Compare commits

...

7 Commits

Author SHA1 Message Date
clement fd7af95bcf feat(box3): audio narration for the touch gamebook
CI / platformio (push) Failing after 6m54s
CI / platformio (pull_request) Failing after 16m36s
Context:
The BOX-3 touch gamebook showed text + tappable choices but was silent.
We want narration through its ES8311 speaker while the text is on
screen — and tapping a choice must cut it instantly.

Approach:
Add a dedicated async, interruptible WAV player to cmd_exec (which owns
the speaker handle), streaming straight from the SD in small chunks so
any length plays without a big malloc. The gamebook plays each passage
WAV on render; a new tap (or returning to the menu) stops it.

Changes:
- cmd_exec.c/.h: cmd_exec_play_file_async(path) + cmd_exec_stop_play().
  One persistent task streams a 16 kHz mono 16-bit WAV from the SD in
  2 KB chunks (RAM-safe), and a new request / stop flag breaks the
  stream mid-clip so playback is interruptible.
- gamebook.c: on entering a passage, play /sdcard/gamebook/<wav> if the
  pack has audio (non-fatal when absent → stays text-only); stop the
  narration when returning to the library.

Impact:
The BOX-3 reads the story aloud (16 kHz, matches AUDIO_SAMPLE_RATE)
while showing the text, and a tap cuts to the next passage. Audio is
optional — text-only packs still work.
2026-06-20 01:02:29 +02:00
clement 5519ed2f72 feat(box3): touch gamebook (tap to choose)
CI / platformio (pull_request) Failing after 9m57s
CI / platformio (push) Failing after 14m8s
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.
2026-06-20 00:37:13 +02:00
clement a4efce4c20 fix(plip): raise /game/file MAX_BODY to 3 MB
CI / platformio (pull_request) Failing after 4m23s
CI / platformio (push) Failing after 6m6s
Neural-TTS (Kyutai) gamebook narration WAVs run ~1.5 MB per passage at
16 kHz, over the old 512 KB cap. Streamed in 2 KB chunks so the larger
cap stays RAM-safe.
2026-06-20 00:19:46 +02:00
clement a8af29068b feat(gamebook): full-height scrolling text + real pad mapping
CI / platformio (pull_request) Failing after 4m50s
CI / platformio (push) Failing after 10m23s
Context:
Two issues on the Freenove gamebook: (1) long passages were clipped —
the reading band was small and text overflowed; (2) the 5-way pad was
decoded wrong, so navigation felt random, and on this unit the physical
Up button is electrically dead (held = no voltage change).

Approach:
Give the reading text the whole screen height in a vertically
scrollable container, split selection from scrolling, and remap the
keys to the pad's MEASURED voltages.

Changes:
- display_ui: gamebook view reworked — compact title, a full-height
  scrollable reading container (the body wraps and scrolls, never
  clipped), and a one-line choice selector pinned at the bottom; new
  display_ui_gamebook_scroll() + reset-on-new-passage; show() gains a
  reset_scroll arg; body buffer 512 -> 1100.
- gamebook.c: controls matched to the measured ladder
  (key2=LEFT, key4=DOWN, key5=RIGHT, key1=CLICK; key3 unused; Up dead):
  Left/Right scroll the text up/down, Down cycles the answer, Click
  validates; library nav cycles tiles without needing Up.

Impact:
Long passages are fully readable (they scroll), and all four working
pad buttons do the right thing; nothing depends on the dead Up button.
Hardware-calibrated against the real pad voltages.
2026-06-19 23:56:45 +02:00
clement c2527a0a66 feat(plip): audio gamebook on the phone (dial to choose)
CI / platformio (push) Has been cancelled
CI / platformio (pull_request) Failing after 5m42s
Context:
The Freenove plays a screen+buttons "livre dont vous etes le heros".
The PLIP retro phone has no screen, so we want a phone-native version:
an audio choose-your-own-adventure where the narrator reads the passage
and its numbered choices, and the player dials a digit to choose.

Approach:
A self-contained plip_gamebook module reads a phone audio pack from the
SD (narration WAVs already include the spoken "faites le N" prompts),
plays passages through the earpiece, and maps each dialed digit to a
choice. It hooks into the existing conversation state machine and the
existing dialer (rotary/DTMF) — fully offline, no model, no network.

Changes:
- New plip_gamebook.c/.h: loads /sdcard/gamebook/{library.json,
  menu.wav, <id>.json, <id>_<passage>.wav}; pickup plays the story
  menu, digit picks a story, then each passage plays its WAV and a
  dialed digit jumps to that choice; an ending + any digit returns to
  the menu. Interrupts narration so a dial is instant.
- conversation.c: new STATE_GAMEBOOK; off-hook from idle launches the
  gamebook when a pack is on the SD (else the normal dialtone/NPC flow,
  so the phone still works without a pack); each dialed digit is fed to
  the gamebook; go_idle() tears it down on hang-up.
- CMakeLists: build plip_gamebook.c.

Impact:
With a phone pack staged on its SD, the PLIP becomes an audio gamebook:
pick up, dial to choose your story and your path, hang up to stop.
Non-breaking when no pack is present. Builds clean.
2026-06-19 23:55:41 +02:00
clement 0027970907 fix(gamebook): scroll long passages + DELETE /game/file
CI / platformio (push) Failing after 5m21s
CI / platformio (pull_request) Failing after 5m25s
Context:
Two issues surfaced with the longer kid stories: (1) long passages were
clipped on screen — the body label wrapped in a fixed 196px band and
the tail was simply cut off; (2) old orphan WAVs (demo + archived
adventures) piled up on the SD with no way to remove them, since the
master had POST /game/file but no delete.

Approach:
Make the gamebook body label scroll vertically so the whole passage
goes by, and add a DELETE verb to /game/file mirroring the POST routing
so the host can clean stale assets off the SD.

Changes:
- display_ui: gamebook body label LV_LABEL_LONG_WRAP ->
  LV_LABEL_LONG_SCROLL_CIRCULAR; body buffer 512 -> 1100 so a full
  ~1000-char passage is held and scrolled, not truncated.
- game_endpoint: new DELETE /game/file?path=sd/<…>|apps/<…> (same
  whitelist/traversal guard as POST; unlink + 200/404).
- ota_server: max_uri_handlers 22 -> 24 for the extra verb.

Impact:
Long passages are fully readable on the LCD (they scroll), and the SD
gamebook folder can be cleaned remotely. Hardware-validated: 121 orphan
files deleted, library still opens 6 stories.
2026-06-19 16:30:11 +02:00
clement a70963f64a feat(gamebook): library tile picker on boot
CI / platformio (pull_request) Failing after 3m56s
CI / platformio (push) Failing after 9m50s
Context:
The gamebook played a single hard-coded book. We want the master to
boot into a library of several stories, shown as tiles, and let the
player pick one with the pad.

Approach:
Turn the gamebook component into a two-mode machine (LIBRARY / STORY).
On boot it loads /sdcard/gamebook/library.json and shows the stories as
a tile grid; selecting one loads that book's <id>.json and plays it;
finishing a story returns to the library.

Changes:
- display_ui: new library view — a 2x3 grid of title tiles with the
  selected one highlighted (display_ui_library_show/hide); it wins the
  view selector while open.
- gamebook.c: LIBRARY/STORY modes; load library.json + per-book
  <id>.json from the SD; grid navigation (up/down +/-2, left/right
  +/-1, click opens); story ending click returns to the library.
- main.c: gamebook_init only installs the pad hook; gamebook_start()
  (which opens the library) is now called after the SD + media_manager
  are up, so the boot picker actually finds the SD pack.

Impact:
The Freenove boots straight into a story picker and runs any book from
the SD library, fully offline. Hardware-validated: boots into a
6-story library.
2026-06-19 15:24:17 +02:00
17 changed files with 1023 additions and 127 deletions
+1 -1
View File
@@ -1,5 +1,5 @@
idf_component_register(
SRCS "main.c" "voice_ws_client.c" "scenario_server.c" "plip_virtual.c" "plip_ui.c" "stimulus.c" "cmd_exec.c"
SRCS "main.c" "voice_ws_client.c" "scenario_server.c" "plip_virtual.c" "plip_ui.c" "stimulus.c" "cmd_exec.c" "gamebook.c"
INCLUDE_DIRS "."
PRIV_REQUIRES
driver
+68
View File
@@ -488,6 +488,74 @@ static void play_task(void *arg)
vTaskDelete(NULL);
}
// ─── Gamebook narration player (async, streamed, interruptible) ──────────────
// One persistent task plays one WAV at a time, streaming straight from the SD
// in small chunks (no full-file malloc → any length, RAM-safe). A new request
// or a stop flag breaks the stream so tapping a choice cuts the narration.
static TaskHandle_t s_gb_task = NULL;
static char s_gb_path[160];
static volatile bool s_gb_new = false;
static volatile bool s_gb_stop = false;
static void gb_play_task(void *arg)
{
(void) arg;
uint8_t hdr[64];
uint8_t buf[2048];
for (;;) {
if (!s_gb_new) { vTaskDelay(pdMS_TO_TICKS(20)); continue; }
char path[160];
strncpy(path, s_gb_path, sizeof(path) - 1);
path[sizeof(path) - 1] = '\0';
s_gb_new = false;
s_gb_stop = false;
ensure_sd_mounted();
FILE *f = fopen(path, "rb");
if (!f) { ESP_LOGW(TAG, "gb: open %s failed", path); continue; }
size_t hn = fread(hdr, 1, sizeof(hdr), f);
wav_info_t wi;
if (parse_wav_header(hdr, hn, &wi) != ESP_OK || wi.bits_per_sample != 16) {
ESP_LOGW(TAG, "gb: bad/usupported WAV %s", path);
fclose(f);
continue;
}
fseek(f, wi.data_offset, SEEK_SET);
size_t remaining = wi.data_size;
while (remaining > 0 && !s_gb_stop && !s_gb_new) {
size_t want = remaining < sizeof(buf) ? remaining : sizeof(buf);
size_t got = fread(buf, 1, want, f);
if (got == 0) break;
size_t written = 0;
if (s_spk_handle_local) {
i2s_channel_write(s_spk_handle_local, buf, got, &written,
pdMS_TO_TICKS(500));
}
remaining -= got;
}
fclose(f);
}
}
void cmd_exec_play_file_async(const char *path)
{
if (!path || !path[0]) return;
strncpy(s_gb_path, path, sizeof(s_gb_path) - 1);
s_gb_path[sizeof(s_gb_path) - 1] = '\0';
s_gb_stop = true; // interrupt whatever is playing
s_gb_new = true; // … and pick up the new clip
if (!s_gb_task) {
xTaskCreate(gb_play_task, "gb_play", 4096, NULL, 4, &s_gb_task);
}
}
void cmd_exec_stop_play(void)
{
s_gb_stop = true;
s_gb_new = false;
}
// ─── op=play ──────────────────────────────────────────────────────────────────
static esp_err_t exec_play(const cJSON *a)
+8
View File
@@ -34,6 +34,14 @@ esp_err_t cmd_exec_handle(const char *data, size_t len);
// Must be called from main.c after speaker_init(), before any CMD arrives.
void cmd_exec_set_spk_handle(i2s_chan_handle_t h);
// Play a 16 kHz mono 16-bit WAV from the SD asynchronously, streamed in chunks
// (RAM-safe for long narration) and INTERRUPTIBLE: a new call stops the current
// clip and starts the new one. Used by the touch gamebook for passage audio.
void cmd_exec_play_file_async(const char *path);
// Stop the async narration (no-op if nothing is playing).
void cmd_exec_stop_play(void);
#ifdef __cplusplus
}
#endif
+234
View File
@@ -0,0 +1,234 @@
// gamebook.c — see gamebook.h. Touch CYOA for the ESP32-S3-BOX-3.
#include "gamebook.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "cJSON.h"
#include "esp_log.h"
#include "esp_heap_caps.h"
#include "bsp/esp-bsp.h"
#include "lvgl.h"
#include "cmd_exec.h" // async WAV narration player
static const char *TAG = "gamebook";
#define GB_DIR "/sdcard/gamebook"
#define GB_LIBRARY GB_DIR "/library.json"
#define GB_JSON_MAX (256 * 1024) // expanded books are ~80 KB of JSON
// Colours (Workbench-ish palette).
#define COL_BG 0x101820
#define COL_TITLE 0xFFCC55
#define COL_TEXT 0xF0F0F0
#define COL_BTN 0x224466
static cJSON *s_lib_root = NULL; // owns library.json
static cJSON *s_lib = NULL; // borrowed: root->"library"
static int s_lib_n = 0;
static cJSON *s_book = NULL; // owns the current <id>.json
static cJSON *s_passages = NULL; // borrowed: book->"passages"
static lv_obj_t *s_root = NULL; // scrollable full-screen column
// ── PSRAM allocators for cJSON (book trees are large) ───────────────────────
static void *gb_malloc(size_t sz) { return heap_caps_malloc(sz, MALLOC_CAP_SPIRAM); }
static void gb_free(void *p) { heap_caps_free(p); }
static cJSON *load_json(const char *path)
{
FILE *f = fopen(path, "rb");
if (!f) { ESP_LOGW(TAG, "open %s failed", path); return NULL; }
fseek(f, 0, SEEK_END);
long sz = ftell(f);
rewind(f);
if (sz <= 0 || sz > GB_JSON_MAX) { fclose(f); ESP_LOGW(TAG, "%s size %ld", path, sz); return NULL; }
char *buf = heap_caps_malloc((size_t)sz + 1, MALLOC_CAP_SPIRAM);
if (!buf) { fclose(f); return NULL; }
size_t rd = fread(buf, 1, (size_t)sz, f);
fclose(f);
buf[rd] = '\0';
cJSON *root = cJSON_Parse(buf);
heap_caps_free(buf);
if (!root) ESP_LOGW(TAG, "malformed JSON: %s", path);
return root;
}
// ── Root container (created once, cleared per view) ─────────────────────────
// All UI functions below assume the LVGL lock is held (gamebook_init takes it;
// button callbacks already run inside the LVGL task / lock).
static void ensure_root(void)
{
if (s_root) { lv_obj_clean(s_root); return; }
lv_obj_t *scr = lv_screen_active();
s_root = lv_obj_create(scr);
lv_obj_set_size(s_root, LV_PCT(100), LV_PCT(100));
lv_obj_set_pos(s_root, 0, 0);
lv_obj_set_style_bg_color(s_root, lv_color_hex(COL_BG), 0);
lv_obj_set_style_bg_opa(s_root, LV_OPA_COVER, 0);
lv_obj_set_style_border_width(s_root, 0, 0);
lv_obj_set_style_radius(s_root, 0, 0);
lv_obj_set_style_pad_all(s_root, 8, 0);
lv_obj_set_style_pad_row(s_root, 8, 0);
lv_obj_set_flex_flow(s_root, LV_FLEX_FLOW_COLUMN);
lv_obj_set_scroll_dir(s_root, LV_DIR_VER);
}
static lv_obj_t *add_title(const char *txt)
{
lv_obj_t *l = lv_label_create(s_root);
lv_obj_set_style_text_font(l, &lv_font_montserrat_24, 0);
lv_obj_set_style_text_color(l, lv_color_hex(COL_TITLE), 0);
lv_label_set_long_mode(l, LV_LABEL_LONG_WRAP);
lv_obj_set_width(l, LV_PCT(100));
lv_label_set_text(l, txt);
return l;
}
static lv_obj_t *add_text(const char *txt)
{
lv_obj_t *l = lv_label_create(s_root);
lv_obj_set_style_text_font(l, &lv_font_montserrat_14, 0);
lv_obj_set_style_text_color(l, lv_color_hex(COL_TEXT), 0);
lv_label_set_long_mode(l, LV_LABEL_LONG_WRAP);
lv_obj_set_width(l, LV_PCT(100));
lv_label_set_text(l, txt);
return l;
}
static lv_obj_t *add_button(const char *txt, lv_event_cb_t cb, void *user)
{
lv_obj_t *b = lv_button_create(s_root);
lv_obj_set_width(b, LV_PCT(100));
lv_obj_set_style_bg_color(b, lv_color_hex(COL_BTN), 0);
lv_obj_set_style_pad_all(b, 10, 0);
lv_obj_add_event_cb(b, cb, LV_EVENT_CLICKED, user);
lv_obj_t *l = lv_label_create(b);
lv_obj_set_style_text_font(l, &lv_font_montserrat_14, 0);
lv_label_set_long_mode(l, LV_LABEL_LONG_WRAP);
lv_obj_set_width(l, LV_PCT(100));
lv_label_set_text(l, txt);
return b;
}
// Forward decls
static void show_library(void);
static void enter_passage(const char *pid);
static void tile_cb(lv_event_t *e);
static void choice_cb(lv_event_t *e);
static void menu_cb(lv_event_t *e);
// ── Library menu ────────────────────────────────────────────────────────────
static void show_library(void)
{
cmd_exec_stop_play(); // silence any passage narration
if (s_book) { cJSON_Delete(s_book); s_book = NULL; s_passages = NULL; }
ensure_root();
add_title("Choisis ton histoire");
for (int i = 0; i < s_lib_n; i++) {
const cJSON *t = cJSON_GetObjectItem(cJSON_GetArrayItem(s_lib, i), "title");
add_button(cJSON_IsString(t) ? t->valuestring : "?",
tile_cb, (void *)(intptr_t)i);
}
lv_obj_scroll_to_y(s_root, 0, LV_ANIM_OFF);
}
// ── Passage ─────────────────────────────────────────────────────────────────
static void enter_passage(const char *pid)
{
const cJSON *p = cJSON_GetObjectItem(s_passages, pid);
if (!cJSON_IsObject(p)) { ESP_LOGW(TAG, "passage '%s' missing", pid); return; }
const cJSON *screen = cJSON_GetObjectItem(p, "screen");
const cJSON *text = cJSON_GetObjectItem(p, "text");
const cJSON *choices = cJSON_GetObjectItem(p, "choices");
ensure_root();
add_title(cJSON_IsString(screen) ? screen->valuestring : "");
add_text(cJSON_IsString(text) ? text->valuestring : "");
// Narration: play this passage's WAV from the SD if the pack has audio.
// Interruptible — tapping a choice cuts it and plays the next passage.
const cJSON *wav = cJSON_GetObjectItem(p, "wav");
if (cJSON_IsString(wav) && wav->valuestring[0]) {
char path[160];
snprintf(path, sizeof(path), "%s/%s", GB_DIR, wav->valuestring);
cmd_exec_play_file_async(path);
}
int n = cJSON_IsArray(choices) ? cJSON_GetArraySize(choices) : 0;
if (n == 0) {
add_button("Revenir au menu", menu_cb, NULL);
} else {
for (int i = 0; i < n; i++) {
const cJSON *c = cJSON_GetArrayItem(choices, i);
const cJSON *lbl = cJSON_GetObjectItem(c, "label");
const cJSON *g = cJSON_GetObjectItem(c, "goto");
// goto valuestring stays valid while s_book is alive → use as user_data
add_button(cJSON_IsString(lbl) ? lbl->valuestring : "?",
choice_cb, cJSON_IsString(g) ? g->valuestring : NULL);
}
}
lv_obj_scroll_to_y(s_root, 0, LV_ANIM_OFF);
ESP_LOGI(TAG, "passage '%s' (%d choices)", pid, n);
}
static void load_book(int idx)
{
const cJSON *e = cJSON_GetArrayItem(s_lib, idx);
const cJSON *file = cJSON_GetObjectItem(e, "book");
if (!cJSON_IsString(file)) return;
char path[128];
snprintf(path, sizeof(path), "%s/%s", GB_DIR, file->valuestring);
cJSON *book = load_json(path);
if (!book) return;
const cJSON *passages = cJSON_GetObjectItem(book, "passages");
const cJSON *start = cJSON_GetObjectItem(book, "start");
if (!cJSON_IsObject(passages) || !cJSON_IsString(start)) {
cJSON_Delete(book); return;
}
if (s_book) cJSON_Delete(s_book);
s_book = book;
s_passages = (cJSON *)passages;
ESP_LOGI(TAG, "load book #%d @ '%s'", idx, start->valuestring);
enter_passage(start->valuestring);
}
// ── Touch callbacks (run inside the LVGL task → lock already held) ───────────
static void tile_cb(lv_event_t *e) { load_book((int)(intptr_t)lv_event_get_user_data(e)); }
static void menu_cb(lv_event_t *e) { (void)e; show_library(); }
static void choice_cb(lv_event_t *e)
{
const char *goto_id = (const char *)lv_event_get_user_data(e);
if (goto_id) enter_passage(goto_id);
}
// ── Public init ─────────────────────────────────────────────────────────────
void gamebook_init(void)
{
cJSON_Hooks hooks = { .malloc_fn = gb_malloc, .free_fn = gb_free };
cJSON_InitHooks(&hooks); // keep the big book trees in PSRAM
if (bsp_sdcard_mount() != ESP_OK) {
ESP_LOGW(TAG, "no SD card — gamebook disabled");
return;
}
s_lib_root = load_json(GB_LIBRARY);
if (!s_lib_root) { ESP_LOGW(TAG, "no library.json — gamebook disabled"); return; }
s_lib = cJSON_GetObjectItem(s_lib_root, "library");
if (!cJSON_IsArray(s_lib) || cJSON_GetArraySize(s_lib) == 0) {
cJSON_Delete(s_lib_root); s_lib_root = NULL; s_lib = NULL;
ESP_LOGW(TAG, "empty library");
return;
}
s_lib_n = cJSON_GetArraySize(s_lib);
bsp_display_brightness_set(80);
if (bsp_display_lock(1000)) {
show_library();
bsp_display_unlock();
}
ESP_LOGI(TAG, "touch gamebook up (%d stories)", s_lib_n);
}
+27
View File
@@ -0,0 +1,27 @@
#pragma once
// gamebook — "livre dont tu es le héros" TACTILE pour l'ESP32-S3-BOX-3.
//
// Écran 320x240 + tactile : on lit le passage à l'écran et on TOUCHE un bouton
// pour choisir. Réutilise le pack gamebook du master sur la SD :
// /sdcard/gamebook/{library.json, <id>.json}
// où chaque passage porte {screen, text, choices:[{label, goto}]} (le champ
// "wav" éventuel est ignoré — version texte/tactile, pas d'audio requis).
//
// S'appuie sur la stack LVGL déjà démarrée par bsp_display_start() : on
// construit une UUI (menu d'histoires en liste, puis pages tactiles) et la
// navigation se fait dans les callbacks de boutons LVGL. 100% local, hors-ligne.
#include <stdbool.h>
#ifdef __cplusplus
extern "C" {
#endif
// Monte la SD, charge la bibliothèque et affiche le menu tactile des histoires.
// À appeler une fois depuis app_main, après bsp_display_start() et le serveur
// de fichiers (pour que la SD soit accessible). No-op si aucun pack présent.
void gamebook_init(void);
#ifdef __cplusplus
}
#endif
+6
View File
@@ -28,6 +28,7 @@
#include "scenario_server.h"
#include "plip_virtual.h"
#include "plip_ui.h"
#include "gamebook.h"
#include "stimulus.h"
#include "scenario_mesh.h"
#include "cmd_exec.h"
@@ -463,6 +464,11 @@ void app_main(void)
} else {
ESP_LOGW(TAG, "stimulus_init failed — QR/melody generator off");
}
/* Touch gamebook: if a story pack is on the SD (/sdcard/gamebook/),
* take over the screen with a tap-to-choose "livre dont tu es le
* héros". No-op (and the phone UI stays) when no pack is present. */
gamebook_init();
}
/* Start the ESP-NOW receiver so the master can relay scenarios to us even
+150 -25
View File
@@ -255,9 +255,23 @@ static lv_obj_t *s_gb_title; // page title, top
static lv_obj_t *s_gb_body; // full passage text, wrapped
static lv_obj_t *s_gb_menu; // choice lines, bottom
static volatile bool s_gamebook_open = false;
static lv_obj_t *s_gb_body_cont; // scrollable container holding s_gb_body
static char s_gb_title_buf[64];
static char s_gb_body_buf[512];
static char s_gb_body_buf[1100];
static char s_gb_menu_buf[160];
static volatile int s_gb_scroll_req = 0; // pending scroll: +pages down / -pages up
static volatile bool s_gb_scroll_home = false; // reset scroll to top on new passage
// ── Gamebook library (tile grid) ────────────────────────────────────────────
#define LIB_TILES 6
static lv_obj_t *s_scr_library;
static lv_obj_t *s_lib_tile[LIB_TILES];
static lv_obj_t *s_lib_label[LIB_TILES];
static volatile bool s_library_open = false;
static char s_lib_title_buf[LIB_TILES][48];
static int s_lib_count_buf = 0;
static int s_lib_sel_buf = 0;
static volatile bool s_browser_reload = false;
// ─── Intro — faithful port of the original cracktro ──────────────────────────
@@ -771,42 +785,91 @@ scroller:
lv_obj_set_pos(s_intro_scroll, sx, sy);
}
static void build_library_screen(void) {
s_scr_library = lv_obj_create(NULL);
lv_obj_set_style_bg_color(s_scr_library, lv_color_hex(0x000000), 0);
lv_obj_set_style_bg_opa(s_scr_library, LV_OPA_COVER, 0);
lv_obj_clear_flag(s_scr_library, LV_OBJ_FLAG_SCROLLABLE);
lv_obj_t *hdr = lv_label_create(s_scr_library);
lv_obj_set_style_text_color(hdr, lv_color_hex(COL_CODE), 0);
lv_obj_set_style_text_font(hdr, &lv_font_montserrat_14, 0);
lv_label_set_text(hdr, "Choisis ton histoire");
lv_obj_align(hdr, LV_ALIGN_TOP_MID, 0, 4);
for (int i = 0; i < LIB_TILES; i++) {
int col = i % 2, row = i / 2;
lv_obj_t *t = lv_obj_create(s_scr_library);
lv_obj_set_size(t, 228, 84);
lv_obj_set_pos(t, 8 + col * 236, 26 + row * 94);
lv_obj_set_style_radius(t, 8, 0);
lv_obj_set_style_bg_color(t, lv_color_hex(0x101820), 0);
lv_obj_set_style_bg_opa(t, LV_OPA_COVER, 0);
lv_obj_set_style_border_width(t, 2, 0);
lv_obj_set_style_border_color(t, lv_color_hex(0x445566), 0);
lv_obj_set_style_pad_all(t, 6, 0);
lv_obj_clear_flag(t, LV_OBJ_FLAG_SCROLLABLE);
lv_obj_t *l = lv_label_create(t);
lv_obj_set_style_text_color(l, lv_color_hex(COL_VALUE), 0);
lv_obj_set_style_text_font(l, &lv_font_montserrat_14, 0);
lv_label_set_long_mode(l, LV_LABEL_LONG_WRAP);
lv_obj_set_width(l, 208);
lv_obj_set_style_text_align(l, LV_TEXT_ALIGN_CENTER, 0);
lv_label_set_text(l, "");
lv_obj_center(l);
s_lib_tile[i] = t;
s_lib_label[i] = l;
}
}
static void build_gamebook_screen(void) {
s_scr_gamebook = lv_obj_create(NULL);
lv_obj_set_style_bg_color(s_scr_gamebook, lv_color_hex(0x000000), 0);
lv_obj_set_style_bg_opa(s_scr_gamebook, LV_OPA_COVER, 0);
// Compact title line at the very top.
s_gb_title = lv_label_create(s_scr_gamebook);
lv_obj_set_style_text_color(s_gb_title, lv_color_hex(COL_VALUE), 0);
lv_obj_set_style_text_font(s_gb_title, &lv_font_montserrat_24, 0);
lv_obj_set_style_text_color(s_gb_title, lv_color_hex(COL_CODE), 0);
lv_obj_set_style_text_font(s_gb_title, &lv_font_montserrat_14, 0);
lv_label_set_long_mode(s_gb_title, LV_LABEL_LONG_DOT);
lv_obj_set_width(s_gb_title, DUI_HOR_RES - 16);
lv_obj_set_width(s_gb_title, DUI_HOR_RES - 12);
lv_obj_set_style_text_align(s_gb_title, LV_TEXT_ALIGN_CENTER, 0);
lv_label_set_text(s_gb_title, "");
lv_obj_align(s_gb_title, LV_ALIGN_TOP_MID, 0, 6);
lv_obj_align(s_gb_title, LV_ALIGN_TOP_MID, 0, 4);
// Body band: top area, height-bounded so it can never run into the menu.
s_gb_body = lv_label_create(s_scr_gamebook);
// Choice selector: a single line pinned at the very bottom. Left/Right cycle
// the selection, click confirms. Drawn last (foreground).
s_gb_menu = lv_label_create(s_scr_gamebook);
lv_obj_set_style_text_color(s_gb_menu, lv_color_hex(COL_CODE), 0);
lv_obj_set_style_bg_color(s_gb_menu, lv_color_hex(0x182230), 0);
lv_obj_set_style_bg_opa(s_gb_menu, LV_OPA_COVER, 0);
lv_obj_set_style_pad_all(s_gb_menu, 5, 0);
lv_obj_set_style_text_font(s_gb_menu, &lv_font_montserrat_14, 0);
lv_label_set_long_mode(s_gb_menu, LV_LABEL_LONG_DOT);
lv_obj_set_width(s_gb_menu, DUI_HOR_RES);
lv_obj_set_style_text_align(s_gb_menu, LV_TEXT_ALIGN_CENTER, 0);
lv_label_set_text(s_gb_menu, "");
lv_obj_align(s_gb_menu, LV_ALIGN_BOTTOM_MID, 0, 0);
// Reading area: a vertically-scrollable container filling the whole height
// between the title and the choice line. Up/Down scroll it by half-pages.
s_gb_body_cont = lv_obj_create(s_scr_gamebook);
lv_obj_set_style_bg_color(s_gb_body_cont, lv_color_hex(0x000000), 0);
lv_obj_set_style_bg_opa(s_gb_body_cont, LV_OPA_COVER, 0);
lv_obj_set_style_border_width(s_gb_body_cont, 0, 0);
lv_obj_set_style_pad_all(s_gb_body_cont, 6, 0);
lv_obj_set_size(s_gb_body_cont, DUI_HOR_RES, 264); // 24 (title) .. 288 (menu)
lv_obj_set_pos(s_gb_body_cont, 0, 24);
lv_obj_set_scroll_dir(s_gb_body_cont, LV_DIR_VER);
lv_obj_set_scrollbar_mode(s_gb_body_cont, LV_SCROLLBAR_MODE_AUTO);
s_gb_body = lv_label_create(s_gb_body_cont);
lv_obj_set_style_text_color(s_gb_body, lv_color_hex(COL_VALUE), 0);
lv_obj_set_style_text_font(s_gb_body, &lv_font_montserrat_14, 0);
lv_label_set_long_mode(s_gb_body, LV_LABEL_LONG_WRAP);
lv_obj_set_size(s_gb_body, DUI_HOR_RES - 24, 196);
lv_obj_set_width(s_gb_body, DUI_HOR_RES - 24); // container width minus padding
lv_label_set_text(s_gb_body, "");
lv_obj_align(s_gb_body, LV_ALIGN_TOP_LEFT, 12, 44);
// Menu band: reserved strip at the bottom, drawn last (foreground), with a
// faint background so the choices stand out from the body text.
s_gb_menu = lv_label_create(s_scr_gamebook);
lv_obj_set_style_text_color(s_gb_menu, lv_color_hex(COL_CODE), 0);
lv_obj_set_style_bg_color(s_gb_menu, lv_color_hex(0x101820), 0);
lv_obj_set_style_bg_opa(s_gb_menu, LV_OPA_COVER, 0);
lv_obj_set_style_pad_all(s_gb_menu, 6, 0);
lv_obj_set_style_text_font(s_gb_menu, &lv_font_montserrat_14, 0);
lv_label_set_long_mode(s_gb_menu, LV_LABEL_LONG_WRAP);
lv_obj_set_width(s_gb_menu, DUI_HOR_RES);
lv_label_set_text(s_gb_menu, "");
lv_obj_align(s_gb_menu, LV_ALIGN_BOTTOM_LEFT, 0, 0);
lv_obj_move_foreground(s_gb_menu);
lv_obj_align(s_gb_body, LV_ALIGN_TOP_LEFT, 0, 0);
}
static void build_status_screen(void) {
@@ -901,17 +964,47 @@ static void apply_status(const display_status_t *s) {
// Active step → scene view; idle → status view. The 5-way buttons can
// override (1=force status, 2=force scene; 0=auto). Fade 240 ms, the
// original ui_manager default transition (SceneTransition::kFade, 240).
// Gamebook page: refresh its labels from the latest show() buffers.
// Gamebook page: refresh its labels from the latest show() buffers, then
// apply any pending manual scroll (Up/Down) on the reading container.
if (s_gamebook_open) {
lv_label_set_text(s_gb_title, s_gb_title_buf);
lv_label_set_text(s_gb_body, s_gb_body_buf);
lv_label_set_text(s_gb_menu, s_gb_menu_buf);
if (s_gb_scroll_home) {
lv_obj_scroll_to_y(s_gb_body_cont, 0, LV_ANIM_OFF);
s_gb_scroll_home = false;
}
int req = s_gb_scroll_req;
if (req != 0) {
s_gb_scroll_req = 0;
// +1 page = read further down (content moves up): negative dy.
lv_obj_scroll_by(s_gb_body_cont, 0, -req * 130, LV_ANIM_ON);
}
}
// Library grid: refresh tile titles + highlight the selected one.
if (s_library_open) {
for (int i = 0; i < LIB_TILES; i++) {
if (i < s_lib_count_buf) {
lv_label_set_text(s_lib_label[i], s_lib_title_buf[i]);
lv_obj_clear_flag(s_lib_tile[i], LV_OBJ_FLAG_HIDDEN);
} else {
lv_obj_add_flag(s_lib_tile[i], LV_OBJ_FLAG_HIDDEN);
}
bool on = (i == s_lib_sel_buf);
lv_obj_set_style_border_color(s_lib_tile[i],
lv_color_hex(on ? COL_CODE : 0x445566), 0);
lv_obj_set_style_border_width(s_lib_tile[i], on ? 4 : 2, 0);
lv_obj_set_style_bg_color(s_lib_tile[i],
lv_color_hex(on ? 0x223040 : 0x101820), 0);
}
}
extern volatile uint8_t g_dui_view_override;
lv_obj_t *want;
if (!s_intro_done) {
want = s_scr_intro; // boot intro plays out first
} else if (s_library_open) {
want = s_scr_library; // story picker owns the screen
} else if (s_gamebook_open) {
want = s_scr_gamebook; // gamebook owns the screen while running
} else if (s_browser_open) {
@@ -1022,6 +1115,7 @@ static void display_task(void *arg) {
build_scene_screen();
build_shell_screen();
build_gamebook_screen();
build_library_screen();
build_browser_screen();
build_intro_screen();
@@ -1210,18 +1304,49 @@ extern "C" void display_ui_set_key_hook(display_ui_key_hook_t hook) {
}
extern "C" void display_ui_gamebook_show(const char *title, const char *body,
const char *menu) {
const char *menu, bool reset_scroll) {
if (s_mutex) xSemaphoreTake(s_mutex, portMAX_DELAY);
snprintf(s_gb_title_buf, sizeof(s_gb_title_buf), "%s", title ? title : "");
snprintf(s_gb_body_buf, sizeof(s_gb_body_buf), "%s", body ? body : "");
snprintf(s_gb_menu_buf, sizeof(s_gb_menu_buf), "%s", menu ? menu : "");
if (reset_scroll) s_gb_scroll_home = true; // new passage → back to top
s_gamebook_open = true;
s_dirty = true;
if (s_mutex) xSemaphoreGive(s_mutex);
}
extern "C" void display_ui_gamebook_scroll(int dir) {
// dir > 0 : read further down ; dir < 0 : back up. Accumulated and applied
// on the display task (this runs on the buttons task).
s_gb_scroll_req += (dir > 0) ? 1 : -1;
s_dirty = true;
}
extern "C" void display_ui_gamebook_hide(void) {
s_gamebook_open = false;
s_gb_scroll_req = 0;
s_dirty = true;
}
extern "C" void display_ui_library_show(const char *const *titles, int count,
int sel) {
if (count > LIB_TILES) count = LIB_TILES;
if (count < 0) count = 0;
if (s_mutex) xSemaphoreTake(s_mutex, portMAX_DELAY);
s_lib_count_buf = count;
s_lib_sel_buf = (count > 0) ? ((sel % count + count) % count) : 0;
for (int i = 0; i < LIB_TILES; i++) {
snprintf(s_lib_title_buf[i], sizeof(s_lib_title_buf[i]), "%s",
(i < count && titles && titles[i]) ? titles[i] : "");
}
s_library_open = true;
s_gamebook_open = false; // library and a running story are exclusive
s_dirty = true;
if (s_mutex) xSemaphoreGive(s_mutex);
}
extern "C" void display_ui_library_hide(void) {
s_library_open = false;
s_dirty = true;
}
@@ -103,11 +103,34 @@ void display_ui_set_key_hook(display_ui_key_hook_t hook);
* @param menu choice lines (bottom), e.g. "[OK] ...\n[<>] ..."
*/
void display_ui_gamebook_show(const char *title, const char *body,
const char *menu);
const char *menu, bool reset_scroll);
/**
* @brief Scroll the gamebook reading area (Up/Down buttons).
* @param dir >0 = read further down, <0 = back up. Half-page per call.
*/
void display_ui_gamebook_scroll(int dir);
/** @brief Leave the gamebook view and return to the normal scene/status flow. */
void display_ui_gamebook_hide(void);
/**
* @brief Show the gamebook library as a grid of up to 6 tiles.
*
* Each tile shows a story title; the tile at index `sel` is highlighted. The
* gamebook owns the pad and calls this on every cursor move. Forces the
* library view until a story is loaded or display_ui_library_hide(). Titles
* should be ASCII.
*
* @param titles array of `count` story titles
* @param count number of stories (clamped to 6)
* @param sel highlighted tile index
*/
void display_ui_library_show(const char *const *titles, int count, int sel);
/** @brief Leave the library view. */
void display_ui_library_hide(void);
/**
* @brief Pop the pending shell-app launch request, if any.
*
@@ -1173,6 +1173,43 @@ static esp_err_t handle_file_post(httpd_req_t *req) {
return send_json(req, "200 OK", resp);
}
// ─── DELETE /game/file?path=sd/<…>|apps/<…> — remove a staged file ───────────
// Same path routing/whitelist as the POST handler. Lets the host clean stale
// assets (e.g. orphan gamebook WAVs) off the SD without reflashing.
static esp_err_t handle_file_delete(httpd_req_t *req) {
char query[160], path_param[96];
if (httpd_req_get_url_query_str(req, query, sizeof(query)) != ESP_OK ||
httpd_query_key_value(query, "path", path_param,
sizeof(path_param)) != ESP_OK) {
return send_error(req, "400 Bad Request", "missing path param");
}
const bool to_sd = (strncmp(path_param, "sd/", 3) == 0);
const bool to_apps = (strncmp(path_param, "apps/", 5) == 0);
if ((!to_sd && !to_apps) || strstr(path_param, "..") ||
path_param[strlen(path_param) - 1] == '/') {
return send_error(req, "403 Forbidden", "path must be under apps/ or sd/");
}
char full[192];
if (to_sd) {
if (!sd_storage_ready()) {
return send_error(req, "503 Service Unavailable", "sd_not_mounted");
}
snprintf(full, sizeof(full), "/sdcard/%s", path_param + 3);
} else {
if (mount_storage_lazy() != ESP_OK) {
return send_error(req, "503 Service Unavailable", "storage_unavailable");
}
snprintf(full, sizeof(full), "/littlefs/%s", path_param);
}
if (unlink(full) != 0) {
return send_error(req, "404 Not Found", "remove failed");
}
ESP_LOGI(TAG, "file removed: %s", full);
char resp[192];
snprintf(resp, sizeof(resp), "{\"status\":\"ok\",\"removed\":\"%s\"}", path_param);
return send_json(req, "200 OK", resp);
}
void game_endpoint_get_scene(scene_binding_t *out) {
if (!out) return;
// Lock-free snapshot, same class as get_puzzle_status: written on the
@@ -1244,6 +1281,12 @@ esp_err_t game_endpoint_init(httpd_handle_t server) {
.handler = handle_file_post,
.user_ctx = NULL,
};
static const httpd_uri_t uri_file_delete = {
.uri = "/game/file",
.method = HTTP_DELETE,
.handler = handle_file_delete,
.user_ctx = NULL,
};
static const httpd_uri_t uri_espnow_cmd_post = {
.uri = "/game/espnow/cmd",
.method = HTTP_POST,
@@ -1326,6 +1369,10 @@ esp_err_t game_endpoint_init(httpd_handle_t server) {
if (err != ESP_OK) {
ESP_LOGW(TAG, "register POST /game/step: %s", esp_err_to_name(err));
}
err = httpd_register_uri_handler(server, &uri_file_delete);
if (err != ESP_OK) {
ESP_LOGW(TAG, "register DELETE /game/file: %s", esp_err_to_name(err));
}
err = httpd_register_uri_handler(server, &uri_file_post);
if (err != ESP_OK) {
ESP_LOGW(TAG, "register /game/file: %s", esp_err_to_name(err));
+200 -95
View File
@@ -1,4 +1,6 @@
// gamebook.c — see gamebook.h. Standalone "livre dont vous êtes le héros".
// gamebook.c — see gamebook.h. Standalone gamebook player + library for the
// Freenove master. On boot it shows the library (a grid of story tiles);
// picking one loads and plays that book; finishing returns to the library.
#include "gamebook.h"
#include <stdio.h>
@@ -14,35 +16,106 @@
static const char *TAG = "gamebook";
#define GAMEBOOK_DIR "/sdcard/gamebook"
#define GAMEBOOK_JSON GAMEBOOK_DIR "/gamebook.json"
#define GAMEBOOK_MAX (32 * 1024) /* JSON sanity cap */
#define LIBRARY_JSON GAMEBOOK_DIR "/library.json"
#define JSON_MAX (64 * 1024) /* per-file JSON sanity cap */
#define LIB_MAX 6 /* matches the display tile grid */
/* 5-way pad codes (mirror display_ui): 1=SELECT 2=DOWN 3=MENU 4=L/R 5=UP. */
#define KEY_MENU 3
typedef enum { GB_OFF, GB_LIBRARY, GB_STORY } gb_mode_t;
static cJSON *s_root = NULL; /* owns the parsed JSON while active */
static cJSON *s_passages = NULL; /* borrowed: s_root->"passages" */
// Library state
static cJSON *s_lib_root = NULL; /* owns library.json while loaded */
static cJSON *s_lib = NULL; /* borrowed: root->"library" array */
static int s_lib_n = 0;
static int s_lib_sel = 0;
// Story state
static cJSON *s_book = NULL; /* owns the current <book>.json */
static cJSON *s_passages = NULL; /* borrowed: book->"passages" */
static char s_title[48] = {0};
static char s_current[48] = {0};
static int s_sel = 0; /* highlighted choice index */
static volatile bool s_active = false;
static int s_sel = 0; /* highlighted choice index */
bool gamebook_active(void) { return s_active; }
static volatile gb_mode_t s_mode = GB_OFF;
static const cJSON *cur_passage(void)
bool gamebook_active(void) { return s_mode != GB_OFF; }
/* Read a whole JSON file from the SD into a cJSON tree (caller frees). */
static cJSON *load_json(const char *path)
{
return cJSON_GetObjectItem(s_passages, s_current);
FILE *f = fopen(path, "rb");
if (!f) { ESP_LOGW(TAG, "open %s failed", path); return NULL; }
fseek(f, 0, SEEK_END);
long sz = ftell(f);
rewind(f);
if (sz <= 0 || sz > JSON_MAX) { fclose(f); ESP_LOGW(TAG, "%s size %ld", path, sz); return NULL; }
char *buf = malloc((size_t)sz + 1);
if (!buf) { fclose(f); return NULL; }
size_t rd = fread(buf, 1, (size_t)sz, f);
fclose(f);
buf[rd] = '\0';
cJSON *root = cJSON_Parse(buf);
free(buf);
if (!root) ESP_LOGW(TAG, "malformed JSON: %s", path);
return root;
}
// ── Library ──────────────────────────────────────────────────────────────────
static void render_library(void)
{
const char *titles[LIB_MAX] = {0};
int n = (s_lib_n < LIB_MAX) ? s_lib_n : LIB_MAX;
for (int i = 0; i < n; i++) {
const cJSON *t = cJSON_GetObjectItem(cJSON_GetArrayItem(s_lib, i), "title");
titles[i] = cJSON_IsString(t) ? t->valuestring : "?";
}
display_ui_library_show(titles, n, s_lib_sel);
}
static void free_story(void)
{
media_manager_stop();
if (s_book) { cJSON_Delete(s_book); s_book = NULL; }
s_passages = NULL;
s_current[0] = '\0';
}
static esp_err_t open_library(void)
{
free_story();
if (s_lib_root) { cJSON_Delete(s_lib_root); s_lib_root = NULL; s_lib = NULL; }
s_lib_root = load_json(LIBRARY_JSON);
if (!s_lib_root) return ESP_ERR_NOT_FOUND;
s_lib = cJSON_GetObjectItem(s_lib_root, "library");
if (!cJSON_IsArray(s_lib) || cJSON_GetArraySize(s_lib) == 0) {
cJSON_Delete(s_lib_root); s_lib_root = NULL; s_lib = NULL;
ESP_LOGW(TAG, "library.json has no stories");
return ESP_ERR_INVALID_ARG;
}
s_lib_n = cJSON_GetArraySize(s_lib);
s_lib_sel = 0;
s_mode = GB_LIBRARY;
display_ui_gamebook_hide();
render_library();
ESP_LOGI(TAG, "library open (%d stories)", s_lib_n);
return ESP_OK;
}
// ── Story ─────────────────────────────────────────────────────────────────────
static const cJSON *cur_passage(void) { return cJSON_GetObjectItem(s_passages, s_current); }
static int cur_choice_count(void)
{
const cJSON *ch = cJSON_GetObjectItem(cur_passage(), "choices");
return cJSON_IsArray(ch) ? cJSON_GetArraySize(ch) : 0;
}
/* (Re)draw the current page: title + wrapped text + choice list with a "> "
* cursor on s_sel. Does NOT touch audio — call on every cursor move. */
static void render_page(void)
/* (Re)draw the current page. `home` true = new passage (reset scroll to top);
* false = same passage, only the choice cursor moved (keep scroll position).
* The bottom line shows ONE choice with < > arrows (Left/Right cycles). */
static void render_page(bool home)
{
const cJSON *p = cur_passage();
if (!cJSON_IsObject(p)) return;
@@ -51,75 +124,129 @@ static void render_page(void)
const cJSON *choices = cJSON_GetObjectItem(p, "choices");
int n = cJSON_IsArray(choices) ? cJSON_GetArraySize(choices) : 0;
char menu[256];
char menu[160];
if (n == 0) {
snprintf(menu, sizeof(menu), "~ Fin ~ (clic = recommencer)");
snprintf(menu, sizeof(menu), "~ Fin ~ (clic = bibliotheque)");
} else {
size_t off = 0;
for (int i = 0; i < n && off < sizeof(menu); i++) {
const cJSON *lbl = cJSON_GetObjectItem(cJSON_GetArrayItem(choices, i),
"label");
off += snprintf(menu + off, sizeof(menu) - off, "%s%s\n",
i == s_sel ? "> " : " ",
cJSON_IsString(lbl) ? lbl->valuestring : "?");
const cJSON *lbl = cJSON_GetObjectItem(cJSON_GetArrayItem(choices, s_sel),
"label");
const char *txt = cJSON_IsString(lbl) ? lbl->valuestring : "?";
if (n > 1) {
/* Down cycles the answer, Click validates. */
snprintf(menu, sizeof(menu), "%d/%d %s (bas / clic)",
s_sel + 1, n, txt);
} else {
snprintf(menu, sizeof(menu), "%s (clic)", txt);
}
}
display_ui_gamebook_show(
cJSON_IsString(screen) ? screen->valuestring : s_title,
cJSON_IsString(text) ? text->valuestring : "",
menu);
menu, home);
}
/* Enter a passage: reset the cursor, draw the page, play its WAV from the SD. */
static void enter_passage(const char *pid)
{
const cJSON *p = cJSON_GetObjectItem(s_passages, pid);
if (!cJSON_IsObject(p)) {
ESP_LOGW(TAG, "passage '%s' not found", pid);
return;
}
if (!cJSON_IsObject(p)) { ESP_LOGW(TAG, "passage '%s' not found", pid); return; }
snprintf(s_current, sizeof(s_current), "%s", pid);
s_sel = 0;
render_page();
render_page(true);
const cJSON *wav = cJSON_GetObjectItem(p, "wav");
if (cJSON_IsString(wav) && wav->valuestring[0]) {
char path[96];
snprintf(path, sizeof(path), "%s/%s", GAMEBOOK_DIR, wav->valuestring);
media_manager_stop(); /* a choice skips the narration */
media_manager_stop(); /* a choice skips the narration */
media_manager_play(path);
}
ESP_LOGI(TAG, "passage '%s' (%d choices)", pid, cur_choice_count());
}
/* Key hook (we own the 5-way pad while active). D-pad navigates the choice
* list, click (SELECT) confirms. Ladder codes: 1=click 2=down 3/4=left/right
* 5=up. up/left → previous, down/right → next. On an ending (no choices) the
* click restarts the book. Returns true to consume the key. */
static bool gamebook_key_hook(uint8_t key)
/* Load story #idx from the library and play it. */
static void load_book(int idx)
{
if (!s_active) return false;
const cJSON *e = cJSON_GetArrayItem(s_lib, idx);
const cJSON *file = cJSON_GetObjectItem(e, "book");
if (!cJSON_IsString(file)) { ESP_LOGW(TAG, "library[%d] has no book", idx); return; }
char path[128];
snprintf(path, sizeof(path), "%s/%s", GAMEBOOK_DIR, file->valuestring);
cJSON *book = load_json(path);
if (!book) return;
const cJSON *passages = cJSON_GetObjectItem(book, "passages");
const cJSON *start = cJSON_GetObjectItem(book, "start");
const cJSON *title = cJSON_GetObjectItem(book, "title");
if (!cJSON_IsObject(passages) || !cJSON_IsString(start)) {
ESP_LOGW(TAG, "%s missing passages/start", path);
cJSON_Delete(book);
return;
}
free_story();
s_book = book;
s_passages = (cJSON *)passages;
snprintf(s_title, sizeof(s_title), "%s",
cJSON_IsString(title) ? title->valuestring : "");
s_mode = GB_STORY;
display_ui_library_hide();
ESP_LOGI(TAG, "load book \"%s\" @ '%s'", s_title, start->valuestring);
enter_passage(start->valuestring);
}
// ── Input ─────────────────────────────────────────────────────────────────────
/* MEASURED pad mapping on this hardware (ADC ladder, see calibration):
* key1 = CLICK (centre, ~0 mV)
* key2 = LEFT (gauche, ~700 mV)
* key4 = DOWN (bas, ~1350 mV)
* key5 = RIGHT (droite, ~1994 mV)
* key3 is never produced; the physical UP button is electrically dead
* (held = no voltage change), so nothing can depend on it. */
#define PAD_CLICK 1
#define PAD_LEFT 2
#define PAD_DOWN 4
#define PAD_RIGHT 5
/* Library nav: Down/Right → next tile, Left → previous, Click → open.
* Selection wraps, so the working buttons reach every story without Up. */
static bool library_key(uint8_t key)
{
if (s_lib_n <= 0) return true;
switch (key) {
case PAD_DOWN: case PAD_RIGHT:
s_lib_sel = (s_lib_sel + 1) % s_lib_n; render_library(); break;
case PAD_LEFT:
s_lib_sel = (s_lib_sel - 1 + s_lib_n) % s_lib_n; render_library(); break;
case PAD_CLICK:
load_book(s_lib_sel); break;
default: break;
}
return true;
}
/* Story nav (Up is dead, so it's never used):
* Left → scroll the reading text UP
* Right → scroll the reading text DOWN
* Down → next answer (cycles through all choices, wraps around)
* Click → validate the highlighted answer
* On an ending page (no choices): Left/Right still scroll, Click → library. */
static bool story_key(uint8_t key)
{
if (key == PAD_LEFT) { display_ui_gamebook_scroll(-1); return true; } /* scroll up */
if (key == PAD_RIGHT) { display_ui_gamebook_scroll(+1); return true; } /* scroll down */
int n = cur_choice_count();
if (n == 0) { /* ending page */
if (key == 1) { /* click → restart */
const cJSON *start = cJSON_GetObjectItem(s_root, "start");
if (cJSON_IsString(start)) enter_passage(start->valuestring);
}
if (n == 0) { /* ending → click returns to library */
if (key == PAD_CLICK) open_library();
return true;
}
switch (key) {
case 5: case 3: /* up / left → previous */
s_sel = (s_sel - 1 + n) % n; render_page(); break;
case 2: case 4: /* down / right → next */
s_sel = (s_sel + 1) % n; render_page(); break;
case 1: { /* click → confirm */
case PAD_DOWN: s_sel = (s_sel + 1) % n; render_page(false); break; /* next answer */
case PAD_CLICK: { /* validate */
const cJSON *choices = cJSON_GetObjectItem(cur_passage(), "choices");
const cJSON *g = cJSON_GetObjectItem(cJSON_GetArrayItem(choices, s_sel),
"goto");
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);
ESP_LOGI(TAG, "validate #%d -> '%s'", s_sel, g->valuestring);
enter_passage(g->valuestring);
}
break;
@@ -129,60 +256,38 @@ static bool gamebook_key_hook(uint8_t key)
return true;
}
static bool gamebook_key_hook(uint8_t key)
{
switch (s_mode) {
case GB_LIBRARY: return library_key(key);
case GB_STORY: return story_key(key);
default: return false; /* not active → let the shell have it */
}
}
// ── Public API ────────────────────────────────────────────────────────────────
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;
return open_library();
}
void gamebook_stop(void)
{
if (!s_active && !s_root) return;
s_active = false;
media_manager_stop();
if (s_mode == GB_OFF) return;
s_mode = GB_OFF;
free_story();
if (s_lib_root) { cJSON_Delete(s_lib_root); s_lib_root = NULL; s_lib = NULL; }
display_ui_gamebook_hide();
if (s_root) { cJSON_Delete(s_root); s_root = NULL; }
s_passages = NULL;
s_current[0] = '\0';
display_ui_library_hide();
ESP_LOGI(TAG, "stopped");
}
void gamebook_init(void)
{
/* Only register the pad hook here — the SD and media_manager aren't up yet
* at this point in boot. main.c calls gamebook_start() once they are, to
* boot into the library. */
display_ui_set_key_hook(gamebook_key_hook);
ESP_LOGI(TAG, "ready (key hook installed)");
ESP_LOGI(TAG, "key hook installed");
}
+3 -3
View File
@@ -310,9 +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 = 22; // ota + voice_hook + game (incl. /game/step,
// /game/puzzle_state, /game/file, relay,
// /game/gamebook)
config.max_uri_handlers = 24; // ota + voice_hook + game (incl. /game/step,
// /game/puzzle_state, /game/file POST+DELETE,
// relay, /game/gamebook)
// + headroom
config.uri_match_fn = httpd_uri_match_wildcard;
config.stack_size = 8192;
+7
View File
@@ -523,6 +523,13 @@ void app_main(void) {
ESP_LOGI(TAG, "media smoke play -> %s",
esp_err_to_name(play_err));
// Boot into the gamebook library (the 6-story tile picker) when the
// SD pack is present. Best-effort: no /sdcard/gamebook/library.json
// -> the normal shell stays in charge.
if (gamebook_start() == ESP_OK) {
ESP_LOGI(TAG, "gamebook library up (boot picker)");
}
// Slice 4: bring up the ported npc_engine. Cue table is empty
// at this stage — wiring the scenario IR-driven cue catalog is
// a follow-up slice. The engine still boots, accepts ticks
+1
View File
@@ -13,6 +13,7 @@ idf_component_register(
"dtmf.c"
"turn_client.c"
"slic.c"
"plip_gamebook.c"
INCLUDE_DIRS "."
PRIV_REQUIRES
driver
+29
View File
@@ -23,6 +23,7 @@
#include "phone.h"
#include "slic.h"
#include "turn_client.h"
#include "plip_gamebook.h"
#if CONFIG_PLIP_DIAL_DTMF
#include "dtmf.h"
#endif
@@ -68,6 +69,7 @@ typedef enum {
STATE_BUSY,
STATE_GREET, /* fetching + playing NPC greeting (Stage 2) */
STATE_CONNECTED, /* in-call — Stage 3 will add listen loop */
STATE_GAMEBOOK, /* audio "livre dont vous êtes le héros" */
} conv_state_t;
static volatile conv_state_t s_state = STATE_IDLE;
@@ -129,6 +131,7 @@ static void go_idle(void)
audio_stop();
audio_pa_set(false);
dialer_reset();
plip_gamebook_end(); /* no-op if the gamebook wasn't running */
#if CONFIG_PLIP_DIAL_DTMF
dtmf_stop();
#endif
@@ -185,6 +188,17 @@ static void conv_task(void *arg)
if (s_incoming_armed) {
/* INCOMING call answered (phone.c detected the edge). */
enter_incoming_greet();
} else if (plip_gamebook_available()) {
/* Gamebook phone: a story pack is on the SD → pick up
* launches the audio "livre dont vous êtes le héros".
* Digits dialed choose the story then the answers. */
dialer_reset();
#if CONFIG_PLIP_DIAL_DTMF
dtmf_start();
#endif
plip_gamebook_begin();
s_state = STATE_GAMEBOOK;
ESP_LOGI(TAG, "off-hook -> GAMEBOOK");
} else {
/* Outgoing call: dial tone, wait for digits. */
dialer_reset();
@@ -224,6 +238,21 @@ static void conv_task(void *arg)
}
break;
case STATE_GAMEBOOK:
if (!s_offhook) {
go_idle();
break;
}
/* Each dialed digit drives one choice. Consume a single digit at a
* time (take the first, reset) so the player can dial again right
* away — even over the narration, which gets interrupted. */
if (!dialer_idle()) {
int d = dialer_current()[0] - '0';
dialer_reset();
plip_gamebook_feed_digit(d);
}
break;
case STATE_DIALING:
if (!s_offhook) {
go_idle();
+3 -2
View File
@@ -54,8 +54,9 @@
#define SPIFFS_LABEL "storage"
#define SPIFFS_BASE "/spiffs"
#define MAX_BODY (512 * 1024) /* streamed in 2 KB chunks → RAM-safe; raised
so full-length say() hint WAVs fit on SD */
#define MAX_BODY (3 * 1024 * 1024) /* streamed in 2 KB chunks → RAM-safe;
raised to fit full-length neural-TTS
(Kyutai) gamebook narration WAVs */
static volatile bool s_connected = false;
static httpd_handle_t s_httpd = NULL;
+171
View File
@@ -0,0 +1,171 @@
// plip_gamebook.c — see plip_gamebook.h. Audio CYOA for the PLIP phone.
#include "plip_gamebook.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "cJSON.h"
#include "esp_log.h"
#include "audio.h"
static const char *TAG = "plip_gb";
#define GB_DIR "/sdcard/gamebook"
#define GB_LIBRARY GB_DIR "/library.json"
#define GB_MENU_WAV GB_DIR "/menu.wav"
#define GB_JSON_MAX (64 * 1024)
typedef enum { GB_OFF, GB_MENU, GB_STORY } gb_mode_t;
static cJSON *s_lib_root = NULL; // owns library.json
static cJSON *s_lib = NULL; // borrowed: root->"library"
static int s_lib_n = 0;
static cJSON *s_book = NULL; // owns the current <id>.json
static cJSON *s_passages = NULL; // borrowed: book->"passages"
static char s_current[48] = {0};
static gb_mode_t s_mode = GB_OFF;
bool plip_gamebook_active(void) { return s_mode != GB_OFF; }
static cJSON *load_json(const char *path)
{
FILE *f = fopen(path, "rb");
if (!f) { ESP_LOGW(TAG, "open %s failed", path); return NULL; }
fseek(f, 0, SEEK_END);
long sz = ftell(f);
rewind(f);
if (sz <= 0 || sz > GB_JSON_MAX) { fclose(f); return NULL; }
char *buf = malloc((size_t)sz + 1);
if (!buf) { fclose(f); return NULL; }
size_t rd = fread(buf, 1, (size_t)sz, f);
fclose(f);
buf[rd] = '\0';
cJSON *root = cJSON_Parse(buf);
free(buf);
if (!root) ESP_LOGW(TAG, "malformed JSON: %s", path);
return root;
}
static void play_wav(const char *file) // file = bare name under GB_DIR
{
char path[96];
snprintf(path, sizeof(path), "%s/%s", GB_DIR, file);
audio_stop(); // interrupt any current narration
audio_play_async(path);
}
bool plip_gamebook_available(void)
{
if (!audio_ensure_sd()) return false;
FILE *f = fopen(GB_LIBRARY, "rb");
if (!f) return false;
fclose(f);
return true;
}
static void free_story(void)
{
if (s_book) { cJSON_Delete(s_book); s_book = NULL; }
s_passages = NULL;
s_current[0] = '\0';
}
static void enter_menu(void)
{
free_story();
s_mode = GB_MENU;
audio_stop();
audio_play_async(GB_MENU_WAV); // absolute path
ESP_LOGI(TAG, "menu (%d stories)", s_lib_n);
}
// Play a passage by id (its WAV narrates the text + numbered choices).
static void enter_passage(const char *pid)
{
const cJSON *p = cJSON_GetObjectItem(s_passages, pid);
if (!cJSON_IsObject(p)) { ESP_LOGW(TAG, "passage '%s' missing", pid); return; }
snprintf(s_current, sizeof(s_current), "%s", pid);
const cJSON *wav = cJSON_GetObjectItem(p, "wav");
if (cJSON_IsString(wav) && wav->valuestring[0]) play_wav(wav->valuestring);
const cJSON *ch = cJSON_GetObjectItem(p, "choices");
ESP_LOGI(TAG, "passage '%s' (%d choices)", pid,
cJSON_IsArray(ch) ? cJSON_GetArraySize(ch) : 0);
}
static void load_book(int idx)
{
const cJSON *e = cJSON_GetArrayItem(s_lib, idx);
const cJSON *file = cJSON_GetObjectItem(e, "book");
if (!cJSON_IsString(file)) return;
char path[128];
snprintf(path, sizeof(path), "%s/%s", GB_DIR, file->valuestring);
cJSON *book = load_json(path);
if (!book) return;
const cJSON *passages = cJSON_GetObjectItem(book, "passages");
const cJSON *start = cJSON_GetObjectItem(book, "start");
if (!cJSON_IsObject(passages) || !cJSON_IsString(start)) {
cJSON_Delete(book); return;
}
free_story();
s_book = book;
s_passages = (cJSON *)passages;
s_mode = GB_STORY;
ESP_LOGI(TAG, "load book #%d @ '%s'", idx, start->valuestring);
enter_passage(start->valuestring);
}
void plip_gamebook_begin(void)
{
plip_gamebook_end(); // clean any previous run
s_lib_root = load_json(GB_LIBRARY);
if (!s_lib_root) return;
s_lib = cJSON_GetObjectItem(s_lib_root, "library");
if (!cJSON_IsArray(s_lib) || cJSON_GetArraySize(s_lib) == 0) {
cJSON_Delete(s_lib_root); s_lib_root = NULL; s_lib = NULL;
return;
}
s_lib_n = cJSON_GetArraySize(s_lib);
audio_pa_set(true); // earpiece amplifier on
enter_menu();
}
void plip_gamebook_feed_digit(int d)
{
if (s_mode == GB_MENU) {
if (d >= 1 && d <= s_lib_n) load_book(d - 1);
return;
}
if (s_mode == GB_STORY) {
const cJSON *p = cJSON_GetObjectItem(s_passages, s_current);
const cJSON *ch = cJSON_GetObjectItem(p, "choices");
int n = cJSON_IsArray(ch) ? cJSON_GetArraySize(ch) : 0;
if (n == 0) { // ending: 0 (or any) → back to menu
enter_menu();
return;
}
if (d >= 1 && d <= n) {
const cJSON *g = cJSON_GetObjectItem(cJSON_GetArrayItem(ch, d - 1),
"goto");
if (cJSON_IsString(g)) {
ESP_LOGI(TAG, "choice %d -> '%s'", d, g->valuestring);
enter_passage(g->valuestring);
}
}
// out-of-range digit: ignore (player can dial again)
}
}
void plip_gamebook_end(void)
{
if (s_mode == GB_OFF && !s_lib_root && !s_book) return;
s_mode = GB_OFF;
audio_stop();
free_story();
if (s_lib_root) { cJSON_Delete(s_lib_root); s_lib_root = NULL; s_lib = NULL; }
ESP_LOGI(TAG, "ended");
}
+44
View File
@@ -0,0 +1,44 @@
#pragma once
// plip_gamebook — "livre dont vous êtes le héros" AUDIO pour le téléphone PLIP.
//
// Pas d'écran : tout passe par l'écouteur. On décroche, le narrateur lit le
// menu des histoires ("pour le dragon, faites le 1..."), on compose un chiffre
// au cadran pour choisir une histoire, puis à chaque passage le narrateur lit
// le texte ET les choix numérotés ("pour examiner la machine, faites le 1..."),
// et on compose le chiffre du choix. Raccrocher arrête tout.
//
// Lit /sdcard/gamebook/{library.json, menu.wav, <id>.json, <id>_<passage>.wav}
// (pack audio "téléphone" produit par tools/gamebook/build_phone_gamebook.py,
// où la narration des WAV inclut déjà les invites "faites le N"). 100% local,
// aucun modèle, aucun réseau.
//
// Intégration : conversation.c lance plip_gamebook_begin() au décroché (si un
// pack est présent sur la SD), pousse chaque chiffre composé via
// plip_gamebook_feed_digit(), et appelle plip_gamebook_end() au raccroché.
#include <stdbool.h>
#ifdef __cplusplus
extern "C" {
#endif
// La SD est-elle montée et un pack gamebook présent ? (à tester au décroché)
bool plip_gamebook_available(void);
// Démarre le mode livre-jeu : charge la bibliothèque et joue le menu audio.
void plip_gamebook_begin(void);
// Traite un chiffre composé (0..9). Menu → choisit l'histoire ; en histoire →
// choisit la réponse ; sur une fin → 0 revient au menu. Interrompt la
// narration en cours pour enchaîner.
void plip_gamebook_feed_digit(int digit);
// Quitte le mode livre-jeu (raccroché) : stoppe l'audio, libère la mémoire.
void plip_gamebook_end(void);
// Vrai tant qu'une partie est en cours.
bool plip_gamebook_active(void);
#ifdef __cplusplus
}
#endif