Port probability face to second movement (#30)
* Move out of legacy folder, add to build * Ported probability face display functions Added tap support * Fix animation for custom LCD
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@ -1,176 +0,0 @@
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/*
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* MIT License
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*
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* Copyright (c) 2022 Spencer Bywater
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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// Emulator only: need time() to seed the random number generator.
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#if __EMSCRIPTEN__
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#include <time.h>
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#endif
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#include <stdlib.h>
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#include <string.h>
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#include "probability_face.h"
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#define DEFAULT_DICE_SIDES 2
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#define PROBABILITY_ANIMATION_TICK_FREQUENCY 8
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const uint16_t NUM_DICE_TYPES = 8; // Keep this consistent with # of dice types below
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const uint16_t DICE_TYPES[] = {2, 4, 6, 8, 10, 12, 20, 100};
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// --------------
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// Custom methods
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// --------------
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static void display_dice_roll(probability_state_t *state) {
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char buf[8];
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if (state->rolled_value == 0) {
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if (state->dice_sides == 100) {
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sprintf(buf, " C ");
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} else {
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sprintf(buf, "%2d ", state->dice_sides);
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}
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} else if (state->dice_sides == 2) {
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if (state->rolled_value == 1) {
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sprintf(buf, "%2d H", state->dice_sides);
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} else {
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sprintf(buf, "%2d T", state->dice_sides);
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}
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} else if (state->dice_sides == 100) {
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sprintf(buf, " C %3d", state->rolled_value);
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} else {
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sprintf(buf, "%2d %3d", state->dice_sides, state->rolled_value);
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}
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watch_display_string(buf, 4);
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}
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static void generate_random_number(probability_state_t *state) {
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// Emulator: use rand. Hardware: use arc4random.
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#if __EMSCRIPTEN__
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state->rolled_value = rand() % state->dice_sides + 1;
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#else
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state->rolled_value = arc4random_uniform(state->dice_sides) + 1;
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#endif
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}
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static void display_dice_roll_animation(probability_state_t *state) {
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if (state->is_rolling) {
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if (state->animation_frame == 0) {
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watch_display_string(" ", 7);
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watch_set_pixel(1, 4);
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watch_set_pixel(1, 6);
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state->animation_frame = 1;
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} else if (state->animation_frame == 1) {
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watch_clear_pixel(1, 4);
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watch_clear_pixel(1, 6);
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watch_set_pixel(2, 4);
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watch_set_pixel(0, 6);
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state->animation_frame = 2;
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} else if (state->animation_frame == 2) {
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watch_clear_pixel(2, 4);
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watch_clear_pixel(0, 6);
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watch_set_pixel(2, 5);
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watch_set_pixel(0, 5);
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state->animation_frame = 3;
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} else if (state->animation_frame == 3) {
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state->animation_frame = 0;
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state->is_rolling = false;
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movement_request_tick_frequency(1);
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display_dice_roll(state);
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}
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}
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}
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// ---------------------------
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// Standard watch face methods
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// ---------------------------
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void probability_face_setup(uint8_t watch_face_index, void ** context_ptr) {
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(void) watch_face_index;
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if (*context_ptr == NULL) {
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*context_ptr = malloc(sizeof(probability_state_t));
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memset(*context_ptr, 0, sizeof(probability_state_t));
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}
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// Emulator only: Seed random number generator
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#if __EMSCRIPTEN__
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srand(time(NULL));
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#endif
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}
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void probability_face_activate(void *context) {
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probability_state_t *state = (probability_state_t *)context;
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state->dice_sides = DEFAULT_DICE_SIDES;
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state->rolled_value = 0;
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watch_display_string("PR", 0);
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}
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bool probability_face_loop(movement_event_t event, void *context) {
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probability_state_t *state = (probability_state_t *)context;
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if (state->is_rolling && event.event_type != EVENT_TICK) {
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return true;
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}
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switch (event.event_type) {
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case EVENT_ACTIVATE:
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display_dice_roll(state);
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break;
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case EVENT_TICK:
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display_dice_roll_animation(state);
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break;
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case EVENT_LIGHT_BUTTON_DOWN:
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// Change how many sides the die has
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for (int i = 0; i < NUM_DICE_TYPES; i++) {
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if (DICE_TYPES[i] == state->dice_sides) {
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if (i == NUM_DICE_TYPES - 1) {
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state->dice_sides = DICE_TYPES[0];
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} else {
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state->dice_sides = DICE_TYPES[i + 1];
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}
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break;
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}
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}
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state->rolled_value = 0;
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display_dice_roll(state);
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break;
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case EVENT_ALARM_BUTTON_UP:
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// Roll the die
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generate_random_number(state);
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state->is_rolling = true;
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// Dice rolling animation begins on next tick and new roll will be displayed on completion
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movement_request_tick_frequency(PROBABILITY_ANIMATION_TICK_FREQUENCY);
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break;
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case EVENT_LOW_ENERGY_UPDATE:
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watch_display_string("SLEEP ", 4);
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break;
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default:
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movement_default_loop_handler(event);
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break;
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}
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return true;
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}
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void probability_face_resign(void *context) {
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(void) context;
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}
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@ -57,4 +57,5 @@
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#include "periodic_table_face.h"
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#include "squash_face.h"
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#include "totp_face.h"
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#include "probability_face.h"
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// New includes go above this line.
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@ -28,6 +28,7 @@ SRCS += \
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./watch-faces/settings/nanosec_face.c \
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./watch-faces/io/chirpy_demo_face.c \
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./watch-faces/io/irda_upload_face.c \
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./watch-faces/complication/probability_face.c \
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./watch-faces/clock/close_enough_face.c \
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./watch-faces/complication/tarot_face.c \
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./watch-faces/complication/kitchen_conversions_face.c \
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303
watch-faces/complication/probability_face.c
Normal file
303
watch-faces/complication/probability_face.c
Normal file
@ -0,0 +1,303 @@
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/*
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* MIT License
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*
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* Copyright (c) 2022 Spencer Bywater
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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// Emulator only: need time() to seed the random number generator.
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#if __EMSCRIPTEN__
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#include <time.h>
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#endif
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#include <stdlib.h>
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#include <string.h>
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#include "probability_face.h"
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#include "watch_common_display.h"
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#define DEFAULT_DICE_SIDES 2
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#define PROBABILITY_ANIMATION_TICK_FREQUENCY 8
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#define TAP_DETECTION_SECONDS 5
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#define ANIMATION_FRAMES 4
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#define SEGMENTS_PER_FRAME 2
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const uint16_t NUM_DICE_TYPES = 8; // Keep this consistent with # of dice types below
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const uint16_t DICE_TYPES[] = {2, 4, 6, 8, 10, 12, 20, 100};
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// Animation frame data: each frame defines which pixels to set
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// Each frame can have up to SEGMENTS_PER_FRAME pixels
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// Use {255, 255} to indicate end of pixel list for a frame
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typedef struct {
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uint8_t com;
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uint8_t seg;
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} com_seg_t;
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static const com_seg_t classic_lcd_animation_frames[ANIMATION_FRAMES][SEGMENTS_PER_FRAME] = {
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// Frame 0: Second #1 F and C
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{{1, 4}, {1, 6}},
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// Frame 1: Second #1 A and D
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{{2, 4}, {0, 6}},
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// Frame 2: Second #1 B and E
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{{2, 5}, {0, 5}},
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// Frame 3: No pixels set (end animation)
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{{255, 255}, {255, 255}}
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};
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static const com_seg_t custom_lcd_animation_frames[ANIMATION_FRAMES][SEGMENTS_PER_FRAME] = {
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// Frame 0: Second #1 F and C
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{{2, 6}, {2, 7}},
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// Frame 1: Second #1 A and D
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{{3, 6}, {0, 7}},
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// Frame 2: Second #1 B and E
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{{3, 7}, {0, 6}},
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// Frame 3: No pixels set (end animation)
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{{255, 255}, {255, 255}}
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};
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// --------------
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// Custom methods
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// --------------
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static void abort_tap_detection(probability_state_t *state) {
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state->tap_detection_ticks = 0;
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movement_disable_tap_detection_if_available();
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}
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static void cycle_dice_type(probability_state_t *state) {
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// Change how many sides the die has
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for (int i = 0; i < NUM_DICE_TYPES; i++)
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{
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if (DICE_TYPES[i] == state->dice_sides)
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{
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if (i == NUM_DICE_TYPES - 1)
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{
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state->dice_sides = DICE_TYPES[0];
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}
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else
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{
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state->dice_sides = DICE_TYPES[i + 1];
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}
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break;
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}
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}
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state->rolled_value = 0;
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}
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static void display_dice_roll(probability_state_t *state)
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{
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char buf[8];
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// Display die type in top right position
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if (state->dice_sides == 100) {
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// Show "00" for d100
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watch_display_text_with_fallback(WATCH_POSITION_TOP_RIGHT, "00", " C");
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} else {
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sprintf(buf, "%2d", state->dice_sides);
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watch_display_text(WATCH_POSITION_TOP_RIGHT, buf);
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}
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// Display rolled value
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if (state->rolled_value == 0) {
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// No roll yet - show dashes
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watch_display_text(WATCH_POSITION_BOTTOM, "---- ");
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} else if (state->dice_sides == 2) {
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// Coin flip: show "Heads" or "Tails" across hours, minutes, and first digit of seconds
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if (state->rolled_value == 1) {
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// Heads
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watch_display_text(WATCH_POSITION_BOTTOM, "HEAdS ");
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} else {
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// Tails
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watch_display_text(WATCH_POSITION_BOTTOM, "TAiLS ");
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}
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} else {
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// Normal case: show rolled value using hours and minutes
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if (state->rolled_value == 100) {
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// Show " 1:00" for 100
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watch_display_text(WATCH_POSITION_BOTTOM, " 100");
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} else {
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// Show " :XX" for 1-99
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sprintf(buf, "%4d", state->rolled_value);
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watch_display_text(WATCH_POSITION_BOTTOM, buf);
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}
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}
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}
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static void generate_random_number(probability_state_t *state)
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{
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// Emulator: use rand. Hardware: use arc4random.
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#if __EMSCRIPTEN__
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state->rolled_value = rand() % state->dice_sides + 1;
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#else
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state->rolled_value = arc4random_uniform(state->dice_sides) + 1;
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#endif
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}
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static void roll_dice(probability_state_t *state)
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{
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generate_random_number(state);
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state->is_rolling = true;
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// Dice rolling animation begins on next tick and new roll will be displayed on completion
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movement_request_tick_frequency(PROBABILITY_ANIMATION_TICK_FREQUENCY);
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}
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static void display_dice_roll_animation(probability_state_t *state)
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{
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if (state->is_rolling)
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{
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const com_seg_t (*animation_frames)[SEGMENTS_PER_FRAME] = classic_lcd_animation_frames;
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if (watch_get_lcd_type() == WATCH_LCD_TYPE_CUSTOM) {
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animation_frames = custom_lcd_animation_frames;
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}
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// Clear main display areas on first frame
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if (state->animation_frame == 0)
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{
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watch_display_text(WATCH_POSITION_HOURS, " ");
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watch_display_text(WATCH_POSITION_MINUTES, " ");
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watch_display_text(WATCH_POSITION_SECONDS, " ");
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}
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// Clear pixels from previous frame (except on first frame)
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if (state->animation_frame > 0)
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{
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const com_seg_t *prev_frame = animation_frames[state->animation_frame - 1];
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for (int i = 0; i < SEGMENTS_PER_FRAME; i++)
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{
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if (prev_frame[i].com == 255) break; // End of pixel list
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watch_clear_pixel(prev_frame[i].com, prev_frame[i].seg);
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}
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}
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// Set pixels for current frame
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const com_seg_t *current_frame = animation_frames[state->animation_frame];
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for (int i = 0; i < SEGMENTS_PER_FRAME; i++)
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{
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if (current_frame[i].com == 255) break; // End of pixel list
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watch_set_pixel(current_frame[i].com, current_frame[i].seg);
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}
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// Advance to next frame
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state->animation_frame++;
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// Check if animation is complete
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if (state->animation_frame >= ANIMATION_FRAMES)
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{
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state->animation_frame = 0;
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state->is_rolling = false;
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movement_request_tick_frequency(1);
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display_dice_roll(state);
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}
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}
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}
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// ---------------------------
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// Standard watch face methods
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// ---------------------------
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void probability_face_setup(uint8_t watch_face_index, void **context_ptr)
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{
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(void)watch_face_index;
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if (*context_ptr == NULL)
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{
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*context_ptr = malloc(sizeof(probability_state_t));
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memset(*context_ptr, 0, sizeof(probability_state_t));
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}
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// Emulator only: Seed random number generator
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#if __EMSCRIPTEN__
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srand(time(NULL));
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#endif
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}
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void probability_face_activate(void *context)
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{
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probability_state_t *state = (probability_state_t *)context;
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state->dice_sides = DEFAULT_DICE_SIDES;
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state->rolled_value = 0;
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// Display face identifier
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watch_display_text_with_fallback(WATCH_POSITION_TOP, "Prb", "PR");
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// Set tick frequency to 1 for proper tap detection timing
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movement_request_tick_frequency(1);
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// Enable tap detection for a few seconds when face is activated
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if (movement_enable_tap_detection_if_available()) {
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state->tap_detection_ticks = TAP_DETECTION_SECONDS;
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}
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}
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bool probability_face_loop(movement_event_t event, void *context)
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{
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probability_state_t *state = (probability_state_t *)context;
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if (state->is_rolling && event.event_type != EVENT_TICK)
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{
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return true;
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}
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switch (event.event_type)
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{
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case EVENT_ACTIVATE:
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display_dice_roll(state);
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break;
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case EVENT_TICK:
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display_dice_roll_animation(state);
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if (!state->is_rolling && state->tap_detection_ticks > 0) {
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state->tap_detection_ticks--;
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if (state->tap_detection_ticks == 0) {
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movement_disable_tap_detection_if_available();
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}
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}
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break;
|
||||
case EVENT_LIGHT_BUTTON_DOWN:
|
||||
// Cycle through die types
|
||||
cycle_dice_type(state);
|
||||
display_dice_roll(state);
|
||||
break;
|
||||
case EVENT_ALARM_BUTTON_UP:
|
||||
// Roll the die
|
||||
roll_dice(state);
|
||||
break;
|
||||
case EVENT_SINGLE_TAP:
|
||||
// Single tap cycles die type
|
||||
cycle_dice_type(state);
|
||||
display_dice_roll(state);
|
||||
|
||||
// Reset tap detection timer to keep accelerometer active
|
||||
state->tap_detection_ticks = TAP_DETECTION_SECONDS;
|
||||
break;
|
||||
case EVENT_LOW_ENERGY_UPDATE:
|
||||
watch_display_text(WATCH_POSITION_BOTTOM, "SLEEP ");
|
||||
break;
|
||||
default:
|
||||
movement_default_loop_handler(event);
|
||||
break;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void probability_face_resign(void *context)
|
||||
{
|
||||
probability_state_t *state = (probability_state_t *)context;
|
||||
|
||||
// Disable tap detection to save battery
|
||||
abort_tap_detection(state);
|
||||
}
|
||||
@ -31,10 +31,24 @@
|
||||
* This face is a dice-rolling random number generator.
|
||||
* Supports dice with 2, 4, 6, 8, 10, 12, 20, or 100 sides.
|
||||
*
|
||||
* Press LIGHT to cycle through die type.
|
||||
* The current die size is indicated on the left ("C" for 100)
|
||||
* Display format:
|
||||
* - Top: "Prb" (custom LCD) / "PR" (classic LCD)
|
||||
* - Top right: Die type (2, 4, 6, 8, 10, 12, 20, or "00" for d100)
|
||||
* - Hours:Minutes: Rolled value
|
||||
* - No roll: "--:--"
|
||||
* - Values 1-99: " :XX"
|
||||
* - Value 100: " 1:00"
|
||||
* - Coin flip: "HE:AD:S " or "TA:IL:S "
|
||||
*
|
||||
* Press ALARM to roll the selected die.
|
||||
* Controls:
|
||||
* - LIGHT button: Cycle through die type
|
||||
* - ALARM button: Roll the selected die
|
||||
* - Single tap: Cycle through die type (accelerometer)
|
||||
* - Double tap: Roll the selected die (accelerometer)
|
||||
*
|
||||
* Note: Accelerometer is enabled for 5 seconds when face activates and
|
||||
* after each tap to conserve battery. It automatically disables after
|
||||
* 5 seconds of no tap input.
|
||||
*/
|
||||
|
||||
#include "movement.h"
|
||||
@ -44,6 +58,7 @@ typedef struct {
|
||||
uint8_t rolled_value;
|
||||
uint8_t animation_frame;
|
||||
bool is_rolling;
|
||||
uint8_t tap_detection_ticks;
|
||||
} probability_state_t;
|
||||
|
||||
void probability_face_setup(uint8_t watch_face_index, void ** context_ptr);
|
||||
Loading…
x
Reference in New Issue
Block a user