JKomskis b4da0defbe
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
2025-07-06 11:55:50 -04:00

304 lines
9.4 KiB
C

/*
* 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 <time.h>
#endif
#include <stdlib.h>
#include <string.h>
#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);
}