Coin & Dice Toss & Geomantic Divination Watch Faces (#235)

* init

* advanced latlon setting

* simple functionality done

* lat lon high precision fwd bwd

* edit toggle

* added readme for branch

* DD DMS conversion & cleanup

* DD to OLC conversion

* olc encoding & decoding

* OLC implementation

* swapped bools for modes, code cleanup

* place name editor

* updated button logic, fixed display

* load and save  places in state array

* todo list

* simplified OLC functions

* geohash conversion functions

* geohash display & digit functions

* todo

* finished geohash implementation

* code display function, defaults, bugfixes

* read/write file/reg logic

* long light in DATA to cancel

* write to registry

* todo

* read & write backup register

* file read/write

* todo

* new more concise button logic, optimizations

* todo

* renamed & cleaned up, fixed button logic

* documentation

* documentation

* LAP mode for all coordinate screens

* faster and more precise geohash algorithm

* updated description

* updated docu

* simple place face

* bugfixes, updated documentation

* init

* meh

* added public functions for OLC and Geohash

* randonauting face

* fix

* display fix

* cleanup

* bugfixes

* bugfix

* added place

* fixed TRNG call

* fixed declaration conflict

* modulo bias filter

* simplified things, chance RNG selection

* fixed button logic, better menus

* cleanup

* documentation

* docu fixes

* init

* basic functions

* all needed static functions done

* progress

* coins and dice done

* progress

* place update

* divination faces functionality done

* better divine_bit

* figure numbers and names

* captions optional

* coin animation

* dice animation & optimizations

* animation

* changed names, documented

* bugfix

* cleanup

* reset config

---------

Co-authored-by: joeycastillo <joeycastillo@utexas.edu>
This commit is contained in:
randogoth 2023-04-16 15:16:10 +01:00 committed by GitHub
parent ccf44281e7
commit 34030bf3e4
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6 changed files with 1361 additions and 0 deletions

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@ -112,6 +112,8 @@ SRCS += \
../watch_faces/complication/invaders_face.c \
../watch_faces/clock/world_clock2_face.c \
../watch_faces/complication/time_left_face.c \
../watch_faces/complication/toss_up_face.c \
../watch_faces/complication/geomancy_face.c \
# New watch faces go above this line.
# Leave this line at the bottom of the file; it has all the targets for making your project.

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@ -87,6 +87,8 @@
#include "invaders_face.h"
#include "world_clock2_face.h"
#include "time_left_face.h"
#include "toss_up_face.h"
#include "geomancy_face.h"
#include "dual_timer_face.h"
// New includes go above this line.

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@ -0,0 +1,356 @@
/*
* 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"
#include "geomancy_face.h"
// CONSTANTS //////////////////////////////////////////////////////////////////
// The Bagua 八卦 Trigrams encoded as 3bit tribbles, represented as binary integer
static const uint32_t bagua = 0b00000101001110010111011100000000;
// The King Wen Sequence 文王卦序 of the I Ching 易經 Hexagrams 卦 encoded as an array
// of decimal integers in the order of two combined Trigram tribbles from 0b000000 to
// 0b111111
static const uint8_t wen_order[] = {
1, 22, 7, 19, 15, 34, 44, 11,
14, 51, 38, 52, 61, 55, 30, 32,
6, 3, 28, 58, 39, 63, 46, 5,
45, 17, 47, 56, 31, 49, 27, 43,
23, 26, 2, 41, 50, 20, 16, 24,
35, 21, 62, 36, 54, 29, 48, 12,
18, 40, 59, 60, 53, 37, 57, 9,
10, 25, 4, 8, 33, 13, 42, 0
};
// The geomantic figures encoded as 4 bit nibbles, represented as hexadecimal integer
static const uint64_t geomantic = 0x4ABF39D25E76C180;
// Abbreviations of the Names of the Geomantic Figures in the order of the 4 bit nibbles
// from 0b0000 to 0b1111
static const char figures[16][2] = {
"VI" /* Via */, "Hd" /* Head of the Dragon */, "PA" /* Puella */, "GF" /* Greater Fortune*/,
"PR" /* Puer */, "AQ" /* Acquisitio */, "CA" /* Carcer */, "TR" /* Tristitia */,
"Td" /* Tail of the Dragon */, "CO" /* Conjunctio */, "AM" /* Amissio */, "AL" /* Albus */,
"LF" /* Lesser Fortune */, "RU" /* Rubeus */, "LA" /* Laetitia */, "PO" /* Populus */
};
// DECLARATIONS ///////////////////////////////////////////////////////////////
static void geomancy_face_display();
static nibble_t _geomancy_pick_figure();
static tribble_t _iching_pick_trigram();
static uint8_t _iching_form_hexagram();
static void _geomancy_display(nibble_t code);
static void _display_hexagram(uint8_t hexagram, char* str);
static void _fix_broken_line(uint8_t hexagram);
static void _throw_animation(geomancy_state_t *state);
// WATCH FACE FUNCTIONS ///////////////////////////////////////////////////////
void geomancy_face_setup(movement_settings_t *settings, uint8_t watch_face_index, void ** context_ptr) {
(void) settings;
if (*context_ptr == NULL) {
*context_ptr = malloc(sizeof(geomancy_state_t));
memset(*context_ptr, 0, sizeof(geomancy_state_t));
}
}
void geomancy_face_activate(movement_settings_t *settings, void *context) {
(void) settings;
(void) context;
}
bool geomancy_face_loop(movement_event_t event, movement_settings_t *settings, void *context) {
geomancy_state_t *state = (geomancy_state_t *)context;
switch (event.event_type) {
case EVENT_ACTIVATE:
state->animate = false;
state->animation = 0;
watch_display_string(" IChing", 0);
break;
case EVENT_TICK:
if ( state->animate ) {
state->animation = (state->animation + 1) % 39;
geomancy_face_display(state);
}
break;
case EVENT_LIGHT_BUTTON_DOWN:
break;
case EVENT_LIGHT_BUTTON_UP:
if ( state->animate ) break;
if ( state->mode <= 1 ) state->mode = 2;
else if ( state->mode >= 2 ) state->mode = 0;
geomancy_face_display(state);
break;
case EVENT_ALARM_BUTTON_UP:
if ( state->animate ) break;
switch ( state->mode ) {
case 0:
state->mode++;
case 1:
state->animate = true;
state->i_ching_hexagram = _iching_form_hexagram();
break;
case 2:
state->mode++;
case 3:
state->animate = true;
state->geomantic_figure = _geomancy_pick_figure().bits;
break;
default:
break;
}
geomancy_face_display(state);
break;
case EVENT_ALARM_LONG_PRESS:
if ( state->animate ) break;
state->caption = !state->caption;
watch_display_string(" ", 0);
geomancy_face_display(state);
break;
default:
return movement_default_loop_handler(event, settings);
}
return true;
}
void geomancy_face_resign(movement_settings_t *settings, void *context) {
(void) settings;
(void) context;
}
// STATIC FUNCTIONS ///////////////////////////////////////////////////////////
/** @brief display handler */
static void geomancy_face_display(geomancy_state_t *state) {
char token[7] = {0};
nibble_t figure = *((nibble_t*) &state->geomantic_figure);
switch ( state->mode ) {
case 0:
watch_display_string(" IChing", 0);
break;
case 1:
_throw_animation(state);
if ( !state->animate ) {
_display_hexagram(state->i_ching_hexagram, token);
watch_display_string(token, 4);
_fix_broken_line(state->i_ching_hexagram);
if (state->caption) {
sprintf(token, "%2d", wen_order[state->i_ching_hexagram] + 1);
watch_display_string(token, 2);
}
}
break;
case 2:
watch_display_string(" GeomCy", 0);
break;
case 3:
_throw_animation(state);
if ( !state->animate ) {
if ( state->caption ) {
sprintf(token, "%c%c", figures[state->geomantic_figure][0], figures[state->geomantic_figure][1]);
watch_display_string(token, 0);
}
_geomancy_display(figure);
}
break;
default:
break;
}
}
/** @brief screen clearing animation between castings */
static void _throw_animation(geomancy_state_t *state) {
movement_request_tick_frequency(16);
switch ( state->animation ) {
case 0:
watch_set_pixel(0, 22);
break;
case 1:
watch_set_pixel(2, 22);
watch_set_pixel(2, 23);
watch_clear_pixel(0, 22);
break;
case 2:
watch_set_pixel(1, 22);
watch_set_pixel(0, 23);
break;
case 3:
watch_set_pixel(2, 0);
watch_set_pixel(1, 0);
watch_set_pixel(2, 21);
watch_set_pixel(1, 21);
watch_clear_pixel(2, 22);
watch_clear_pixel(1, 22);
watch_clear_pixel(2, 23);
watch_clear_pixel(0, 23);
watch_clear_pixel(1, 23);
break;
case 4:
watch_set_pixel(1, 17);
watch_set_pixel(0, 20);
watch_set_pixel(2, 10);
watch_set_pixel(0, 1);
break;
case 5:
watch_clear_pixel(2, 21);
watch_clear_pixel(1, 21);
watch_clear_pixel(2, 0);
watch_clear_pixel(1, 0);
watch_clear_pixel(1, 20);
watch_clear_pixel(2, 20);
watch_clear_pixel(0, 21);
watch_clear_pixel(1, 1);
watch_clear_pixel(0, 0);
watch_clear_pixel(2, 1);
watch_set_pixel(2, 19);
watch_set_pixel(0, 19);
watch_set_pixel(1, 2);
watch_set_pixel(0, 2);
break;
case 6:
watch_clear_pixel(1, 17);
watch_clear_pixel(0, 20);
watch_clear_pixel(2, 10);
watch_clear_pixel(0, 1);
watch_set_pixel(2, 18);
watch_set_pixel(0, 18);
watch_set_pixel(2, 3);
watch_set_pixel(0, 4);
break;
case 7:
watch_clear_pixel(2, 19);
watch_clear_pixel(0, 19);
watch_clear_pixel(1, 18);
watch_clear_pixel(1, 19);
watch_clear_pixel(1, 2);
watch_clear_pixel(0, 2);
watch_clear_pixel(1, 3);
watch_clear_pixel(0, 3);
watch_clear_pixel(2, 2);
watch_set_pixel(1, 4);
watch_set_pixel(0, 5);
break;
case 8:
watch_clear_pixel(2, 18);
watch_clear_pixel(0, 18);
watch_clear_pixel(2, 3);
watch_clear_pixel(0, 4);
watch_set_pixel(2, 5);
watch_set_pixel(1, 6);
break;
case 9:
watch_clear_pixel(1, 4);
watch_clear_pixel(0, 5);
watch_clear_pixel(1, 5);
watch_clear_pixel(2, 4);
watch_clear_pixel(0, 6);
break;
case 10:
watch_clear_pixel(2, 5);
watch_clear_pixel(1, 6);
break;
case 11:
state->animate = false;
state->animation = 0;
movement_request_tick_frequency(1);
break;
}
}
// I CHING FUNCTIONS //////////////////////////////////////////////////////////
/** @brief form a trigram from three random bit picks
*/
static tribble_t _iching_pick_trigram() {
uint8_t index = (divine_bit() << 2) | (divine_bit() << 1) | divine_bit();
tribble_t trigram = {(bagua >> (3 * index)) & 0b111};
return trigram;
}
/** @brief form a hexagram from two trigrams
*/
static uint8_t _iching_form_hexagram() {
tribble_t inner = _iching_pick_trigram();
tribble_t outer = _iching_pick_trigram();
uint8_t hexagram = (inner.bits << 3) | outer.bits;
return hexagram;
}
/** @brief display hexagram
* @details | for unbroken lines and Ξ for broken lines, left of display is bottom
*/
static void _display_hexagram(uint8_t hexagram, char* str) {
str[6] = '\0'; // Null-terminate the string
for (uint8_t i = 0; i < 6; i++) {
if (hexagram & (1 << (5 - i))) {
str[i] = '1';
} else {
str[i] = '=';
}
}
}
/** @brief when Ξ digits show as = then manually add a line on top
*/
static void _fix_broken_line(uint8_t hexagram) {
for (uint8_t i = 0; i < 6; i++) {
if (!(hexagram & (1 << (5 - i)))) {
if ( i == 1 ) watch_set_pixel(2, 20);
if ( i == 3 ) watch_set_pixel(2, 1);
if ( i == 4 ) watch_set_pixel(2, 2);
if ( i == 5 ) watch_set_pixel(2, 4);
}
}
}
// GEOMANCY FUNCTIONS /////////////////////////////////////////////////////////
/** @brief choose a geomantic figure from four random bits
* @details 0 represents · and 1 represents : counting from the bottom
*/
static nibble_t _geomancy_pick_figure() {
uint8_t index = (divine_bit() << 3) | (divine_bit() << 2) | (divine_bit() << 1) | divine_bit();
nibble_t figure = {(geomantic >> (4 * (15 - index))) & 0xF};
return figure;
}
/** @brief display the geomantic figure, left of display is bottom
*/
static void _geomancy_display(nibble_t code) {
// draw geomantic figures
bool row1 = (code.bits >> 3) & 1;
bool row2 = (code.bits >> 2) & 1;
bool row3 = (code.bits >> 1) & 1;
bool row4 = code.bits & 1;
if ( row1 ) watch_set_pixel(1, 18); else watch_set_pixel(1, 19);
if ( row2 ) { watch_set_pixel(2, 20); watch_set_pixel(0, 21);} else watch_set_pixel(1, 20);
if ( row3 ) watch_set_pixel(0, 22); else watch_set_pixel(1, 23);
if ( row4 ) { watch_set_pixel(2, 1); watch_set_pixel(0, 0);} else watch_set_pixel(1, 1);
}

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@ -0,0 +1,99 @@
/*
* 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 GEOMANCY_FACE_H_
#define GEOMANCY_FACE_H_
#include "movement.h"
/*
* GEOMANCY WATCH FACE
*
* A simple and straightforward watch face for the ancient Eastern geomantic divination system
* of I Ching and the western system of "Geomancy". It is an optional addition to the Toss Up
* Face.
*
* The LIGHT button toggles between the two systems of geomancy.
*
* The ALARM button casts an I Ching hexagram or Geomantic figure based on drawing virtual
* stalks from the True Random Number Generator in the Sensor Watch.
*
* The figures are flipped 90 degrees clockwise, so the left side is the bottom and the
* right side the top.
*
* LONG PRESSING ALARM toggles the display of the King Wen sequence index for the cast I Ching
* Hexagram (https://en.wikipedia.org/wiki/King_Wen_sequence )or the abbreviated name for the
* cast Geomantic Figure:
*
* GF - Greater Fortune (Fortuna Major)
* LF - Lesser Fortune (Fortuna Minor)
* PO - Populus
* VI - Via
* AL - Albus
* CO - Conjunctio
* PA - Puella
* AM - Amissio
* PR - Puer
* RU - Rubeus
* AQ - Acquisitio
* LA - Laetitia
* TR - Tristitia
* CA - Carcer
* HD - Head of the Dragon (Caput Draconis)
* TD - Tail of the Dragon (Cauda Draconis)
*
*/
typedef struct {
uint8_t bits : 4;
} nibble_t;
typedef struct {
uint8_t bits : 3;
} tribble_t;
typedef struct {
uint8_t mode : 3;
uint8_t geomantic_figure;
uint8_t i_ching_hexagram : 6;
bool caption;
uint8_t animation;
bool animate;
} geomancy_state_t;
void geomancy_face_setup(movement_settings_t *settings, uint8_t watch_face_index, void ** context_ptr);
void geomancy_face_activate(movement_settings_t *settings, void *context);
bool geomancy_face_loop(movement_event_t event, movement_settings_t *settings, void *context);
void geomancy_face_resign(movement_settings_t *settings, void *context);
#define geomancy_face ((const watch_face_t){ \
geomancy_face_setup, \
geomancy_face_activate, \
geomancy_face_loop, \
geomancy_face_resign, \
NULL, \
})
#endif // GEOMANCY_FACE_H_

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/*
* 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) 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++;
case 1:
state->animate = true;
for (i = 0; i < state->coin_num; i++) {
state->coins[i] = divine_bit();
}
break;
case 2:
state->mode++;
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
hri_trng_clear_CTRLA_ENABLE_bit(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++;
} else {
tails++;
}
}
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);
}
}

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@ -0,0 +1,112 @@
/*
* 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_
#include "movement.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/
*
* 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.
*
*/
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_