43dc1478b1
The BOX-3 touch gamebook had several blocking bugs that made the voiced+foley story packs unusable. This fixes them end to end. - Stack overflow on story start: gb_play_task kept a 2 KB buffer on its 4 KB stack and rebooted the board. Buffers are now static (the task is a singleton) and the stack is 6 KB. - No sound at all: the ES8311 codec was never initialised — main.c wrote raw I2S to a muted DAC. Output (and the mic) now go through the BSP esp_codec_dev (bsp_audio_codec_speaker/microphone_init, esp_codec_dev_write/read). The power amplifier (GPIO46) is also forced on and volume set to 100, as the es8311 pa_pin handling did not drive it in practice. - First passage silent: gb_play re-mounted the SD that the gamebook had already mounted; the failed second bsp_sdcard_mount tore down the VFS so the first fopen failed. Now we open the file first and only mount if that fails. A short silence lead-in also primes the codec/PA ramp. - No accents: the gamebook used ASCII-only lv_font_montserrat_14/24. Added custom Montserrat fonts (font_fr_14/24, Latin-1 + œŒŸ « » ’ …, uncompressed so they render without LV_USE_FONT_COMPRESSED). - Mic/voice streaming gated behind CONFIG_BOX3_VOICE_STREAMING (default off): as a gamebook the BOX-3 needs no mic, and the constant codec reads + bridge reconnects interfered with playback and flooded the log. plip_virtual + cmd_exec handle types switched from i2s_chan_handle_t to esp_codec_dev_handle_t accordingly.
239 lines
9.1 KiB
C
239 lines
9.1 KiB
C
// gamebook.c — see gamebook.h. Touch CYOA for the ESP32-S3-BOX-3.
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#include "gamebook.h"
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include "cJSON.h"
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#include "esp_log.h"
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#include "esp_heap_caps.h"
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#include "bsp/esp-bsp.h"
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#include "lvgl.h"
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#include "cmd_exec.h" // async WAV narration player
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static const char *TAG = "gamebook";
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// Custom fonts with French glyphs (ASCII + Latin-1 + ’ + …). See main/font_fr_*.c.
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LV_FONT_DECLARE(font_fr_14);
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LV_FONT_DECLARE(font_fr_24);
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#define GB_DIR "/sdcard/gamebook"
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#define GB_LIBRARY GB_DIR "/library.json"
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#define GB_JSON_MAX (256 * 1024) // expanded books are ~80 KB of JSON
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// Colours (Workbench-ish palette).
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#define COL_BG 0x101820
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#define COL_TITLE 0xFFCC55
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#define COL_TEXT 0xF0F0F0
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#define COL_BTN 0x224466
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static cJSON *s_lib_root = NULL; // owns library.json
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static cJSON *s_lib = NULL; // borrowed: root->"library"
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static int s_lib_n = 0;
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static cJSON *s_book = NULL; // owns the current <id>.json
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static cJSON *s_passages = NULL; // borrowed: book->"passages"
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static lv_obj_t *s_root = NULL; // scrollable full-screen column
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// ── PSRAM allocators for cJSON (book trees are large) ───────────────────────
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static void *gb_malloc(size_t sz) { return heap_caps_malloc(sz, MALLOC_CAP_SPIRAM); }
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static void gb_free(void *p) { heap_caps_free(p); }
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static cJSON *load_json(const char *path)
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{
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FILE *f = fopen(path, "rb");
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if (!f) { ESP_LOGW(TAG, "open %s failed", path); return NULL; }
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fseek(f, 0, SEEK_END);
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long sz = ftell(f);
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rewind(f);
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if (sz <= 0 || sz > GB_JSON_MAX) { fclose(f); ESP_LOGW(TAG, "%s size %ld", path, sz); return NULL; }
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char *buf = heap_caps_malloc((size_t)sz + 1, MALLOC_CAP_SPIRAM);
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if (!buf) { fclose(f); return NULL; }
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size_t rd = fread(buf, 1, (size_t)sz, f);
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fclose(f);
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buf[rd] = '\0';
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cJSON *root = cJSON_Parse(buf);
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heap_caps_free(buf);
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if (!root) ESP_LOGW(TAG, "malformed JSON: %s", path);
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return root;
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}
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// ── Root container (created once, cleared per view) ─────────────────────────
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// All UI functions below assume the LVGL lock is held (gamebook_init takes it;
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// button callbacks already run inside the LVGL task / lock).
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static void ensure_root(void)
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{
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if (s_root) { lv_obj_clean(s_root); return; }
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lv_obj_t *scr = lv_screen_active();
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s_root = lv_obj_create(scr);
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lv_obj_set_size(s_root, LV_PCT(100), LV_PCT(100));
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lv_obj_set_pos(s_root, 0, 0);
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lv_obj_set_style_bg_color(s_root, lv_color_hex(COL_BG), 0);
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lv_obj_set_style_bg_opa(s_root, LV_OPA_COVER, 0);
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lv_obj_set_style_border_width(s_root, 0, 0);
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lv_obj_set_style_radius(s_root, 0, 0);
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lv_obj_set_style_pad_all(s_root, 8, 0);
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lv_obj_set_style_pad_row(s_root, 8, 0);
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lv_obj_set_flex_flow(s_root, LV_FLEX_FLOW_COLUMN);
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lv_obj_set_scroll_dir(s_root, LV_DIR_VER);
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}
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static lv_obj_t *add_title(const char *txt)
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{
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lv_obj_t *l = lv_label_create(s_root);
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lv_obj_set_style_text_font(l, &font_fr_24, 0);
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lv_obj_set_style_text_color(l, lv_color_hex(COL_TITLE), 0);
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lv_label_set_long_mode(l, LV_LABEL_LONG_WRAP);
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lv_obj_set_width(l, LV_PCT(100));
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lv_label_set_text(l, txt);
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return l;
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}
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static lv_obj_t *add_text(const char *txt)
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{
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lv_obj_t *l = lv_label_create(s_root);
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lv_obj_set_style_text_font(l, &font_fr_14, 0);
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lv_obj_set_style_text_color(l, lv_color_hex(COL_TEXT), 0);
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lv_label_set_long_mode(l, LV_LABEL_LONG_WRAP);
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lv_obj_set_width(l, LV_PCT(100));
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lv_label_set_text(l, txt);
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return l;
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}
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static lv_obj_t *add_button(const char *txt, lv_event_cb_t cb, void *user)
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{
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lv_obj_t *b = lv_button_create(s_root);
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lv_obj_set_width(b, LV_PCT(100));
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lv_obj_set_style_bg_color(b, lv_color_hex(COL_BTN), 0);
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lv_obj_set_style_pad_all(b, 10, 0);
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lv_obj_add_event_cb(b, cb, LV_EVENT_CLICKED, user);
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lv_obj_t *l = lv_label_create(b);
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lv_obj_set_style_text_font(l, &font_fr_14, 0);
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lv_label_set_long_mode(l, LV_LABEL_LONG_WRAP);
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lv_obj_set_width(l, LV_PCT(100));
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lv_label_set_text(l, txt);
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return b;
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}
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// Forward decls
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static void show_library(void);
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static void enter_passage(const char *pid);
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static void tile_cb(lv_event_t *e);
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static void choice_cb(lv_event_t *e);
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static void menu_cb(lv_event_t *e);
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// ── Library menu ────────────────────────────────────────────────────────────
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static void show_library(void)
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{
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cmd_exec_stop_play(); // silence any passage narration
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if (s_book) { cJSON_Delete(s_book); s_book = NULL; s_passages = NULL; }
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ensure_root();
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add_title("Choisis ton histoire");
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for (int i = 0; i < s_lib_n; i++) {
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const cJSON *t = cJSON_GetObjectItem(cJSON_GetArrayItem(s_lib, i), "title");
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add_button(cJSON_IsString(t) ? t->valuestring : "?",
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tile_cb, (void *)(intptr_t)i);
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}
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lv_obj_scroll_to_y(s_root, 0, LV_ANIM_OFF);
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}
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// ── Passage ─────────────────────────────────────────────────────────────────
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static void enter_passage(const char *pid)
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{
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const cJSON *p = cJSON_GetObjectItem(s_passages, pid);
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if (!cJSON_IsObject(p)) { ESP_LOGW(TAG, "passage '%s' missing", pid); return; }
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const cJSON *screen = cJSON_GetObjectItem(p, "screen");
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const cJSON *text = cJSON_GetObjectItem(p, "text");
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const cJSON *choices = cJSON_GetObjectItem(p, "choices");
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ensure_root();
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add_title(cJSON_IsString(screen) ? screen->valuestring : "");
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add_text(cJSON_IsString(text) ? text->valuestring : "");
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// Narration: play this passage's WAV from the SD if the pack has audio.
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// Interruptible — tapping a choice cuts it and plays the next passage.
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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[160];
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snprintf(path, sizeof(path), "%s/%s", GB_DIR, wav->valuestring);
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cmd_exec_play_file_async(path);
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}
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int n = cJSON_IsArray(choices) ? cJSON_GetArraySize(choices) : 0;
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if (n == 0) {
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add_button("Revenir au menu", menu_cb, NULL);
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} else {
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for (int i = 0; i < n; i++) {
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const cJSON *c = cJSON_GetArrayItem(choices, i);
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const cJSON *lbl = cJSON_GetObjectItem(c, "label");
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const cJSON *g = cJSON_GetObjectItem(c, "goto");
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// goto valuestring stays valid while s_book is alive → use as user_data
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add_button(cJSON_IsString(lbl) ? lbl->valuestring : "?",
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choice_cb, cJSON_IsString(g) ? g->valuestring : NULL);
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}
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}
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lv_obj_scroll_to_y(s_root, 0, LV_ANIM_OFF);
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ESP_LOGI(TAG, "passage '%s' (%d choices)", pid, n);
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}
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static void load_book(int idx)
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{
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const cJSON *e = cJSON_GetArrayItem(s_lib, idx);
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const cJSON *file = cJSON_GetObjectItem(e, "book");
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if (!cJSON_IsString(file)) return;
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char path[128];
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snprintf(path, sizeof(path), "%s/%s", GB_DIR, file->valuestring);
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cJSON *book = load_json(path);
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if (!book) return;
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const cJSON *passages = cJSON_GetObjectItem(book, "passages");
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const cJSON *start = cJSON_GetObjectItem(book, "start");
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if (!cJSON_IsObject(passages) || !cJSON_IsString(start)) {
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cJSON_Delete(book); return;
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}
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if (s_book) cJSON_Delete(s_book);
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s_book = book;
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s_passages = (cJSON *)passages;
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ESP_LOGI(TAG, "load book #%d @ '%s'", idx, start->valuestring);
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enter_passage(start->valuestring);
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}
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// ── Touch callbacks (run inside the LVGL task → lock already held) ───────────
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static void tile_cb(lv_event_t *e) { load_book((int)(intptr_t)lv_event_get_user_data(e)); }
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static void menu_cb(lv_event_t *e) { (void)e; show_library(); }
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static void choice_cb(lv_event_t *e)
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{
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const char *goto_id = (const char *)lv_event_get_user_data(e);
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if (goto_id) enter_passage(goto_id);
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}
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// ── Public init ─────────────────────────────────────────────────────────────
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void gamebook_init(void)
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{
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cJSON_Hooks hooks = { .malloc_fn = gb_malloc, .free_fn = gb_free };
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cJSON_InitHooks(&hooks); // keep the big book trees in PSRAM
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if (bsp_sdcard_mount() != ESP_OK) {
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ESP_LOGW(TAG, "no SD card — gamebook disabled");
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return;
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}
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s_lib_root = load_json(GB_LIBRARY);
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if (!s_lib_root) { ESP_LOGW(TAG, "no library.json — gamebook disabled"); return; }
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s_lib = cJSON_GetObjectItem(s_lib_root, "library");
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if (!cJSON_IsArray(s_lib) || cJSON_GetArraySize(s_lib) == 0) {
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cJSON_Delete(s_lib_root); s_lib_root = NULL; s_lib = NULL;
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ESP_LOGW(TAG, "empty library");
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return;
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}
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s_lib_n = cJSON_GetArraySize(s_lib);
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bsp_display_brightness_set(80);
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if (bsp_display_lock(1000)) {
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show_library();
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bsp_display_unlock();
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}
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ESP_LOGI(TAG, "touch gamebook up (%d stories)", s_lib_n);
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}
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