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https://github.com/firewalkwithm3/Sensor-Watch.git
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7802994854
* Move from .c to .h as needed for consistency. * When missing from both, copy from pull request or wiki. * When missing entirely, infer functionality from source code.
113 lines
4.1 KiB
C
113 lines
4.1 KiB
C
/*
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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
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* 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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#ifndef TOSS_UP_FACE_H_
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#define TOSS_UP_FACE_H_
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/*
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* TOSS UP face
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* ============
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*
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* Playful watch face for games of chance or divination using coins or dice.
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*
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* LIGHT switches between Coins and Dice mode
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*
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* COINS
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* =====
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*
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* ALARM tosses a coin. If it lands on heads it gets sorted to the left side of the
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* display, if it lands on tails then sorted to the right side.
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*
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* LONG PRESSING ALARM adds up to 5 more coins to the toss for more nuance in the decision
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* making (e.g. three heads vs two tails could be read as "yes, but with serious doubts").
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*
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* LONG PRESSING LIGHT flips through additional style for the coins from the default Ө/O
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* to H/T (heads/tails), Y/N (yes/no), E/Ǝ, C/Ↄ
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*
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* LONG PRESSING ALARM on the "Coins" title page resets to one coin.
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* LONG PRESSING LIGHT on the "Coins" title page resets the style to Ө/O
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*
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* DICE
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* ====
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*
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* ALARM rolls a six sided dice.
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*
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* LONG PRESSING ALARM adds up to 2 more dice to the roll.
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*
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* LONG PRESSING LIGHT flips through other available polyhedral dice types with less or more
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* than the default 6 sides. The options are D2, D4, D6, D8, D10, D12, D20, D24, D30, D32, D36,
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* D48, and a hypothetical D99.
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*
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* When more than one dice is used for a roll this changes only the last added dice. (see Note
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* below)
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*
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* LONG PRESSING ALARM on the "Dice" title page resets to one dice.
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* LONG PRESSING LIGHT on the "Dice" title page resets the dice to D6.
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*
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* Please Note: If you need let's say a D8, D12, and D20 for your rolls then the procedure to
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* set this up would be as follows: from the default screen where you can roll the one D6 dice
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* you would LONG PRESS LIGHT a few times to change the D6 to a D8, then LONG PRESS ALARM to add
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* a second dice, LONG PRESS LIGHT again until the second dice changes to D12, then LONG PRESS
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* ALARM to add the third dice and LONG PRESS LIGHT again a few times until it becomes a D20.
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*
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*/
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#include "movement.h"
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typedef struct {
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// Anything you need to keep track of, put it here!
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uint32_t entropy;
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uint8_t mode : 4; // 1 coin, 2 coins, 3 coins, 4 coins, dice, iching, geomnc
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bool setup;
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bool coins[6];
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uint8_t coin_num : 3;
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char coin_style[2];
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uint8_t coinface : 3;
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uint8_t dice[3];
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uint8_t dice_num : 2;
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uint8_t dd : 6;
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uint8_t dice_sides[3];
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uint8_t animation;
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bool animate;
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} toss_up_state_t;
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uint32_t get_true_entropy(void);
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uint8_t divine_bit(void);
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uint8_t roll_dice(uint8_t sides);
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void toss_up_face_setup(movement_settings_t *settings, uint8_t watch_face_index, void ** context_ptr);
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void toss_up_face_activate(movement_settings_t *settings, void *context);
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bool toss_up_face_loop(movement_event_t event, movement_settings_t *settings, void *context);
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void toss_up_face_resign(movement_settings_t *settings, void *context);
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#define toss_up_face ((const watch_face_t){ \
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toss_up_face_setup, \
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toss_up_face_activate, \
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toss_up_face_loop, \
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toss_up_face_resign, \
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NULL, \
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})
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#endif // TOSS_UP_FACE_H_
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