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| author | Yusuf Ebrahim <45940010+yusufmte@users.noreply.github.com> | 2024-01-23 03:45:52 -0500 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2024-01-23 09:45:52 +0100 |
| commit | a40168a9d7f13891c541055b167a315eb752cf1d (patch) | |
| tree | 2bddfaa9cd7cad1b2cef89f22a2a1228d94acd67 /src/displayapp/screens/Dice.h | |
| parent | a481af06cff915ca37deb5b967433480612186aa (diff) | |
New dice-rolling app: InfiniDice! (#1326)
Add new App `Dice.h` to randomly roll the dice(s).
The number of dice can range from 1-9 (default 1), and the sides can
range from d2-d99 (default d2).
To have a haptic feedback we make Dice vibrate on roll.
Regarding the use of C++ `<random>` library:
There are known problems with `rand()` and `srand()` (see https://en.cppreference.com/w/cpp/numeric/random/rand)
and the `<random>` library is preferred for this reason. The function used from
`<random>` also avoids a very rare bias that would occur using `rand()` and modulo,
when `RAND_MAX` is not a multiple of `d` and the initially generated number falls in
the last "short" segment. This commit also updates the seed to derive entropy
(via `seed_seq`) from a mix of the system tick count and the x,y,z components of the
PineTime motion controller -- taking inspiration from and with credit to @w4tsn
(https://github.com/InfiniTimeOrg/InfiniTime/pull/1199)
Thanks for suggestions:
* in Dice, when rolling 1d2, also show "HEADS" or "TAILS" -- suggestion by @medeyko
* ui adjustments and result realignment -- suggestion by @Boteium
---------
Co-authored-by: NeroBurner <pyro4hell@gmail.com>
Co-authored-by: Riku Isokoski <riksu9000@gmail.com>
Co-authored-by: Paul Weiß <45500341+Poohl@users.noreply.github.com>
Co-authored-by: FintasticMan <finlay.neon.kid@gmail.com>
Diffstat (limited to 'src/displayapp/screens/Dice.h')
| -rw-r--r-- | src/displayapp/screens/Dice.h | 61 |
1 files changed, 61 insertions, 0 deletions
diff --git a/src/displayapp/screens/Dice.h b/src/displayapp/screens/Dice.h new file mode 100644 index 00000000..da91657d --- /dev/null +++ b/src/displayapp/screens/Dice.h @@ -0,0 +1,61 @@ +#pragma once + +#include "displayapp/apps/Apps.h" +#include "displayapp/screens/Screen.h" +#include "displayapp/widgets/Counter.h" +#include "displayapp/Controllers.h" +#include "Symbols.h" + +#include <array> +#include <random> + +namespace Pinetime { + namespace Applications { + namespace Screens { + class Dice : public Screen { + public: + Dice(Controllers::MotionController& motionController, + Controllers::MotorController& motorController, + Controllers::Settings& settingsController); + ~Dice() override; + void Roll(); + void Refresh() override; + + private: + lv_obj_t* btnRoll; + lv_obj_t* btnRollLabel; + lv_obj_t* resultTotalLabel; + lv_obj_t* resultIndividualLabel; + lv_task_t* refreshTask; + bool enableShakeForDice = false; + + std::mt19937 gen; + + std::array<lv_color_t, 3> resultColors = {LV_COLOR_YELLOW, LV_COLOR_MAGENTA, LV_COLOR_AQUA}; + uint8_t currentColorIndex; + void NextColor(); + + Widgets::Counter nCounter = Widgets::Counter(1, 9, jetbrains_mono_42); + Widgets::Counter dCounter = Widgets::Counter(2, 99, jetbrains_mono_42); + + bool openingRoll = true; + uint8_t currentRollHysteresis = 0; + static constexpr uint8_t rollHysteresis = 10; + + Controllers::MotorController& motorController; + Controllers::MotionController& motionController; + Controllers::Settings& settingsController; + }; + } + + template <> + struct AppTraits<Apps::Dice> { + static constexpr Apps app = Apps::Dice; + static constexpr const char* icon = Screens::Symbols::dice; + + static Screens::Screen* Create(AppControllers& controllers) { + return new Screens::Dice(controllers.motionController, controllers.motorController, controllers.settingsController); + }; + }; + } +} |
