Probability watch face (#69)

* Initial work on probability watch face

* Complete probability watch face

* Restore default movement_config

* PR feedback: PR watch face title, use arc4random, clean up warnings

* Use rand instead of arc4random when building on emulator

* Accidentally overwrote movement_config
This commit is contained in:
Spencer Bywater 2022-05-18 08:11:34 -07:00 committed by GitHub
parent cd40573535
commit 96aaa47c8e
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4 changed files with 235 additions and 0 deletions

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@ -61,6 +61,7 @@ SRCS += \
../watch_faces/complication/orrery_face.c \
../watch_faces/complication/astronomy_face.c \
../watch_faces/complication/tomato_face.c \
../watch_faces/complication/probability_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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@ -52,6 +52,7 @@
#include "orrery_face.h"
#include "astronomy_face.h"
#include "tomato_face.h"
#include "probability_face.h"
// New includes go above this line.
#endif // MOVEMENT_FACES_H_

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@ -0,0 +1,182 @@
/*
* MIT License
*
* Copyright (c) 2022 Spencer Bywater
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
// Emulator only: need time() to seed the random number generator.
#if __EMSCRIPTEN__
#include <time.h>
#endif
#include <stdlib.h>
#include <string.h>
#include "probability_face.h"
#define DEFAULT_DICE_SIDES 2
#define PROBABILITY_ANIMATION_TICK_FREQUENCY 8
const uint16_t NUM_DICE_TYPES = 8; // Keep this consistent with # of dice types below
const uint16_t DICE_TYPES[] = {2, 4, 6, 8, 10, 12, 20, 100};
// --------------
// Custom methods
// --------------
static void display_dice_roll(probability_state_t *state) {
char buf[8];
if (state->rolled_value == 0) {
if (state->dice_sides == 100) {
sprintf(buf, " C ");
} else {
sprintf(buf, "%2d ", state->dice_sides);
}
} else if (state->dice_sides == 2) {
if (state->rolled_value == 1) {
sprintf(buf, "%2d H", state->dice_sides);
} else {
sprintf(buf, "%2d T", state->dice_sides);
}
} else if (state->dice_sides == 100) {
sprintf(buf, " C %3d", state->rolled_value);
} else {
sprintf(buf, "%2d %3d", state->dice_sides, state->rolled_value);
}
watch_display_string(buf, 4);
}
static void generate_random_number(probability_state_t *state) {
// Emulator: use rand. Hardware: use arc4random.
#if __EMSCRIPTEN__
state->rolled_value = rand() % state->dice_sides + 1;
#else
state->rolled_value = arc4random_uniform(state->dice_sides) + 1;
#endif
}
static void display_dice_roll_animation(probability_state_t *state) {
if (state->is_rolling) {
if (state->animation_frame == 0) {
watch_display_string(" ", 7);
watch_set_pixel(1, 4);
watch_set_pixel(1, 6);
state->animation_frame = 1;
} else if (state->animation_frame == 1) {
watch_clear_pixel(1, 4);
watch_clear_pixel(1, 6);
watch_set_pixel(2, 4);
watch_set_pixel(0, 6);
state->animation_frame = 2;
} else if (state->animation_frame == 2) {
watch_clear_pixel(2, 4);
watch_clear_pixel(0, 6);
watch_set_pixel(2, 5);
watch_set_pixel(0, 5);
state->animation_frame = 3;
} else if (state->animation_frame == 3) {
state->animation_frame = 0;
state->is_rolling = false;
movement_request_tick_frequency(1);
display_dice_roll(state);
}
}
}
// ---------------------------
// Standard watch face methods
// ---------------------------
void probability_face_setup(movement_settings_t *settings, uint8_t watch_face_index, void ** context_ptr) {
(void) settings;
(void) watch_face_index;
if (*context_ptr == NULL) {
*context_ptr = malloc(sizeof(probability_state_t));
memset(*context_ptr, 0, sizeof(probability_state_t));
}
// Emulator only: Seed random number generator
#if __EMSCRIPTEN__
srand(time(NULL));
#endif
}
void probability_face_activate(movement_settings_t *settings, void *context) {
(void) settings;
probability_state_t *state = (probability_state_t *)context;
state->dice_sides = DEFAULT_DICE_SIDES;
state->rolled_value = 0;
watch_display_string("PR", 0);
}
bool probability_face_loop(movement_event_t event, movement_settings_t *settings, void *context) {
(void) settings;
probability_state_t *state = (probability_state_t *)context;
if (state->is_rolling && event.event_type != EVENT_TICK) {
return true;
}
switch (event.event_type) {
case EVENT_ACTIVATE:
display_dice_roll(state);
break;
case EVENT_TICK:
display_dice_roll_animation(state);
break;
case EVENT_MODE_BUTTON_UP:
movement_move_to_next_face();
break;
case EVENT_LIGHT_BUTTON_UP:
// Change how many sides the die has
for (int i = 0; i < NUM_DICE_TYPES; i++) {
if (DICE_TYPES[i] == state->dice_sides) {
if (i == NUM_DICE_TYPES - 1) {
state->dice_sides = DICE_TYPES[0];
} else {
state->dice_sides = DICE_TYPES[i + 1];
}
break;
}
}
state->rolled_value = 0;
display_dice_roll(state);
break;
case EVENT_ALARM_BUTTON_UP:
// Roll the die
generate_random_number(state);
state->is_rolling = true;
// Dice rolling animation begins on next tick and new roll will be displayed on completion
movement_request_tick_frequency(PROBABILITY_ANIMATION_TICK_FREQUENCY);
break;
case EVENT_TIMEOUT:
movement_move_to_face(0);
break;
default:
break;
}
return true;
}
void probability_face_resign(movement_settings_t *settings, void *context) {
(void) settings;
(void) context;
}

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@ -0,0 +1,51 @@
/*
* MIT License
*
* Copyright (c) 2022 Spencer Bywater
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#ifndef PROBABILITY_FACE_H_
#define PROBABILITY_FACE_H_
#include "movement.h"
typedef struct {
uint8_t dice_sides;
uint8_t rolled_value;
uint8_t animation_frame;
bool is_rolling;
} probability_state_t;
void probability_face_setup(movement_settings_t *settings, uint8_t watch_face_index, void ** context_ptr);
void probability_face_activate(movement_settings_t *settings, void *context);
bool probability_face_loop(movement_event_t event, movement_settings_t *settings, void *context);
void probability_face_resign(movement_settings_t *settings, void *context);
#define probability_face ((const watch_face_t){ \
probability_face_setup, \
probability_face_activate, \
probability_face_loop, \
probability_face_resign, \
NULL, \
})
#endif // PROBABILITY_FACE_H_