* fbt, faploader: minimal app module implementation * faploader, libs: moved API hashtable core to flipper_application * example: compound api * lib: flipper_application: naming fixes, doxygen comments * fbt: changed `requires` manifest field behavior for app extensions * examples: refactored plugin apps; faploader: changed new API naming; fbt: changed PLUGIN app type meaning * loader: dropped support for debug apps & plugin menus * moved applications/plugins -> applications/external * Restored x bit on chiplist_convert.py * git: fixed free-dap submodule path * pvs: updated submodule paths * examples: example_advanced_plugins.c: removed potential memory leak on errors * examples: example_plugins: refined requires * fbt: not deploying app modules for debug/sample apps; extra validation for .PLUGIN-type apps * apps: removed cdefines for external apps * fbt: moved ext app path definition * fbt: reworked fap_dist handling; f18: synced api_symbols.csv * fbt: removed resources_paths for extapps * scripts: reworked storage * scripts: reworked runfap.py & selfupdate.py to use new api * wip: fal runner * fbt: moved file packaging into separate module * scripts: storage: fixes * scripts: storage: minor fixes for new api * fbt: changed internal artifact storage details for external apps * scripts: storage: additional fixes and better error reporting; examples: using APP_DATA_PATH() * fbt, scripts: reworked launch_app to deploy plugins; moved old runfap.py to distfap.py * fbt: extra check for plugins descriptors * fbt: additional checks in emitter * fbt: better info message on SDK rebuild * scripts: removed requirements.txt * loader: removed remnants of plugins & debug menus * post-review fixes
		
			
				
	
	
		
			435 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			435 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
#include <furi.h>
 | 
						|
#include <gui/gui.h>
 | 
						|
#include <input/input.h>
 | 
						|
#include <stdlib.h>
 | 
						|
#include <dolphin/dolphin.h>
 | 
						|
#include <notification/notification.h>
 | 
						|
#include <notification/notification_messages.h>
 | 
						|
 | 
						|
typedef struct {
 | 
						|
    //    +-----x
 | 
						|
    //    |
 | 
						|
    //    |
 | 
						|
    //    y
 | 
						|
    uint8_t x;
 | 
						|
    uint8_t y;
 | 
						|
} Point;
 | 
						|
 | 
						|
typedef enum {
 | 
						|
    GameStateLife,
 | 
						|
 | 
						|
    // https://melmagazine.com/en-us/story/snake-nokia-6110-oral-history-taneli-armanto
 | 
						|
    // Armanto: While testing the early versions of the game, I noticed it was hard
 | 
						|
    // to control the snake upon getting close to and edge but not crashing — especially
 | 
						|
    // in the highest speed levels. I wanted the highest level to be as fast as I could
 | 
						|
    // possibly make the device "run," but on the other hand, I wanted to be friendly
 | 
						|
    // and help the player manage that level. Otherwise it might not be fun to play. So
 | 
						|
    // I implemented a little delay. A few milliseconds of extra time right before
 | 
						|
    // the player crashes, during which she can still change the directions. And if
 | 
						|
    // she does, the game continues.
 | 
						|
    GameStateLastChance,
 | 
						|
 | 
						|
    GameStateGameOver,
 | 
						|
} GameState;
 | 
						|
 | 
						|
// Note: do not change without purpose. Current values are used in smart
 | 
						|
// orthogonality calculation in `snake_game_get_turn_snake`.
 | 
						|
typedef enum {
 | 
						|
    DirectionUp,
 | 
						|
    DirectionRight,
 | 
						|
    DirectionDown,
 | 
						|
    DirectionLeft,
 | 
						|
} Direction;
 | 
						|
 | 
						|
#define MAX_SNAKE_LEN 253
 | 
						|
 | 
						|
typedef struct {
 | 
						|
    Point points[MAX_SNAKE_LEN];
 | 
						|
    uint16_t len;
 | 
						|
    Direction currentMovement;
 | 
						|
    Direction nextMovement; // if backward of currentMovement, ignore
 | 
						|
    Point fruit;
 | 
						|
    GameState state;
 | 
						|
    FuriMutex* mutex;
 | 
						|
} SnakeState;
 | 
						|
 | 
						|
typedef enum {
 | 
						|
    EventTypeTick,
 | 
						|
    EventTypeKey,
 | 
						|
} EventType;
 | 
						|
 | 
						|
typedef struct {
 | 
						|
    EventType type;
 | 
						|
    InputEvent input;
 | 
						|
} SnakeEvent;
 | 
						|
 | 
						|
const NotificationSequence sequence_fail = {
 | 
						|
    &message_vibro_on,
 | 
						|
 | 
						|
    &message_note_ds4,
 | 
						|
    &message_delay_10,
 | 
						|
    &message_sound_off,
 | 
						|
    &message_delay_10,
 | 
						|
 | 
						|
    &message_note_ds4,
 | 
						|
    &message_delay_10,
 | 
						|
    &message_sound_off,
 | 
						|
    &message_delay_10,
 | 
						|
 | 
						|
    &message_note_ds4,
 | 
						|
    &message_delay_10,
 | 
						|
    &message_sound_off,
 | 
						|
    &message_delay_10,
 | 
						|
 | 
						|
    &message_vibro_off,
 | 
						|
    NULL,
 | 
						|
};
 | 
						|
 | 
						|
const NotificationSequence sequence_eat = {
 | 
						|
    &message_note_c7,
 | 
						|
    &message_delay_50,
 | 
						|
    &message_sound_off,
 | 
						|
    NULL,
 | 
						|
};
 | 
						|
 | 
						|
static void snake_game_render_callback(Canvas* const canvas, void* ctx) {
 | 
						|
    furi_assert(ctx);
 | 
						|
    const SnakeState* snake_state = ctx;
 | 
						|
 | 
						|
    furi_mutex_acquire(snake_state->mutex, FuriWaitForever);
 | 
						|
 | 
						|
    // Frame
 | 
						|
    canvas_draw_frame(canvas, 0, 0, 128, 64);
 | 
						|
 | 
						|
    // Fruit
 | 
						|
    Point f = snake_state->fruit;
 | 
						|
    f.x = f.x * 4 + 1;
 | 
						|
    f.y = f.y * 4 + 1;
 | 
						|
    canvas_draw_rframe(canvas, f.x, f.y, 6, 6, 2);
 | 
						|
 | 
						|
    // Snake
 | 
						|
    for(uint16_t i = 0; i < snake_state->len; i++) {
 | 
						|
        Point p = snake_state->points[i];
 | 
						|
        p.x = p.x * 4 + 2;
 | 
						|
        p.y = p.y * 4 + 2;
 | 
						|
        canvas_draw_box(canvas, p.x, p.y, 4, 4);
 | 
						|
    }
 | 
						|
 | 
						|
    // Game Over banner
 | 
						|
    if(snake_state->state == GameStateGameOver) {
 | 
						|
        // Screen is 128x64 px
 | 
						|
        canvas_set_color(canvas, ColorWhite);
 | 
						|
        canvas_draw_box(canvas, 34, 20, 62, 24);
 | 
						|
 | 
						|
        canvas_set_color(canvas, ColorBlack);
 | 
						|
        canvas_draw_frame(canvas, 34, 20, 62, 24);
 | 
						|
 | 
						|
        canvas_set_font(canvas, FontPrimary);
 | 
						|
        canvas_draw_str(canvas, 37, 31, "Game Over");
 | 
						|
 | 
						|
        canvas_set_font(canvas, FontSecondary);
 | 
						|
        char buffer[12];
 | 
						|
        snprintf(buffer, sizeof(buffer), "Score: %u", snake_state->len - 7U);
 | 
						|
        canvas_draw_str_aligned(canvas, 64, 41, AlignCenter, AlignBottom, buffer);
 | 
						|
    }
 | 
						|
 | 
						|
    furi_mutex_release(snake_state->mutex);
 | 
						|
}
 | 
						|
 | 
						|
static void snake_game_input_callback(InputEvent* input_event, FuriMessageQueue* event_queue) {
 | 
						|
    furi_assert(event_queue);
 | 
						|
 | 
						|
    SnakeEvent event = {.type = EventTypeKey, .input = *input_event};
 | 
						|
    furi_message_queue_put(event_queue, &event, FuriWaitForever);
 | 
						|
}
 | 
						|
 | 
						|
static void snake_game_update_timer_callback(FuriMessageQueue* event_queue) {
 | 
						|
    furi_assert(event_queue);
 | 
						|
 | 
						|
    SnakeEvent event = {.type = EventTypeTick};
 | 
						|
    furi_message_queue_put(event_queue, &event, 0);
 | 
						|
}
 | 
						|
 | 
						|
static void snake_game_init_game(SnakeState* const snake_state) {
 | 
						|
    Point p[] = {{8, 6}, {7, 6}, {6, 6}, {5, 6}, {4, 6}, {3, 6}, {2, 6}};
 | 
						|
    memcpy(snake_state->points, p, sizeof(p)); //-V1086
 | 
						|
 | 
						|
    snake_state->len = 7;
 | 
						|
 | 
						|
    snake_state->currentMovement = DirectionRight;
 | 
						|
 | 
						|
    snake_state->nextMovement = DirectionRight;
 | 
						|
 | 
						|
    Point f = {18, 6};
 | 
						|
    snake_state->fruit = f;
 | 
						|
 | 
						|
    snake_state->state = GameStateLife;
 | 
						|
}
 | 
						|
 | 
						|
static Point snake_game_get_new_fruit(SnakeState const* const snake_state) {
 | 
						|
    // 1 bit for each point on the playing field where the snake can turn
 | 
						|
    // and where the fruit can appear
 | 
						|
    uint16_t buffer[8];
 | 
						|
    memset(buffer, 0, sizeof(buffer));
 | 
						|
    uint8_t empty = 8 * 16;
 | 
						|
 | 
						|
    for(uint16_t i = 0; i < snake_state->len; i++) {
 | 
						|
        Point p = snake_state->points[i];
 | 
						|
 | 
						|
        if(p.x % 2 != 0 || p.y % 2 != 0) {
 | 
						|
            continue;
 | 
						|
        }
 | 
						|
        p.x /= 2;
 | 
						|
        p.y /= 2;
 | 
						|
 | 
						|
        buffer[p.y] |= 1 << p.x;
 | 
						|
        empty--;
 | 
						|
    }
 | 
						|
    // Bit set if snake use that playing field
 | 
						|
 | 
						|
    uint16_t newFruit = rand() % empty;
 | 
						|
 | 
						|
    // Skip random number of _empty_ fields
 | 
						|
    for(uint8_t y = 0; y < 8; y++) {
 | 
						|
        for(uint16_t x = 0, mask = 1; x < 16; x += 1, mask <<= 1) {
 | 
						|
            if((buffer[y] & mask) == 0) {
 | 
						|
                if(newFruit == 0) {
 | 
						|
                    Point p = {
 | 
						|
                        .x = x * 2,
 | 
						|
                        .y = y * 2,
 | 
						|
                    };
 | 
						|
                    return p;
 | 
						|
                }
 | 
						|
                newFruit--;
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
    // We will never be here
 | 
						|
    Point p = {0, 0};
 | 
						|
    return p;
 | 
						|
}
 | 
						|
 | 
						|
static bool snake_game_collision_with_frame(Point const next_step) {
 | 
						|
    // if x == 0 && currentMovement == left then x - 1 == 255 ,
 | 
						|
    // so check only x > right border
 | 
						|
    return next_step.x > 30 || next_step.y > 14;
 | 
						|
}
 | 
						|
 | 
						|
static bool
 | 
						|
    snake_game_collision_with_tail(SnakeState const* const snake_state, Point const next_step) {
 | 
						|
    for(uint16_t i = 0; i < snake_state->len; i++) {
 | 
						|
        Point p = snake_state->points[i];
 | 
						|
        if(p.x == next_step.x && p.y == next_step.y) {
 | 
						|
            return true;
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    return false;
 | 
						|
}
 | 
						|
 | 
						|
static Direction snake_game_get_turn_snake(SnakeState const* const snake_state) {
 | 
						|
    // Sum of two `Direction` lies between 0 and 6, odd values indicate orthogonality.
 | 
						|
    bool is_orthogonal = (snake_state->currentMovement + snake_state->nextMovement) % 2 == 1;
 | 
						|
    return is_orthogonal ? snake_state->nextMovement : snake_state->currentMovement;
 | 
						|
}
 | 
						|
 | 
						|
static Point snake_game_get_next_step(SnakeState const* const snake_state) {
 | 
						|
    Point next_step = snake_state->points[0];
 | 
						|
    switch(snake_state->currentMovement) {
 | 
						|
    // +-----x
 | 
						|
    // |
 | 
						|
    // |
 | 
						|
    // y
 | 
						|
    case DirectionUp:
 | 
						|
        next_step.y--;
 | 
						|
        break;
 | 
						|
    case DirectionRight:
 | 
						|
        next_step.x++;
 | 
						|
        break;
 | 
						|
    case DirectionDown:
 | 
						|
        next_step.y++;
 | 
						|
        break;
 | 
						|
    case DirectionLeft:
 | 
						|
        next_step.x--;
 | 
						|
        break;
 | 
						|
    }
 | 
						|
    return next_step;
 | 
						|
}
 | 
						|
 | 
						|
static void snake_game_move_snake(SnakeState* const snake_state, Point const next_step) {
 | 
						|
    memmove(snake_state->points + 1, snake_state->points, snake_state->len * sizeof(Point));
 | 
						|
    snake_state->points[0] = next_step;
 | 
						|
}
 | 
						|
 | 
						|
static void
 | 
						|
    snake_game_process_game_step(SnakeState* const snake_state, NotificationApp* notification) {
 | 
						|
    if(snake_state->state == GameStateGameOver) {
 | 
						|
        return;
 | 
						|
    }
 | 
						|
 | 
						|
    bool can_turn = (snake_state->points[0].x % 2 == 0) && (snake_state->points[0].y % 2 == 0);
 | 
						|
    if(can_turn) {
 | 
						|
        snake_state->currentMovement = snake_game_get_turn_snake(snake_state);
 | 
						|
    }
 | 
						|
 | 
						|
    Point next_step = snake_game_get_next_step(snake_state);
 | 
						|
 | 
						|
    bool crush = snake_game_collision_with_frame(next_step);
 | 
						|
    if(crush) {
 | 
						|
        if(snake_state->state == GameStateLife) {
 | 
						|
            snake_state->state = GameStateLastChance;
 | 
						|
            return;
 | 
						|
        } else if(snake_state->state == GameStateLastChance) {
 | 
						|
            snake_state->state = GameStateGameOver;
 | 
						|
            notification_message_block(notification, &sequence_fail);
 | 
						|
            return;
 | 
						|
        }
 | 
						|
    } else {
 | 
						|
        if(snake_state->state == GameStateLastChance) {
 | 
						|
            snake_state->state = GameStateLife;
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    crush = snake_game_collision_with_tail(snake_state, next_step);
 | 
						|
    if(crush) {
 | 
						|
        snake_state->state = GameStateGameOver;
 | 
						|
        notification_message_block(notification, &sequence_fail);
 | 
						|
        return;
 | 
						|
    }
 | 
						|
 | 
						|
    bool eatFruit = (next_step.x == snake_state->fruit.x) && (next_step.y == snake_state->fruit.y);
 | 
						|
    if(eatFruit) {
 | 
						|
        snake_state->len++;
 | 
						|
        if(snake_state->len >= MAX_SNAKE_LEN) {
 | 
						|
            snake_state->state = GameStateGameOver;
 | 
						|
            notification_message_block(notification, &sequence_fail);
 | 
						|
            return;
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    snake_game_move_snake(snake_state, next_step);
 | 
						|
 | 
						|
    if(eatFruit) {
 | 
						|
        snake_state->fruit = snake_game_get_new_fruit(snake_state);
 | 
						|
        notification_message(notification, &sequence_eat);
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
int32_t snake_game_app(void* p) {
 | 
						|
    UNUSED(p);
 | 
						|
 | 
						|
    FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(SnakeEvent));
 | 
						|
 | 
						|
    SnakeState* snake_state = malloc(sizeof(SnakeState));
 | 
						|
    snake_game_init_game(snake_state);
 | 
						|
 | 
						|
    snake_state->mutex = furi_mutex_alloc(FuriMutexTypeNormal);
 | 
						|
 | 
						|
    if(!snake_state->mutex) {
 | 
						|
        FURI_LOG_E("SnakeGame", "cannot create mutex\r\n");
 | 
						|
        free(snake_state);
 | 
						|
        return 255;
 | 
						|
    }
 | 
						|
 | 
						|
    ViewPort* view_port = view_port_alloc();
 | 
						|
    view_port_draw_callback_set(view_port, snake_game_render_callback, snake_state);
 | 
						|
    view_port_input_callback_set(view_port, snake_game_input_callback, event_queue);
 | 
						|
 | 
						|
    FuriTimer* timer =
 | 
						|
        furi_timer_alloc(snake_game_update_timer_callback, FuriTimerTypePeriodic, event_queue);
 | 
						|
    furi_timer_start(timer, furi_kernel_get_tick_frequency() / 4);
 | 
						|
 | 
						|
    // Open GUI and register view_port
 | 
						|
    Gui* gui = furi_record_open(RECORD_GUI);
 | 
						|
    gui_add_view_port(gui, view_port, GuiLayerFullscreen);
 | 
						|
    NotificationApp* notification = furi_record_open(RECORD_NOTIFICATION);
 | 
						|
 | 
						|
    notification_message_block(notification, &sequence_display_backlight_enforce_on);
 | 
						|
 | 
						|
    DOLPHIN_DEED(DolphinDeedPluginGameStart);
 | 
						|
 | 
						|
    SnakeEvent event;
 | 
						|
    for(bool processing = true; processing;) {
 | 
						|
        FuriStatus event_status = furi_message_queue_get(event_queue, &event, 100);
 | 
						|
 | 
						|
        furi_mutex_acquire(snake_state->mutex, FuriWaitForever);
 | 
						|
 | 
						|
        if(event_status == FuriStatusOk) {
 | 
						|
            // press events
 | 
						|
            if(event.type == EventTypeKey) {
 | 
						|
                if(event.input.type == InputTypePress) {
 | 
						|
                    switch(event.input.key) {
 | 
						|
                    case InputKeyUp:
 | 
						|
                        snake_state->nextMovement = DirectionUp;
 | 
						|
                        break;
 | 
						|
                    case InputKeyDown:
 | 
						|
                        snake_state->nextMovement = DirectionDown;
 | 
						|
                        break;
 | 
						|
                    case InputKeyRight:
 | 
						|
                        snake_state->nextMovement = DirectionRight;
 | 
						|
                        break;
 | 
						|
                    case InputKeyLeft:
 | 
						|
                        snake_state->nextMovement = DirectionLeft;
 | 
						|
                        break;
 | 
						|
                    case InputKeyOk:
 | 
						|
                        if(snake_state->state == GameStateGameOver) {
 | 
						|
                            snake_game_init_game(snake_state);
 | 
						|
                        }
 | 
						|
                        break;
 | 
						|
                    case InputKeyBack:
 | 
						|
                        processing = false;
 | 
						|
                        break;
 | 
						|
                    default:
 | 
						|
                        break;
 | 
						|
                    }
 | 
						|
                }
 | 
						|
            } else if(event.type == EventTypeTick) {
 | 
						|
                snake_game_process_game_step(snake_state, notification);
 | 
						|
            }
 | 
						|
        } else {
 | 
						|
            // event timeout
 | 
						|
        }
 | 
						|
 | 
						|
        view_port_update(view_port);
 | 
						|
        furi_mutex_release(snake_state->mutex);
 | 
						|
    }
 | 
						|
 | 
						|
    // Return backlight to normal state
 | 
						|
    notification_message(notification, &sequence_display_backlight_enforce_auto);
 | 
						|
 | 
						|
    furi_timer_free(timer);
 | 
						|
    view_port_enabled_set(view_port, false);
 | 
						|
    gui_remove_view_port(gui, view_port);
 | 
						|
    furi_record_close(RECORD_GUI);
 | 
						|
    furi_record_close(RECORD_NOTIFICATION);
 | 
						|
    view_port_free(view_port);
 | 
						|
    furi_message_queue_free(event_queue);
 | 
						|
    furi_mutex_free(snake_state->mutex);
 | 
						|
    free(snake_state);
 | 
						|
 | 
						|
    return 0;
 | 
						|
}
 | 
						|
 | 
						|
// Screen is 128x64 px
 | 
						|
// (4 + 4) * 16 - 4 + 2 + 2border == 128
 | 
						|
// (4 + 4) * 8 - 4 + 2 + 2border == 64
 | 
						|
// Game field from point{x:  0, y: 0} to point{x: 30, y: 14}.
 | 
						|
// The snake turns only in even cells - intersections.
 | 
						|
// ┌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌┐
 | 
						|
// ╎ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ╎
 | 
						|
// ╎ ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪ ╎
 | 
						|
// ╎ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ╎
 | 
						|
// ╎ ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪ ╎
 | 
						|
// ╎ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ╎
 | 
						|
// ╎ ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪ ╎
 | 
						|
// ╎ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ╎
 | 
						|
// ╎ ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪ ╎
 | 
						|
// ╎ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ╎
 | 
						|
// ╎ ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪ ╎
 | 
						|
// ╎ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ╎
 | 
						|
// ╎ ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪ ╎
 | 
						|
// ╎ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ╎
 | 
						|
// ╎ ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪   ▪ ╎
 | 
						|
// ╎ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ╎
 | 
						|
// └╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌╌┘
 |