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Paddle.h
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Paddle.h
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#pragma once
#include <lvgl/lvgl.h>
#include <cstdint>
#include "displayapp/screens/Screen.h"
#include "displayapp/apps/Apps.h"
#include "displayapp/Controllers.h"
#include "Symbols.h"
namespace Pinetime {
namespace Components {
class LittleVgl;
}
namespace Applications {
namespace Screens {
class Paddle : public Screen {
public:
Paddle(Pinetime::Components::LittleVgl& lvgl);
~Paddle() override;
void Refresh() override;
bool OnTouchEvent(TouchEvents event) override;
bool OnTouchEvent(uint16_t x, uint16_t y) override;
private:
Pinetime::Components::LittleVgl& lvgl;
const uint8_t ballSize = 16;
uint16_t paddlePos = 30; // Paddle center
int16_t ballX = (LV_HOR_RES - ballSize) / 2;
int16_t ballY = (LV_VER_RES - ballSize) / 2;
int8_t dx = 2; // Velocity of the ball in the x_coordinate
int8_t dy = 3; // Velocity of the ball in the y_coordinate
uint16_t score = 0;
lv_obj_t* points;
lv_obj_t* paddle;
lv_obj_t* ball;
lv_obj_t* background;
lv_task_t* taskRefresh;
};
}
template <>
struct AppTraits<Apps::Paddle> {
static constexpr Apps app = Apps::Paddle;
static constexpr const char* icon = Screens::Symbols::paddle;
static Screens::Screen* Create(AppControllers& controllers) {
return new Screens::Paddle(controllers.lvgl);
};
};
}
}