/* * MIT License * * Copyright (c) 2022 Andreas Nebinger * * 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 #include #include "interval_face.h" #include "watch.h" #include "watch_utility.h" #include "watch_private_display.h" #include "watch_buzzer.h" typedef enum { interval_setting_0_timer_idx, interval_setting_1_clear_yn, interval_setting_2_warmup_minutes, interval_setting_3_warmup_seconds, interval_setting_4_work_minutes, interval_setting_5_work_seconds, interval_setting_6_work_rounds, interval_setting_7_break_minutes, interval_setting_8_break_seconds, interval_setting_9_full_rounds, interval_setting_10_cooldown_minutes, interval_setting_11_cooldown_seconds, interval_setting_max } interval_setting_idx_t; #define INTERVAL_FACE_STATE_DEFAULT "IT" // Interval Timer #define INTERVAL_FACE_STATE_WARMUP "PR" // PRepare / warm up #define INTERVAL_FACE_STATE_WORK "WO" // WOrk #define INTERVAL_FACE_STATE_BREAK "BR" // BReak #define INTERVAL_FACE_STATE_COOLDOWN "CD" // CoolDown // Define some default timer settings. Each timer is described in an array like this: // 1. warm-up seconds, // 2. work time (seconds/minutes) // 3. break time (seconds/minutes) // 4. full rounds (0 = no limit) // 5. cooldown seconds // Work time and break time: positive number = seconds, negative number = minutes static const int8_t _default_timers[6][5] = {{0, 40, 20, 0, 0}, {0, 45, 15, 0, 0}, {10, 20, 10, 8, 10}, {0, 35, 0, 0, 0}, {0, -25, -5, 0, 0}, {0, -20, -5, 0, 0}}; static const uint8_t _intro_segdata[4][2] = {{1, 8}, {0, 8}, {0, 7}, {1, 7}}; static const uint8_t _blink_idx[] = {3, 9, 4, 6, 4, 6, 8, 4, 6, 8, 4, 6}; static const uint8_t _setting_page_idx[] = {1, 0, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4}; static const int8_t _sound_seq_warmup[] = {BUZZER_NOTE_F6, 8, BUZZER_NOTE_REST, 1, -2, 3, 0}; static const int8_t _sound_seq_work[] = {BUZZER_NOTE_F6, 8, BUZZER_NOTE_REST, 1, -2, 2, BUZZER_NOTE_C7, 24, 0}; static const int8_t _sound_seq_break[] = {BUZZER_NOTE_B6, 15, BUZZER_NOTE_REST, 1, -2, 1, BUZZER_NOTE_B6, 16, 0}; static const int8_t _sound_seq_cooldown[] = {BUZZER_NOTE_C7, 15, BUZZER_NOTE_REST, 1, -2, 1, BUZZER_NOTE_C7, 24, 0}; static const int8_t _sound_seq_finish[] = {BUZZER_NOTE_C7, 6, BUZZER_NOTE_E7, 6, BUZZER_NOTE_G7, 6, BUZZER_NOTE_C8, 18, 0}; static interval_setting_idx_t _setting_idx; static int8_t _ticks; static bool _erase_timer_flag; static uint32_t _target_ts; static uint32_t _now_ts; static uint32_t _paused_ts; static uint8_t _timer_work_round; static uint8_t _timer_full_round; static uint8_t _timer_run_state; static inline void _inc_uint8(uint8_t *value, uint8_t step, uint8_t max) { *value += step; if (*value >= max) *value = 0; } static uint32_t _get_now_ts() { // returns the current date time as unix timestamp watch_date_time now = watch_rtc_get_date_time(); return watch_utility_date_time_to_unix_time(now, 0); } static inline void _button_beep(movement_settings_t *settings) { // play a beep as confirmation for a button press (if applicable) if (settings->bit.button_should_sound) watch_buzzer_play_note(BUZZER_NOTE_C7, 50); } static void _timer_write_info(interval_face_state_t *state, char *buf, uint8_t timer_page) { // fill display string with requested timer information switch (timer_page) { case 0: // clear timer? sprintf(buf, "%2s %1dCLEARn", INTERVAL_FACE_STATE_DEFAULT, state->timer_idx + 1); if (_erase_timer_flag) buf[9] = 'y'; watch_clear_colon(); break; case 1: // warmup time info sprintf(buf, "%2s %1d%02d%02d ", INTERVAL_FACE_STATE_WARMUP, state->timer_idx + 1, state->timer[state->timer_idx].warmup_minutes, state->timer[state->timer_idx].warmup_seconds); break; case 2: // work interval info sprintf(buf, "%2s %1d%02d%02d%2d", INTERVAL_FACE_STATE_WORK, state->timer_idx + 1, state->timer[state->timer_idx].work_minutes, state->timer[state->timer_idx].work_seconds, state->timer[state->timer_idx].work_rounds); break; case 3: // break interval info sprintf(buf, "%2s %1d%02d%02d%2d", INTERVAL_FACE_STATE_BREAK, state->timer_idx + 1, state->timer[state->timer_idx].break_minutes, state->timer[state->timer_idx].break_seconds, state->timer[state->timer_idx].full_rounds); if (!state->timer[state->timer_idx].full_rounds) buf[9] = '-'; break; case 4: // cooldown time info sprintf(buf, "%2s %1d%02d%02d ", INTERVAL_FACE_STATE_COOLDOWN ,state->timer_idx + 1, state->timer[state->timer_idx].cooldown_minutes, state->timer[state->timer_idx].cooldown_seconds); break; default: break; } } static void _face_draw(interval_face_state_t *state, uint8_t subsecond) { // draws current face state if (!state->is_active) return; char buf[14]; buf[0] = 0; uint8_t tmp; if (state->face_state == interval_state_waiting && _ticks >= 0) { // play info slideshow for current timer int8_t ticks = _ticks % 12; if (ticks == 0) { if ((state->timer[state->timer_idx].warmup_minutes + state->timer[state->timer_idx].warmup_seconds) == 0) { // skip warmup info if there is none for this timer ticks = 3; _ticks += 3; } } tmp = ticks / 3 + 1; _timer_write_info(state, buf, tmp); // don't show '1 round' when displaying workout time to avoid detail overload if (tmp == 2 && state->timer[state->timer_idx].work_rounds == 1) buf[9] = ' '; // blink colon if (subsecond % 2 == 0 && _ticks < 24) watch_clear_colon(); else watch_set_colon(); } else if (state->face_state == interval_state_setting) { if (_setting_idx == interval_setting_0_timer_idx) { if ((state->timer[state->timer_idx].warmup_minutes + state->timer[state->timer_idx].warmup_seconds) == 0) tmp = 1; else tmp = 2; } else { tmp = _setting_page_idx[_setting_idx]; } _timer_write_info(state, buf, tmp); // blink at cursor position if (subsecond % 2 && _ticks != -2) { buf[_blink_idx[_setting_idx]] = ' '; if (_blink_idx[_setting_idx] % 2 == 0) buf[_blink_idx[_setting_idx] + 1] = ' '; } // show lap indicator only when rounds are set if (_setting_idx == interval_setting_6_work_rounds || _setting_idx == interval_setting_9_full_rounds) watch_set_indicator(WATCH_INDICATOR_LAP); else watch_clear_indicator(WATCH_INDICATOR_LAP); } else if (state->face_state == interval_state_running || state->face_state == interval_state_pausing) { tmp = _timer_full_round; switch (_timer_run_state) { case 0: sprintf(buf, INTERVAL_FACE_STATE_WARMUP); break; case 1: sprintf(buf, INTERVAL_FACE_STATE_WORK); if (state->timer[state->timer_idx].work_rounds > 1) tmp = _timer_work_round; break; case 2: sprintf(buf, INTERVAL_FACE_STATE_BREAK); break; case 3: sprintf(buf, INTERVAL_FACE_STATE_COOLDOWN); break; default: break; } div_t delta; if (state->face_state == interval_state_pausing) { // pausing delta = div(_target_ts - _paused_ts, 60); // blink the bell icon if (_now_ts % 2) watch_set_indicator(WATCH_INDICATOR_BELL); else watch_clear_indicator(WATCH_INDICATOR_BELL); } else // running delta = div(_target_ts - _now_ts, 60); sprintf(&buf[2], " %1d%02d%02d%2d", state->timer_idx + 1, delta.quot, delta.rem, tmp + 1); } // write out to lcd if (buf[0]) { watch_display_character(buf[0], 0); watch_display_character(buf[1], 1); // set the bar for the i-like symbol on position 2 watch_set_pixel(2, 9); // display the rest of the string watch_display_string(&buf[3], 3); } } static void _initiate_setting(interval_face_state_t *state, uint8_t subsecond) { state->face_state = interval_state_setting; _setting_idx = interval_setting_0_timer_idx; _ticks = 0; _erase_timer_flag = false; watch_set_colon(); movement_request_tick_frequency(4); _face_draw(state, subsecond); } static void _resume_setting(interval_face_state_t *state, uint8_t subsecond) { state->face_state = interval_state_waiting; _ticks = 0; _face_draw(state, subsecond); movement_request_tick_frequency(2); watch_clear_indicator(WATCH_INDICATOR_LAP); } static void _abort_quick_ticks() { if (_ticks == -2) { _ticks = -1; movement_request_tick_frequency(4); } } static void _handle_alarm_button(interval_face_state_t *state) { // handles the alarm button press and alters the corresponding timer settings switch (_setting_idx) { case interval_setting_0_timer_idx: _inc_uint8(&state->timer_idx, 1, INTERVAL_TIMERS); _erase_timer_flag = false; break; case interval_setting_1_clear_yn: _erase_timer_flag ^= 1; break; case interval_setting_2_warmup_minutes: _inc_uint8(&state->timer[state->timer_idx].warmup_minutes, 1, 60); break; case interval_setting_3_warmup_seconds: _inc_uint8(&state->timer[state->timer_idx].warmup_seconds, 5, 60); break; case interval_setting_4_work_minutes: _inc_uint8(&state->timer[state->timer_idx].work_minutes, 1, 60); if (state->timer[state->timer_idx].work_rounds == 0) state->timer[state->timer_idx].work_rounds = 1; break; case interval_setting_5_work_seconds: _inc_uint8(&state->timer[state->timer_idx].work_seconds, 5, 60); if (state->timer[state->timer_idx].work_rounds == 0) state->timer[state->timer_idx].work_rounds = 1; break; case interval_setting_6_work_rounds: _inc_uint8(&state->timer[state->timer_idx].work_rounds, 1, 100); break; case interval_setting_7_break_minutes: _inc_uint8(&state->timer[state->timer_idx].break_minutes, 1, 60); break; case interval_setting_8_break_seconds: _inc_uint8(&state->timer[state->timer_idx].break_seconds, 5, 60); break; case interval_setting_9_full_rounds: _inc_uint8(&state->timer[state->timer_idx].full_rounds, 1, 100); break; case interval_setting_10_cooldown_minutes: _inc_uint8(&state->timer[state->timer_idx].cooldown_minutes, 1, 60); break; case interval_setting_11_cooldown_seconds: _inc_uint8(&state->timer[state->timer_idx].cooldown_seconds, 5, 60); break; default: break; } } static void _set_next_timestamp(interval_face_state_t *state) { // set next timestamp for the running timer, set background task and pay sound sequence uint16_t delta = 0; int8_t *sound_seq; interval_timer_setting_t timer = state->timer[state->timer_idx]; switch (_timer_run_state) { case 0: delta = timer.warmup_minutes * 60 + timer.warmup_seconds; sound_seq = (int8_t *)_sound_seq_warmup; break; case 1: delta = timer.work_minutes * 60 + timer.work_seconds; sound_seq = (int8_t *)_sound_seq_work; break; case 2: delta = timer.break_minutes * 60 + timer.break_seconds; sound_seq = (int8_t *)_sound_seq_break; break; case 3: delta = timer.cooldown_minutes * 60 + timer.cooldown_seconds; sound_seq = (int8_t *)_sound_seq_cooldown; break; default: sound_seq = NULL; break; } // failsafe if (delta <= 0) delta = 1; _target_ts += delta; // schedule next background task watch_date_time target_dt = watch_utility_date_time_from_unix_time(_target_ts, 0); movement_schedule_background_task_for_face(state->face_idx, target_dt); // play sound watch_buzzer_play_sequence(sound_seq, NULL); } static inline bool _is_timer_empty(interval_timer_setting_t *timer) { // checks if a timer is empty return (timer->warmup_minutes + timer->warmup_seconds + timer->work_minutes + timer->work_seconds + timer->break_minutes + timer->break_seconds + timer->cooldown_minutes + timer->cooldown_seconds == 0); } static void _init_timer_info(interval_face_state_t *state) { state->face_state = interval_state_waiting; _ticks = 0; if (state->is_active) movement_request_tick_frequency(2); } static void _abort_running_timer() { _timer_work_round = _timer_full_round = 0; _timer_run_state = 0; movement_cancel_background_task(); watch_clear_indicator(WATCH_INDICATOR_BELL); watch_buzzer_play_note(BUZZER_NOTE_C8, 100); } static void _resume_paused_timer(interval_face_state_t *state) { // resume paused timer _now_ts = _get_now_ts(); _target_ts += _now_ts - _paused_ts; watch_date_time target_dt = watch_utility_date_time_from_unix_time(_target_ts, 0); movement_schedule_background_task_for_face(state->face_idx, target_dt); state->face_state = interval_state_running; watch_set_indicator(WATCH_INDICATOR_BELL); } void interval_face_setup(movement_settings_t *settings, uint8_t watch_face_index, void **context_ptr) { (void) settings; if (*context_ptr == NULL) { *context_ptr = malloc(sizeof(interval_face_state_t)); interval_face_state_t *state = (interval_face_state_t *)*context_ptr; memset(*context_ptr, 0, sizeof(interval_face_state_t)); state->face_idx = watch_face_index; // somehow the memset above doesn't to the trick. So set the state explicitly state->face_state = interval_state_waiting; for (uint8_t i = 0; i < INTERVAL_TIMERS; i++) state->timer[i].work_rounds = 1; // set up default timers for (uint8_t i = 0; i < 6; i++) { state->timer[i].warmup_seconds = _default_timers[i][0]; if (_default_timers[i][1] < 0) state->timer[i].work_minutes = -_default_timers[i][1]; else state->timer[i].work_seconds = _default_timers[i][1]; state->timer[i].work_rounds = 1; if (_default_timers[i][2] < 0) state->timer[i].break_minutes = -_default_timers[i][2]; else state->timer[i].break_seconds = _default_timers[i][2]; state->timer[i].full_rounds = _default_timers[i][3]; state->timer[i].cooldown_seconds = _default_timers[i][4]; } } } void interval_face_activate(movement_settings_t *settings, void *context) { (void) settings; interval_face_state_t *state = (interval_face_state_t *)context; _erase_timer_flag = false; state->is_active = true; if (state->face_state <= interval_state_waiting) { // initiate the intro loop state->face_state = interval_state_intro; _ticks = 0; movement_request_tick_frequency(8); } else watch_set_colon(); } void interval_face_resign(movement_settings_t *settings, void *context) { (void) settings; interval_face_state_t *state = (interval_face_state_t *)context; if (state->face_state <= interval_state_setting) state->face_state = interval_state_waiting; watch_set_led_off(); movement_request_tick_frequency(1); state->is_active = false; } bool interval_face_loop(movement_event_t event, movement_settings_t *settings, void *context) { interval_face_state_t *state = (interval_face_state_t *)context; interval_timer_setting_t *timer = &state->timer[state->timer_idx]; switch (event.event_type) { case EVENT_TICK: if (state->face_state == interval_state_intro) { // play intro animation so the wearer knows the face if (_ticks == 4) { // transition to default view of current interval slot watch_set_colon(); _init_timer_info(state); _face_draw(state, event.subsecond); break; } watch_set_pixel(_intro_segdata[_ticks][0], _intro_segdata[_ticks][1]); _ticks++; } else if (state->face_state == interval_state_waiting && _ticks >= 0) { // play information slideshow for current interval timer _ticks++; if ((_ticks % 12 == 9) && (timer->cooldown_minutes + timer->cooldown_seconds == 0)) _ticks += 3; if (_ticks > 24) _ticks = -1; else _face_draw(state, event.subsecond); } else if (state->face_state == interval_state_setting) { if (_ticks == -2) { // fast counting _handle_alarm_button(state); } _face_draw(state, event.subsecond); } else if (state->face_state == interval_state_running || state->face_state == interval_state_pausing) { _now_ts = _get_now_ts(); _face_draw(state, event.subsecond); } break; case EVENT_ACTIVATE: watch_display_string(INTERVAL_FACE_STATE_DEFAULT, 0); if (state->face_state) _face_draw(state, event.subsecond); break; case EVENT_LIGHT_BUTTON_UP: if (state->face_state == interval_state_setting) { if (_setting_idx == interval_setting_0_timer_idx) { // skip clear page if timer is empty if (_is_timer_empty(timer)) _setting_idx = interval_setting_1_clear_yn; } else if (_setting_idx == interval_setting_1_clear_yn) { watch_set_colon(); if (_erase_timer_flag) { // clear the current timer memset((void *)timer, 0, sizeof(interval_timer_setting_t)); // play a short beep as confirmation watch_buzzer_play_note(BUZZER_NOTE_C8, 70); } } else if (_setting_idx == interval_setting_9_full_rounds && !timer->full_rounds) { // skip cooldown if full rounds are not limited _setting_idx = interval_setting_11_cooldown_seconds; } _setting_idx += 1; if (_setting_idx == interval_setting_max) { // we have done a full settings circle: resume setting _resume_setting(state, event.subsecond); } else _face_draw(state, event.subsecond); } else { movement_illuminate_led(); } break; case EVENT_LIGHT_LONG_PRESS: _button_beep(settings); if (state->face_state == interval_state_setting) { _resume_setting(state, event.subsecond); } else { if (state->face_state >= interval_state_running ) _abort_running_timer(); _initiate_setting(state, event.subsecond); } break; case EVENT_ALARM_BUTTON_UP: switch (state->face_state) { case interval_state_waiting: // cycle through timers _inc_uint8(&state->timer_idx, 1, INTERVAL_TIMERS); _ticks = 0; _face_draw(state, event.subsecond); break; case interval_state_setting: // alter timer settings _abort_quick_ticks(); _handle_alarm_button(state); break; case interval_state_running: // pause timer _button_beep(settings); _paused_ts = _get_now_ts(); state->face_state = interval_state_pausing; movement_cancel_background_task(); _face_draw(state, event.subsecond); break; case interval_state_pausing: // resume paused timer _button_beep(settings); _resume_paused_timer(state); _face_draw(state, event.subsecond); break; default: break; } break; case EVENT_ALARM_LONG_PRESS: if (state->face_state == interval_state_setting && _setting_idx != interval_setting_1_clear_yn) { // initiate quick counting _ticks = -2; movement_request_tick_frequency(8); break; } else if (state->face_state <= interval_state_waiting) { if (_is_timer_empty(timer)) { // jump back to timer #1 _button_beep(settings); state->timer_idx = 0; _init_timer_info(state); } else { // set initial state and start timer _timer_work_round = _timer_full_round = 0; if (timer->warmup_minutes + timer->warmup_seconds) _timer_run_state = 0; else if (timer->work_minutes + timer->work_seconds) _timer_run_state = 1; else if (timer->break_minutes + timer->break_seconds) _timer_run_state = 2; else if (timer->cooldown_minutes + timer->cooldown_seconds) _timer_run_state = 3; movement_request_tick_frequency(1); _now_ts = _get_now_ts(); _target_ts = _now_ts; _set_next_timestamp(state); state->face_state = interval_state_running; watch_set_indicator(WATCH_INDICATOR_BELL); watch_set_colon(); } } else if (state->face_state == interval_state_running) { // stop the timer _abort_running_timer(); _init_timer_info(state); } else if (state->face_state == interval_state_pausing) { // resume paused timer _button_beep(settings); _resume_paused_timer(state); } _face_draw(state, event.subsecond); break; case EVENT_ALARM_LONG_UP: _abort_quick_ticks(); break; case EVENT_BACKGROUND_TASK: // find the next timestamp or end the timer if (_timer_run_state == 0) { // warmup finished if (timer->work_minutes + timer->work_seconds) _timer_run_state = 1; else if (timer->break_minutes + timer->break_seconds) _timer_run_state = 2; else if (timer->cooldown_minutes + timer->cooldown_seconds) _timer_run_state = 3; else _timer_run_state = 4; } else if (_timer_run_state == 1) { // work finished _timer_work_round++; if (_timer_work_round == timer->work_rounds) { _timer_work_round = 0; if (timer->break_minutes + timer->break_seconds && (timer->full_rounds == 0 || (timer->full_rounds && _timer_full_round + 1 < timer->full_rounds))) _timer_run_state = 2; else { _timer_full_round++; if (timer->full_rounds && _timer_full_round == timer->full_rounds) { if (timer->cooldown_minutes + timer->cooldown_seconds) _timer_run_state = 3; else _timer_run_state = 4; } else _timer_run_state = 1; } } } else if (_timer_run_state == 2) { // break finished _timer_full_round++; _timer_work_round = 0; if (timer->full_rounds && _timer_full_round == timer->full_rounds) { if (timer->cooldown_minutes + timer->cooldown_seconds) _timer_run_state = 3; else _timer_run_state = 4; _timer_full_round--; } else { if (timer->work_minutes + timer->work_seconds) _timer_run_state = 1; } } else if (_timer_run_state == 3) // cooldown finished _timer_run_state = 4; // set next timestamp or play final sound sequence if (_timer_run_state < 4) { // transition to next timer phase _set_next_timestamp(state); } else { // timer has finished state->face_state = interval_state_waiting; _init_timer_info(state); _face_draw(state, event.subsecond); watch_buzzer_play_sequence((int8_t *)_sound_seq_finish, NULL); } break; case EVENT_TIMEOUT: if (state->face_state != interval_state_running) movement_move_to_face(0); break; case EVENT_LIGHT_BUTTON_DOWN: // don't light up every time light is hit break; default: movement_default_loop_handler(event, settings); break; } return true; }