mirror of
https://github.com/firewalkwithm3/Sensor-Watch.git
synced 2024-11-22 19:20:30 +08:00
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:
parent
ccf44281e7
commit
34030bf3e4
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@ -112,6 +112,8 @@ SRCS += \
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../watch_faces/complication/invaders_face.c \
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../watch_faces/clock/world_clock2_face.c \
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../watch_faces/complication/time_left_face.c \
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../watch_faces/complication/toss_up_face.c \
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../watch_faces/complication/geomancy_face.c \
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# New watch faces go above this line.
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# 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 @@
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#include "invaders_face.h"
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#include "world_clock2_face.h"
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#include "time_left_face.h"
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#include "toss_up_face.h"
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#include "geomancy_face.h"
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#include "dual_timer_face.h"
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// New includes go above this line.
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356
movement/watch_faces/complication/geomancy_face.c
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356
movement/watch_faces/complication/geomancy_face.c
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@ -0,0 +1,356 @@
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/*
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* MIT License
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*
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* Copyright (c) 2023 Tobias Raayoni Last / @randogoth
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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||||
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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||||
* copies of the Software, and to permit persons to whom the Software is
|
||||
* furnished to do so, subject to the following conditions:
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||||
*
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||||
* The above copyright notice and this permission notice shall be included in all
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||||
* copies or substantial portions of the Software.
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||||
*
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||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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||||
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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||||
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#include <stdlib.h>
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#include <string.h>
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#include "toss_up_face.h"
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#include "geomancy_face.h"
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// CONSTANTS //////////////////////////////////////////////////////////////////
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// The Bagua 八卦 Trigrams encoded as 3bit tribbles, represented as binary integer
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static const uint32_t bagua = 0b00000101001110010111011100000000;
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// The King Wen Sequence 文王卦序 of the I Ching 易經 Hexagrams 卦 encoded as an array
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// of decimal integers in the order of two combined Trigram tribbles from 0b000000 to
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// 0b111111
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static const uint8_t wen_order[] = {
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1, 22, 7, 19, 15, 34, 44, 11,
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14, 51, 38, 52, 61, 55, 30, 32,
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6, 3, 28, 58, 39, 63, 46, 5,
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45, 17, 47, 56, 31, 49, 27, 43,
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23, 26, 2, 41, 50, 20, 16, 24,
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35, 21, 62, 36, 54, 29, 48, 12,
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18, 40, 59, 60, 53, 37, 57, 9,
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10, 25, 4, 8, 33, 13, 42, 0
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};
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// The geomantic figures encoded as 4 bit nibbles, represented as hexadecimal integer
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static const uint64_t geomantic = 0x4ABF39D25E76C180;
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// Abbreviations of the Names of the Geomantic Figures in the order of the 4 bit nibbles
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// from 0b0000 to 0b1111
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static const char figures[16][2] = {
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"VI" /* Via */, "Hd" /* Head of the Dragon */, "PA" /* Puella */, "GF" /* Greater Fortune*/,
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"PR" /* Puer */, "AQ" /* Acquisitio */, "CA" /* Carcer */, "TR" /* Tristitia */,
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"Td" /* Tail of the Dragon */, "CO" /* Conjunctio */, "AM" /* Amissio */, "AL" /* Albus */,
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"LF" /* Lesser Fortune */, "RU" /* Rubeus */, "LA" /* Laetitia */, "PO" /* Populus */
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};
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// DECLARATIONS ///////////////////////////////////////////////////////////////
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static void geomancy_face_display();
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static nibble_t _geomancy_pick_figure();
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static tribble_t _iching_pick_trigram();
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static uint8_t _iching_form_hexagram();
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static void _geomancy_display(nibble_t code);
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static void _display_hexagram(uint8_t hexagram, char* str);
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static void _fix_broken_line(uint8_t hexagram);
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static void _throw_animation(geomancy_state_t *state);
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// WATCH FACE FUNCTIONS ///////////////////////////////////////////////////////
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void geomancy_face_setup(movement_settings_t *settings, uint8_t watch_face_index, void ** context_ptr) {
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(void) settings;
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if (*context_ptr == NULL) {
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*context_ptr = malloc(sizeof(geomancy_state_t));
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memset(*context_ptr, 0, sizeof(geomancy_state_t));
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}
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}
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void geomancy_face_activate(movement_settings_t *settings, void *context) {
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(void) settings;
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(void) context;
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}
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bool geomancy_face_loop(movement_event_t event, movement_settings_t *settings, void *context) {
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geomancy_state_t *state = (geomancy_state_t *)context;
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switch (event.event_type) {
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case EVENT_ACTIVATE:
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state->animate = false;
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state->animation = 0;
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watch_display_string(" IChing", 0);
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break;
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case EVENT_TICK:
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if ( state->animate ) {
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state->animation = (state->animation + 1) % 39;
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geomancy_face_display(state);
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}
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break;
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case EVENT_LIGHT_BUTTON_DOWN:
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break;
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case EVENT_LIGHT_BUTTON_UP:
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if ( state->animate ) break;
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if ( state->mode <= 1 ) state->mode = 2;
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else if ( state->mode >= 2 ) state->mode = 0;
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geomancy_face_display(state);
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break;
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case EVENT_ALARM_BUTTON_UP:
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if ( state->animate ) break;
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switch ( state->mode ) {
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case 0:
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state->mode++;
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case 1:
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state->animate = true;
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state->i_ching_hexagram = _iching_form_hexagram();
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break;
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case 2:
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state->mode++;
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case 3:
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state->animate = true;
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state->geomantic_figure = _geomancy_pick_figure().bits;
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break;
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default:
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break;
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}
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geomancy_face_display(state);
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break;
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case EVENT_ALARM_LONG_PRESS:
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if ( state->animate ) break;
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state->caption = !state->caption;
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watch_display_string(" ", 0);
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geomancy_face_display(state);
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break;
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default:
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return movement_default_loop_handler(event, settings);
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}
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return true;
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}
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void geomancy_face_resign(movement_settings_t *settings, void *context) {
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(void) settings;
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(void) context;
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}
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// STATIC FUNCTIONS ///////////////////////////////////////////////////////////
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/** @brief display handler */
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static void geomancy_face_display(geomancy_state_t *state) {
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char token[7] = {0};
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nibble_t figure = *((nibble_t*) &state->geomantic_figure);
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switch ( state->mode ) {
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case 0:
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watch_display_string(" IChing", 0);
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break;
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case 1:
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_throw_animation(state);
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if ( !state->animate ) {
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_display_hexagram(state->i_ching_hexagram, token);
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watch_display_string(token, 4);
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_fix_broken_line(state->i_ching_hexagram);
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if (state->caption) {
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sprintf(token, "%2d", wen_order[state->i_ching_hexagram] + 1);
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watch_display_string(token, 2);
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}
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}
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break;
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case 2:
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watch_display_string(" GeomCy", 0);
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break;
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case 3:
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_throw_animation(state);
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if ( !state->animate ) {
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if ( state->caption ) {
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sprintf(token, "%c%c", figures[state->geomantic_figure][0], figures[state->geomantic_figure][1]);
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watch_display_string(token, 0);
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}
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_geomancy_display(figure);
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}
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break;
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default:
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break;
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}
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}
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/** @brief screen clearing animation between castings */
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static void _throw_animation(geomancy_state_t *state) {
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movement_request_tick_frequency(16);
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switch ( state->animation ) {
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case 0:
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watch_set_pixel(0, 22);
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break;
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case 1:
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watch_set_pixel(2, 22);
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watch_set_pixel(2, 23);
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watch_clear_pixel(0, 22);
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break;
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case 2:
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watch_set_pixel(1, 22);
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watch_set_pixel(0, 23);
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break;
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case 3:
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watch_set_pixel(2, 0);
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watch_set_pixel(1, 0);
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watch_set_pixel(2, 21);
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watch_set_pixel(1, 21);
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watch_clear_pixel(2, 22);
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watch_clear_pixel(1, 22);
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watch_clear_pixel(2, 23);
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watch_clear_pixel(0, 23);
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watch_clear_pixel(1, 23);
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break;
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case 4:
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watch_set_pixel(1, 17);
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watch_set_pixel(0, 20);
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watch_set_pixel(2, 10);
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watch_set_pixel(0, 1);
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break;
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case 5:
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watch_clear_pixel(2, 21);
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watch_clear_pixel(1, 21);
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watch_clear_pixel(2, 0);
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watch_clear_pixel(1, 0);
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watch_clear_pixel(1, 20);
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watch_clear_pixel(2, 20);
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watch_clear_pixel(0, 21);
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watch_clear_pixel(1, 1);
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watch_clear_pixel(0, 0);
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watch_clear_pixel(2, 1);
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watch_set_pixel(2, 19);
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watch_set_pixel(0, 19);
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watch_set_pixel(1, 2);
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watch_set_pixel(0, 2);
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break;
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case 6:
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watch_clear_pixel(1, 17);
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watch_clear_pixel(0, 20);
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watch_clear_pixel(2, 10);
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watch_clear_pixel(0, 1);
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watch_set_pixel(2, 18);
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watch_set_pixel(0, 18);
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watch_set_pixel(2, 3);
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watch_set_pixel(0, 4);
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break;
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case 7:
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watch_clear_pixel(2, 19);
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watch_clear_pixel(0, 19);
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watch_clear_pixel(1, 18);
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watch_clear_pixel(1, 19);
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watch_clear_pixel(1, 2);
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watch_clear_pixel(0, 2);
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watch_clear_pixel(1, 3);
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watch_clear_pixel(0, 3);
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watch_clear_pixel(2, 2);
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watch_set_pixel(1, 4);
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watch_set_pixel(0, 5);
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break;
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case 8:
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watch_clear_pixel(2, 18);
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watch_clear_pixel(0, 18);
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watch_clear_pixel(2, 3);
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watch_clear_pixel(0, 4);
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watch_set_pixel(2, 5);
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watch_set_pixel(1, 6);
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break;
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case 9:
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watch_clear_pixel(1, 4);
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watch_clear_pixel(0, 5);
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watch_clear_pixel(1, 5);
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watch_clear_pixel(2, 4);
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watch_clear_pixel(0, 6);
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break;
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case 10:
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watch_clear_pixel(2, 5);
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watch_clear_pixel(1, 6);
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break;
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case 11:
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state->animate = false;
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state->animation = 0;
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movement_request_tick_frequency(1);
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break;
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}
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}
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// I CHING FUNCTIONS //////////////////////////////////////////////////////////
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/** @brief form a trigram from three random bit picks
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*/
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static tribble_t _iching_pick_trigram() {
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uint8_t index = (divine_bit() << 2) | (divine_bit() << 1) | divine_bit();
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tribble_t trigram = {(bagua >> (3 * index)) & 0b111};
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return trigram;
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}
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/** @brief form a hexagram from two trigrams
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*/
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static uint8_t _iching_form_hexagram() {
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tribble_t inner = _iching_pick_trigram();
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tribble_t outer = _iching_pick_trigram();
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uint8_t hexagram = (inner.bits << 3) | outer.bits;
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return hexagram;
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}
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/** @brief display hexagram
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* @details | for unbroken lines and Ξ for broken lines, left of display is bottom
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*/
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static void _display_hexagram(uint8_t hexagram, char* str) {
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str[6] = '\0'; // Null-terminate the string
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for (uint8_t i = 0; i < 6; i++) {
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if (hexagram & (1 << (5 - i))) {
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str[i] = '1';
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} else {
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str[i] = '=';
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}
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}
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}
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/** @brief when Ξ digits show as = then manually add a line on top
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*/
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static void _fix_broken_line(uint8_t hexagram) {
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for (uint8_t i = 0; i < 6; i++) {
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if (!(hexagram & (1 << (5 - i)))) {
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if ( i == 1 ) watch_set_pixel(2, 20);
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if ( i == 3 ) watch_set_pixel(2, 1);
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if ( i == 4 ) watch_set_pixel(2, 2);
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if ( i == 5 ) watch_set_pixel(2, 4);
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}
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}
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}
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// GEOMANCY FUNCTIONS /////////////////////////////////////////////////////////
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/** @brief choose a geomantic figure from four random bits
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* @details 0 represents · and 1 represents : counting from the bottom
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*/
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static nibble_t _geomancy_pick_figure() {
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uint8_t index = (divine_bit() << 3) | (divine_bit() << 2) | (divine_bit() << 1) | divine_bit();
|
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nibble_t figure = {(geomantic >> (4 * (15 - index))) & 0xF};
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return figure;
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}
|
||||
|
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/** @brief display the geomantic figure, left of display is bottom
|
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*/
|
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static void _geomancy_display(nibble_t code) {
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// draw geomantic figures
|
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bool row1 = (code.bits >> 3) & 1;
|
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bool row2 = (code.bits >> 2) & 1;
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bool row3 = (code.bits >> 1) & 1;
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bool row4 = code.bits & 1;
|
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|
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if ( row1 ) watch_set_pixel(1, 18); else watch_set_pixel(1, 19);
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if ( row2 ) { watch_set_pixel(2, 20); watch_set_pixel(0, 21);} else watch_set_pixel(1, 20);
|
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if ( row3 ) watch_set_pixel(0, 22); else watch_set_pixel(1, 23);
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if ( row4 ) { watch_set_pixel(2, 1); watch_set_pixel(0, 0);} else watch_set_pixel(1, 1);
|
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}
|
99
movement/watch_faces/complication/geomancy_face.h
Normal file
99
movement/watch_faces/complication/geomancy_face.h
Normal file
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@ -0,0 +1,99 @@
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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.
|
||||
*/
|
||||
|
||||
#ifndef GEOMANCY_FACE_H_
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||||
#define GEOMANCY_FACE_H_
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|
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#include "movement.h"
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|
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/*
|
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* GEOMANCY WATCH FACE
|
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*
|
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* 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_
|
||||
|
790
movement/watch_faces/complication/toss_up_face.c
Normal file
790
movement/watch_faces/complication/toss_up_face.c
Normal file
|
@ -0,0 +1,790 @@
|
|||
/*
|
||||
* 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);
|
||||
}
|
||||
}
|
112
movement/watch_faces/complication/toss_up_face.h
Normal file
112
movement/watch_faces/complication/toss_up_face.h
Normal file
|
@ -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/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.
|
||||
*
|
||||
*/
|
||||
|
||||
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_
|
||||
|
Loading…
Reference in a new issue