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-rw-r--r--movement/watch_faces/complication/probability_face.c182
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diff --git a/movement/watch_faces/complication/probability_face.c b/movement/watch_faces/complication/probability_face.c
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+/*
+ * 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"
+
+#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;
+}