/* * 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. */ #ifndef TOSS_UP_FACE_H_ #define TOSS_UP_FACE_H_ /* * TOSS UP face * ============ * * Playful watch face for games of chance or divination using coins or dice. * * LIGHT switches between Coins and Dice mode * * COINS * ===== * * ALARM tosses a coin. If it lands on heads it gets sorted to the left side of the * display, if it lands on tails then sorted to the right side. * * LONG PRESSING ALARM adds up to 5 more coins to the toss for more nuance in the decision * making (e.g. three heads vs two tails could be read as "yes, but with serious doubts"). * * LONG PRESSING LIGHT flips through additional style for the coins from the default Ө/O * to H/T (heads/tails), Y/N (yes/no), E/Ǝ, C/Ↄ * * LONG PRESSING ALARM on the "Coins" title page resets to one coin. * LONG PRESSING LIGHT on the "Coins" title page resets the style to Ө/O * * DICE * ==== * * ALARM rolls a six sided dice. * * LONG PRESSING ALARM adds up to 2 more dice to the roll. * * LONG PRESSING LIGHT flips through other available polyhedral dice types with less or more * than the default 6 sides. The options are D2, D4, D6, D8, D10, D12, D20, D24, D30, D32, D36, * D48, and a hypothetical D99. * * When more than one dice is used for a roll this changes only the last added dice. (see Note * below) * * LONG PRESSING ALARM on the "Dice" title page resets to one dice. * LONG PRESSING LIGHT on the "Dice" title page resets the dice to D6. * * Please Note: If you need let's say a D8, D12, and D20 for your rolls then the procedure to * set this up would be as follows: from the default screen where you can roll the one D6 dice * you would LONG PRESS LIGHT a few times to change the D6 to a D8, then LONG PRESS ALARM to add * a second dice, LONG PRESS LIGHT again until the second dice changes to D12, then LONG PRESS * ALARM to add the third dice and LONG PRESS LIGHT again a few times until it becomes a D20. * */ #include "movement.h" typedef struct { // Anything you need to keep track of, put it here! uint32_t entropy; uint8_t mode : 4; // 1 coin, 2 coins, 3 coins, 4 coins, dice, iching, geomnc bool setup; bool coins[6]; uint8_t coin_num : 3; char coin_style[2]; uint8_t coinface : 3; uint8_t dice[3]; uint8_t dice_num : 2; uint8_t dd : 6; uint8_t dice_sides[3]; uint8_t animation; bool animate; } toss_up_state_t; uint32_t get_true_entropy(void); uint8_t divine_bit(void); uint8_t roll_dice(uint8_t sides); void toss_up_face_setup(movement_settings_t *settings, uint8_t watch_face_index, void ** context_ptr); void toss_up_face_activate(movement_settings_t *settings, void *context); bool toss_up_face_loop(movement_event_t event, movement_settings_t *settings, void *context); void toss_up_face_resign(movement_settings_t *settings, void *context); #define toss_up_face ((const watch_face_t){ \ toss_up_face_setup, \ toss_up_face_activate, \ toss_up_face_loop, \ toss_up_face_resign, \ NULL, \ }) #endif // TOSS_UP_FACE_H_