mirror of
https://github.com/joeycastillo/second-movement.git
synced 2025-12-01 12:24:53 +00:00
Merge pull request #111 from voloved/blackjack_face
Added Blackjack game
This commit is contained in:
@ -73,4 +73,5 @@
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#include "wareki_face.h"
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#include "deadline_face.h"
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#include "wordle_face.h"
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#include "blackjack_face.h"
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// New includes go above this line.
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@ -48,4 +48,5 @@ SRCS += \
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./watch-faces/sensor/lis2dw_monitor_face.c \
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./watch-faces/complication/wareki_face.c \
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./watch-faces/complication/deadline_face.c \
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./watch-faces/complication/blackjack_face.c \
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# New watch faces go above this line.
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467
watch-faces/complication/blackjack_face.c
Executable file
467
watch-faces/complication/blackjack_face.c
Executable file
@ -0,0 +1,467 @@
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/*
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* MIT License
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*
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* Copyright (c) 2025 David Volovskiy
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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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// Emulator only: need time() to seed the random number generator.
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#if __EMSCRIPTEN__
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#include <time.h>
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#endif
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#include <stdlib.h>
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#include <string.h>
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#include "blackjack_face.h"
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#include "watch_common_display.h"
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#define ACE 14
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#define KING 13
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#define QUEEN 12
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#define JACK 11
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#define MIN_CARD_VALUE 2
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#define MAX_CARD_VALUE ACE
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#define CARD_RANK_COUNT (MAX_CARD_VALUE - MIN_CARD_VALUE + 1)
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#define CARD_SUIT_COUNT 4
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#define DECK_SIZE (CARD_SUIT_COUNT * CARD_RANK_COUNT)
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#define BLACKJACK_MAX_HAND_SIZE 11 // 4*1 + 4*2 + 3*3 = 21; 11 cards total
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#define MAX_PLAYER_CARDS_DISPLAY 4
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#define BOARD_DISPLAY_START 4
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typedef struct {
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uint8_t score;
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uint8_t idx_hand;
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int8_t high_aces_in_hand;
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uint8_t hand[BLACKJACK_MAX_HAND_SIZE];
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} hand_info_t;
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typedef enum {
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BJ_TITLE_SCREEN,
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BJ_PLAYING,
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BJ_DEALER_PLAYING,
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BJ_BUST,
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BJ_RESULT,
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BJ_WIN_RATIO,
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} game_state_t;
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typedef enum {
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A, B, C, D, E, F, G
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} segment_t;
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static bool tap_turned_on = false;
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static game_state_t game_state;
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static uint8_t deck[DECK_SIZE] = {0};
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static uint8_t current_card = 0;
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static blackjack_face_state_t *g_state = NULL;
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hand_info_t player;
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hand_info_t dealer;
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static uint8_t generate_random_number(uint8_t num_values) {
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// Emulator: use rand. Hardware: use arc4random.
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#if __EMSCRIPTEN__
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return rand() % num_values;
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#else
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return arc4random_uniform(num_values);
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#endif
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}
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static void stack_deck(void) {
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for (size_t i = 0; i < CARD_RANK_COUNT; i++) {
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for (size_t j = 0; j < CARD_SUIT_COUNT; j++)
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deck[(i * CARD_SUIT_COUNT) + j] = MIN_CARD_VALUE + i;
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}
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}
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static void shuffle_deck(void) {
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// Randomize shuffle with Fisher Yates
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size_t i;
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size_t j;
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uint8_t tmp;
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for (i = DECK_SIZE - 1; i > 0; i--) {
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j = generate_random_number(0xFF) % (i + 1);
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tmp = deck[j];
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deck[j] = deck[i];
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deck[i] = tmp;
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}
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}
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static void reset_deck(void) {
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current_card = 0;
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shuffle_deck();
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}
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static uint8_t get_next_card(void) {
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if (current_card >= DECK_SIZE)
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reset_deck();
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return deck[current_card++];
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}
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static uint8_t get_card_value(uint8_t card) {
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switch (card)
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{
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case ACE:
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return 11;
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case KING:
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case QUEEN:
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case JACK:
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return 10;
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default:
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return card;
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}
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}
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static void modify_score_from_aces(hand_info_t *hand_info) {
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while (hand_info->score > 21 && hand_info->high_aces_in_hand > 0) {
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hand_info->score -= 10;
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hand_info->high_aces_in_hand--;
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}
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}
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static void reset_hands(void) {
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memset(&player, 0, sizeof(player));
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memset(&dealer, 0, sizeof(dealer));
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reset_deck();
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}
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static void give_card(hand_info_t *hand_info) {
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uint8_t card = get_next_card();
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if (card == ACE) hand_info->high_aces_in_hand++;
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hand_info->hand[hand_info->idx_hand++] = card;
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uint8_t card_value = get_card_value(card);
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hand_info->score += card_value;
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modify_score_from_aces(hand_info);
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}
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static void set_segment_at_position(segment_t segment, uint8_t position) {
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digit_mapping_t segmap;
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if (watch_get_lcd_type() == WATCH_LCD_TYPE_CUSTOM) {
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segmap = Custom_LCD_Display_Mapping[position];
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} else {
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segmap = Classic_LCD_Display_Mapping[position];
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}
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const uint8_t com_pin = segmap.segment[segment].address.com;
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const uint8_t seg = segmap.segment[segment].address.seg;
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watch_set_pixel(com_pin, seg);
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}
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static void display_card_at_position(uint8_t card, uint8_t display_position) {
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switch (card) {
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case KING:
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watch_display_character(' ', display_position);
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set_segment_at_position(A, display_position);
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set_segment_at_position(D, display_position);
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set_segment_at_position(G, display_position);
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break;
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case QUEEN:
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watch_display_character(' ', display_position);
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set_segment_at_position(A, display_position);
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set_segment_at_position(D, display_position);
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break;
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case JACK:
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watch_display_character('-', display_position);
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break;
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case ACE:
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watch_display_character(watch_get_lcd_type() == WATCH_LCD_TYPE_CUSTOM ? 'A' : 'a', display_position);
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break;
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case 10:
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watch_display_character('0', display_position);
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break;
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default: {
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const char display_char = card + '0';
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watch_display_character(display_char, display_position);
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break;
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}
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}
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}
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static void display_player_hand(void) {
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uint8_t card;
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if (player.idx_hand <= MAX_PLAYER_CARDS_DISPLAY) {
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card = player.hand[player.idx_hand - 1];
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display_card_at_position(card, BOARD_DISPLAY_START + player.idx_hand - 1);
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} else {
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for (uint8_t i=0; i<MAX_PLAYER_CARDS_DISPLAY; i++) {
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card = player.hand[player.idx_hand - MAX_PLAYER_CARDS_DISPLAY + i];
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display_card_at_position(card, BOARD_DISPLAY_START + i);
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}
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}
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}
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static void display_dealer_hand(void) {
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uint8_t card = dealer.hand[dealer.idx_hand - 1];
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display_card_at_position(card, 0);
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}
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static void display_score(uint8_t score, watch_position_t pos) {
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char buf[4];
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sprintf(buf, "%2d", score);
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watch_display_text(pos, buf);
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}
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static void add_to_game_scores(bool add_to_wins) {
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g_state->games_played++;
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if (g_state->games_played == 0) {
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// Overflow
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g_state->games_played = 1;
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g_state->games_won = add_to_wins ? 1 : 0;
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return;
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}
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if (add_to_wins) {
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g_state->games_won++;
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if (g_state->games_won == 0) {
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// Overflow
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g_state->games_played = 1;
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g_state->games_won = 1;
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}
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}
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}
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static void display_win(void) {
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game_state = BJ_RESULT;
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add_to_game_scores(true);
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watch_display_text_with_fallback(WATCH_POSITION_BOTTOM, "WlN ", " WIN");
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display_score(player.score, WATCH_POSITION_SECONDS);
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display_score(dealer.score, WATCH_POSITION_TOP_RIGHT);
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}
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static void display_lose(void) {
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game_state = BJ_RESULT;
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add_to_game_scores(false);
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watch_display_text_with_fallback(WATCH_POSITION_BOTTOM, "LOSE", "lOSE");
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display_score(player.score, WATCH_POSITION_SECONDS);
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display_score(dealer.score, WATCH_POSITION_TOP_RIGHT);
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}
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static void display_tie(void) {
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game_state = BJ_RESULT;
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// Don't record ties to the win ratio
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watch_display_text_with_fallback(WATCH_POSITION_BOTTOM, "TlE ", " TIE");
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display_score(player.score, WATCH_POSITION_SECONDS);
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}
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static void display_bust(void) {
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game_state = BJ_RESULT;
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add_to_game_scores(false);
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watch_display_text_with_fallback(WATCH_POSITION_BOTTOM, "8UST", "BUST");
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}
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static void display_title(void) {
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game_state = BJ_TITLE_SCREEN;
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watch_display_text(WATCH_POSITION_TOP_RIGHT, " ");
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watch_display_text_with_fallback(WATCH_POSITION_TOP, "BLACK ", "21");
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watch_display_text_with_fallback(WATCH_POSITION_BOTTOM, " JACK ", "BLaKJK");
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}
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static void display_win_ratio(blackjack_face_state_t *state) {
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char buf[7];
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game_state = BJ_WIN_RATIO;
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uint8_t win_ratio = 0;
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if (state->games_played > 0) { // Avoid dividing by zero
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win_ratio = (uint8_t)(100 * state->games_won) / state->games_played;
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}
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watch_display_text(WATCH_POSITION_TOP_RIGHT, " ");
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watch_display_text_with_fallback(WATCH_POSITION_TOP, "WINS ", "WR");
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sprintf(buf, "%3dPct", win_ratio);
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watch_display_text(WATCH_POSITION_BOTTOM, buf);
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}
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static void begin_playing(bool tap_control_on) {
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watch_clear_display();
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if (tap_control_on) {
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watch_set_indicator(WATCH_INDICATOR_SIGNAL);
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}
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game_state = BJ_PLAYING;
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reset_hands();
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// Give player their first 2 cards
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give_card(&player);
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display_player_hand();
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give_card(&player);
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||||
display_player_hand();
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display_score(player.score, WATCH_POSITION_SECONDS);
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give_card(&dealer);
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display_dealer_hand();
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||||
display_score(dealer.score, WATCH_POSITION_TOP_RIGHT);
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}
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static void perform_stand(void) {
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game_state = BJ_DEALER_PLAYING;
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watch_display_text(WATCH_POSITION_BOTTOM, "Stnd");
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display_score(player.score, WATCH_POSITION_SECONDS);
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}
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static void perform_hit(void) {
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if (player.score == 21) {
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perform_stand();
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return; // Assume hitting on 21 is a mistake and stand
|
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}
|
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give_card(&player);
|
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if (player.score > 21) {
|
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game_state = BJ_BUST;
|
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}
|
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display_player_hand();
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display_score(player.score, WATCH_POSITION_SECONDS);
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}
|
||||
|
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static void dealer_performs_hits(void) {
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give_card(&dealer);
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display_dealer_hand();
|
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if (dealer.score > 21) {
|
||||
display_win();
|
||||
} else if (dealer.score > player.score) {
|
||||
display_lose();
|
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} else {
|
||||
display_dealer_hand();
|
||||
display_score(dealer.score, WATCH_POSITION_TOP_RIGHT);
|
||||
}
|
||||
}
|
||||
|
||||
static void see_if_dealer_hits(void) {
|
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if (dealer.score > 16) {
|
||||
if (dealer.score > player.score) {
|
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display_lose();
|
||||
} else if (dealer.score < player.score) {
|
||||
display_win();
|
||||
} else {
|
||||
display_tie();
|
||||
}
|
||||
} else {
|
||||
dealer_performs_hits();
|
||||
}
|
||||
}
|
||||
|
||||
static void handle_button_presses(bool tap_control_on, bool hit) {
|
||||
switch (game_state)
|
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{
|
||||
case BJ_TITLE_SCREEN:
|
||||
if (!tap_turned_on && tap_control_on) {
|
||||
if (movement_enable_tap_detection_if_available()) tap_turned_on = true;
|
||||
}
|
||||
begin_playing(tap_control_on);
|
||||
break;
|
||||
case BJ_PLAYING:
|
||||
if (hit) {
|
||||
perform_hit();
|
||||
} else {
|
||||
perform_stand();
|
||||
}
|
||||
break;
|
||||
case BJ_DEALER_PLAYING:
|
||||
see_if_dealer_hits();
|
||||
break;
|
||||
case BJ_BUST:
|
||||
display_bust();
|
||||
break;
|
||||
case BJ_RESULT:
|
||||
case BJ_WIN_RATIO:
|
||||
display_title();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
static void toggle_tap_control(blackjack_face_state_t *state) {
|
||||
if (state->tap_control_on) {
|
||||
movement_disable_tap_detection_if_available();
|
||||
state->tap_control_on = false;
|
||||
watch_clear_indicator(WATCH_INDICATOR_SIGNAL);
|
||||
} else {
|
||||
bool tap_could_enable = movement_enable_tap_detection_if_available();
|
||||
if (tap_could_enable) {
|
||||
state->tap_control_on = true;
|
||||
watch_set_indicator(WATCH_INDICATOR_SIGNAL);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void blackjack_face_setup(uint8_t watch_face_index, void **context_ptr) {
|
||||
(void) watch_face_index;
|
||||
|
||||
if (*context_ptr == NULL) {
|
||||
*context_ptr = malloc(sizeof(blackjack_face_state_t));
|
||||
memset(*context_ptr, 0, sizeof(blackjack_face_state_t));
|
||||
blackjack_face_state_t *state = (blackjack_face_state_t *)*context_ptr;
|
||||
state->tap_control_on = false;
|
||||
}
|
||||
g_state = (blackjack_face_state_t *)*context_ptr;
|
||||
}
|
||||
|
||||
void blackjack_face_activate(void *context) {
|
||||
blackjack_face_state_t *state = (blackjack_face_state_t *) context;
|
||||
(void) state;
|
||||
display_title();
|
||||
stack_deck();
|
||||
}
|
||||
|
||||
bool blackjack_face_loop(movement_event_t event, void *context) {
|
||||
blackjack_face_state_t *state = (blackjack_face_state_t *) context;
|
||||
switch (event.event_type) {
|
||||
case EVENT_ACTIVATE:
|
||||
if (state->tap_control_on) watch_set_indicator(WATCH_INDICATOR_SIGNAL);
|
||||
break;
|
||||
case EVENT_TICK:
|
||||
if (game_state == BJ_DEALER_PLAYING) {
|
||||
see_if_dealer_hits();
|
||||
}
|
||||
else if (game_state == BJ_BUST) {
|
||||
display_bust();
|
||||
}
|
||||
break;
|
||||
case EVENT_LIGHT_BUTTON_UP:
|
||||
case EVENT_DOUBLE_TAP:
|
||||
handle_button_presses(state->tap_control_on, false);
|
||||
case EVENT_LIGHT_BUTTON_DOWN:
|
||||
break;
|
||||
case EVENT_ALARM_BUTTON_UP:
|
||||
case EVENT_SINGLE_TAP:
|
||||
handle_button_presses(state->tap_control_on, true);
|
||||
break;
|
||||
case EVENT_LIGHT_LONG_PRESS:
|
||||
if (game_state == BJ_TITLE_SCREEN) {
|
||||
display_win_ratio(state);
|
||||
} else {
|
||||
movement_illuminate_led();
|
||||
}
|
||||
break;
|
||||
case EVENT_ALARM_LONG_PRESS:
|
||||
if (game_state == BJ_TITLE_SCREEN) {
|
||||
toggle_tap_control(state);
|
||||
}
|
||||
break;
|
||||
case EVENT_TIMEOUT:
|
||||
case EVENT_LOW_ENERGY_UPDATE:
|
||||
if (tap_turned_on) {
|
||||
movement_disable_tap_detection_if_available();
|
||||
}
|
||||
break;
|
||||
default:
|
||||
return movement_default_loop_handler(event);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void blackjack_face_resign(void *context) {
|
||||
(void) context;
|
||||
if (tap_turned_on) {
|
||||
tap_turned_on = false;
|
||||
movement_disable_tap_detection_if_available();
|
||||
}
|
||||
}
|
||||
91
watch-faces/complication/blackjack_face.h
Executable file
91
watch-faces/complication/blackjack_face.h
Executable file
@ -0,0 +1,91 @@
|
||||
/*
|
||||
* MIT License
|
||||
*
|
||||
* Copyright (c) 2023 Chris Ellis
|
||||
*
|
||||
* 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 BLACKJACK_FACE_H_
|
||||
#define BLACKJACK_FACE_H_
|
||||
|
||||
#include "movement.h"
|
||||
|
||||
/*
|
||||
* Blackjack face
|
||||
* ======================
|
||||
*
|
||||
* Simple blackjack game.
|
||||
*
|
||||
* Aces are 11 unless you'd but, and if so, they become 1.
|
||||
* King, Queen, and jack are all 10 points.
|
||||
* Dealer deals to themselves until they get at least 17.
|
||||
* The game plays with one shuffled deck that gets reshuffled with every game.
|
||||
*
|
||||
* Press either ALARM or LIGHT to begin playing.
|
||||
* Your score is in the Seconds position.
|
||||
* The dealer's score is in the Top-Right position.
|
||||
* The dealer's last-shown card is in the Top-Left position.
|
||||
* Your cards are in the Bottom row. From left to right, they are oldest to newest. Up to four cards will be dislayed.
|
||||
*
|
||||
* To hit, press the ALARM button.
|
||||
* To stand, press the LIGHT button.
|
||||
* If you're at 21, you cannoy hit, since we just assume it's a mispress on the button.
|
||||
*
|
||||
* Once you stand, the dealer will deal out to themselves once per second (or immidietly when you press the LIGHT or ALARM buttons).
|
||||
* The game results are:
|
||||
* WIN: You have a higher score than the dealer, but no more than 21. Or the dealer's score is over 21.
|
||||
* LOSE: Your score is lower than the dealer's.
|
||||
* BUST: Your score is above 21.
|
||||
* TIE: Your score matches the dealer's final score
|
||||
*
|
||||
* On a watch that has the accelerometer, long-pressing the ALARM button will turn on the ability to play by tapping.
|
||||
* The SIGNAL indicator will display when tapping is enabled.
|
||||
* Tapping once will behave like the ALARM button and hit.
|
||||
* Tapping twice behave like the LIGHT button and stand.
|
||||
*
|
||||
* | Cards | |
|
||||
* |---------|--------------------------|
|
||||
* | Value |2|3|4|5|6|7|8|9|10|J|Q|K|A|
|
||||
* | Display |2|3|4|5|6|7|8|9| 0|-|=|≡|a|
|
||||
* If you're using a custom display, Ace will display as 'A', not 'a'
|
||||
*/
|
||||
|
||||
|
||||
|
||||
typedef struct {
|
||||
bool tap_control_on;
|
||||
uint16_t games_played;
|
||||
uint16_t games_won;
|
||||
} blackjack_face_state_t;
|
||||
|
||||
void blackjack_face_setup(uint8_t watch_face_index, void ** context_ptr);
|
||||
void blackjack_face_activate(void *context);
|
||||
bool blackjack_face_loop(movement_event_t event, void *context);
|
||||
void blackjack_face_resign(void *context);
|
||||
|
||||
#define blackjack_face ((const watch_face_t){ \
|
||||
blackjack_face_setup, \
|
||||
blackjack_face_activate, \
|
||||
blackjack_face_loop, \
|
||||
blackjack_face_resign, \
|
||||
NULL, \
|
||||
})
|
||||
|
||||
#endif // blackjack_FACE_H_
|
||||
Reference in New Issue
Block a user