); exit(1); } // this will read as 0x19 when viewed with 2300 baud like the player does result_nbr = UartWrite(serial_handle, (UINT8*)"\x86\xC0", 2); if (result_nbr != 2) { UINT32 dwErr = GET_LAST_ERR(); printf("Error %lu setting up COM params for baudrate byte\n", dwErr); } SLEEP(100); // wait for the chars to be sent, is there a better way? // the read 0x19 means 14423 baud with 12 MHz if(!UartConfig(serial_handle, 14400, eNOPARITY, eONESTOPBIT, 8)) { printf("Error setting up COM params for 1st level loader\n"); exit(1); } return 0; } // do the baudrate configuration for the Recoder/FM int ConfigFirstlevelRecorder (tUartHandle serial_handle) { UINT32 result_nbr; if(!UartConfig(serial_handle, 4800, eNOPARITY, eTWOSTOPBITS, 8)) { UINT32 dwErr = GET_LAST_ERR(); printf("Error %lu setting up COM params for baudrate byte\n", dwErr); exit(1); } // this will read as 0x08 when viewed with 2120 baud like the recorder does result_nbr = UartWrite(serial_handle, (UINT8*)"\x00\x00", 2); if(result_nbr != 2) { printf("Error transmitting baudrate byte\n"); exit(1); } SLEEP(100); // wait for the chars to be sent, is there a better way? // the read 0x08 means 38400 baud with 11.0592 MHz if(!UartConfig(serial_handle, 38400, eNOPARITY, eONESTOPBIT, 8)) { UINT32 dwErr = GET_LAST_ERR(); printf("Error %lu setting up COM params for 1st level loader\n", dwErr); exit(1); } return 0; } // transfer a byte for the monitor download, with or without acknowledge int DownloadByte(tUartHandle serial_handle, unsigned char byte, bool bAck) { unsigned char received; while (1) { UartWrite(serial_handle, &byte, 1); if (bAck) { UartRead(serial_handle, &received, 1); if (received == byte) { UartWrite(serial_handle, (UINT8*)"\x01", 1); // ack success break; // exit the loop } else { printf("Error transmitting monitor byte 0x%02X, got 0x%0X\n", byte, received); UartWrite(serial_handle, (UINT8*)"\x00", 1); // ack fail, try again } } else break; // no loop } return 1; } // download our little monitor, the box must have been just freshly switched on for this to work int DownloadMonitor(tUartHandle serial_handle, bool bRecorder, char* szFilename) { FILE* pFile; size_t filesize; UINT8 byte; unsigned i; // hard-coded parameters bool bAck = true; // configure if acknowledged download (without useful for remote pin boot) UINT32 TargetLoad = 0x0FFFF000; // target load address pFile = fopen(szFilename, "rb"); if (pFile == NULL) { printf("\nMonitor file %s not found, exiting\n", szFilename); exit(1); } // determine file size fseek(pFile, 0, SEEK_END); filesize = ftell(pFile); fseek(pFile, 0, SEEK_SET); // This is _really_ tricky! The box expects a BRR value in a nonstandard baudrate, // which a PC can't generate. I'm using a higher one with some wild settings // to generate a pulse series that: // 1) looks like a stable byte when sampled with the nonstandard baudrate // 2) gives a BRR value to the box which results in a baudrate the PC can also use if (bRecorder) { ConfigFirstlevelRecorder(serial_handle); } else { ConfigFirstlevelPlayer(serial_handle); } UartWrite(serial_handle, bAck ? (UINT8*)"\x01" : (UINT8*)"\x00", 1); // ACK mode // transmit the size, little endian DownloadByte(serial_handle, (UINT8)( filesize & 0xFF), bAck); DownloadByte(serial_handle, (UINT8)((filesize>>8) & 0xFF), bAck); DownloadByte(serial_handle, (UINT8)((filesize>>16) & 0xFF), bAck); DownloadByte(serial_handle, (UINT8)((filesize>>24) & 0xFF), bAck); // transmit the load address, little endian DownloadByte(serial_handle, (UINT8)( TargetLoad & 0xFF), bAck); DownloadByte(serial_handle, (UINT8)((TargetLoad>>8) & 0xFF), bAck); DownloadByte(serial_handle, (UINT8)((TargetLoad>>16) & 0xFF), bAck); DownloadByte(serial_handle, (UINT8)((TargetLoad>>24) & 0xFF), bAck); // transmit the command byte DownloadByte(serial_handle, 0xFF, bAck); // 0xFF means execute the transferred image // transmit the image for (i=0; i" at the end WaitForString(serial_handle, "ROOT>"); // send upload command "UP" SendWithEcho(serial_handle, "UP\r"); pFile = fopen(szFilename, "rb"); if (pFile == NULL) { printf("\nMonitor file %s not found, exiting\n", szFilename); exit(1); } // determine file size fseek(pFile, 0, SEEK_END); filesize = ftell(pFile); fseek(pFile, 0, SEEK_SET); // calculate checksum for (i=0; i>8) & 0xFF); UartWrite(serial_handle, &byte, 1); byte = (UINT8)((filesize>>16) & 0xFF); UartWrite(serial_handle, &byte, 1); byte = (UINT8)((filesize>>24) & 0xFF); UartWrite(serial_handle, &byte, 1); // checksum as 16 bit little endian byte = (UINT8)( checksum & 0xFF); UartWrite(serial_handle, &byte, 1); byte = (UINT8)((checksum>>8) & 0xFF); UartWrite(serial_handle, &byte, 1); UartWrite(serial_handle, (unsigned char*)"\x00", 1); // kind (3 means flash) UartWrite(serial_handle, (unsigned char*)"\x00", 1); // ignored byte // wait for monitor to accept data WaitForString(serial_handle, "#OKCTRL#"); // transmit the image for (i=0; i" at the end WaitForString(serial_handle, "ROOT>"); // send start program command "SPRO" SendWithEcho(serial_handle, "SPRO\r"); SLEEP(100); // wait a little while for startup return 0; } /********** Target functions using the Monitor Protocol **********/ // read a byte using the target monitor UINT8 ReadByte(tUartHandle serial_handle, UINT32 addr) { UINT8 send; UINT8 received; // send the address command send = ADDRESS; UartWrite(serial_handle, &send, 1); // transmit the address, big endian send = (UINT8)((addr>>24) & 0xFF); UartWrite(serial_handle, &send, 1); send = (UINT8)((addr>>16) & 0xFF); UartWrite(serial_handle, &send, 1); send = (UINT8)((addr>>8) & 0xFF); UartWrite(serial_handle, &send, 1); send = (UINT8)(addr & 0xFF); UartWrite(serial_handle, &send, 1); UartRead(serial_handle, &received, 1); // response if (received != ADDRESS) { printf("Protocol error!\n"); return 1; } // send the read command send = BYTE_READ; UartWrite(serial_handle, &send, 1); UartRead(serial_handle, &received, 1); // response return received; } // write a byte using the target monitor int WriteByte(tUartHandle serial_handle, UINT32 addr, UINT8 byte) { UINT8 send; UINT8 received; // send the address command send = ADDRESS; UartWrite(serial_handle, &send, 1); // transmit the address, big endian send = (UINT8)((addr>>24) & 0xFF); UartWrite(serial_handle, &send, 1); send = (UINT8)((addr>>16) & 0xFF); UartWrite(serial_handle, &send, 1); send = (UINT8)((addr>>8) & 0xFF); UartWrite(serial_handle, &send, 1); send = (UINT8)(addr & 0xFF); UartWrite(serial_handle, &send, 1); UartRead(serial_handle, &received, 1); // response if (received != ADDRESS) { printf("Protocol error, receiced 0x%02X!\n", received); return 1; } // send the write command send = BYTE_WRITE; UartWrite(serial_handle, &send, 1); // transmit the data UartWrite(serial_handle, &byte, 1); UartRead(serial_handle, &received, 1); // response if (received != BYTE_WRITE) { printf("Protocol error!\n"); return 1; } return 0; } // read many bytes using the target monitor int ReadByteMultiple(tUartHandle serial_handle, UINT32 addr, UINT32 size, UINT8* pBuffer) { UINT8 send, received; // send the address command send = ADDRESS; UartWrite(serial_handle, &send, 1); // transmit the address, big endian send = (UINT8)((addr>>24) & 0xFF); UartWrite(serial_handle, &send, 1); send = (UINT8)((addr>>16) & 0xFF); UartWrite(serial_handle, &send, 1); send = (UINT8)((addr>>8) & 0xFF); UartWrite(serial_handle, &send, 1); send = (UINT8)(addr & 0xFF); UartWrite(serial_handle, &send, 1); UartRead(serial_handle, &received, 1); // response if (received != ADDRESS) { printf("Protocol error!\n"); return 1; } while (size) { if (size >= 16) { // we can use a "burst" command send = BYTE_READ16; UartWrite(serial_handle, &send, 1); // send the read command UartRead(serial_handle, pBuffer, 16); // data response pBuffer += 16; size -= 16; } else { // use single byte command send = BYTE_READ; UartWrite(serial_handle, &send, 1); // send the read command UartRead(serial_handle, pBuffer++, 1); // data response size--; } } return 0; } // write many bytes using the target monitor int WriteByteMultiple(tUartHandle serial_handle, UINT32 addr, UINT32 size, UINT8* pBuffer) { UINT8 send, received; // send the address command send = ADDRESS; UartWrite(serial_handle, &send, 1); // transmit the address, big endian send = (UINT8)((addr>>24) & 0xFF); UartWrite(serial_handle, &send, 1); send = (UINT8)((addr>>16) & 0xFF); UartWrite(serial_handle, &send, 1); send = (UINT8)((addr>>8) & 0xFF); UartWrite(serial_handle, &send, 1); send = (UINT8)(addr & 0xFF); UartWrite(serial_handle, &send, 1); UartRead(serial_handle, &received, 1); // response if (received != ADDRESS) { printf("Protocol error!\n"); return 1; } while (size) { if (size >= 16) { // we can use a "burst" command send = BYTE_WRITE16; UartWrite(serial_handle, &send, 1); // send the write command UartWrite(serial_handle, pBuffer, 16); // transmit the data UartRead(serial_handle, &received, 1); // response if (received != BYTE_WRITE16) { printf("Protocol error!\n"); return 1; } pBuffer += 16; size -= 16; } else { // use single byte command send = BYTE_WRITE; UartWrite(serial_handle, &send, 1); // send the write command UartWrite(serial_handle, pBuffer++, 1); // transmit the data UartRead(serial_handle, &received, 1); // response if (received != BYTE_WRITE) { printf("Protocol error!\n"); return 1; } size--; } } return 0; } // write many bytes using the target monitor int FlashByteMultiple(tUartHandle serial_handle, UINT32 addr, UINT32 size, UINT8* pBuffer) { UINT8 send, received; // send the address command send = ADDRESS; UartWrite(serial_handle, &send, 1); // transmit the address, big endian send = (UINT8)((addr>>24) & 0xFF); UartWrite(serial_handle, &send, 1); send = (UINT8)((addr>>16) & 0xFF); UartWrite(serial_handle, &send, 1); send = (UINT8)((addr>>8) & 0xFF); UartWrite(serial_handle, &send, 1); send = (UINT8)(addr & 0xFF); UartWrite(serial_handle, &send, 1); UartRead(serial_handle, &received, 1); // response if (received != ADDRESS) { printf("Protocol error!\n"); return 1; } while (size) { if (size >= 16) { // we can use a "burst" command send = BYTE_FLASH16; UartWrite(serial_handle, &send, 1); // send the write command UartWrite(serial_handle, pBuffer, 16); // transmit the data UartRead(serial_handle, &received, 1); // response if (received != BYTE_FLASH16) { printf("Protocol error!\n"); return 1; } pBuffer += 16; size -= 16; } else { // use single byte command send = BYTE_FLASH; UartWrite(serial_handle, &send, 1); // send the write command UartWrite(serial_handle, pBuffer++, 1); // transmit the data UartRead(serial_handle, &received, 1); // response if (received != BYTE_FLASH) { printf("Protocol error!\n"); return 1; } size--; } } return 0; } // read a 16bit halfword using the target monitor UINT16 ReadHalfword(tUartHandle serial_handle, UINT32 addr) { UINT8 send; UINT8 received; UINT16 halfword; // send the address command send = ADDRESS; UartWrite(serial_handle, &send, 1); // transmit the address, big endian send = (UINT8)((addr>>24) & 0xFF); UartWrite(serial_handle, &send, 1); send = (UINT8)((addr>>16) & 0xFF); UartWrite(serial_handle, &send, 1); send = (UINT8)((addr>>8) & 0xFF); UartWrite(serial_handle, &send, 1); send = (UINT8)(addr & 0xFF); UartWrite(serial_handle, &send, 1); UartRead(serial_handle, &received, 1); // response if (received != ADDRESS) { printf("Protocol error!\n"); return 1; } // send the read command send = HALFWORD_READ; UartWrite(serial_handle, &send, 1); UartRead(serial_handle, &received, 1); // response halfword = received << 8; // highbyte UartRead(serial_handle, &received, 1); halfword |= received; // lowbyte return halfword; } // write a 16bit halfword using the target monitor int WriteHalfword(tUartHandle serial_handle, UINT32 addr, UINT16 halfword) { UINT8 send; UINT8 received; // send the address command send = ADDRESS; UartWrite(serial_handle, &send, 1); // transmit the address, big endian send = (UINT8)((addr>>24) & 0xFF); UartWrite(serial_handle, &send, 1); send = (UINT8)((addr>>16) & 0xFF); UartWrite(serial_handle, &send, 1); send = (UINT8)((addr>>8) & 0xFF); UartWrite(serial_handle, &send, 1); send = (UINT8)(addr & 0xFF); UartWrite(serial_handle, &send, 1); UartRead(serial_handle, &received, 1); // response if (received != ADDRESS) { printf("Protocol error!\n"); return 1; } // send the write command send = HALFWORD_WRITE; UartWrite(serial_handle, &send, 1); // transmit the data send = halfword >> 8; // highbyte UartWrite(serial_handle, &send, 1); send = halfword & 0xFF; // lowbyte UartWrite(serial_handle, &send, 1); UartRead(serial_handle, &received, 1); // response if (received != HALFWORD_WRITE) { printf("Protocol error!\n"); return 1; } return 0; } // change baudrate using target monitor int SetTargetBaudrate(tUartHandle serial_handle, long lClock, long lBaudrate) { UINT8 send; UINT8 received; UINT8 brr; long lBRR; lBRR = lClock / lBaudrate; lBRR = ((lBRR + 16) / 32) - 1; // with rounding brr = (UINT8)lBRR; // send the command send = BAUDRATE; UartWrite(serial_handle, &send, 1); UartWrite(serial_handle, &brr, 1); // send the BRR value UartRead(serial_handle, &received, 1); // response ack if (received != BAUDRATE) { // bad situation, now we're unclear about the baudrate of the target printf("Protocol error!\n"); return 1; } SLEEP(100); // give it some time to settle // change our baudrate, too UartConfig(serial_handle, lBaudrate, eNOPARITY, eONESTOPBIT, 8); return 0; } // call a subroutine using the target monitor int Execute(tUartHandle serial_handle, UINT32 addr, bool bReturns) { UINT8 send; UINT8 received; // send the address command send = ADDRESS; UartWrite(serial_handle, &send, 1); // transmit the address, big endian send = (UINT8)((addr>>24) & 0xFF); UartWrite(serial_handle, &send, 1); send = (UINT8)((addr>>16) & 0xFF); UartWrite(serial_handle, &send, 1); send = (UINT8)((addr>>8) & 0xFF); UartWrite(serial_handle, &send, 1); send = (UINT8)(addr & 0xFF); UartWrite(serial_handle, &send, 1); UartRead(serial_handle, &received, 1); // response if (received != ADDRESS) { printf("Protocol error!\n"); return 1; } // send the execute command send = EXECUTE; UartWrite(serial_handle, &send, 1); if (bReturns) { // we expect the call to return control to minimon UartRead(serial_handle, &received, 1); // response if (received != EXECUTE) { printf("Protocol error!\n"); return 1; } } return 0; } n442' href='#n442'>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 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/***************************************************************************
 *             __________               __   ___.
 *   Open      \______   \ ____   ____ |  | _\_ |__   _______  ___
 *   Source     |       _//  _ \_/ ___\|  |/ /| __ \ /  _ \  \/  /
 *   Jukebox    |    |   (  <_> )  \___|    < | \_\ (  <_> > <  <
 *   Firmware   |____|_  /\____/ \___  >__|_ \|___  /\____/__/\_ \
 *                     \/            \/     \/    \/            \/
 * $Id$
 *
 * Copyright (C) 2004-2006 Antoine Cellerier <dionoea @t videolan d.t org>
 *
 * 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

static struct plugin_api* rb;
#define min(a,b) (a<b?a:b)

/**
 * Key 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 HK_MOVE         "ON"
#   define HK_DRAW         "F2"
#   define HK_REM2CUR      "PLAY"
#   define HK_CUR2STACK    "F1"
#   define HK_REM2STACK    "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 HK_MOVE         "MODE"
#   define HK_DRAW         "MODE.."
#   define HK_REM2CUR      "LEFT.."
#   define HK_CUR2STACK    "RIGHT.."
#   define HK_REM2STACK    "UP.."

#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_OPT          BUTTON_ON
#   define SOL_REM          BUTTON_REC
#   define SOL_RC_QUIT      BUTTON_RC_STOP
#   define HK_MOVE         "SELECT"
#   define HK_DRAW         "REC"
#   define HK_REM2CUR      "PLAY+LEFT"
#   define HK_CUR2STACK    "SELECT"
#   define HK_REM2STACK    "PLAY+RIGHT"

#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 HK_MOVE         "SELECT"
#   define HK_DRAW         "SELECT+PLAY"
#   define HK_REM2CUR      "SELECT+LEFT"
#   define HK_CUR2STACK    "SELECT+RIGHT.."
#   define HK_REM2STACK    "LEFT+RIGHT"

#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 HK_MOVE         "MENU"
#   define HK_DRAW         "PLAY"
#   define HK_REM2CUR      "REC+LEFT"
#   define HK_CUR2STACK    "REC+UP.."
#   define HK_REM2STACK    "REC+DOWN"

#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 HK_MOVE         "SELECT"
#   define HK_DRAW         "MENU"
#   define HK_REM2CUR      "POWER+LEFT"
#   define HK_CUR2STACK    "SELECT.."
#   define HK_REM2STACK    "POWER+RIGHT"

#else
#   error "Unknown keypad"
#endif

/**
 * Help strings
 */

#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."
#define HELP_SOL_MOVE HK_MOVE \
    ": Select cards, Move cards, reveal hidden cards ..."
#define HELP_SOL_DRAW HK_DRAW \
    ": Un-select a card if it was selected. " \
    "Else, draw 3 new cards out of the remains' stack."
#define HELP_SOL_REM2CUR HK_REM2CUR \
    ": Put the card on top of the remains' stack on top of the cursor."
#define HELP_SOL_CUR2STACK  HK_CUR2STACK \
    ": Put the card under the cursor on one of the 4 final stacks."
#define HELP_SOL_REM2STACK HK_REM2STACK \
    ": Put the card on top of the remains' stack on one of the 4 final stacks."

/**
 * Misc constants, graphics and other defines
 */

/* size of a card on the screen */
#if (LCD_WIDTH >= 220) && (LCD_HEIGHT >= 176)
#   define CARD_WIDTH  27
#   define CARD_HEIGHT 34
#elif LCD_HEIGHT > 64
#   define CARD_WIDTH  19
#   define CARD_HEIGHT 24
#else
#   define CARD_WIDTH  15
#   define CARD_HEIGHT 10
#endif

/* where the cards start */
#if LCD_HEIGHT > 64
#   define UPPER_ROW_MARGIN 2
#   define CARD_START ( CARD_HEIGHT + 4 )
#else
    /* The screen is *small* */
#   define UPPER_ROW_MARGIN 0
#   define CARD_START ( CARD_HEIGHT + 1 )
#endif


#if LCD_HEIGHT > 64
#   define NUMBER_HEIGHT 10
#   define NUMBER_WIDTH  8
#   define NUMBER_STRIDE 8
#   define SUIT_HEIGHT 10
#   define SUIT_WIDTH  8
#   define SUIT_STRIDE 8
#else
#   define NUMBER_HEIGHT 6
#   define NUMBER_WIDTH  6
#   define NUMBER_STRIDE 6
#   define SUIT_HEIGHT 6
#   define SUIT_WIDTH  6
#   define SUIT_STRIDE 6
#endif

#define SUITI_HEIGHT 16
#define SUITI_WIDTH  15
#define SUITI_STRIDE 15


#define draw_number( num, x, y ) \
    rb->lcd_bitmap_part( numbers, 0, num * NUMBER_HEIGHT, NUMBER_STRIDE, \
                         x, y, NUMBER_WIDTH, NUMBER_HEIGHT );
extern const fb_data solitaire_numbers[];
#define numbers solitaire_numbers

#define draw_suit( num, x, y ) \
    rb->lcd_bitmap_part( suits, 0, num * SUIT_HEIGHT, SUIT_STRIDE, \
                         x, y, SUIT_WIDTH, SUIT_HEIGHT );
extern const fb_data solitaire_suits[];
#define suits   solitaire_suits

#if ( CARD_HEIGHT < SUITI_HEIGHT + 1 ) || ( CARD_WIDTH < SUITI_WIDTH + 1 )
#   undef  SUITI_HEIGHT
#   undef  SUITI_WIDTH
#   define SUITI_HEIGHT SUIT_HEIGHT
#   define SUITI_WIDTH  SUIT_WIDTH
#   define draw_suiti( num, x, y ) draw_suit( num, x, y )
#else
#   define draw_suiti( num, x, y ) \
    rb->lcd_bitmap_part( suitsi, 0, num * SUITI_HEIGHT, SUITI_STRIDE, \
                         x, y, SUITI_WIDTH, SUITI_HEIGHT );
    extern const fb_data solitaire_suitsi[];
#   define suitsi  solitaire_suitsi
#endif

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

    extern const fb_data solitaire_cardback[];
#endif

#define CONFIG_FILENAME "sol.cfg"

#define NOT_A_CARD 255

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

/* number of suits */
#define SUITS 4

#define NUM_CARDS ( CARDS_PER_SUIT * SUITS )

/* number of columns */
#define COL_NUM 7

/* pseudo column numbers to be used for cursor coordinates */
/* columns COL_NUM to 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

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

#if LCD_DEPTH > 1 && !defined( LCD_WHITE )
#   define LCD_WHITE LCD_DEFAULT_BG
#endif

typedef struct
{
    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_t;


/**
 * LCD card drawing routines
 */

static void draw_cursor( int x, int y )
{
    rb->lcd_set_drawmode( DRMODE_COMPLEMENT );
    rb->lcd_fillrect( x+1, y+1, CARD_WIDTH-1, CARD_HEIGHT-1 );
    rb->lcd_set_drawmode( DRMODE_SOLID );
}

/* Draw a card's border, select it if it's selected and draw the cursor
 * is the cursor is currently over the card */
static void draw_card_ext( int x, int y, bool selected, bool cursor )
{
#if LCD_DEPTH > 1
    rb->lcd_set_foreground( LCD_BLACK );
#endif
    /* draw a rectangle omiting the corner pixels, which is why we don't
     * use drawrect */
    rb->lcd_drawline( x+1, y, x+CARD_WIDTH-1, y );
    rb->lcd_drawline( x+1, y+CARD_HEIGHT, x+CARD_WIDTH-1, y+CARD_HEIGHT );
    rb->lcd_drawline( x, y+1, x, y+CARD_HEIGHT-1 );
    rb->lcd_drawline( x+CARD_WIDTH, y+1, x+CARD_WIDTH, y+CARD_HEIGHT-1 );

    if( selected )
    {
        rb->lcd_drawrect( x+1, y+1, CARD_WIDTH-1, CARD_HEIGHT-1 );
    }
    if( cursor )
    {
        draw_cursor( x, y );
    }
}

/* Draw a card's inner graphics */
static void draw_card( card_t card, int x, int y,
                       bool selected, bool cursor, bool leftstyle )
{
#ifndef HAVE_LCD_COLOR
    /* On Black&White or Greyscale LCDs we don't have a card back.
     * We thus need to clear the card area even if the card isn't
     * known. */
#if LCD_DEPTH > 1
    rb->lcd_set_foreground( LCD_WHITE );
#else
    rb->lcd_set_drawmode( DRMODE_SOLID|DRMODE_INVERSEVID );
#endif
    rb->lcd_fillrect( x+1, y+1, CARD_WIDTH-1, CARD_HEIGHT-1 );
#if LCD_DEPTH == 1
    rb->lcd_set_drawmode( DRMODE_SOLID );
#endif
#endif
    if( card.known )
    {
#ifdef HAVE_LCD_COLOR
        /* On Color LCDs we have a card back so we only need to clear
         * the card area when it's known*/
        rb->lcd_set_foreground( LCD_WHITE );
        rb->lcd_fillrect( x+1, y+1, CARD_WIDTH-1, CARD_HEIGHT-1 );
#endif
        if( leftstyle )
        {
#if UPPER_ROW_MARGIN > 0
            draw_suit( card.suit, x+1, y+2+NUMBER_HEIGHT );
            draw_number( card.num, x+1, y+1 );
#else
            draw_suit( card.suit, x+1, y+NUMBER_HEIGHT-1 );
            draw_number( card.num, x+1, y-1 );
#endif
        }
        else
        {
            draw_suit( card.suit, x+2+NUMBER_WIDTH, y+1 );
            draw_number( card.num, x+1, y+1 );
        }
    }
#ifdef HAVE_LCD_COLOR
    else
    {
        rb->lcd_bitmap( solitaire_cardback, x+1, y+1,
                        CARDBACK_WIDTH, CARDBACK_HEIGHT );
    }
#endif

    draw_card_ext( x, y, selected, cursor );
}

/* Draw an empty stack */
static void draw_empty_stack( int s, int x, int y, bool cursor )
{
#if LCD_DEPTH > 1
    rb->lcd_set_foreground( LCD_WHITE );
#else
    rb->lcd_set_drawmode( DRMODE_SOLID|DRMODE_INVERSEVID );
#endif
    rb->lcd_fillrect( x+1, y+1, CARD_WIDTH-1, CARD_HEIGHT-1 );
#if LCD_DEPTH == 1
    rb->lcd_set_drawmode( DRMODE_SOLID );
#endif
    draw_suiti( s, x+(CARD_WIDTH-SUITI_WIDTH)/2,
                y+(CARD_HEIGHT-SUITI_HEIGHT)/2 );

    draw_card_ext( x, y, false, cursor );
}

/**
 * Help
 *
 * TODO: the help menu should just list the key definitions. Asking the
 *       user to try all possible keys/key combos is just counter
 *       productive.
 */

enum help { HELP_QUIT, HELP_USB };

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

    int button;
    int lastbutton = BUTTON_NONE;

    while( true )
    {
        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.");
#else
//#   warning "Add help strings for other keypads"
#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;
#ifdef SOL_RC_QUIT
            case SOL_RC_QUIT:
#endif
            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;
    }
}

/**
 * Custom menu / options
 *
 * TODO: use rockbox api menus instead
 */

#define CFGFILE_VERSION 0
int draw_type;

static struct configdata config[] = {
   { TYPE_INT, 0, 1, &draw_type, "draw_type", NULL, NULL }
};

/* menu return codes */
enum { MENU_RESUME, MENU_RESTART, MENU_OPT,
       MENU_HELP,   MENU_QUIT,    MENU_USB };
#define MENU_LENGTH MENU_USB

/* different menu behaviors */
enum { MENU_BEFOREGAME, MENU_BEFOREGAMEOP, MENU_DURINGGAME };

/**
 * The menu
 * text displayed changes depending on the context */
int solitaire_menu( unsigned char context )
{
    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;
    rb->lcd_getstringsize( menu[0][0], NULL, &fh );
    fh++;

    if(    context != MENU_BEFOREGAMEOP
        && context != MENU_BEFOREGAME
        && context != MENU_DURINGGAME )
    {
        context = MENU_DURINGGAME;
    }

    while( true )
    {

        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[context][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;

#ifdef SOL_OPT
            case SOL_OPT:
                return MENU_OPT;
#endif

#ifdef SOL_RC_QUIT
            case SOL_RC_QUIT:
#endif
            case SOL_QUIT:
                return MENU_QUIT;

            default:
                if( rb->default_event_handler( button ) == SYS_USB_CONNECTED )
                    return MENU_USB;
                break;
        }
    }
}

/**
 * Global variables
 */

/* 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_t deck[ NUM_CARDS ];

/* 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];

/**
 * Card handling routines
 */

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

    r = rb->rand()%(NUM_CARDS)+1;
    i = 0;

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

    deck[i].used = 1;

    return i;
}


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

    unsigned char c;
    int i, j;

    /* 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++ )
        {
#define card deck[i*CARDS_PER_SUIT+j]
            card.suit = i;
            card.num = j;
            card.known = 1;
            card.used = 0;
            card.next = NOT_A_CARD;
#undef 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 < NUM_CARDS - 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 < NUM_CARDS; 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;
    }
}

enum move { MOVE_OK, MOVE_NOT_OK };

enum move 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;
        }
        deck[src_card].next = NOT_A_CARD;
        cur_rem = src_card_prev;
        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;
}

/**
 * The main game loop
 */

enum { SOLITAIRE_WIN, SOLITAIRE_QUIT, SOLITAIRE_USB };

int solitaire( void )
{

    int i,j;
    int button, lastbutton = 0;
    unsigned char c,h,prevcard;
    int biggest_col_length;

    configfile_init(rb);
    configfile_load(CONFIG_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 = (draw_type+1)%2;
            configfile_save(CONFIG_FILENAME, config, 1, 0);
            return 0;
    }
    solitaire_init();

    while( true )
    {

#if LCD_DEPTH>1
        rb->lcd_set_foreground(LCD_BLACK);
#ifdef HAVE_LCD_COLOR
        rb->lcd_set_background(BACKGROUND_COLOR);
#endif
#endif
        rb->lcd_clear_display();

#if LCD_DEPTH > 1
        rb->lcd_set_foreground(LCD_BLACK);
        rb->lcd_set_background(LCD_WHITE);
#endif

        /* 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 )
                    {
                        draw_cursor( 1+i*(LCD_WIDTH - 2)/COL_NUM, j+1 );
                    }
                    break;
                }

                draw_card( deck[c], 1+i*(LCD_WIDTH - 2)/COL_NUM, j+1,
                           c == sel_card, c == cur_card, false );

                h = c;
                c = deck[c].next;
                if( c == NOT_A_CARD ) break;

                /* This is where we change the spacing between cards so that
                 * they don't overflow out of the LCD */
                if( h == cur_card )
                    j += SUIT_HEIGHT+2;
                else
                    j += min( SUIT_HEIGHT+2,
                   (LCD_HEIGHT - CARD_START - CARD_HEIGHT)/biggest_col_length );
            }
        }

        /* draw the stacks */
        for( i=0; i<SUITS; i++ )
        {
            c = find_last_card( STACKS_COL + i );

            if( c != NOT_A_CARD )
            {
                draw_card( deck[c],
                           LCD_WIDTH - (CARD_WIDTH*4+8)+CARD_WIDTH*i+i*2+1,
                           UPPER_ROW_MARGIN,
                           c == sel_card, cur_col == STACKS_COL + i, false );
            }
            else
            {
                draw_empty_stack( i,
                           LCD_WIDTH - (CARD_WIDTH*4+8)+CARD_WIDTH*i+i*2+1,
                           UPPER_ROW_MARGIN,
                           cur_col == STACKS_COL + i );
            }
        }

        /* draw the remains */
        prevcard = cur_rem;
        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 = 0;
                for( i = 0; i < coun_rem; i++ )
                    prevcard = find_prev_card(prevcard);
                for( i = 0; i <= coun_rem; i++ )
                {
                    draw_card( deck[prevcard],
                               CARD_WIDTH+2*UPPER_ROW_MARGIN+j+1,
                               UPPER_ROW_MARGIN, sel_card == prevcard,
                               cur_card == prevcard, i < coun_rem );
                    prevcard = deck[prevcard].next;
                    j += NUMBER_WIDTH+2;
                }
            }
            else if( cur_rem == NOT_A_CARD && cur_col == REM_COL )
            {
                draw_cursor( CARD_WIDTH+2*UPPER_ROW_MARGIN+1,
                             UPPER_ROW_MARGIN );
            }
        }

        if( ( prevcard == NOT_A_CARD && rem != NOT_A_CARD )
            || deck[prevcard].next != NOT_A_CARD )
        {
            /* gruik ! (we want to display a card back) */
            deck[rem].known = false;
            draw_card( deck[rem], UPPER_ROW_MARGIN, UPPER_ROW_MARGIN,
                       false, false, false );
            deck[rem].known = true;
        }

        rb->lcd_update();

        /* what to do when a key is pressed ... */
        button = rb->button_get( true );
        switch( button )
        {
            /* move cursor to the last card of the previous column
             * or to the previous final stack
             * or to the remains stack */
            case SOL_RIGHT:
#ifdef SOL_RIGHT_PRE
                if( lastbutton != SOL_RIGHT_PRE )
                    break;
#endif
                if( cur_col >= COL_NUM )
                {
                    cur_col = 0;
                }
                else if( cur_col == COL_NUM - 1 )
                {
                    cur_col = REM_COL;
                }
                else
                {
                    cur_col = (cur_col+1)%(REM_COL+1);
                }
                if(cur_col == REM_COL)
                {
                    cur_card = cur_rem;
                    break;
                }
                cur_card  = find_last_card( cur_col );
                break;

            /* move cursor to the last card of the next column
             * or to the next final stack
             * or to the remains stack */
            case SOL_LEFT:
#ifdef SOL_LEFT_PRE
                if( lastbutton != SOL_LEFT_PRE )
                    break;
#endif
                if( cur_col == 0 )
                {
                    cur_col = REM_COL;
                }
                else if( cur_col >= COL_NUM )
                {
                    cur_col = COL_NUM - 1;
                }
                else
                {
                    cur_col = (cur_col + REM_COL)%(REM_COL+1);
                }
                if( cur_col == REM_COL )
                {
                    cur_card = cur_rem;
                    break;
                }
                cur_card = find_last_card( cur_col );
                break;

            /* move cursor to card that's bellow */
            case SOL_DOWN:
#ifdef SOL_DOWN_PRE
                if( lastbutton != SOL_DOWN_PRE )
                    break;
#endif
                if( cur_col >= COL_NUM )
                {
                    cur_col = (cur_col - COL_NUM + 1)%(SUITS + 1) + COL_NUM;
                    if( cur_col == REM_COL )
                    {
                        cur_card = cur_rem;
                    }
                    else
                    {
                        cur_card = find_last_card( cur_col );
                    }
                    break;
                }
                if( cur_card == NOT_A_CARD ) break;
                if( deck[cur_card].next != NOT_A_CARD )
                {
                    cur_card = deck[cur_card].next;
                }
                else
                {
                    cur_card = cols[cur_col];
                    while( deck[ cur_card].known == 0
                           && deck[cur_card].next != NOT_A_CARD )
                    {
                        cur_card = deck[cur_card].next;
                    }
                }
                break;

            /* move cursor to card that's above */
            case SOL_UP:
#ifdef SOL_UP_PRE
                if( lastbutton != SOL_UP_PRE )
                    break;
#endif
                if( cur_col >= COL_NUM )
                {
                    cur_col = (cur_col - COL_NUM + SUITS)%(SUITS + 1) + COL_NUM;
                    if( cur_col == REM_COL )
                    {
                        cur_card = cur_rem;
                    }
                    else
                    {
                        cur_card = find_last_card( cur_col );
                    }
                    break;
                }
                if( cur_card == NOT_A_CARD ) break;
                do {
                    cur_card = find_prev_card( cur_card );
                    if( cur_card == NOT_A_CARD )
                    {
                        cur_card = find_last_card( cur_col );
                    }
                } while(    deck[cur_card].next != NOT_A_CARD
                         && deck[cur_card].known == 0 );
                break;

            /* Try to put card under cursor on one of the stacks */
            case SOL_CUR2STACK:
#ifdef SOL_CUR2STACK_PRE
                if( lastbutton != SOL_CUR2STACK_PRE )
                    break;
#endif
                if( cur_card != NOT_A_CARD )
                {
                    move_card( deck[cur_card].suit + STACKS_COL, cur_card );
                    sel_card = NOT_A_CARD;
                }
                break;

            /* Move cards arround, Uncover cards, ... */
            case SOL_MOVE:
#ifdef SOL_MOVE_PRE
                if( lastbutton != SOL_MOVE_PRE )
                    break;
#endif

                if( sel_card == NOT_A_CARD )
                {
                    if( cur_card != NOT_A_CARD )
                    {
                        if(    deck[cur_card].next == NOT_A_CARD
                            && deck[cur_card].known == 0 )
                        {
                            /* reveal a hidden card */
                            deck[cur_card].known = 1;
                        }
                        else if( cur_col == REM_COL && cur_rem == NOT_A_CARD )
                        {
                               break;
                        }
                        else
                        {
                            /* select a card */
                            sel_card = cur_card;
                        }
                    }
                }
                else if( sel_card == cur_card )
                {
                    /* unselect card or try putting card on
                     * one of the 4 stacks */
                    move_card( deck[sel_card].suit + COL_NUM, sel_card );
                    sel_card = NOT_A_CARD;
                    if( cur_col == REM_COL )
                    {
                        cur_card = cur_rem;
                    }
                }
                else
                {
                    /* try moving cards */
                    if( move_card( cur_col, sel_card ) == MOVE_OK )
                    {
                        sel_card = NOT_A_CARD;
                    }
                }
                break;

            /* If the card on the top of the remains can be put where
             * the cursor is, go ahead */
            case SOL_REM2CUR:
#ifdef SOL_REM2CUR_PRE
                if( lastbutton != SOL_REM2CUR_PRE )
                    break;
#endif
                coun_rem = coun_rem-1;
                move_card( cur_col, cur_rem );
                sel_card = NOT_A_CARD;
                break;

            /* If the card on top of the remains can be put on one
             * of the stacks, do so */
            case SOL_REM2STACK:
#ifdef SOL_REM2STACK_PRE
                if( lastbutton != SOL_REM2STACK_PRE )
                    break;
#endif
                if( cur_rem != NOT_A_CARD )
                {
                    move_card( deck[cur_rem].suit + COL_NUM, cur_rem );
                    sel_card = NOT_A_CARD;
                    coun_rem = coun_rem-1;
                }
                break;

#ifdef SOL_REM
            case SOL_REM:
                if( sel_card != NOT_A_CARD )
                {
                    /* unselect selected card */
                    sel_card = NOT_A_CARD;
                    break;
                }
                if( rem != NOT_A_CARD && cur_rem != NOT_A_CARD )
                {
                    sel_card=cur_rem;
                    break;
                }
                break;
#endif

            /* unselect selected card or ...
             * draw new cards from the remains of the deck */
            case SOL_DRAW:
#ifdef SOL_DRAW_PRE
                if( lastbutton != SOL_DRAW_PRE )
                    break;
#endif
                if( sel_card != NOT_A_CARD )
                {
                    /* unselect selected card */
                    sel_card = NOT_A_CARD;
                    break;
                }
                if( rem != NOT_A_CARD )
                {
                    int cur_rem_old = cur_rem;
                    coun_rem = 0;
                    /* draw new cards form the remains of the deck */
                    if( cur_rem == NOT_A_CARD )
                    {
                        /*if the cursor card is null*/
                        cur_rem = rem;
                        i = cards_per_draw - 1;
                    }
                    else
                    {
                        i = cards_per_draw;
                    }

                    while( i > 0 && deck[cur_rem].next != NOT_A_CARD )
                    {
                        cur_rem = deck[cur_rem].next;
                        i--;
                        coun_rem = coun_rem +1;
                    }
                    /* test if any cards are really left on
                     * the remains' stack */
                    if( i == cards_per_draw )
                    {
                        cur_rem = NOT_A_CARD;
                        coun_rem = 0;
                    }
                    /* if cursor was on remains' stack when new cards were
                     * drawn, put cursor on top of remains' stack */
                    if( cur_col == REM_COL && cur_card == cur_rem_old )
                    {
                        cur_card = cur_rem;
                        sel_card = NOT_A_CARD;
                    }
                }
                break;

            /* Show the menu */
#ifdef SOL_RC_QUIT
            case SOL_RC_QUIT:
#endif
            case SOL_QUIT:
#if LCD_DEPTH > 1
                rb->lcd_set_background( LCD_DEFAULT_BG );
#endif
                switch( solitaire_menu( MENU_DURINGGAME ) )
                {
                    case MENU_QUIT:
                        return SOLITAIRE_QUIT;

                    case MENU_USB:
                        return SOLITAIRE_USB;

                    case MENU_RESTART:
                        solitaire_init();
                        break;
                }
                break;

            default:
                if( rb->default_event_handler( button ) == SYS_USB_CONNECTED )
                    return SOLITAIRE_USB;
                break;
        }

        if( button != BUTTON_NONE )
            lastbutton = button;

        /* fix incoherences concerning cur_col and cur_card */
        c = find_card_col( cur_card );
        if( c != NOT_A_COL && c != cur_col )
            cur_card = find_last_card( cur_col );

        if(    cur_card == NOT_A_CARD
            && find_last_card( cur_col ) != NOT_A_CARD )
            cur_card = find_last_card( cur_col );
    }
}

/**
 * Plugin entry point
 */

enum plugin_status plugin_start( struct plugin_api* api, void* parameter )
{
    int result;

    /* plugin init */
    (void)parameter;
    rb = api;

    rb->splash( HZ, true, "Welcome to Solitaire!" );

    /* play the game :)
     * Keep playing if a game was won (that means display the menu after
     * winning instead of quiting) */
    while( ( result = solitaire() ) == SOLITAIRE_WIN );

    /* Exit the plugin */
    return ( result == SOLITAIRE_USB ) ? PLUGIN_USB_CONNECTED : PLUGIN_OK;
}

#elif (CONFIG_KEYPAD == IRIVER_H10_PAD)
#define HELP_SOL_MOVE "REW: 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 "REW+LEFT: Put the card on top of the remains' stack on top of the cursor."
#define HELP_SOL_CUR2STACK "REW+UP..: Put the card under the cursor on one of the 4 final stacks."
#define HELP_SOL_REM2STACK "REW+DOWN: Put the card on top of the remains' stack on one of the 4 final stacks."