feat: gamebook mode (CYOA) on the master #37

Merged
electron merged 1 commits from feat/gamebook-mode into main 2026-06-19 12:31:04 +00:00
10 changed files with 398 additions and 2 deletions
@@ -248,6 +248,16 @@ static bool s_browser_isdir[BROWSER_MAX_ENTRIES];
static uint8_t s_browser_count = 0;
static volatile uint8_t s_browser_sel = 0;
static volatile bool s_browser_open = false;
// ── Gamebook view ("livre dont vous êtes le héros") ─────────────────────────
static lv_obj_t *s_scr_gamebook;
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 char s_gb_title_buf[64];
static char s_gb_body_buf[512];
static char s_gb_menu_buf[160];
static volatile bool s_browser_reload = false;
// ─── Intro — faithful port of the original cracktro ──────────────────────────
@@ -761,6 +771,44 @@ scroller:
lv_obj_set_pos(s_intro_scroll, sx, sy);
}
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);
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_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_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);
// Body band: top area, height-bounded so it can never run into the menu.
s_gb_body = lv_label_create(s_scr_gamebook);
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_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);
}
static void build_status_screen(void) {
lv_obj_t *scr = s_scr_status;
lv_obj_set_style_bg_color(scr, lv_color_hex(COL_BG), 0);
@@ -853,10 +901,19 @@ 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.
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);
}
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_gamebook_open) {
want = s_scr_gamebook; // gamebook owns the screen while running
} else if (s_browser_open) {
want = s_scr_browser; // file browser on top of everything
} else if (s_shell_open) {
@@ -964,6 +1021,7 @@ static void display_task(void *arg) {
build_status_screen();
build_scene_screen();
build_shell_screen();
build_gamebook_screen();
build_browser_screen();
build_intro_screen();
@@ -1145,9 +1203,36 @@ extern "C" void display_ui_set_status(const display_status_t *s) {
}
}
static display_ui_key_hook_t s_key_hook = nullptr;
extern "C" void display_ui_set_key_hook(display_ui_key_hook_t hook) {
s_key_hook = hook;
}
extern "C" void display_ui_gamebook_show(const char *title, const char *body,
const char *menu) {
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 : "");
s_gamebook_open = true;
s_dirty = true;
if (s_mutex) xSemaphoreGive(s_mutex);
}
extern "C" void display_ui_gamebook_hide(void) {
s_gamebook_open = false;
s_dirty = true;
}
extern "C" void display_ui_handle_key(uint8_t key) {
static uint8_t s_brightness = 100;
// Takeover mode (e.g. gamebook): if the hook consumes the key, stop here.
if (s_key_hook && s_key_hook(key)) {
return;
}
// Any key skips the boot intro.
if (!s_intro_done) {
s_intro_done = true;
@@ -78,6 +78,36 @@ void display_ui_camera_frame(const uint8_t *gray, int width, int height);
*/
void display_ui_handle_key(uint8_t key);
/**
* @brief Install an optional key interceptor.
*
* If a hook is set and returns true for a given key, the key is consumed and
* the normal shell/scene handling is skipped. Lets a takeover mode (e.g. the
* gamebook) own the 5-way pad without display_ui having to depend on it.
* Pass NULL to remove the hook. Thread-safe (single pointer write).
*/
typedef bool (*display_ui_key_hook_t)(uint8_t key);
void display_ui_set_key_hook(display_ui_key_hook_t hook);
/**
* @brief Show a full-screen gamebook page (takes over the display).
*
* Dedicated "livre dont vous êtes le héros" view: a centred title, the full
* passage text wrapped over multiple lines, and a choice menu at the bottom.
* Forces this view until display_ui_gamebook_hide(). Thread-safe (buffers
* copied under the mutex; the actual LVGL render runs on the display task).
* Strings should be ASCII (the embedded fonts have no accents).
*
* @param title short page title (top)
* @param body full passage text (wrapped); may be long
* @param menu choice lines (bottom), e.g. "[OK] ...\n[<>] ..."
*/
void display_ui_gamebook_show(const char *title, const char *body,
const char *menu);
/** @brief Leave the gamebook view and return to the normal scene/status flow. */
void display_ui_gamebook_hide(void);
/**
* @brief Pop the pending shell-app launch request, if any.
*
@@ -17,6 +17,7 @@ idf_component_register(
puzzle_state
media_manager
sd_storage
gamebook
PRIV_REQUIRES
local_puzzles
p7_coffre
@@ -27,6 +27,7 @@
#include "nvs_flash.h"
#include "hints_client.h"
#include "gamebook.h"
#include "npc_engine.h"
#include "scenario_mesh.h"
#include "puzzle_binding.h"
@@ -994,6 +995,29 @@ static esp_err_t handle_media_play_post(httpd_req_t *req) {
return send_error(req, "500 Internal Server Error", esp_err_to_name(err));
}
// ─── POST /game/gamebook[?action=stop] ───────────────────────────────────────
//
// Start the "livre dont vous êtes le héros" mode (loads /sdcard/gamebook/
// gamebook.json, plays the start passage, takes over the 5-way pad). With
// ?action=stop it leaves gamebook mode. No body required.
static esp_err_t handle_gamebook_post(httpd_req_t *req) {
char query[32] = {0}, action[16] = {0};
if (httpd_req_get_url_query_str(req, query, sizeof(query)) == ESP_OK) {
httpd_query_key_value(query, "action", action, sizeof(action));
}
if (strcmp(action, "stop") == 0) {
gamebook_stop();
return send_json(req, "200 OK", "{\"gamebook\":\"stopped\"}");
}
esp_err_t err = gamebook_start();
if (err != ESP_OK) {
return send_error(req, "503 Service Unavailable",
err == ESP_ERR_NOT_FOUND ? "gamebook_not_on_sd"
: "gamebook_load_failed");
}
return send_json(req, "200 OK", "{\"gamebook\":\"started\"}");
}
// ─── GET /game/puzzle_state ──────────────────────────────────────────────────
//
// Returns {"step_id":"STEP_X"|null, "solved":[1,3], "code":"125"}.
@@ -1232,6 +1256,12 @@ esp_err_t game_endpoint_init(httpd_handle_t server) {
.handler = handle_media_play_post,
.user_ctx = NULL,
};
static const httpd_uri_t uri_gamebook_post = {
.uri = "/game/gamebook",
.method = HTTP_POST,
.handler = handle_gamebook_post,
.user_ctx = NULL,
};
// Bring up the ESP-NOW mesh transport. The master is primarily a sender
// (the relay handler) but we also register the apply adapter so a peer
@@ -1308,6 +1338,10 @@ esp_err_t game_endpoint_init(httpd_handle_t server) {
if (err != ESP_OK) {
ESP_LOGW(TAG, "register POST /game/media/play: %s", esp_err_to_name(err));
}
err = httpd_register_uri_handler(server, &uri_gamebook_post);
if (err != ESP_OK) {
ESP_LOGW(TAG, "register POST /game/gamebook: %s", esp_err_to_name(err));
}
ESP_LOGI(TAG, "game endpoint registered "
"(GET+POST /game/group_profile, POST /game/scenario%s, "
@@ -0,0 +1,11 @@
idf_component_register(
SRCS
"gamebook.c"
INCLUDE_DIRS
"include"
REQUIRES
json
display_ui
media_manager
log
)
+188
View File
@@ -0,0 +1,188 @@
// gamebook.c — see gamebook.h. Standalone "livre dont vous êtes le héros".
#include "gamebook.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "cJSON.h"
#include "esp_log.h"
#include "display_ui.h"
#include "media_manager.h"
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 */
/* 5-way pad codes (mirror display_ui): 1=SELECT 2=DOWN 3=MENU 4=L/R 5=UP. */
#define KEY_MENU 3
static cJSON *s_root = NULL; /* owns the parsed JSON while active */
static cJSON *s_passages = NULL; /* borrowed: s_root->"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;
bool gamebook_active(void) { return s_active; }
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)
{
const cJSON *p = cur_passage();
if (!cJSON_IsObject(p)) return;
const cJSON *screen = cJSON_GetObjectItem(p, "screen");
const cJSON *text = cJSON_GetObjectItem(p, "text");
const cJSON *choices = cJSON_GetObjectItem(p, "choices");
int n = cJSON_IsArray(choices) ? cJSON_GetArraySize(choices) : 0;
char menu[256];
if (n == 0) {
snprintf(menu, sizeof(menu), "~ Fin ~ (clic = recommencer)");
} 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 : "?");
}
}
display_ui_gamebook_show(
cJSON_IsString(screen) ? screen->valuestring : s_title,
cJSON_IsString(text) ? text->valuestring : "",
menu);
}
/* 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;
}
snprintf(s_current, sizeof(s_current), "%s", pid);
s_sel = 0;
render_page();
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_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)
{
if (!s_active) return false;
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);
}
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 */
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
+3 -2
View File
@@ -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;
+1
View File
@@ -23,6 +23,7 @@ idf_component_register(
esp_event
espressif__mdns
display_ui
gamebook
puzzle_state
p7_coffre
p5_morse
+3
View File
@@ -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();