[Feature] Implement seeded runs by adding a Seed selection menu (#482)
* initial commit * wip * WIP * WIP * clang format * Choose Seed navigation mostly done * seed input navigation done * seed input done * cleanup and clang format * Implement base 10 to 36 conversions * Enable seeded runs * clang format * show default deck sprite, name and description * Rename Deck enum to DeckType * Implement arbitrary 9-patch expand system * Make 9-patch example smaller in the docs * Improve NinePatchRect docs * fix Deck back side sprite palette * clang format * Add last deck description * clang format * Fix 'Z' in seed input keyboard * Fix rebase issue * fix deck sprite not updating * Documents static funcs in run_setup.c * more documentation * clang format * Move Play button to the left in its row * Tests WIP * removing tests for random.h * use the new StateMachine struct * First wave of fixes * Fix the 9-patch again * Changed the base 36 logic so it's in big endian * properly set end of base 36 string to '\0' * typos * fix cursor position after rolling a seed + fix random seed generation * Make keyboard more intuitive to use * static const var * Address more comment from @ricfehr3 * clang format * clang format * clang format * clang format * clang format * clang format * clang format * fix deck palette * create the `DEF_SEED_KEYBOARD_BUTTON_OBJECT` macro * Replace `expand_3x3` by a call to `expand_9-patch` * clang format * clang format * clang format * fix rebase iussue in state_machine.h --------- Co-authored-by: MathisMartin31 <mathis.martin31@gmail.com>
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@@ -1,6 +1,7 @@
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#ifndef CARD_H
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#define CARD_H
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#include "deck_types.h"
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#include "sprite.h"
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#include <maxmod.h>
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@@ -58,6 +59,8 @@ typedef struct CardObject
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bool selected;
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} CardObject;
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void card_init(void);
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// Card sprites accessibility functions
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void set_cards_high_contrast(bool enable);
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void set_cards_more_readable(bool enable);
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@@ -74,6 +77,7 @@ CardObject* card_object_new(Card* card);
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void card_object_destroy(CardObject** card_object);
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void card_object_update(CardObject* card_object); // Update the card object position and scale
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void card_object_set_sprite(CardObject* card_object, int layer);
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void card_object_set_sprite_face_down(CardObject* card_object, enum DeckType deck, int layer);
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void card_object_shake(CardObject* card_object, mm_word sound_id);
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void card_object_set_selected(CardObject* card_object, bool selected);
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