sensor-watch/movement/watch_faces/complication/toss_up_face.h
Alex Utter 7802994854
Fix missing documentation for many clock faces:
* 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.
2023-11-27 23:06:19 -05:00

113 lines
4.1 KiB
C

/*
* MIT License
*
* Copyright (c) 2023 Tobias Raayoni Last / @randogoth
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#ifndef TOSS_UP_FACE_H_
#define TOSS_UP_FACE_H_
/*
* TOSS UP face
* ============
*
* Playful watch face for games of chance or divination using coins or dice.
*
* LIGHT switches between Coins and Dice mode
*
* COINS
* =====
*
* ALARM tosses a coin. If it lands on heads it gets sorted to the left side of the
* display, if it lands on tails then sorted to the right side.
*
* LONG PRESSING ALARM adds up to 5 more coins to the toss for more nuance in the decision
* making (e.g. three heads vs two tails could be read as "yes, but with serious doubts").
*
* LONG PRESSING LIGHT flips through additional style for the coins from the default Ө/O
* to H/T (heads/tails), Y/N (yes/no), E/Ǝ, C/Ↄ
*
* LONG PRESSING ALARM on the "Coins" title page resets to one coin.
* LONG PRESSING LIGHT on the "Coins" title page resets the style to Ө/O
*
* DICE
* ====
*
* ALARM rolls a six sided dice.
*
* LONG PRESSING ALARM adds up to 2 more dice to the roll.
*
* LONG PRESSING LIGHT flips through other available polyhedral dice types with less or more
* than the default 6 sides. The options are D2, D4, D6, D8, D10, D12, D20, D24, D30, D32, D36,
* D48, and a hypothetical D99.
*
* When more than one dice is used for a roll this changes only the last added dice. (see Note
* below)
*
* LONG PRESSING ALARM on the "Dice" title page resets to one dice.
* LONG PRESSING LIGHT on the "Dice" title page resets the dice to D6.
*
* Please Note: If you need let's say a D8, D12, and D20 for your rolls then the procedure to
* set this up would be as follows: from the default screen where you can roll the one D6 dice
* you would LONG PRESS LIGHT a few times to change the D6 to a D8, then LONG PRESS ALARM to add
* a second dice, LONG PRESS LIGHT again until the second dice changes to D12, then LONG PRESS
* ALARM to add the third dice and LONG PRESS LIGHT again a few times until it becomes a D20.
*
*/
#include "movement.h"
typedef struct {
// Anything you need to keep track of, put it here!
uint32_t entropy;
uint8_t mode : 4; // 1 coin, 2 coins, 3 coins, 4 coins, dice, iching, geomnc
bool setup;
bool coins[6];
uint8_t coin_num : 3;
char coin_style[2];
uint8_t coinface : 3;
uint8_t dice[3];
uint8_t dice_num : 2;
uint8_t dd : 6;
uint8_t dice_sides[3];
uint8_t animation;
bool animate;
} toss_up_state_t;
uint32_t get_true_entropy(void);
uint8_t divine_bit(void);
uint8_t roll_dice(uint8_t sides);
void toss_up_face_setup(movement_settings_t *settings, uint8_t watch_face_index, void ** context_ptr);
void toss_up_face_activate(movement_settings_t *settings, void *context);
bool toss_up_face_loop(movement_event_t event, movement_settings_t *settings, void *context);
void toss_up_face_resign(movement_settings_t *settings, void *context);
#define toss_up_face ((const watch_face_t){ \
toss_up_face_setup, \
toss_up_face_activate, \
toss_up_face_loop, \
toss_up_face_resign, \
NULL, \
})
#endif // TOSS_UP_FACE_H_