/* * MIT License * * Copyright (c) 2022 Spencer Bywater * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. */ // Emulator only: need time() to seed the random number generator. #if __EMSCRIPTEN__ #include #endif #include #include #include "probability_face.h" #include "watch_common_display.h" #define DEFAULT_DICE_SIDES 2 #define PROBABILITY_ANIMATION_TICK_FREQUENCY 8 #define TAP_DETECTION_SECONDS 5 #define ANIMATION_FRAMES 4 #define SEGMENTS_PER_FRAME 2 const uint16_t NUM_DICE_TYPES = 8; // Keep this consistent with # of dice types below const uint16_t DICE_TYPES[] = {2, 4, 6, 8, 10, 12, 20, 100}; // Animation frame data: each frame defines which pixels to set // Each frame can have up to SEGMENTS_PER_FRAME pixels // Use {255, 255} to indicate end of pixel list for a frame typedef struct { uint8_t com; uint8_t seg; } com_seg_t; static const com_seg_t classic_lcd_animation_frames[ANIMATION_FRAMES][SEGMENTS_PER_FRAME] = { // Frame 0: Second #1 F and C {{1, 4}, {1, 6}}, // Frame 1: Second #1 A and D {{2, 4}, {0, 6}}, // Frame 2: Second #1 B and E {{2, 5}, {0, 5}}, // Frame 3: No pixels set (end animation) {{255, 255}, {255, 255}} }; static const com_seg_t custom_lcd_animation_frames[ANIMATION_FRAMES][SEGMENTS_PER_FRAME] = { // Frame 0: Second #1 F and C {{2, 6}, {2, 7}}, // Frame 1: Second #1 A and D {{3, 6}, {0, 7}}, // Frame 2: Second #1 B and E {{3, 7}, {0, 6}}, // Frame 3: No pixels set (end animation) {{255, 255}, {255, 255}} }; // -------------- // Custom methods // -------------- static void abort_tap_detection(probability_state_t *state) { state->tap_detection_ticks = 0; movement_disable_tap_detection_if_available(); } static void cycle_dice_type(probability_state_t *state) { // Change how many sides the die has for (int i = 0; i < NUM_DICE_TYPES; i++) { if (DICE_TYPES[i] == state->dice_sides) { if (i == NUM_DICE_TYPES - 1) { state->dice_sides = DICE_TYPES[0]; } else { state->dice_sides = DICE_TYPES[i + 1]; } break; } } state->rolled_value = 0; } static void display_dice_roll(probability_state_t *state) { char buf[8]; // Display die type in top right position if (state->dice_sides == 100) { // Show "00" for d100 watch_display_text_with_fallback(WATCH_POSITION_TOP_RIGHT, "00", " C"); } else { sprintf(buf, "%2d", state->dice_sides); watch_display_text(WATCH_POSITION_TOP_RIGHT, buf); } // Display rolled value if (state->rolled_value == 0) { // No roll yet - show dashes watch_display_text(WATCH_POSITION_BOTTOM, "---- "); } else if (state->dice_sides == 2) { // Coin flip: show "Heads" or "Tails" across hours, minutes, and first digit of seconds if (state->rolled_value == 1) { // Heads watch_display_text(WATCH_POSITION_BOTTOM, "HEAdS "); } else { // Tails watch_display_text(WATCH_POSITION_BOTTOM, "TAiLS "); } } else { // Normal case: show rolled value using hours and minutes if (state->rolled_value == 100) { // Show " 1:00" for 100 watch_display_text(WATCH_POSITION_BOTTOM, " 100"); } else { // Show " :XX" for 1-99 sprintf(buf, "%4d", state->rolled_value); watch_display_text(WATCH_POSITION_BOTTOM, buf); } } } static void generate_random_number(probability_state_t *state) { // Emulator: use rand. Hardware: use arc4random. #if __EMSCRIPTEN__ state->rolled_value = rand() % state->dice_sides + 1; #else state->rolled_value = arc4random_uniform(state->dice_sides) + 1; #endif } static void roll_dice(probability_state_t *state) { generate_random_number(state); state->is_rolling = true; // Dice rolling animation begins on next tick and new roll will be displayed on completion movement_request_tick_frequency(PROBABILITY_ANIMATION_TICK_FREQUENCY); } static void display_dice_roll_animation(probability_state_t *state) { if (state->is_rolling) { const com_seg_t (*animation_frames)[SEGMENTS_PER_FRAME] = classic_lcd_animation_frames; if (watch_get_lcd_type() == WATCH_LCD_TYPE_CUSTOM) { animation_frames = custom_lcd_animation_frames; } // Clear main display areas on first frame if (state->animation_frame == 0) { watch_display_text(WATCH_POSITION_HOURS, " "); watch_display_text(WATCH_POSITION_MINUTES, " "); watch_display_text(WATCH_POSITION_SECONDS, " "); } // Clear pixels from previous frame (except on first frame) if (state->animation_frame > 0) { const com_seg_t *prev_frame = animation_frames[state->animation_frame - 1]; for (int i = 0; i < SEGMENTS_PER_FRAME; i++) { if (prev_frame[i].com == 255) break; // End of pixel list watch_clear_pixel(prev_frame[i].com, prev_frame[i].seg); } } // Set pixels for current frame const com_seg_t *current_frame = animation_frames[state->animation_frame]; for (int i = 0; i < SEGMENTS_PER_FRAME; i++) { if (current_frame[i].com == 255) break; // End of pixel list watch_set_pixel(current_frame[i].com, current_frame[i].seg); } // Advance to next frame state->animation_frame++; // Check if animation is complete if (state->animation_frame >= ANIMATION_FRAMES) { state->animation_frame = 0; state->is_rolling = false; movement_request_tick_frequency(1); display_dice_roll(state); } } } // --------------------------- // Standard watch face methods // --------------------------- void probability_face_setup(uint8_t watch_face_index, void **context_ptr) { (void)watch_face_index; if (*context_ptr == NULL) { *context_ptr = malloc(sizeof(probability_state_t)); memset(*context_ptr, 0, sizeof(probability_state_t)); } // Emulator only: Seed random number generator #if __EMSCRIPTEN__ srand(time(NULL)); #endif } void probability_face_activate(void *context) { probability_state_t *state = (probability_state_t *)context; state->dice_sides = DEFAULT_DICE_SIDES; state->rolled_value = 0; // Display face identifier watch_display_text_with_fallback(WATCH_POSITION_TOP, "Prb", "PR"); // Set tick frequency to 1 for proper tap detection timing movement_request_tick_frequency(1); // Enable tap detection for a few seconds when face is activated if (movement_enable_tap_detection_if_available()) { state->tap_detection_ticks = TAP_DETECTION_SECONDS; } } bool probability_face_loop(movement_event_t event, void *context) { probability_state_t *state = (probability_state_t *)context; if (state->is_rolling && event.event_type != EVENT_TICK) { return true; } switch (event.event_type) { case EVENT_ACTIVATE: display_dice_roll(state); break; case EVENT_TICK: display_dice_roll_animation(state); if (!state->is_rolling && state->tap_detection_ticks > 0) { state->tap_detection_ticks--; if (state->tap_detection_ticks == 0) { movement_disable_tap_detection_if_available(); } } 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); }