/* * 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" #define DEFAULT_DICE_SIDES 2 #define PROBABILITY_ANIMATION_TICK_FREQUENCY 8 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}; // -------------- // Custom methods // -------------- static void display_dice_roll(probability_state_t *state) { char buf[8]; if (state->rolled_value == 0) { if (state->dice_sides == 100) { sprintf(buf, " C "); } else { sprintf(buf, "%2d ", state->dice_sides); } } else if (state->dice_sides == 2) { if (state->rolled_value == 1) { sprintf(buf, "%2d H", state->dice_sides); } else { sprintf(buf, "%2d T", state->dice_sides); } } else if (state->dice_sides == 100) { sprintf(buf, " C %3d", state->rolled_value); } else { sprintf(buf, "%2d %3d", state->dice_sides, state->rolled_value); } watch_display_string(buf, 4); } 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 display_dice_roll_animation(probability_state_t *state) { if (state->is_rolling) { if (state->animation_frame == 0) { watch_display_string(" ", 7); watch_set_pixel(1, 4); watch_set_pixel(1, 6); state->animation_frame = 1; } else if (state->animation_frame == 1) { watch_clear_pixel(1, 4); watch_clear_pixel(1, 6); watch_set_pixel(2, 4); watch_set_pixel(0, 6); state->animation_frame = 2; } else if (state->animation_frame == 2) { watch_clear_pixel(2, 4); watch_clear_pixel(0, 6); watch_set_pixel(2, 5); watch_set_pixel(0, 5); state->animation_frame = 3; } else if (state->animation_frame == 3) { 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(movement_settings_t *settings, uint8_t watch_face_index, void ** context_ptr) { (void) settings; (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(movement_settings_t *settings, void *context) { (void) settings; probability_state_t *state = (probability_state_t *)context; state->dice_sides = DEFAULT_DICE_SIDES; state->rolled_value = 0; watch_display_string("PR", 0); } bool probability_face_loop(movement_event_t event, movement_settings_t *settings, void *context) { (void) settings; 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); break; case EVENT_MODE_BUTTON_UP: movement_move_to_next_face(); break; case EVENT_LIGHT_BUTTON_UP: // 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; display_dice_roll(state); break; case EVENT_ALARM_BUTTON_UP: // Roll the die 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); break; case EVENT_LOW_ENERGY_UPDATE: watch_display_string("SLEEP ", 4); break; default: break; } return true; } void probability_face_resign(movement_settings_t *settings, void *context) { (void) settings; (void) context; }