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Commit 0aead42fdf51 ("navigation: Add is available (#1847)") added the
ability to draw the app icon in grey and in a disabled state when some
prerequisits were not met. Only the Navigation app was using this mechanism
due to its icons being stored in the external memory and possibly missing.
Commit 63e0c4f4efb0 ("Application selection at build time") broke this by
always setting the state as true:
for (const auto& userApp : userApps) {
apps[i++] = Screens::Tile::Applications {userApp.icon, userApp.app, true};
}
Fix this by creating an isAvailable() strcuture in the app classes, similar
to how the Watchfaces handle the same problem of checking availability.
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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>
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