feat: gamebook mode (CYOA) on the master
Context: We wanted a "livre dont vous etes le heros" playable on the Freenove master with NO model in RAM: narration as say()-rendered WAV staged on the SD card, and navigation on the physical 5-way pad. Nothing in the firmware drove a branching, button-navigated story before this. Approach: A self-contained gamebook component reads a JSON book from the SD, drives the display and audio, and owns the 5-way pad through a registered display_ui key hook (so display_ui keeps no dependency on gamebook — no cycle). A dedicated full-screen gamebook view renders each page (title / wrapped body / choice list). Changes: - New gamebook component: loads /sdcard/gamebook/gamebook.json; per passage plays its WAV (media_manager, absolute /sdcard path) and renders the title, wrapped text, and a choice list with a ">" cursor. - Navigation: D-pad up/down (and left/right) move the cursor, the center click confirms; endings (no choices) restart on click; a choice interrupts the current narration (media_manager_stop + play). - display_ui: add display_ui_set_key_hook (consume keys when a takeover mode is active) and a dedicated gamebook view (title + height-bounded body band + reserved bottom menu band) with display_ui_gamebook_show / display_ui_gamebook_hide; the gamebook view wins the view selector while open. - game_endpoint: POST /game/gamebook[?action=stop] to start/stop. - ota_server: bump max_uri_handlers 20 -> 22 for the new endpoint. - main: call gamebook_init() once the buttons are up. Impact: The Freenove plays a branching audio gamebook driven entirely by the pad, fully offline (no gateway, no model). Hardware-validated end to end: cursor navigation, click select, WAV narration from SD, endings restart.
This commit was merged in pull request #37.
This commit is contained in:
@@ -248,6 +248,16 @@ static bool s_browser_isdir[BROWSER_MAX_ENTRIES];
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static uint8_t s_browser_count = 0;
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static volatile uint8_t s_browser_sel = 0;
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static volatile bool s_browser_open = false;
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// ── Gamebook view ("livre dont vous êtes le héros") ─────────────────────────
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static lv_obj_t *s_scr_gamebook;
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static lv_obj_t *s_gb_title; // page title, top
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static lv_obj_t *s_gb_body; // full passage text, wrapped
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static lv_obj_t *s_gb_menu; // choice lines, bottom
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static volatile bool s_gamebook_open = false;
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static char s_gb_title_buf[64];
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static char s_gb_body_buf[512];
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static char s_gb_menu_buf[160];
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static volatile bool s_browser_reload = false;
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// ─── Intro — faithful port of the original cracktro ──────────────────────────
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@@ -761,6 +771,44 @@ scroller:
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lv_obj_set_pos(s_intro_scroll, sx, sy);
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}
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static void build_gamebook_screen(void) {
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s_scr_gamebook = lv_obj_create(NULL);
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lv_obj_set_style_bg_color(s_scr_gamebook, lv_color_hex(0x000000), 0);
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lv_obj_set_style_bg_opa(s_scr_gamebook, LV_OPA_COVER, 0);
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s_gb_title = lv_label_create(s_scr_gamebook);
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lv_obj_set_style_text_color(s_gb_title, lv_color_hex(COL_VALUE), 0);
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lv_obj_set_style_text_font(s_gb_title, &lv_font_montserrat_24, 0);
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lv_label_set_long_mode(s_gb_title, LV_LABEL_LONG_DOT);
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lv_obj_set_width(s_gb_title, DUI_HOR_RES - 16);
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lv_obj_set_style_text_align(s_gb_title, LV_TEXT_ALIGN_CENTER, 0);
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lv_label_set_text(s_gb_title, "");
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lv_obj_align(s_gb_title, LV_ALIGN_TOP_MID, 0, 6);
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// Body band: top area, height-bounded so it can never run into the menu.
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s_gb_body = lv_label_create(s_scr_gamebook);
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lv_obj_set_style_text_color(s_gb_body, lv_color_hex(COL_VALUE), 0);
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lv_obj_set_style_text_font(s_gb_body, &lv_font_montserrat_14, 0);
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lv_label_set_long_mode(s_gb_body, LV_LABEL_LONG_WRAP);
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lv_obj_set_size(s_gb_body, DUI_HOR_RES - 24, 196);
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lv_label_set_text(s_gb_body, "");
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lv_obj_align(s_gb_body, LV_ALIGN_TOP_LEFT, 12, 44);
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// Menu band: reserved strip at the bottom, drawn last (foreground), with a
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// faint background so the choices stand out from the body text.
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s_gb_menu = lv_label_create(s_scr_gamebook);
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lv_obj_set_style_text_color(s_gb_menu, lv_color_hex(COL_CODE), 0);
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lv_obj_set_style_bg_color(s_gb_menu, lv_color_hex(0x101820), 0);
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lv_obj_set_style_bg_opa(s_gb_menu, LV_OPA_COVER, 0);
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lv_obj_set_style_pad_all(s_gb_menu, 6, 0);
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lv_obj_set_style_text_font(s_gb_menu, &lv_font_montserrat_14, 0);
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lv_label_set_long_mode(s_gb_menu, LV_LABEL_LONG_WRAP);
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lv_obj_set_width(s_gb_menu, DUI_HOR_RES);
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lv_label_set_text(s_gb_menu, "");
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lv_obj_align(s_gb_menu, LV_ALIGN_BOTTOM_LEFT, 0, 0);
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lv_obj_move_foreground(s_gb_menu);
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}
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static void build_status_screen(void) {
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lv_obj_t *scr = s_scr_status;
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lv_obj_set_style_bg_color(scr, lv_color_hex(COL_BG), 0);
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@@ -853,10 +901,19 @@ static void apply_status(const display_status_t *s) {
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// Active step → scene view; idle → status view. The 5-way buttons can
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// override (1=force status, 2=force scene; 0=auto). Fade 240 ms, the
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// original ui_manager default transition (SceneTransition::kFade, 240).
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// Gamebook page: refresh its labels from the latest show() buffers.
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if (s_gamebook_open) {
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lv_label_set_text(s_gb_title, s_gb_title_buf);
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lv_label_set_text(s_gb_body, s_gb_body_buf);
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lv_label_set_text(s_gb_menu, s_gb_menu_buf);
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}
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extern volatile uint8_t g_dui_view_override;
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lv_obj_t *want;
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if (!s_intro_done) {
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want = s_scr_intro; // boot intro plays out first
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} else if (s_gamebook_open) {
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want = s_scr_gamebook; // gamebook owns the screen while running
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} else if (s_browser_open) {
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want = s_scr_browser; // file browser on top of everything
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} else if (s_shell_open) {
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@@ -964,6 +1021,7 @@ static void display_task(void *arg) {
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build_status_screen();
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build_scene_screen();
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build_shell_screen();
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build_gamebook_screen();
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build_browser_screen();
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build_intro_screen();
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@@ -1145,9 +1203,36 @@ extern "C" void display_ui_set_status(const display_status_t *s) {
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}
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}
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static display_ui_key_hook_t s_key_hook = nullptr;
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extern "C" void display_ui_set_key_hook(display_ui_key_hook_t hook) {
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s_key_hook = hook;
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}
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extern "C" void display_ui_gamebook_show(const char *title, const char *body,
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const char *menu) {
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if (s_mutex) xSemaphoreTake(s_mutex, portMAX_DELAY);
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snprintf(s_gb_title_buf, sizeof(s_gb_title_buf), "%s", title ? title : "");
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snprintf(s_gb_body_buf, sizeof(s_gb_body_buf), "%s", body ? body : "");
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snprintf(s_gb_menu_buf, sizeof(s_gb_menu_buf), "%s", menu ? menu : "");
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s_gamebook_open = true;
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s_dirty = true;
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if (s_mutex) xSemaphoreGive(s_mutex);
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}
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extern "C" void display_ui_gamebook_hide(void) {
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s_gamebook_open = false;
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s_dirty = true;
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}
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extern "C" void display_ui_handle_key(uint8_t key) {
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static uint8_t s_brightness = 100;
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// Takeover mode (e.g. gamebook): if the hook consumes the key, stop here.
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if (s_key_hook && s_key_hook(key)) {
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return;
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}
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// Any key skips the boot intro.
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if (!s_intro_done) {
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s_intro_done = true;
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@@ -78,6 +78,36 @@ void display_ui_camera_frame(const uint8_t *gray, int width, int height);
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*/
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void display_ui_handle_key(uint8_t key);
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/**
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* @brief Install an optional key interceptor.
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*
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* If a hook is set and returns true for a given key, the key is consumed and
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* the normal shell/scene handling is skipped. Lets a takeover mode (e.g. the
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* gamebook) own the 5-way pad without display_ui having to depend on it.
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* Pass NULL to remove the hook. Thread-safe (single pointer write).
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*/
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typedef bool (*display_ui_key_hook_t)(uint8_t key);
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void display_ui_set_key_hook(display_ui_key_hook_t hook);
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/**
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* @brief Show a full-screen gamebook page (takes over the display).
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*
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* Dedicated "livre dont vous êtes le héros" view: a centred title, the full
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* passage text wrapped over multiple lines, and a choice menu at the bottom.
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* Forces this view until display_ui_gamebook_hide(). Thread-safe (buffers
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* copied under the mutex; the actual LVGL render runs on the display task).
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* Strings should be ASCII (the embedded fonts have no accents).
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*
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* @param title short page title (top)
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* @param body full passage text (wrapped); may be long
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* @param menu choice lines (bottom), e.g. "[OK] ...\n[<>] ..."
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*/
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void display_ui_gamebook_show(const char *title, const char *body,
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const char *menu);
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/** @brief Leave the gamebook view and return to the normal scene/status flow. */
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void display_ui_gamebook_hide(void);
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/**
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* @brief Pop the pending shell-app launch request, if any.
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*
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@@ -17,6 +17,7 @@ idf_component_register(
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puzzle_state
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media_manager
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sd_storage
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gamebook
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PRIV_REQUIRES
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local_puzzles
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p7_coffre
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@@ -27,6 +27,7 @@
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#include "nvs_flash.h"
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#include "hints_client.h"
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#include "gamebook.h"
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#include "npc_engine.h"
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#include "scenario_mesh.h"
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#include "puzzle_binding.h"
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@@ -994,6 +995,29 @@ static esp_err_t handle_media_play_post(httpd_req_t *req) {
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return send_error(req, "500 Internal Server Error", esp_err_to_name(err));
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}
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// ─── POST /game/gamebook[?action=stop] ───────────────────────────────────────
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//
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// Start the "livre dont vous êtes le héros" mode (loads /sdcard/gamebook/
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// gamebook.json, plays the start passage, takes over the 5-way pad). With
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// ?action=stop it leaves gamebook mode. No body required.
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static esp_err_t handle_gamebook_post(httpd_req_t *req) {
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char query[32] = {0}, action[16] = {0};
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if (httpd_req_get_url_query_str(req, query, sizeof(query)) == ESP_OK) {
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httpd_query_key_value(query, "action", action, sizeof(action));
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}
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if (strcmp(action, "stop") == 0) {
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gamebook_stop();
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return send_json(req, "200 OK", "{\"gamebook\":\"stopped\"}");
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}
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esp_err_t err = gamebook_start();
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if (err != ESP_OK) {
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return send_error(req, "503 Service Unavailable",
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err == ESP_ERR_NOT_FOUND ? "gamebook_not_on_sd"
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: "gamebook_load_failed");
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}
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return send_json(req, "200 OK", "{\"gamebook\":\"started\"}");
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}
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// ─── GET /game/puzzle_state ──────────────────────────────────────────────────
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//
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// Returns {"step_id":"STEP_X"|null, "solved":[1,3], "code":"125"}.
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@@ -1232,6 +1256,12 @@ esp_err_t game_endpoint_init(httpd_handle_t server) {
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.handler = handle_media_play_post,
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.user_ctx = NULL,
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};
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static const httpd_uri_t uri_gamebook_post = {
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.uri = "/game/gamebook",
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.method = HTTP_POST,
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.handler = handle_gamebook_post,
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.user_ctx = NULL,
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};
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// Bring up the ESP-NOW mesh transport. The master is primarily a sender
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// (the relay handler) but we also register the apply adapter so a peer
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@@ -1308,6 +1338,10 @@ esp_err_t game_endpoint_init(httpd_handle_t server) {
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if (err != ESP_OK) {
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ESP_LOGW(TAG, "register POST /game/media/play: %s", esp_err_to_name(err));
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}
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err = httpd_register_uri_handler(server, &uri_gamebook_post);
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if (err != ESP_OK) {
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ESP_LOGW(TAG, "register POST /game/gamebook: %s", esp_err_to_name(err));
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}
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ESP_LOGI(TAG, "game endpoint registered "
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"(GET+POST /game/group_profile, POST /game/scenario%s, "
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@@ -0,0 +1,11 @@
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idf_component_register(
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SRCS
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"gamebook.c"
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INCLUDE_DIRS
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"include"
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REQUIRES
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json
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display_ui
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media_manager
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log
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)
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@@ -0,0 +1,188 @@
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// gamebook.c — see gamebook.h. Standalone "livre dont vous êtes le héros".
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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 "display_ui.h"
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#include "media_manager.h"
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static const char *TAG = "gamebook";
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#define GAMEBOOK_DIR "/sdcard/gamebook"
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#define GAMEBOOK_JSON GAMEBOOK_DIR "/gamebook.json"
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#define GAMEBOOK_MAX (32 * 1024) /* JSON sanity cap */
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/* 5-way pad codes (mirror display_ui): 1=SELECT 2=DOWN 3=MENU 4=L/R 5=UP. */
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#define KEY_MENU 3
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static cJSON *s_root = NULL; /* owns the parsed JSON while active */
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static cJSON *s_passages = NULL; /* borrowed: s_root->"passages" */
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static char s_title[48] = {0};
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static char s_current[48] = {0};
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static int s_sel = 0; /* highlighted choice index */
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static volatile bool s_active = false;
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bool gamebook_active(void) { return s_active; }
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static const cJSON *cur_passage(void)
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{
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return cJSON_GetObjectItem(s_passages, s_current);
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}
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static int cur_choice_count(void)
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{
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const cJSON *ch = cJSON_GetObjectItem(cur_passage(), "choices");
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return cJSON_IsArray(ch) ? cJSON_GetArraySize(ch) : 0;
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}
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/* (Re)draw the current page: title + wrapped text + choice list with a "> "
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* cursor on s_sel. Does NOT touch audio — call on every cursor move. */
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static void render_page(void)
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{
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const cJSON *p = cur_passage();
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if (!cJSON_IsObject(p)) 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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int n = cJSON_IsArray(choices) ? cJSON_GetArraySize(choices) : 0;
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char menu[256];
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if (n == 0) {
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snprintf(menu, sizeof(menu), "~ Fin ~ (clic = recommencer)");
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} else {
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size_t off = 0;
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for (int i = 0; i < n && off < sizeof(menu); i++) {
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const cJSON *lbl = cJSON_GetObjectItem(cJSON_GetArrayItem(choices, i),
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"label");
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off += snprintf(menu + off, sizeof(menu) - off, "%s%s\n",
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i == s_sel ? "> " : " ",
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cJSON_IsString(lbl) ? lbl->valuestring : "?");
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}
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}
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display_ui_gamebook_show(
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cJSON_IsString(screen) ? screen->valuestring : s_title,
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cJSON_IsString(text) ? text->valuestring : "",
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menu);
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}
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/* Enter a passage: reset the cursor, draw the page, play its WAV from the SD. */
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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)) {
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ESP_LOGW(TAG, "passage '%s' not found", pid);
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return;
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}
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snprintf(s_current, sizeof(s_current), "%s", pid);
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s_sel = 0;
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render_page();
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const cJSON *wav = cJSON_GetObjectItem(p, "wav");
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if (cJSON_IsString(wav) && wav->valuestring[0]) {
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char path[96];
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snprintf(path, sizeof(path), "%s/%s", GAMEBOOK_DIR, wav->valuestring);
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media_manager_stop(); /* a choice skips the narration */
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media_manager_play(path);
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}
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ESP_LOGI(TAG, "passage '%s' (%d choices)", pid, cur_choice_count());
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}
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/* Key hook (we own the 5-way pad while active). D-pad navigates the choice
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* list, click (SELECT) confirms. Ladder codes: 1=click 2=down 3/4=left/right
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* 5=up. up/left → previous, down/right → next. On an ending (no choices) the
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* click restarts the book. Returns true to consume the key. */
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static bool gamebook_key_hook(uint8_t key)
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{
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if (!s_active) return false;
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||||
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||||
int n = cur_choice_count();
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||||
if (n == 0) { /* ending page */
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||||
if (key == 1) { /* click → restart */
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||||
const cJSON *start = cJSON_GetObjectItem(s_root, "start");
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||||
if (cJSON_IsString(start)) enter_passage(start->valuestring);
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||||
}
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||||
return true;
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||||
}
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||||
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||||
switch (key) {
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||||
case 5: case 3: /* up / left → previous */
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||||
s_sel = (s_sel - 1 + n) % n; render_page(); break;
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case 2: case 4: /* down / right → next */
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s_sel = (s_sel + 1) % n; render_page(); break;
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||||
case 1: { /* click → confirm */
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||||
const cJSON *choices = cJSON_GetObjectItem(cur_passage(), "choices");
|
||||
const cJSON *g = cJSON_GetObjectItem(cJSON_GetArrayItem(choices, s_sel),
|
||||
"goto");
|
||||
if (cJSON_IsString(g)) {
|
||||
ESP_LOGI(TAG, "select #%d -> '%s'", s_sel, g->valuestring);
|
||||
enter_passage(g->valuestring);
|
||||
}
|
||||
break;
|
||||
}
|
||||
default: break;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
esp_err_t gamebook_start(void)
|
||||
{
|
||||
gamebook_stop(); /* clean any previous run */
|
||||
|
||||
FILE *f = fopen(GAMEBOOK_JSON, "rb");
|
||||
if (!f) {
|
||||
ESP_LOGW(TAG, "open %s failed — SD card / pack missing?", GAMEBOOK_JSON);
|
||||
return ESP_ERR_NOT_FOUND;
|
||||
}
|
||||
fseek(f, 0, SEEK_END);
|
||||
long sz = ftell(f);
|
||||
rewind(f);
|
||||
if (sz <= 0 || sz > GAMEBOOK_MAX) { fclose(f); return ESP_ERR_INVALID_SIZE; }
|
||||
char *buf = malloc((size_t)sz + 1);
|
||||
if (!buf) { fclose(f); return ESP_ERR_NO_MEM; }
|
||||
size_t rd = fread(buf, 1, (size_t)sz, f);
|
||||
fclose(f);
|
||||
buf[rd] = '\0';
|
||||
|
||||
s_root = cJSON_Parse(buf);
|
||||
free(buf);
|
||||
if (!s_root) { ESP_LOGW(TAG, "malformed gamebook.json"); return ESP_ERR_INVALID_ARG; }
|
||||
|
||||
s_passages = cJSON_GetObjectItem(s_root, "passages");
|
||||
const cJSON *start = cJSON_GetObjectItem(s_root, "start");
|
||||
const cJSON *title = cJSON_GetObjectItem(s_root, "title");
|
||||
if (!cJSON_IsObject(s_passages) || !cJSON_IsString(start)) {
|
||||
ESP_LOGW(TAG, "gamebook.json missing passages/start");
|
||||
cJSON_Delete(s_root); s_root = NULL; s_passages = NULL;
|
||||
return ESP_ERR_INVALID_ARG;
|
||||
}
|
||||
snprintf(s_title, sizeof(s_title), "%s",
|
||||
cJSON_IsString(title) ? title->valuestring : "");
|
||||
|
||||
s_active = true;
|
||||
ESP_LOGI(TAG, "start \"%s\" @ '%s'", s_title, start->valuestring);
|
||||
enter_passage(start->valuestring);
|
||||
return ESP_OK;
|
||||
}
|
||||
|
||||
void gamebook_stop(void)
|
||||
{
|
||||
if (!s_active && !s_root) return;
|
||||
s_active = false;
|
||||
media_manager_stop();
|
||||
display_ui_gamebook_hide();
|
||||
if (s_root) { cJSON_Delete(s_root); s_root = NULL; }
|
||||
s_passages = NULL;
|
||||
s_current[0] = '\0';
|
||||
ESP_LOGI(TAG, "stopped");
|
||||
}
|
||||
|
||||
void gamebook_init(void)
|
||||
{
|
||||
display_ui_set_key_hook(gamebook_key_hook);
|
||||
ESP_LOGI(TAG, "ready (key hook installed)");
|
||||
}
|
||||
@@ -0,0 +1,42 @@
|
||||
#pragma once
|
||||
// gamebook — "livre dont vous êtes le héros" mode for the Freenove master.
|
||||
//
|
||||
// Reads /sdcard/gamebook/gamebook.json (built by tools/gamebook/build_gamebook.py),
|
||||
// plays each passage's WAV narration from the SD via media_manager, shows the
|
||||
// passage title + choice menu on the display, and navigates with the 5-way pad
|
||||
// (it installs a display_ui key hook so it owns the buttons while active).
|
||||
// Fully local: no model, no gateway.
|
||||
//
|
||||
// JSON shape:
|
||||
// { "title": "...", "start": "intro",
|
||||
// "passages": { "intro": { "wav": "intro.wav", "screen": "...",
|
||||
// "menu": "[OK] ... | [<>] ...",
|
||||
// "choices": [ {"key": 1, "goto": "machine"}, ... ] },
|
||||
// ... } }
|
||||
// key codes match the 5-way pad: 1=SELECT 2=DOWN 3=MENU 4=LEFT/RIGHT 5=UP.
|
||||
// MENU (3) always quits the gamebook.
|
||||
|
||||
#include "esp_err.h"
|
||||
#include <stdbool.h>
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
// Install the display_ui key hook. Call once at boot, after display_ui_init().
|
||||
void gamebook_init(void);
|
||||
|
||||
// Load /sdcard/gamebook/gamebook.json and enter the start passage (show text +
|
||||
// play its WAV). Returns ESP_ERR_* if the SD/JSON is missing or malformed.
|
||||
esp_err_t gamebook_start(void);
|
||||
|
||||
// Leave gamebook mode: stop playback, release the JSON, hand the pad back to
|
||||
// the shell. Idempotent.
|
||||
void gamebook_stop(void);
|
||||
|
||||
// True while a gamebook is running (used by the key hook to claim the pad).
|
||||
bool gamebook_active(void);
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
@@ -310,8 +310,9 @@ esp_err_t ota_server_init(void) {
|
||||
// HTTP server config
|
||||
httpd_config_t config = HTTPD_DEFAULT_CONFIG();
|
||||
config.server_port = OTA_SERVER_PORT;
|
||||
config.max_uri_handlers = 20; // ota + voice_hook + game (incl. /game/step,
|
||||
// /game/puzzle_state, /game/file, relay)
|
||||
config.max_uri_handlers = 22; // ota + voice_hook + game (incl. /game/step,
|
||||
// /game/puzzle_state, /game/file, relay,
|
||||
// /game/gamebook)
|
||||
// + headroom
|
||||
config.uri_match_fn = httpd_uri_match_wildcard;
|
||||
config.stack_size = 8192;
|
||||
|
||||
@@ -23,6 +23,7 @@ idf_component_register(
|
||||
esp_event
|
||||
espressif__mdns
|
||||
display_ui
|
||||
gamebook
|
||||
puzzle_state
|
||||
p7_coffre
|
||||
p5_morse
|
||||
|
||||
@@ -55,6 +55,7 @@
|
||||
#include "mic_broker.h"
|
||||
#include "board_pins_mediakit.h"
|
||||
#include "display_ui.h"
|
||||
#include "gamebook.h"
|
||||
#include "p7_coffre.h"
|
||||
#include "p5_morse.h"
|
||||
#include "p6_nfc.h"
|
||||
@@ -436,6 +437,8 @@ void app_main(void) {
|
||||
if (btn_err != ESP_OK) {
|
||||
ESP_LOGW(TAG, "buttons_input_init: %s", esp_err_to_name(btn_err));
|
||||
}
|
||||
// Gamebook mode owns the 5-way pad when started (POST /game/gamebook).
|
||||
gamebook_init();
|
||||
}
|
||||
|
||||
bool sta_ok = wifi_bring_up();
|
||||
|
||||
Reference in New Issue
Block a user