kolibrios/programs/cmm/mblocks/mblocks.c

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/*
Memory Blocks for KolibriOS v1.1
Leency&Veliant Edition
2008-2017
*/
#define MEMSIZE 4096 * 12
#include "..\lib\gui.h"
#include "..\lib\random.h"
#include "..\lib\obj\libio.h"
#include "..\lib\obj\libimg.h"
#include "..\lib\patterns\libimg_load_skin.h"
proc_info Form;
#ifndef AUTOBUILD
#include "lang.h--"
#endif
#define COLOR_CELL_BG 0xFFFfff
#define COLOR_CELL_BORDER 0x94AECE
#define CELL_SIZE 43
#define PANEL_Y CELL_SIZE+4*6 + 4
#define PANEL_H 36
#define strok 6 //cell count x
#define stolbcov 10 //cell count y
#ifdef LANG_RUS
#define LABEL_NEW_GAME "<22><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> (F2)";
#else
#define LABEL_NEW_GAME "New game (F2)";
#endif
int bitstat[60], bitpict[60];
dword butonsx[60], butonsy[60];
dword firstbit, secondbit;
int i, count, lang;
void main()
{
dword id;
load_dll(libio, #libio_init,1);
load_dll(libimg, #libimg_init,1);
Libimg_LoadImage(#skin, "/sys/icons32.png");
Libimg_FillTransparent(skin.image, skin.w, skin.h, COLOR_CELL_BG);
NewGame();
loop() switch(WaitEvent())
{
case evKey:
GetKeys();
if (key_scancode==60) NewGame();
break;
case evButton:
id = GetButtonID();
if (id==1) ExitProcess();
else if (id==5) NewGame();
else {
if (bitstat[id-100] == 0)
{
if (firstbit <> 0x0BAD)
{
if (secondbit <> 0x0BAD)
{
if (bitpict[firstbit-100] == bitpict[secondbit-100])
bitstat[firstbit-100] = bitstat[secondbit-100] = 2;
else
bitstat[firstbit-100] = bitstat[secondbit-100] = 0;
ReDraw_Game_Button(firstbit - 100);
ReDraw_Game_Button(secondbit - 100);
secondbit = 0x0BAD;
firstbit = id;
bitstat[id-100] = 1;
ReDraw_Game_Button(id - 100);
count++;
}
else if (firstbit<>id)
{
secondbit = id;
bitstat[id-100] = 1;
ReDraw_Game_Button(id - 100);
count++;
}
}
else
{
firstbit = id;
bitstat[id-100] = 1;
ReDraw_Game_Button(id - 100);
count++;
}
}
Draw_Count();
}
break;
case evReDraw:
system.color.get();
DefineAndDrawWindow(215,100,CELL_SIZE+4*10 + 4 + 9,PANEL_Y + 4 + PANEL_H +skin_height,0x34,0xC0C0C0,"Memory Blocks",0);
GetProcessInfo(#Form, SelfInfo);
Draw_Panel();
Draw_Game_Pole();
break;
}
}
void NewGame()
{
int off;
FOR (i = 0; i < 60; i++)
{
bitpict[i] = 0;
bitpict[i] = 0;
}
count = 0;
firstbit = secondbit = 0x0BAD;
FOR (i = 0; i < 30; i++)
{
do off = random(60); while (bitpict[off] != 0);
bitpict[off] = i;
do off = random(60); while (bitpict[off] != 0);
bitpict[off] = i;
}
}
void ReDraw_Game_Button(int id)
{
DefineButton(butonsx[id], butonsy[id], CELL_SIZE, CELL_SIZE, 100 + id + BT_HIDE, 0);
switch (bitstat[id])
{
case 0:
Draw_Block(butonsx[id], butonsy[id]);
break;
case 1:
Draw_Pressed_Block(butonsx[id], butonsy[id]);
img_draw stdcall(skin.image, butonsx[id]+6, butonsy[id]+6, 32, 32, 0, bitpict[id]*32);
BREAK;
case 2:
Draw_Open_Block(butonsx[id], butonsy[id]);
img_draw stdcall(skin.image, butonsx[id]+6, butonsy[id]+6, 32, 32, 0, bitpict[id]*32);
BREAK;
}
}
void Draw_Game_Pole()
{
byte j;
for (j = 0; j < stolbcov; j++) for (i = 0; i < strok; i++)
{
butonsx[j*strok+i] = CELL_SIZE+4 * j + 4; //save coordinates to avoid their recalculation after
butonsy[j*strok+i] = CELL_SIZE+4 * i + 4;
ReDraw_Game_Button(j*strok + i);
}
}
void Draw_Block(dword x, y)
{
DrawRectangle(x, y, CELL_SIZE, CELL_SIZE, COLOR_CELL_BORDER);//border
DrawRectangle3D(x + 1, y + 1, CELL_SIZE-2, CELL_SIZE-2, 0xFFFFFF, 0xDEDEDE);//bump
DrawBar(x + 2, y + 2, CELL_SIZE-3, CELL_SIZE-3, 0xBDC7D6);//background
}
void Draw_Open_Block(dword x, y)
{
DrawRectangle(x, y, CELL_SIZE, CELL_SIZE, COLOR_CELL_BORDER);//border
DrawBar(x + 1, y + 1, CELL_SIZE-1, CELL_SIZE-1, COLOR_CELL_BG);//background
}
void Draw_Pressed_Block(dword x, y)
{
DrawRectangle(x, y, CELL_SIZE, CELL_SIZE, COLOR_CELL_BORDER);//border
DrawWideRectangle(x + 1, y + 1, CELL_SIZE-1, CELL_SIZE-1, 2, 0x94DB00);//border green
DrawBar(x + 3, y + 3, CELL_SIZE-5, CELL_SIZE-5, COLOR_CELL_BG);//background
}
void Draw_Panel()
{
DrawBar(0, PANEL_Y, Form.cwidth, 1, system.color.work_dark);
DrawBar(0, PANEL_Y+1, Form.cwidth, 1, system.color.work_light);
DrawBar(0, PANEL_Y+2, Form.cwidth, PANEL_H-2, system.color.work);
DrawStandartCaptButton(9, PANEL_Y+5, 5, LABEL_NEW_GAME);
Draw_Count();
}
void Draw_Count()
{
DrawBar(Form.cwidth-32,PANEL_Y + 12,30,12,system.color.work);
WriteNumber(Form.cwidth-32, PANEL_Y + 12, 0x90, system.color.work_text, 3, count);
}
stop: