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>
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src/displayapp/screens/Dice.h
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src/displayapp/screens/Dice.h
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#pragma once
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#include "displayapp/apps/Apps.h"
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#include "displayapp/screens/Screen.h"
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#include "displayapp/widgets/Counter.h"
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#include "displayapp/Controllers.h"
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#include "Symbols.h"
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#include <array>
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#include <random>
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namespace Pinetime {
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namespace Applications {
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namespace Screens {
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class Dice : public Screen {
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public:
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Dice(Controllers::MotionController& motionController,
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Controllers::MotorController& motorController,
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Controllers::Settings& settingsController);
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~Dice() override;
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void Roll();
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void Refresh() override;
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private:
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lv_obj_t* btnRoll;
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lv_obj_t* btnRollLabel;
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lv_obj_t* resultTotalLabel;
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lv_obj_t* resultIndividualLabel;
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lv_task_t* refreshTask;
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bool enableShakeForDice = false;
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std::mt19937 gen;
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std::array<lv_color_t, 3> resultColors = {LV_COLOR_YELLOW, LV_COLOR_MAGENTA, LV_COLOR_AQUA};
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uint8_t currentColorIndex;
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void NextColor();
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Widgets::Counter nCounter = Widgets::Counter(1, 9, jetbrains_mono_42);
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Widgets::Counter dCounter = Widgets::Counter(2, 99, jetbrains_mono_42);
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bool openingRoll = true;
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uint8_t currentRollHysteresis = 0;
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static constexpr uint8_t rollHysteresis = 10;
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Controllers::MotorController& motorController;
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Controllers::MotionController& motionController;
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Controllers::Settings& settingsController;
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};
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}
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template <>
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struct AppTraits<Apps::Dice> {
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static constexpr Apps app = Apps::Dice;
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static constexpr const char* icon = Screens::Symbols::dice;
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static Screens::Screen* Create(AppControllers& controllers) {
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return new Screens::Dice(controllers.motionController, controllers.motorController, controllers.settingsController);
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};
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};
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}
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}
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