watch faces that handle EVENT_LIGHT_BUTTON_UP but not EVENT_LIGHT_BUTTON_DOWN probably don't want the default EVENT_LIGHT_BUTTON_DOWN LED activation behavior
181 lines
6.0 KiB
C
181 lines
6.0 KiB
C
/*
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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(movement_settings_t *settings, uint8_t watch_face_index, void ** context_ptr) {
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(void) settings;
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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(movement_settings_t *settings, void *context) {
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(void) settings;
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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, movement_settings_t *settings, void *context) {
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(void) settings;
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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, settings);
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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(movement_settings_t *settings, void *context) {
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(void) settings;
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(void) context;
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}
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