2023-12-17 17:39:59 +00:00

794 lines
24 KiB
C

/*
* MIT License
*
* Copyright (c) 2023 Tobias Raayoni Last / @randogoth
*
* 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.
*/
#include <stdlib.h>
#include <string.h>
#include "toss_up_face.h"
#if __EMSCRIPTEN__
#include <time.h>
#else
#include "saml22j18a.h"
#endif
static const char heads[] = { '8', 'h', '4', 'E', '(' };
static const char tails[] = { '0', '+', 'N', '3', ')' };
static const uint8_t dd[] = {2, 4, 6, 8, 10,12,20,24,30,32,36,48,99};
static void _roll_dice_multiple(char* result, uint8_t* dice, uint8_t num_dice);
static void _sort_coins(char* token, uint8_t num_bits, uint8_t bits, char* heads, char* tails);
void _display_coins(char* token, bool* bit_array, uint8_t length, toss_up_state_t *state);
static void _toss_up_face_display(toss_up_state_t *state);
static void _dice_animation(toss_up_state_t *state);
static void _coin_animation(toss_up_state_t *state);
// PUBLIC FUNCTIONS ///////////////////////////////////////////////////////////
void toss_up_face_setup(movement_settings_t *settings, uint8_t watch_face_index, void ** context_ptr) {
(void) watch_face_index;
(void) settings;
if (*context_ptr == NULL) {
*context_ptr = malloc(sizeof(toss_up_state_t));
memset(*context_ptr, 0, sizeof(toss_up_state_t));
toss_up_state_t *state = (toss_up_state_t *)*context_ptr;
// defaults
state->coin_num = 1;
state->dice_num = 1;
state->dice_sides[0] = 6;
state->dice_sides[1] = 6;
state->dice_sides[2] = 6;
state->coin_style[0] = '8';
state->coin_style[1] = '0';
}
}
void toss_up_face_activate(movement_settings_t *settings, void *context) {
(void) settings;
(void) context;
}
bool toss_up_face_loop(movement_event_t event, movement_settings_t *settings, void *context) {
toss_up_state_t *state = (toss_up_state_t *)context;
uint8_t i = 0;
switch (event.event_type) {
case EVENT_ACTIVATE:
watch_display_string(" Coins ", 0);
break;
case EVENT_TICK:
if ( state->animate ) {
state->animation = (state->animation + 1);
_toss_up_face_display(state);
}
break;
case EVENT_LIGHT_BUTTON_DOWN:
break;
case EVENT_LIGHT_BUTTON_UP:
if ( state->animate ) break;
// change between coins and dice
if ( state->mode <= 1 ) state->mode = 2;
else if ( state->mode >= 2 ) state->mode = 0;
_toss_up_face_display(state);
break;
case EVENT_ALARM_BUTTON_UP:
// toss
if ( state->animate ) break;
switch (state->mode) {
case 0:
state->mode++;
// fall through
case 1:
state->animate = true;
for (i = 0; i < state->coin_num; i++) {
state->coins[i] = divine_bit();
}
break;
case 2:
state->mode++;
// fall through
case 3:
state->animate = true;
for (i = 0; i < state->dice_num; i++) {
state->dice[i] = roll_dice(state->dice_sides[i]);
}
break;
default:
break;
}
_toss_up_face_display(state);
break;
case EVENT_LIGHT_LONG_PRESS:
if ( state->animate ) break;
state->animate = false;
switch (state->mode) {
case 0: // change to default coin style
state->coin_style[0] = heads[0];
state->coin_style[1] = tails[0];
state->coinface = 0;
break;
case 1: // change the coin style
state->coinface = (state->coinface + 1) % 5;
state->coin_style[0] = heads[state->coinface];
state->coin_style[1] = tails[state->coinface];
break;
case 2: // change to default dice sides
state->dice_sides[0] = 6;
state->dice_sides[1] = 6;
state->dice_sides[2] = 6;
state->dd = 0;
break;
case 3: // change the sides of the dice
state->dd = (state->dd + 1) % 13;
state->dice_sides[state->dice_num-1] = dd[state->dd];
state->dice[state->dice_num-1] = dd[state->dd];
break;
default:
break;
}
_toss_up_face_display(state);
break;
case EVENT_ALARM_LONG_PRESS:
if ( state->animate ) break;
state->animate = false;
switch (state->mode) {
case 0: // back to one coin
state->coin_num = 1;
break;
case 1: // up to 6 coins total
state->coin_num = (state->coin_num % 6) + 1;
break;
case 2: // back to one dice
state->dice_num = 1;
break;
case 3: // add up to 3 dice total
state->dice_num = (state->dice_num % 3) + 1;
state->dd = 0;
break;
default:
break;
}
_toss_up_face_display(state);
break;
default:
return movement_default_loop_handler(event, settings);
}
return true;
}
void toss_up_face_resign(movement_settings_t *settings, void *context) {
(void) settings;
(void) context;
}
// STATIC FUNCTIONS ///////////////////////////////////////////////////////////
/** @brief handles the display
*/
static void _toss_up_face_display(toss_up_state_t *state) {
char buf[11] = {0};
char token[7] = {0};
switch ( state->mode ) {
case 0: // coins title
sprintf(buf, " Coins ");
break;
case 1: // coins divination
_coin_animation(state);
if ( !state->animate ) {
watch_clear_display();
_display_coins(token, state->coins, state->coin_num, state);
sprintf(buf, " %s", token);
}
break;
case 2: // dice title
sprintf(buf, " Dice ");
break;
case 3: // dice divination
_dice_animation(state);
if ( !state->animate ) {
_roll_dice_multiple(token, state->dice, state->dice_num + 1);
sprintf(buf, " %s", token);
}
break;
default:
break;
}
watch_display_string(buf, 0);
}
/** @brief divination method to derive a bit from 32 TRNG bits
*/
uint8_t divine_bit(void) {
uint32_t stalks;
do { // modulo bias filter
stalks = get_true_entropy(); // get 32 TRNG bits as stalks
} while (stalks >= INT32_MAX || stalks <= 0);
uint8_t pile1_xor = 0;
uint8_t pile2_xor = 0;
// Divide the stalks into two piles, alternating ends
for (uint8_t i = 0; i < 16; i++) {
uint8_t left_bit = (stalks >> (31 - 2*i)) & 1;
uint8_t right_bit = (stalks >> (30 - 2*i)) & 1;
if (i % 2 == 0) {
pile1_xor ^= left_bit;
pile2_xor ^= right_bit;
} else {
pile1_xor ^= right_bit;
pile2_xor ^= left_bit;
}
}
// Take the XOR of the pile results
uint8_t result_xor = pile1_xor ^ pile2_xor;
// Output 1 if result_xor is 1, 0 otherwise
return result_xor;
}
/** @brief get 32 True Random Number bits
*/
uint32_t get_true_entropy(void) {
#if __EMSCRIPTEN__
return rand() % INT32_MAX;
#else
hri_mclk_set_APBCMASK_TRNG_bit(MCLK);
hri_trng_set_CTRLA_ENABLE_bit(TRNG);
while (!hri_trng_get_INTFLAG_reg(TRNG, TRNG_INTFLAG_DATARDY)); // Wait for TRNG data to be ready
watch_disable_TRNG(TRNG);
hri_mclk_clear_APBCMASK_TRNG_bit(MCLK);
return hri_trng_read_DATA_reg(TRNG); // Read a single 32-bit word from TRNG and return it
#endif
}
// COIN FUNCTIONS /////////////////////////////////////////////////////////////
/** @brief sort tossed coins into a pile of heads and a pile of tails
*/
static void _sort_coins(char* token, uint8_t num_bits, uint8_t bits, char* heads, char* tails) {
uint8_t num_ones = 0;
for (uint8_t i = 0; i < num_bits; i++) {
if ((bits >> i) & 1) {
*token++ = *heads;
num_ones++;
}
}
if ( num_bits < 6 ) {
for (uint8_t i = 0; i < (6 - num_bits); i++) {
*token++ = ' ';
}
}
for (uint8_t i = 0; i < (num_bits - num_ones); i++) {
*token++ = *tails;
}
}
/** @brief convert bool array of coinflips to integer for sorting
*/
void _display_coins(char* token, bool* bit_array, uint8_t length, toss_up_state_t *state) {
uint8_t bits = 0;
for (uint8_t i = 0; i < length; i++) {
if (bit_array[i]) {
bits |= (1 << (length - 1 - i));
}
}
_sort_coins(token, length, bits, &state->coin_style[0], &state->coin_style[1]);
}
/** @brief coin animation
*/
static void _coin_animation(toss_up_state_t *state) {
bool heads = false;
bool tails = false;
for (uint8_t i = 0; i < state->coin_num; i++) {
if (state->coins[i] == true) {
heads = true;
} else {
tails = true;
}
}
movement_request_tick_frequency(32);
switch ( state->animation ) {
case 0:
watch_display_string(" ", 4);
if ( heads ) {
watch_set_pixel(0, 18);
watch_set_pixel(2, 18);
} else {
state->animation = 12;
}
break;
case 1:
if ( heads ) {
watch_set_pixel(1, 18);
}
break;
case 2:
if ( heads ) {
watch_set_pixel(0, 19);
watch_set_pixel(2, 19);
}
break;
case 3:
if ( heads ) {
watch_clear_pixel(0, 18);
watch_clear_pixel(2, 18);
}
break;
case 4:
if ( heads ) {
watch_clear_pixel(1, 18);
}
break;
case 5:
if ( heads ) {
watch_clear_pixel(0, 19);
watch_clear_pixel(2, 19);
watch_set_pixel(1, 17);
watch_set_pixel(0, 20);
}
break;
case 6:
if ( heads ) {
watch_set_pixel(2, 20);
watch_set_pixel(0, 21);
}
break;
case 7:
if ( heads ) {
watch_set_pixel(1, 21);
watch_set_pixel(2, 21);
}
break;
case 8:
if ( heads ) {
watch_clear_pixel(1, 17);
watch_clear_pixel(0, 20);
}
break;
case 9:
if ( heads ) {
watch_clear_pixel(2, 20);
watch_clear_pixel(0, 21);
}
break;
case 10:
if ( heads ) {
watch_clear_pixel(1, 21);
watch_clear_pixel(2, 21);
watch_set_pixel(1, 22);
watch_set_pixel(2, 22);
}
break;
case 11:
if ( heads ) {
watch_set_pixel(0, 22);
}
break;
case 12:
if ( heads ) {
watch_set_pixel(2, 23);
watch_set_pixel(0, 23);
}
if ( tails ) {
watch_set_pixel(0, 18);
watch_set_pixel(2, 18);
}
break;
case 13:
if ( heads ) {
watch_clear_pixel(1, 22);
watch_clear_pixel(2, 22);
}
if ( tails ) {
watch_set_pixel(1, 18);
}
break;
case 14:
if ( heads ) {
watch_clear_pixel(0, 22);
}
if ( tails ) {
watch_set_pixel(0, 19);
watch_set_pixel(2, 19);
}
break;
case 15:
if ( heads ) {
watch_clear_pixel(2, 23);
watch_clear_pixel(0, 23);
watch_set_pixel(2, 0);
watch_set_pixel(1, 0);
}
if ( tails ) {
watch_clear_pixel(0, 18);
watch_clear_pixel(2, 18);
}
break;
case 16:
if ( heads ) {
watch_set_pixel(2, 1);
watch_set_pixel(0, 0);
}
if ( tails ) {
watch_clear_pixel(1, 18);
}
break;
case 17:
if ( heads ) {
watch_set_pixel(2, 10);
watch_set_pixel(0, 1);
}
if ( tails ) {
watch_clear_pixel(0, 19);
watch_clear_pixel(2, 19);
watch_set_pixel(1, 17);
watch_set_pixel(0, 20);
}
break;
case 18:
if ( heads ) {
watch_clear_pixel(2, 0);
watch_clear_pixel(1, 0);
}
if ( tails ) {
watch_set_pixel(2, 20);
watch_set_pixel(0, 21);
}
break;
case 19:
if ( heads ) {
watch_clear_pixel(2, 1);
watch_clear_pixel(0, 0);
}
if ( tails ) {
watch_set_pixel(1, 21);
watch_set_pixel(2, 21);
}
break;
case 20:
if ( heads ) {
watch_set_pixel(2, 1);
watch_set_pixel(0, 0);
}
if ( tails ) {
watch_clear_pixel(1, 17);
watch_clear_pixel(0, 20);
}
break;
case 21:
if ( heads ) {
watch_set_pixel(2, 0);
watch_set_pixel(1, 0);
}
if ( tails ) {
watch_clear_pixel(2, 20);
watch_clear_pixel(0, 21);
}
break;
case 22:
if ( heads ) {
watch_clear_pixel(2, 10);
watch_clear_pixel(0, 1);
}
if ( tails ) {
watch_clear_pixel(1, 21);
watch_clear_pixel(2, 21);
watch_set_pixel(1, 22);
watch_set_pixel(2, 22);
}
break;
case 23:
if ( heads ) {
watch_clear_pixel(2, 1);
watch_clear_pixel(0, 0);
}
if ( tails ) {
watch_set_pixel(0, 22);
}
break;
case 24:
if ( heads ) {
watch_set_pixel(2, 23);
watch_set_pixel(0, 23);
watch_clear_pixel(2, 0);
watch_clear_pixel(1, 0);
}
if ( tails ) {
watch_set_pixel(2, 23);
watch_set_pixel(0, 23);
}
break;
case 25:
if ( heads ) {
watch_set_pixel(0, 22);
}
if ( tails ) {
watch_clear_pixel(1, 22);
watch_clear_pixel(2, 22);
}
break;
case 26:
if ( heads ) {
watch_set_pixel(1, 22);
watch_set_pixel(2, 22);
}
if ( tails ) {
watch_clear_pixel(0, 22);
}
break;
case 27:
if ( heads ) {
watch_clear_pixel(2, 23);
watch_clear_pixel(0, 23);
}
if ( tails ) {
watch_clear_pixel(2, 23);
watch_clear_pixel(0, 23);
watch_set_pixel(2, 0);
watch_set_pixel(1, 0);
}
break;
case 28:
if ( heads ) {
watch_clear_pixel(0, 22);
}
if ( tails ) {
watch_set_pixel(2, 1);
watch_set_pixel(0, 0);
}
break;
case 29:
if ( heads ) {
watch_set_pixel(1, 21);
watch_set_pixel(2, 21);
watch_clear_pixel(1, 22);
watch_clear_pixel(2, 22);
}
if ( tails ) {
watch_set_pixel(2, 10);
watch_set_pixel(0, 1);
}
break;
case 30:
if ( heads ) {
watch_set_pixel(2, 20);
watch_set_pixel(0, 21);
}
if ( tails ) {
watch_clear_pixel(1, 0);
watch_clear_pixel(2, 0);
}
break;
case 31:
if ( heads ) {
watch_set_pixel(1, 17);
watch_set_pixel(0, 20);
}
if ( tails ) {
watch_clear_pixel(2, 1);
watch_clear_pixel(0, 0);
}
break;
case 32:
if ( heads ) {
watch_clear_pixel(1, 21);
watch_clear_pixel(2, 21);
}
if ( tails ) {
watch_clear_pixel(2, 10);
watch_clear_pixel(0, 1);
watch_set_pixel(0, 2);
watch_set_pixel(1, 2);
}
break;
case 33:
if ( heads ) {
watch_clear_pixel(2, 20);
watch_clear_pixel(0, 21);
}
if ( tails ) {
watch_set_pixel(2, 2);
watch_set_pixel(0, 3);
}
break;
case 34:
if ( heads ) {
watch_set_pixel(0, 19);
watch_set_pixel(2, 19);
watch_clear_pixel(1, 17);
watch_clear_pixel(0, 20);
}
if ( tails ) {
watch_set_pixel(2, 3);
watch_set_pixel(0, 4);
}
break;
case 35:
if ( heads ) {
watch_set_pixel(1, 18);
}
if ( tails ) {
watch_clear_pixel(1, 2);
watch_clear_pixel(0, 2);
}
break;
case 36:
if ( heads ) {
watch_set_pixel(0, 18);
watch_set_pixel(2, 18);
}
if ( tails ) {
watch_clear_pixel(2, 2);
watch_clear_pixel(0, 3);
}
break;
case 37:
if ( heads ) {
watch_clear_pixel(0, 19);
watch_clear_pixel(2, 19);
}
if ( tails ) {
watch_clear_pixel(2, 3);
watch_clear_pixel(0, 4);
watch_set_pixel(1, 4);
watch_set_pixel(0, 5);
}
break;
case 38:
if ( heads ) {
watch_clear_pixel(1, 18);
}
if ( tails ) {
watch_set_pixel(2, 4);
watch_set_pixel(0, 6);
}
break;
case 39:
if ( heads ) {
watch_clear_pixel(0, 18);
watch_clear_pixel(2, 18);
}
if ( tails ) {
watch_set_pixel(1, 6);
watch_set_pixel(2, 5);
}
state->animate = false;
state->animation = 0;
movement_request_tick_frequency(1);
}
}
// DICE FUNCTIONS /////////////////////////////////////////////////////////////
/** @brief rolls a dice
*/
uint8_t roll_dice(uint8_t sides) {
uint8_t bits_needed = 0;
uint8_t temp_sides = sides - 1;
uint8_t result = 0;
while (temp_sides > 0) {
bits_needed++; // how many bits do we need to represent this number?
temp_sides >>= 1; // Shift right to check the next bit
}
do {
result = 0;
for (int i = 0; i < bits_needed; i++) {
result <<= 1; // Shift left to make room for the next bit
result |= divine_bit(); // Add the next bit to the result
}
} while ( result > sides -1 );
return result + 1; // Add 1 to convert the range from 0 to sides-1 to 1 to sides
}
/** @brief roll multiple dice and print a char array for displaying them
*/
static void _roll_dice_multiple(char* result, uint8_t* dice, uint8_t num_dice) {
// initialize the result array to all spaces
memset(result, ' ', 6);
// roll the dice and write the result to the result array
for (uint8_t i = 0; i < num_dice-1; i++) {
uint8_t dice_result = dice[i];
uint8_t tens_digit = dice_result / 10;
uint8_t ones_digit = dice_result % 10;
result[(i * 2)] = tens_digit == 0 ? ' ' : (char)('0' + tens_digit);
result[(i * 2) + 1] = (char)('0' + ones_digit);
}
}
/** @brief dice animation
*/
static void _dice_animation(toss_up_state_t *state) {
watch_display_string(" ", 4);
for (uint8_t i = 0; i < state->dice_num; i++) {
watch_display_string("0",i*2 + 5);
}
movement_request_tick_frequency(16);
switch ( state->animation ) {
case 0:
watch_clear_pixel(1, 17);
watch_clear_pixel(0, 0);
watch_clear_pixel(1, 6);
break;
case 1:
watch_clear_pixel(2, 20);
watch_clear_pixel(1, 0);
watch_clear_pixel(0, 6);
break;
case 2:
watch_clear_pixel(2, 21);
watch_clear_pixel(2, 0);
watch_clear_pixel(0, 5);
break;
case 3:
watch_clear_pixel(1, 21);
watch_clear_pixel(2, 1);
watch_clear_pixel(1, 4);
break;
case 4:
watch_clear_pixel(0, 21);
watch_clear_pixel(2, 10);
watch_clear_pixel(2, 4);
break;
case 5:
watch_clear_pixel(0, 20);
watch_clear_pixel(0, 1);
watch_clear_pixel(2, 5);
break;
case 6:
watch_clear_pixel(1, 17);
watch_clear_pixel(0, 0);
watch_clear_pixel(1, 6);
break;
case 7:
watch_clear_pixel(2, 20);
watch_clear_pixel(1, 0);
watch_clear_pixel(0, 6);
break;
case 8:
watch_clear_pixel(2, 21);
watch_clear_pixel(2, 0);
watch_clear_pixel(0, 5);
break;
case 9:
watch_clear_pixel(1, 21);
watch_clear_pixel(2, 1);
watch_clear_pixel(1, 4);
break;
case 10:
watch_clear_pixel(0, 21);
watch_clear_pixel(2, 10);
watch_clear_pixel(2, 4);
break;
case 11:
watch_clear_pixel(0, 20);
watch_clear_pixel(0, 1);
watch_clear_pixel(2, 5);
state->animate = false;
state->animation = 0;
movement_request_tick_frequency(1);
}
}