#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 #include 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 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 { 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); }; }; } }