feat(box3): touch gamebook (tap to choose)
Context:
The Freenove gamebook is screen+buttons, the PLIP is audio+dial. The
ESP32-S3-BOX-3 has a 320x240 touchscreen, so its natural format is a
tap-to-choose "livre dont tu es le heros": read the passage on screen,
tap a choice button to navigate.
Approach:
A new gamebook module reuses the same SD pack as the master (the JSON
passages already carry screen/text/choices[label,goto]) and builds the
UI on the already-running LVGL stack: a scrollable column with the
title, the wrapped passage text, and one tappable button per choice.
Changes:
- New gamebook.c/.h: mounts the SD (bsp_sdcard_mount), reads
/sdcard/gamebook/{library.json, <id>.json}, shows a story list, then
per passage renders title + text + choice buttons; tapping a choice
goes to its target, an ending offers "back to menu". cJSON runs on
PSRAM hooks (the expanded books are ~80 KB JSON); LVGL calls are
wrapped in bsp_display_lock at init (button callbacks already run in
the LVGL task).
- main.c: call gamebook_init() after the scenario server is up; it
takes over the screen when a pack is on the SD, else no-op (the phone
UI stays).
- CMakeLists: build gamebook.c.
Impact:
With a JSON pack on its SD, the BOX-3 is a touch gamebook: tap a story,
tap your choices. Text-only (no audio needed). Hardware-validated:
boots into a 6-story touch library.
This commit was merged in pull request #43.
This commit is contained in:
@@ -1,5 +1,5 @@
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idf_component_register(
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SRCS "main.c" "voice_ws_client.c" "scenario_server.c" "plip_virtual.c" "plip_ui.c" "stimulus.c" "cmd_exec.c"
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SRCS "main.c" "voice_ws_client.c" "scenario_server.c" "plip_virtual.c" "plip_ui.c" "stimulus.c" "cmd_exec.c" "gamebook.c"
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INCLUDE_DIRS "."
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PRIV_REQUIRES
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driver
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@@ -0,0 +1,223 @@
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// gamebook.c — see gamebook.h. Touch CYOA for the ESP32-S3-BOX-3.
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#include "gamebook.h"
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include "cJSON.h"
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#include "esp_log.h"
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#include "esp_heap_caps.h"
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#include "bsp/esp-bsp.h"
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#include "lvgl.h"
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static const char *TAG = "gamebook";
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#define GB_DIR "/sdcard/gamebook"
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#define GB_LIBRARY GB_DIR "/library.json"
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#define GB_JSON_MAX (256 * 1024) // expanded books are ~80 KB of JSON
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// Colours (Workbench-ish palette).
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#define COL_BG 0x101820
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#define COL_TITLE 0xFFCC55
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#define COL_TEXT 0xF0F0F0
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#define COL_BTN 0x224466
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static cJSON *s_lib_root = NULL; // owns library.json
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static cJSON *s_lib = NULL; // borrowed: root->"library"
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static int s_lib_n = 0;
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static cJSON *s_book = NULL; // owns the current <id>.json
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static cJSON *s_passages = NULL; // borrowed: book->"passages"
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static lv_obj_t *s_root = NULL; // scrollable full-screen column
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// ── PSRAM allocators for cJSON (book trees are large) ───────────────────────
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static void *gb_malloc(size_t sz) { return heap_caps_malloc(sz, MALLOC_CAP_SPIRAM); }
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static void gb_free(void *p) { heap_caps_free(p); }
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static cJSON *load_json(const char *path)
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{
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FILE *f = fopen(path, "rb");
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if (!f) { ESP_LOGW(TAG, "open %s failed", path); return NULL; }
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fseek(f, 0, SEEK_END);
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long sz = ftell(f);
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rewind(f);
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if (sz <= 0 || sz > GB_JSON_MAX) { fclose(f); ESP_LOGW(TAG, "%s size %ld", path, sz); return NULL; }
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char *buf = heap_caps_malloc((size_t)sz + 1, MALLOC_CAP_SPIRAM);
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if (!buf) { fclose(f); return NULL; }
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size_t rd = fread(buf, 1, (size_t)sz, f);
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fclose(f);
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buf[rd] = '\0';
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cJSON *root = cJSON_Parse(buf);
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heap_caps_free(buf);
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if (!root) ESP_LOGW(TAG, "malformed JSON: %s", path);
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return root;
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}
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// ── Root container (created once, cleared per view) ─────────────────────────
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// All UI functions below assume the LVGL lock is held (gamebook_init takes it;
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// button callbacks already run inside the LVGL task / lock).
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static void ensure_root(void)
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{
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if (s_root) { lv_obj_clean(s_root); return; }
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lv_obj_t *scr = lv_screen_active();
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s_root = lv_obj_create(scr);
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lv_obj_set_size(s_root, LV_PCT(100), LV_PCT(100));
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lv_obj_set_pos(s_root, 0, 0);
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lv_obj_set_style_bg_color(s_root, lv_color_hex(COL_BG), 0);
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lv_obj_set_style_bg_opa(s_root, LV_OPA_COVER, 0);
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lv_obj_set_style_border_width(s_root, 0, 0);
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lv_obj_set_style_radius(s_root, 0, 0);
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lv_obj_set_style_pad_all(s_root, 8, 0);
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lv_obj_set_style_pad_row(s_root, 8, 0);
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lv_obj_set_flex_flow(s_root, LV_FLEX_FLOW_COLUMN);
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lv_obj_set_scroll_dir(s_root, LV_DIR_VER);
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}
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static lv_obj_t *add_title(const char *txt)
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{
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lv_obj_t *l = lv_label_create(s_root);
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lv_obj_set_style_text_font(l, &lv_font_montserrat_24, 0);
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lv_obj_set_style_text_color(l, lv_color_hex(COL_TITLE), 0);
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lv_label_set_long_mode(l, LV_LABEL_LONG_WRAP);
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lv_obj_set_width(l, LV_PCT(100));
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lv_label_set_text(l, txt);
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return l;
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}
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static lv_obj_t *add_text(const char *txt)
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{
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lv_obj_t *l = lv_label_create(s_root);
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lv_obj_set_style_text_font(l, &lv_font_montserrat_14, 0);
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lv_obj_set_style_text_color(l, lv_color_hex(COL_TEXT), 0);
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lv_label_set_long_mode(l, LV_LABEL_LONG_WRAP);
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lv_obj_set_width(l, LV_PCT(100));
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lv_label_set_text(l, txt);
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return l;
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}
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static lv_obj_t *add_button(const char *txt, lv_event_cb_t cb, void *user)
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{
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lv_obj_t *b = lv_button_create(s_root);
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lv_obj_set_width(b, LV_PCT(100));
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lv_obj_set_style_bg_color(b, lv_color_hex(COL_BTN), 0);
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lv_obj_set_style_pad_all(b, 10, 0);
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lv_obj_add_event_cb(b, cb, LV_EVENT_CLICKED, user);
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lv_obj_t *l = lv_label_create(b);
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lv_obj_set_style_text_font(l, &lv_font_montserrat_14, 0);
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lv_label_set_long_mode(l, LV_LABEL_LONG_WRAP);
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lv_obj_set_width(l, LV_PCT(100));
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lv_label_set_text(l, txt);
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return b;
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}
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// Forward decls
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static void show_library(void);
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static void enter_passage(const char *pid);
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static void tile_cb(lv_event_t *e);
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static void choice_cb(lv_event_t *e);
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static void menu_cb(lv_event_t *e);
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// ── Library menu ────────────────────────────────────────────────────────────
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static void show_library(void)
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{
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if (s_book) { cJSON_Delete(s_book); s_book = NULL; s_passages = NULL; }
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ensure_root();
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add_title("Choisis ton histoire");
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for (int i = 0; i < s_lib_n; i++) {
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const cJSON *t = cJSON_GetObjectItem(cJSON_GetArrayItem(s_lib, i), "title");
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add_button(cJSON_IsString(t) ? t->valuestring : "?",
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tile_cb, (void *)(intptr_t)i);
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}
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lv_obj_scroll_to_y(s_root, 0, LV_ANIM_OFF);
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}
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// ── Passage ─────────────────────────────────────────────────────────────────
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static void enter_passage(const char *pid)
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{
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const cJSON *p = cJSON_GetObjectItem(s_passages, pid);
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if (!cJSON_IsObject(p)) { ESP_LOGW(TAG, "passage '%s' missing", pid); return; }
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const cJSON *screen = cJSON_GetObjectItem(p, "screen");
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const cJSON *text = cJSON_GetObjectItem(p, "text");
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const cJSON *choices = cJSON_GetObjectItem(p, "choices");
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ensure_root();
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add_title(cJSON_IsString(screen) ? screen->valuestring : "");
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add_text(cJSON_IsString(text) ? text->valuestring : "");
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int n = cJSON_IsArray(choices) ? cJSON_GetArraySize(choices) : 0;
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if (n == 0) {
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add_button("Revenir au menu", menu_cb, NULL);
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} else {
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for (int i = 0; i < n; i++) {
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const cJSON *c = cJSON_GetArrayItem(choices, i);
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const cJSON *lbl = cJSON_GetObjectItem(c, "label");
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const cJSON *g = cJSON_GetObjectItem(c, "goto");
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// goto valuestring stays valid while s_book is alive → use as user_data
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add_button(cJSON_IsString(lbl) ? lbl->valuestring : "?",
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choice_cb, cJSON_IsString(g) ? g->valuestring : NULL);
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}
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}
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lv_obj_scroll_to_y(s_root, 0, LV_ANIM_OFF);
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ESP_LOGI(TAG, "passage '%s' (%d choices)", pid, n);
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}
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static void load_book(int idx)
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{
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const cJSON *e = cJSON_GetArrayItem(s_lib, idx);
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const cJSON *file = cJSON_GetObjectItem(e, "book");
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if (!cJSON_IsString(file)) return;
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char path[128];
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snprintf(path, sizeof(path), "%s/%s", GB_DIR, file->valuestring);
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cJSON *book = load_json(path);
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if (!book) return;
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const cJSON *passages = cJSON_GetObjectItem(book, "passages");
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const cJSON *start = cJSON_GetObjectItem(book, "start");
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if (!cJSON_IsObject(passages) || !cJSON_IsString(start)) {
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cJSON_Delete(book); return;
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}
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if (s_book) cJSON_Delete(s_book);
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s_book = book;
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s_passages = (cJSON *)passages;
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ESP_LOGI(TAG, "load book #%d @ '%s'", idx, start->valuestring);
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enter_passage(start->valuestring);
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}
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// ── Touch callbacks (run inside the LVGL task → lock already held) ───────────
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static void tile_cb(lv_event_t *e) { load_book((int)(intptr_t)lv_event_get_user_data(e)); }
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static void menu_cb(lv_event_t *e) { (void)e; show_library(); }
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static void choice_cb(lv_event_t *e)
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{
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const char *goto_id = (const char *)lv_event_get_user_data(e);
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if (goto_id) enter_passage(goto_id);
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}
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// ── Public init ─────────────────────────────────────────────────────────────
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void gamebook_init(void)
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{
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cJSON_Hooks hooks = { .malloc_fn = gb_malloc, .free_fn = gb_free };
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cJSON_InitHooks(&hooks); // keep the big book trees in PSRAM
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if (bsp_sdcard_mount() != ESP_OK) {
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ESP_LOGW(TAG, "no SD card — gamebook disabled");
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return;
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}
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s_lib_root = load_json(GB_LIBRARY);
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if (!s_lib_root) { ESP_LOGW(TAG, "no library.json — gamebook disabled"); return; }
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s_lib = cJSON_GetObjectItem(s_lib_root, "library");
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if (!cJSON_IsArray(s_lib) || cJSON_GetArraySize(s_lib) == 0) {
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cJSON_Delete(s_lib_root); s_lib_root = NULL; s_lib = NULL;
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ESP_LOGW(TAG, "empty library");
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return;
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}
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s_lib_n = cJSON_GetArraySize(s_lib);
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bsp_display_brightness_set(80);
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if (bsp_display_lock(1000)) {
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show_library();
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bsp_display_unlock();
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}
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ESP_LOGI(TAG, "touch gamebook up (%d stories)", s_lib_n);
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}
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@@ -0,0 +1,27 @@
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#pragma once
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// gamebook — "livre dont tu es le héros" TACTILE pour l'ESP32-S3-BOX-3.
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//
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// Écran 320x240 + tactile : on lit le passage à l'écran et on TOUCHE un bouton
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// pour choisir. Réutilise le pack gamebook du master sur la SD :
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// /sdcard/gamebook/{library.json, <id>.json}
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// où chaque passage porte {screen, text, choices:[{label, goto}]} (le champ
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// "wav" éventuel est ignoré — version texte/tactile, pas d'audio requis).
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//
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// S'appuie sur la stack LVGL déjà démarrée par bsp_display_start() : on
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// construit une UUI (menu d'histoires en liste, puis pages tactiles) et la
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// navigation se fait dans les callbacks de boutons LVGL. 100% local, hors-ligne.
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#include <stdbool.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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// Monte la SD, charge la bibliothèque et affiche le menu tactile des histoires.
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// À appeler une fois depuis app_main, après bsp_display_start() et le serveur
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// de fichiers (pour que la SD soit accessible). No-op si aucun pack présent.
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void gamebook_init(void);
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#ifdef __cplusplus
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}
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#endif
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@@ -28,6 +28,7 @@
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#include "scenario_server.h"
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#include "plip_virtual.h"
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#include "plip_ui.h"
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#include "gamebook.h"
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#include "stimulus.h"
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#include "scenario_mesh.h"
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#include "cmd_exec.h"
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@@ -463,6 +464,11 @@ void app_main(void)
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} else {
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ESP_LOGW(TAG, "stimulus_init failed — QR/melody generator off");
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}
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/* Touch gamebook: if a story pack is on the SD (/sdcard/gamebook/),
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* take over the screen with a tap-to-choose "livre dont tu es le
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* héros". No-op (and the phone UI stays) when no pack is present. */
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gamebook_init();
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}
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/* Start the ESP-NOW receiver so the master can relay scenarios to us even
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