rockbox/apps/plugins/picross.lua
William Wilgus d7c541742f Allow first level folders in plugin menu
add sorting directories as files
move picross files to a hidden folder

use directory for lua_scripts, sgt_puzzles

make plugin browser able to handle 1st level directories

Change-Id: I30852d71dc992c378d5790756e94f06f5a2e9bef
2024-05-05 14:01:43 -04:00

822 lines
24 KiB
Lua

--[[
__________ __ ___.
Open \______ \ ____ ____ | | _\_ |__ _______ ___
Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
\/ \/ \/ \/ \/
Port of Picross (aka. Picture Crossword, Nonograms, Paint By Numbers)
Copyright (c) 2012 by Nathan Korth
See http://en.wikipedia.org/wiki/Nonogram for details on how to play, and
http://nkorth.com/picross for more puzzles.
]]--
require "actions"
require "luadir"
require("rbsettings")
require("settings")
local _nums = require("draw_num")
local _clr = require("color") -- clrset, clrinc provides device independent colors
local _lcd = require("lcd") -- lcd helper functions
local plugindir = rb.PLUGIN_GAMES_DATA_DIR
local userdir = plugindir .. "/.picross"
local wrap = rb.settings.read('global_settings', rb.system.global_settings.list_wraparound)
wrap = (wrap or 1) == 1
do -- free up some ram by removing items we don't need
local function strip_functions(t, ...)
local t_keep = {...}
local keep
for key, val in pairs(t) do
keep = false
for _, v in ipairs(t_keep) do
if string.find (key, v) then
keep = true; break
end
end
if keep ~= true then
t[key] = nil
end
end
end
strip_functions(rb.actions, "PLA_", "TOUCHSCREEN", "_NONE")
rb.contexts = nil
_clr.inc = nil
rb.metadata = nil -- remove metadata settings
rb.system = nil -- remove system settings
rb.settings = nil --remove setting read/write fns
end
--colors for fg/bg ------------------------
local WHITE = _clr.set(-1, 255, 255, 255)
local BLACK = _clr.set(0, 0, 0, 0)
-------------------------------------------
-- set colors on color targets
if rb.lcd_rgbpack ~= nil then
rb.lcd_set_background(rb.lcd_rgbpack(255, 255, 255))
rb.lcd_set_foreground(rb.lcd_rgbpack(0, 0, 0))
end
local TEXT_COLOR = BLACK
if rb.LCD_DEPTH == 2 then TEXT_COLOR = bit.bnot(TEXT_COLOR) end
--[[
-- load images
local img_numbers = rb.read_bmp_file(rb.current_path().."picross_numbers.bmp")
-- image helper function
function draw_image(img, x, y, w, h, tilenum)
local func = rb.lcd_bitmap_transparent_part
or rb.lcd_bitmap_part -- Fallback version for grayscale targets
or rb.lcd_mono_bitmap_part -- Fallback version for mono targets
func(img, 0, (tilenum * h), w, x, y, w, h)
end
]]
function draw_number(x, y, w, tilenum, scale)
scale = scale or 1
_nums.print(_LCD, tilenum, x, y, w, TEXT_COLOR, nil, nil, true, scale, scale)
end
function showComplete(self)
if self:isComplete() then
rb.splash(rb.HZ * 2, "Puzzle complete!")
self:saveGame()
self.puzzleh = 50
self.puzzlew = 50
local old_boardh, old_boardw = self.boardh, self.boardw
local old_numbersw, old_numbersh = self.numbersw, self.numbersh
while self.numbersh > 0 do -- remove the number rows
table.remove (self.board, 1)
self.numbersh = self.numbersh - 1
end
self.numbersh = 0
self.numbersw = 0
self.solution = nil
self.boardh = self.puzzleh
self.boardw = self.puzzlew
self.freedraw = 0
-- find a free number
while rb.file_exists(string.format("%s/user_freedraw_%d.picross",
userdir, self.freedraw)) do
self.freedraw = self.freedraw + 1
end
for r = 1, self.boardh do
local old_row = self.board[r] or {}
self.board[r] = {}
-- copy over the last drawing
for c = 1, self.boardw do
local ch = old_row[c + old_numbersw]
if not ch or ch ~= '*' then
self.board[r][c] = '.'
else
self.board[r][c] = '*'
end
end
end
rb.splash(rb.HZ * 3, "Free Draw!")
self.cursor.x = 1
self.cursor.y = 1
self.showComplete = function() end --show once, then remove the reference
end
end
local State = {
puzzlew = 0,
puzzleh = 0,
numbersw = 0,
numbersh = 0,
boardw = 0,
boardh = 0,
board = {},
solution = {},
filename = '',
cursor = {x = 0, y = 0},
scale = 1,
freedraw = false
}
--[[
Notes on how puzzles work in the code:
The "board" array is bigger than the actual puzzle, so the numbers
above and to the left of it can be stored and do not need to be recalculated
for every draw. (The "solution" array is the same size as the puzzle, however.)
The various width/height variables help keep track of where everything is.
(they should be fairly self-explanatory)
The width/height of the numbers section is always half the width/height of the
puzzle. For odd-number-sized puzzles, the value must be rounded up. This is
because strings of squares must have at least one blank space in between. For
example, on a board 5 wide, the maximum set of row numbers is "1 1 1".
Here are the values used in the "board" array:
' ': empty space
'.': unfilled square
'*': filled square
[number]: number (not a string)
The .picross puzzle files are text files which look pretty much the same as the
"board" array, with two differences:
- puzzle files should not contain numbers, because they will be generated
based on the puzzle at runtime
- blank lines and lines starting with '#' are ignored
]]--
function State:initBoard()
if self.freedraw then
-- clear board (set the puzzle area to '.' and everything else to ' ')
self.board = {}
for r = 1,self.boardh do
self.board[r] = {}
for c = 1,self.boardw do
if r > self.numbersh and c > self.numbersw then
self.board[r][c] = '.'
else
self.board[r][c] = ' '
end
end
end
-- reset cursor
self.cursor.x = 1
self.cursor.y = 1
return
end --freedraw
-- metrics
self.puzzleh = #self.solution
self.puzzlew = #self.solution[1]
self.numbersh = math.floor(self.puzzleh / 2) + 1
self.numbersw = math.floor(self.puzzlew / 2) + 1
self.boardh = self.puzzleh + self.numbersh
self.boardw = self.puzzlew + self.numbersw
self.showComplete = showComplete
-- clear board (set the puzzle area to '.' and everything else to ' ')
self.board = {}
for r = 1,self.boardh do
self.board[r] = {}
for c = 1,self.boardw do
if r > self.numbersh and c > self.numbersw then
self.board[r][c] = '.'
else
self.board[r][c] = ' '
end
end
end
-- reset cursor
self.cursor.x = self.numbersw + 1
self.cursor.y = self.numbersh + 1
-- calculate row numbers
local rownums = {}
for r = 1,self.puzzleh do
rownums[r] = {}
local count = 0
for c = 1,self.puzzlew do
if self.solution[r][c] == '*' then
-- filled square
count = count + 1
else
-- empty square
if count > 0 then
table.insert(rownums[r], count)
count = 0
end
end
end
-- if there were no empty squares
if count > 0 then
table.insert(rownums[r], count)
count = 0
end
end
-- calculate column numbers
local columnnums = {}
for c = 1,self.puzzlew do
columnnums[c] = {}
local count = 0
for r = 1,self.puzzleh do
if self.solution[r][c] == '*' then
-- filled square
count = count + 1
else
-- empty square
if count > 0 then
table.insert(columnnums[c], count)
count = 0
end
end
end
-- if there were no empty squares
if count > 0 then
table.insert(columnnums[c], count)
count = 0
end
end
-- add row numbers to board
for r = 1,self.puzzleh do
for i,num in ipairs(rownums[r]) do
self.board[self.numbersh + r][self.numbersw - #rownums[r] + i] = num
end
end
-- add column numbers to board
for c = 1,self.puzzlew do
for i,num in ipairs(columnnums[c]) do
self.board[self.numbersh - #columnnums[c] + i][self.numbersw + c] = num
end
end
end
function State:saveGame()
local file
local boardw, boardh = self.boardw, self.boardh
if self.freedraw then
self.filename = string.format("%s/user_freedraw_%d.picross", userdir, self.freedraw)
--remove blank lines from the end
while boardh > 1 and not string.find(table.concat(self.board[boardh]), "\*") do
boardh = boardh - 1
end
--remove blank lines from right
local max_w = 0
for r = self.numbersh + 1, boardh do
for c = max_w + 1, boardw do
if self.board[r][c] == '*' then
max_w = c
end
end
end
boardw = max_w
if max_w == 0 then return end--nothing to save
file = io.open(self.filename, 'w')
else
file = io.open(plugindir .. '/picross.sav', 'w')
end
if file then
file:write("#"..self.filename.."\n")
for r = self.numbersh + 1, boardh do
for c = self.numbersw + 1, boardw do
file:write(self.board[r][c])
end
file:write("\n")
end
file:close()
if self.freedraw then
rb.splash(rb.HZ, "Freedraw saved.")
else
rb.splash(rb.HZ, "Game saved.")
end
return true
else
rb.splash(rb.HZ * 2, "Failed to open save file")
return false
end
end
function State:loadSave()
local file = io.open(plugindir .. '/picross.sav')
if file then
-- first line is commented path of original puzzle
path = file:read('*l')
path = path:sub(2,-1)
-- prepare original puzzle
if self:loadFile(path) then
-- load saved board
contents = file:read('*all')
file:close()
local r = 1
for line in contents:gmatch("[^\r\n]+") do
local c = 1
for char in line:gmatch('.') do
self.board[self.numbersh + r][self.numbersw + c] = char
c = c + 1
end
r = r + 1
end
return true
else
return false
end
else
return false
end
end
function State:loadDefault()
return self:loadFile(userdir .. '/picross_default.picross')
end
function State:loadFile(path)
local file = io.open(path)
if file then
self.freedraw = false
local board = {}
local boardwidth = 0
local count = 0
contents = file:read('*all')
for line in contents:gmatch("[^\r\n]+") do
count = count + 1
-- ignore blank lines and comments
if line ~= '' and line:sub(1, 1) ~= '#' then
table.insert(board, {}) -- add a new row
-- ensure all lines are the same width
if boardwidth == 0 then
boardwidth = #line
elseif #line ~= boardwidth then
-- a line was the wrong width
local err = "Invalid puzzle file!"
local msg =
string.format("%s (wrong line width ln: %d w: %d)", err, count, #line)
rb.splash(rb.HZ * 2, msg)
return false
end
local pos = 0
for char in line:gmatch('.') do
pos = pos + 1
if char == '*' or char == '.' then
table.insert(board[#board], char)
else
local err = "Invalid puzzle file!"
local msg = string.format("%s (invalid character ln: %d '%s' @ %d)",
err, count, char, pos)
-- invalid character in puzzle area
rb.splash(rb.HZ * 2, msg)
return false
end
end
else
-- display puzzle comments
--rb.splash(rb.HZ, line:sub(2,#line))
end
end
if #board == 0 then
-- empty file
rb.splash(rb.HZ * 2, "Invalid puzzle file! (empty)")
return false
end
file:close()
self.solution = board
self.filename = path
if self.puzzleh < 100 and self.puzzlew < 100 then
self:initBoard()
return true
else
-- puzzle too big
rb.splash(rb.HZ * 2, "Invalid puzzle file! (too big)")
return false
end
else
-- file open failed
rb.splash(rb.HZ * 2, "Failed to open file!")
return false
end
end
function State:drawBoard()
local tw, th = 10 * self.scale, 10 * self.scale -- tile width and height (including bottom+right padding)
local ofsx = rb.LCD_WIDTH/2 - 4 - (self.cursor.x * tw)
local ofsy = rb.LCD_HEIGHT/2 - 4 - (self.cursor.y * th)
rb.lcd_clear_display()
-- guide lines
for r = 0, self.puzzleh do
local x1, x2, y =
ofsx + tw - 1,
ofsx + ((self.boardw + 1) * tw) - 1,
ofsy + ((self.numbersh + 1 + r) * th) - 1
if r % 5 == 0 or r == self.puzzleh then
rb.lcd_hline(x1, x2, y)
else
for x = x1, x2, 2 do
rb.lcd_drawpixel(x, y)
end
end
end
for c = 0, self.puzzlew do
local x, y1, y2 =
ofsx + ((self.numbersw + 1 + c) * tw) - 1,
ofsy + th - 1,
ofsy + ((self.boardh + 1) * th) - 1
if c % 5 == 0 or c == self.puzzlew then
rb.lcd_vline(x, y1, y2)
else
for y = y1,y2, 2 do
rb.lcd_drawpixel(x, y)
end
end
end
-- cursor
local cx, cy = ofsx + (self.cursor.x * tw) - 1, ofsy + (self.cursor.y * th) - 1
rb.lcd_drawrect(cx, cy, tw + 1, th + 1)
local n_width = tw / self.scale / 2 - 1
local xc = (tw - 5 * self.scale) / 2
-- tiles
for r = 1, self.boardh do
for c = 1, self.boardw do
local x, y = ofsx + (c * tw) + 1, ofsy + (r * th) + 1
if self.board[r][c] == '.' then
-- unfilled square
elseif self.board[r][c] == '*' then
-- filled square
rb.lcd_fillrect(x, y, tw - 3, th - 3)
elseif self.board[r][c] == 'x' then
-- eliminated square
rb.lcd_drawline(x + 1, y + 1, x + tw - 5, y + th - 5)
rb.lcd_drawline(x + tw - 5, y + 1, x + 1, y + th - 5)
elseif self.board[r][c] == ' ' then
-- empty space
elseif self.board[r][c] > 0 and self.board[r][c] < 100 then
-- number
local num = self.board[r][c]
if num < 10 then
draw_number(x + xc, y, n_width, num, self.scale)
draw_number(x + xc + 1, y, n_width, num, self.scale)
else
draw_number(x, y, n_width, num, self.scale)
draw_number(x + 1, y, n_width, num, self.scale)
end
end
end
end
rb.lcd_update()
end
function State:isComplete()
for r = 1,self.puzzleh do
for c = 1,self.puzzlew do
if self.solution[r][c] == '*' and
self.board[self.numbersh + r][self.numbersw + c] ~= '*' then
return false
end
end
end
return true
end
function State:moveCursor(dir)
-- The cursor isn't allowed to move in the top-left quadrant of the board.
-- This has to be checked in up and left moves.
local in_board_area = (self.cursor.y > (self.numbersh + 1)
and self.cursor.x > self.numbersw + 1)
if dir == 'left' then
if (self.cursor.x > (self.numbersw + 1) or self.cursor.y > self.numbersh)
and self.cursor.x > 1 then
self.cursor.x = self.cursor.x - 1
elseif wrap == true then
if in_board_area then
self.cursor.x = 1
else
self.cursor.x = self.boardw
end
dir = 'up'
end
elseif dir == 'right' then
if self.cursor.x < self.boardw then
self.cursor.x = self.cursor.x + 1
elseif wrap == true then
if in_board_area then
self.cursor.x = 1
else
self.cursor.x = self.numbersw + 1
end
dir = 'down'
end
end
if dir == 'up' then
if (self.cursor.y > (self.numbersh + 1) or self.cursor.x > self.numbersw)
and self.cursor.y > 1 then
self.cursor.y = self.cursor.y - 1
elseif wrap == true then
if in_board_area then
self.cursor.y = 1
else
self.cursor.y = self.boardh
end
end
elseif dir == 'down' then
if self.cursor.y < self.boardh then
self.cursor.y = self.cursor.y + 1
elseif wrap == true then
if in_board_area then
self.cursor.y = 1
else
self.cursor.y = self.numbersh + 1
end
end
end
end
function State:fillSquare(mode)
mode = mode or 0
if self.cursor.x > self.numbersw and self.cursor.y > self.numbersh then
if self.board[self.cursor.y][self.cursor.x] == '*' and mode ~= 2 then
-- clear square
self.board[self.cursor.y][self.cursor.x] = '.'
elseif mode ~= 1 then -- '.' or 'x'
-- fill square
local x, y = self.cursor.x - self.numbersw, self.cursor.y - self.numbersh
if not self.solution or self.solution[y][x] == '*' then
self.board[self.cursor.y][self.cursor.x] = '*'
else
rb.splash(rb.HZ * 2, "Invalid move!")
-- "x" square for convenience
self.board[self.cursor.y][self.cursor.x] = 'x'
end
end
end
self:showComplete()
end
function State:eliminateSquare()
if not self.freedraw
and self.cursor.x > self.numbersw
and self.cursor.y > self.numbersh then
if self.board[self.cursor.y][self.cursor.x] == 'x' then
-- clear square
self.board[self.cursor.y][self.cursor.x] = '.'
else-- '.' or '*'
-- "x" square
self.board[self.cursor.y][self.cursor.x] = 'x'
end
else
self.board[self.cursor.y][self.cursor.x] = '.'
end
end
-- main code ------------------------------------------------------------------
local function mainMenu()
local menu = {
"Resume",
"View picture",
"Restart puzzle",
"Load puzzle",
"Zoom " .. State.scale - 1,
"Save progress",
"Save and quit",
"Quit without saving"
}
local start
if State.freedraw then
menu[6] = "Save freedraw " .. State.freedraw --Save Progress
end
while true do
local s = rb.do_menu("Picross", menu, start, false)
start = s
if s == 0 then
-- resume
return
elseif s == 1 then
-- view picture
viewPicture()
start = 0 --resume
elseif s == 2 then
-- restart
State:initBoard()
return
elseif s == 3 then
-- choose puzzle
if puzzleList() then
return
end
elseif s == 4 then
-- zoom
State.scale = State.scale + 1
if State.scale > 4 then
State.scale = 1
end
menu[5] = "Zoom " .. State.scale - 1
elseif s == 5 then
-- save
if State:saveGame() then
return
end
elseif s == 6 then
-- save and quit
if State:saveGame() then
os.exit()
end
elseif s == 7 then
-- quit
os.exit()
elseif s == -2 then
-- back button pressed
return
else
-- something strange happened
rb.splash(rb.HZ * 2, "Invalid menu index: "..s)
end
end
end
function puzzleList()
if rb.dir_exists(userdir) then
local files = {}
for file in luadir.dir(userdir) do
if file ~= '.' and file ~= '..' then
table.insert(files, file)
end
end
table.sort(files)
local udir = userdir .. "/"
if #files > 0 then
local s = rb.do_menu("Puzzles", files, nil, false)
if s >= 0 and s < #files then
if State:loadFile(udir..files[s+1]) then
return true -- return to puzzle screen
else
-- puzzle failed to load, return to main menu
return false
end
elseif s == -2 then
-- back button pressed, return to main menu
return false
else
-- something strange happened
rb.splash(rb.HZ * 2, "Invalid menu index: "..s)
return false
end
else
rb.splash(rb.HZ * 2, "No puzzles found! Put .picross files in " .. userdir)
return false
end
else
rb.splash(rb.HZ * 2, "Put .picross files in " .. userdir)
return false
end
end
function viewPicture()
rb.lcd_clear_display()
-- draw filled squares as pixels (scaled 2x)
for r = State.numbersh + 1, State.boardh do
for c = State.numbersw + 1, State.boardw do
if State.board[r][c] == '*' then
--rb.lcd_drawpixel(c - State.numbersw, r - State.numbersh)
local px = (c - State.numbersw) * State.scale - State.scale + 1
local py = (r - State.numbersh) * State.scale - State.scale + 1
rb.lcd_fillrect(px, py, State.scale, State.scale)
end
end
end
rb.lcd_update()
-- exit on button press
while true do
local action = rb.get_plugin_action(0)
if action == rb.actions.PLA_EXIT
or action == rb.actions.PLA_CANCEL
or action == rb.actions.PLA_SELECT then
return
end
rb.yield()
end
end
if not State:loadSave() then
if not State:loadDefault() then
return;
end
end
local act = rb.actions
local action = act.ACTION_NONE
local lockdraw = false
while true do
action = rb.get_plugin_action(0)
if action == rb.actions.PLA_EXIT then
lockdraw = false
mainMenu()
elseif action == act.PLA_UP or action == act.PLA_UP_REPEAT then
State:moveCursor('up')
elseif action == act.PLA_DOWN or action == act.PLA_DOWN_REPEAT then
State:moveCursor('down')
elseif action == act.PLA_LEFT or action == act.PLA_LEFT_REPEAT then
State:moveCursor('left')
elseif action == act.PLA_RIGHT or action == act.PLA_RIGHT_REPEAT then
State:moveCursor('right')
elseif action == act.PLA_SELECT then
if lockdraw then
lockdraw = lockdraw - 1
if lockdraw < 0 then
lockdraw = false
elseif lockdraw == 1 then
rb.splash(50, "clear")
else
rb.splash(50, "invert")
end
else
State:fillSquare()
end
action = act.ACTION_NONE
elseif action == act.PLA_SELECT_REPEAT then
if State.freedraw and not lockdraw then
lockdraw = 2
rb.splash(50, "draw")
action = act.ACTION_NONE
end
elseif action == act.PLA_CANCEL then
State:eliminateSquare()
action = act.ACTION_NONE
else
action = act.ACTION_NONE
end
if lockdraw and action ~= act.ACTION_NONE then
State:fillSquare(lockdraw)
end
State:drawBoard()
rb.yield()
end