]> git.earman.xyz Git - sensor-watch.git/commitdiff
Coin & Dice Toss & Geomantic Divination Watch Faces (#235)
authorrandogoth <kflux@posteo.de>
Sun, 16 Apr 2023 14:16:10 +0000 (15:16 +0100)
committerjoeycastillo <joeycastillo@utexas.edu>
Sun, 16 Apr 2023 15:00:08 +0000 (11:00 -0400)
* init

* advanced latlon setting

* simple functionality done

* lat lon high precision fwd bwd

* edit toggle

* added readme for branch

* DD DMS conversion & cleanup

* DD to OLC conversion

* olc encoding & decoding

* OLC implementation

* swapped bools for modes, code cleanup

* place name editor

* updated button logic, fixed display

* load and save  places in state array

* todo list

* simplified OLC functions

* geohash conversion functions

* geohash display & digit functions

* todo

* finished geohash implementation

* code display function, defaults, bugfixes

* read/write file/reg logic

* long light in DATA to cancel

* write to registry

* todo

* read & write backup register

* file read/write

* todo

* new more concise button logic, optimizations

* todo

* renamed & cleaned up, fixed button logic

* documentation

* documentation

* LAP mode for all coordinate screens

* faster and more precise geohash algorithm

* updated description

* updated docu

* simple place face

* bugfixes, updated documentation

* init

* meh

* added public functions for OLC and Geohash

* randonauting face

* fix

* display fix

* cleanup

* bugfixes

* bugfix

* added place

* fixed TRNG call

* fixed declaration conflict

* modulo bias filter

* simplified things, chance RNG selection

* fixed button logic, better menus

* cleanup

* documentation

* docu fixes

* init

* basic functions

* all needed static functions done

* progress

* coins and dice done

* progress

* place update

* divination faces functionality done

* better divine_bit

* figure numbers and names

* captions optional

* coin animation

* dice animation & optimizations

* animation

* changed names, documented

* bugfix

* cleanup

* reset config

---------

Co-authored-by: joeycastillo <joeycastillo@utexas.edu>
movement/make/Makefile
movement/movement_faces.h
movement/watch_faces/complication/geomancy_face.c [new file with mode: 0644]
movement/watch_faces/complication/geomancy_face.h [new file with mode: 0644]
movement/watch_faces/complication/toss_up_face.c [new file with mode: 0644]
movement/watch_faces/complication/toss_up_face.h [new file with mode: 0644]

index 2d6584fd818dcb40828c12e80d318333e3cec01f..d0d53980f2cd0d9ec9b066c5e77f49734fa74027 100644 (file)
@@ -111,6 +111,8 @@ SRCS += \
   ../watch_faces/complication/invaders_face.c \
   ../watch_faces/clock/world_clock2_face.c \
   ../watch_faces/complication/time_left_face.c \
+  ../watch_faces/complication/toss_up_face.c \
+  ../watch_faces/complication/geomancy_face.c \
 # New watch faces go above this line.
 
 # Leave this line at the bottom of the file; it has all the targets for making your project.
index 358333ae093b12858511f58ef8c1abeefad8051c..a75deaecf09c86d30a59e92d8edf0690b53dcaa3 100644 (file)
@@ -87,6 +87,8 @@
 #include "invaders_face.h"
 #include "world_clock2_face.h"
 #include "time_left_face.h"
+#include "toss_up_face.h"
+#include "geomancy_face.h"
 #include "dual_timer_face.h"
 // New includes go above this line.
 
diff --git a/movement/watch_faces/complication/geomancy_face.c b/movement/watch_faces/complication/geomancy_face.c
new file mode 100644 (file)
index 0000000..689d4e1
--- /dev/null
@@ -0,0 +1,356 @@
+/*
+ * MIT License
+ *
+ * Copyright (c) 2023 Tobias Raayoni Last / @randogoth
+ *
+ * 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.
+ */
+
+#include <stdlib.h>
+#include <string.h>
+#include "toss_up_face.h"
+#include "geomancy_face.h"
+
+// CONSTANTS //////////////////////////////////////////////////////////////////
+
+// The Bagua 八卦 Trigrams encoded as 3bit tribbles, represented as binary integer
+static const uint32_t bagua = 0b00000101001110010111011100000000;
+
+// The King Wen Sequence 文王卦序 of the I Ching 易經 Hexagrams 卦 encoded as an array
+// of decimal integers in the order of two combined Trigram tribbles from 0b000000 to 
+// 0b111111 
+static const uint8_t wen_order[] = {
+     1, 22,  7, 19, 15, 34, 44, 11, 
+    14, 51, 38, 52, 61, 55, 30, 32, 
+     6,  3, 28, 58, 39, 63, 46,  5, 
+    45, 17, 47, 56, 31, 49, 27, 43, 
+    23, 26,  2, 41, 50, 20, 16, 24, 
+    35, 21, 62, 36, 54, 29, 48, 12, 
+    18, 40, 59, 60, 53, 37, 57,  9, 
+    10, 25,  4,  8, 33, 13, 42,  0
+};
+
+// The geomantic figures encoded as 4 bit nibbles, represented as hexadecimal integer
+static const uint64_t geomantic = 0x4ABF39D25E76C180;
+
+// Abbreviations of the Names of the Geomantic Figures in the order of the 4 bit nibbles
+// from 0b0000 to 0b1111
+static const char figures[16][2] = {
+    "VI" /* Via */, "Hd" /* Head of the Dragon */, "PA" /* Puella */, "GF" /* Greater Fortune*/, 
+    "PR" /* Puer */, "AQ" /* Acquisitio */, "CA" /* Carcer */, "TR" /* Tristitia */,
+    "Td" /* Tail of the Dragon */, "CO" /* Conjunctio */, "AM" /* Amissio */, "AL" /* Albus */,
+    "LF" /* Lesser Fortune */, "RU" /* Rubeus */, "LA" /* Laetitia */, "PO" /* Populus */
+};
+
+// DECLARATIONS ///////////////////////////////////////////////////////////////
+
+static void geomancy_face_display();
+static nibble_t _geomancy_pick_figure();
+static tribble_t _iching_pick_trigram();
+static uint8_t _iching_form_hexagram();
+static void _geomancy_display(nibble_t code);
+static void _display_hexagram(uint8_t hexagram, char* str);
+static void _fix_broken_line(uint8_t hexagram);
+static void _throw_animation(geomancy_state_t *state);
+
+// WATCH FACE FUNCTIONS ///////////////////////////////////////////////////////
+
+void geomancy_face_setup(movement_settings_t *settings, uint8_t watch_face_index, void ** context_ptr) {
+    (void) settings;
+    if (*context_ptr == NULL) {
+        *context_ptr = malloc(sizeof(geomancy_state_t));
+        memset(*context_ptr, 0, sizeof(geomancy_state_t));
+    }
+}
+
+void geomancy_face_activate(movement_settings_t *settings, void *context) {
+    (void) settings;
+    (void) context;
+}
+
+bool geomancy_face_loop(movement_event_t event, movement_settings_t *settings, void *context) {
+    geomancy_state_t *state = (geomancy_state_t *)context;
+
+    switch (event.event_type) {
+        case EVENT_ACTIVATE:
+            state->animate = false;
+            state->animation = 0;
+            watch_display_string("    IChing", 0);
+            break;
+        case EVENT_TICK:
+            if ( state->animate ) {
+                state->animation = (state->animation + 1) % 39;
+                geomancy_face_display(state);
+            }
+            break;
+        case EVENT_LIGHT_BUTTON_DOWN:
+            break;
+        case EVENT_LIGHT_BUTTON_UP:
+            if ( state->animate ) break;
+            if ( state->mode <= 1 ) state->mode = 2;
+            else if ( state->mode >= 2 ) state->mode = 0;
+            geomancy_face_display(state);
+            break;
+        case EVENT_ALARM_BUTTON_UP:
+            if ( state->animate ) break;
+            switch ( state->mode ) {
+                case 0:
+                    state->mode++;
+                case 1:
+                    state->animate = true;
+                    state->i_ching_hexagram = _iching_form_hexagram();
+                    break;
+                case 2:
+                    state->mode++;
+                case 3:
+                    state->animate = true;
+                    state->geomantic_figure = _geomancy_pick_figure().bits;
+                    break;
+                default:
+                    break;
+            }
+            geomancy_face_display(state);
+            break;
+        case EVENT_ALARM_LONG_PRESS:
+            if ( state->animate ) break;
+            state->caption = !state->caption;
+            watch_display_string("    ", 0);
+            geomancy_face_display(state);
+            break;
+        default:
+            return movement_default_loop_handler(event, settings);
+    }
+    return true;
+}
+
+void geomancy_face_resign(movement_settings_t *settings, void *context) {
+    (void) settings;
+    (void) context;
+}
+
+// STATIC FUNCTIONS ///////////////////////////////////////////////////////////
+
+/** @brief display handler */
+static void geomancy_face_display(geomancy_state_t *state) {
+    char token[7] = {0};
+    nibble_t figure = *((nibble_t*) &state->geomantic_figure);
+    switch ( state->mode ) {
+        case 0:
+            watch_display_string("    IChing", 0);
+            break;
+        case 1:
+            _throw_animation(state);
+            if ( !state->animate ) {
+                _display_hexagram(state->i_ching_hexagram, token);
+                watch_display_string(token, 4);
+                _fix_broken_line(state->i_ching_hexagram);
+                if (state->caption) {
+                    sprintf(token, "%2d", wen_order[state->i_ching_hexagram] + 1);
+                    watch_display_string(token, 2);
+                }
+            }
+            break;
+        case 2:
+            watch_display_string("    GeomCy", 0);
+            break;
+        case 3:
+            _throw_animation(state);
+            if ( !state->animate ) {
+                if ( state->caption ) {
+                    sprintf(token, "%c%c", figures[state->geomantic_figure][0], figures[state->geomantic_figure][1]);
+                    watch_display_string(token, 0);
+                }
+                _geomancy_display(figure);
+            }
+            break;
+        default:
+            break;
+    }
+}
+
+/** @brief screen clearing animation between castings */
+static void _throw_animation(geomancy_state_t *state) {
+    movement_request_tick_frequency(16);
+    switch ( state->animation ) {
+        case 0:
+            watch_set_pixel(0, 22);
+            break;
+        case 1:
+            watch_set_pixel(2, 22);
+            watch_set_pixel(2, 23);
+            watch_clear_pixel(0, 22);
+            break;
+        case 2:
+            watch_set_pixel(1, 22);
+            watch_set_pixel(0, 23);
+            break;
+        case 3:
+            watch_set_pixel(2, 0);
+            watch_set_pixel(1, 0);
+            watch_set_pixel(2, 21);
+            watch_set_pixel(1, 21);
+            watch_clear_pixel(2, 22);
+            watch_clear_pixel(1, 22);
+            watch_clear_pixel(2, 23);
+            watch_clear_pixel(0, 23);
+            watch_clear_pixel(1, 23);
+            break;
+        case 4:
+            watch_set_pixel(1, 17);
+            watch_set_pixel(0, 20);
+            watch_set_pixel(2, 10);
+            watch_set_pixel(0, 1);
+            break;
+        case 5:
+            watch_clear_pixel(2, 21);
+            watch_clear_pixel(1, 21);
+            watch_clear_pixel(2, 0);
+            watch_clear_pixel(1, 0);
+            watch_clear_pixel(1, 20);
+            watch_clear_pixel(2, 20);
+            watch_clear_pixel(0, 21);
+            watch_clear_pixel(1, 1);
+            watch_clear_pixel(0, 0);
+            watch_clear_pixel(2, 1);
+            watch_set_pixel(2, 19);
+            watch_set_pixel(0, 19);
+            watch_set_pixel(1, 2);
+            watch_set_pixel(0, 2);
+            break;
+        case 6:
+            watch_clear_pixel(1, 17);
+            watch_clear_pixel(0, 20);
+            watch_clear_pixel(2, 10);
+            watch_clear_pixel(0, 1);
+            watch_set_pixel(2, 18);
+            watch_set_pixel(0, 18);
+            watch_set_pixel(2, 3);
+            watch_set_pixel(0, 4);
+            break;
+        case 7:
+            watch_clear_pixel(2, 19);
+            watch_clear_pixel(0, 19);
+            watch_clear_pixel(1, 18);
+            watch_clear_pixel(1, 19);
+            watch_clear_pixel(1, 2);
+            watch_clear_pixel(0, 2);
+            watch_clear_pixel(1, 3);
+            watch_clear_pixel(0, 3);
+            watch_clear_pixel(2, 2);
+            watch_set_pixel(1, 4);
+            watch_set_pixel(0, 5);
+            break;
+        case 8:
+            watch_clear_pixel(2, 18);
+            watch_clear_pixel(0, 18);
+            watch_clear_pixel(2, 3);
+            watch_clear_pixel(0, 4);
+            watch_set_pixel(2, 5);
+            watch_set_pixel(1, 6);
+            break;
+        case 9:
+            watch_clear_pixel(1, 4);
+            watch_clear_pixel(0, 5);
+            watch_clear_pixel(1, 5);
+            watch_clear_pixel(2, 4);
+            watch_clear_pixel(0, 6);
+            break;
+        case 10:
+            watch_clear_pixel(2, 5);
+            watch_clear_pixel(1, 6);
+            break;
+        case 11:
+            state->animate = false;
+            state->animation = 0;
+            movement_request_tick_frequency(1);
+            break;
+    }
+}
+
+// I CHING FUNCTIONS //////////////////////////////////////////////////////////
+
+/** @brief form a trigram from three random bit picks
+ */
+static tribble_t _iching_pick_trigram() {
+    uint8_t index = (divine_bit() << 2) | (divine_bit() << 1) | divine_bit();
+    tribble_t trigram = {(bagua >> (3 * index)) & 0b111};
+    return trigram;
+}
+
+/** @brief form a hexagram from two trigrams
+ */
+static uint8_t _iching_form_hexagram() {
+    tribble_t inner = _iching_pick_trigram();
+    tribble_t outer = _iching_pick_trigram();
+    uint8_t hexagram = (inner.bits << 3) | outer.bits;
+    return hexagram;
+}
+
+/** @brief display hexagram
+ *  @details | for unbroken lines and Ξ for broken lines, left of display is bottom
+ */
+static void _display_hexagram(uint8_t hexagram, char* str) {
+    str[6] = '\0';  // Null-terminate the string
+    for (uint8_t i = 0; i < 6; i++) {
+        if (hexagram & (1 << (5 - i))) {
+            str[i] = '1';
+        } else {
+            str[i] = '=';
+        }
+    }
+}
+
+/** @brief when Ξ digits show as = then manually add a line on top
+ */
+static void _fix_broken_line(uint8_t hexagram) {
+    for (uint8_t i = 0; i < 6; i++) {
+        if (!(hexagram & (1 << (5 - i)))) {
+            if ( i == 1 ) watch_set_pixel(2, 20);
+            if ( i == 3 ) watch_set_pixel(2, 1);
+            if ( i == 4 ) watch_set_pixel(2, 2);
+            if ( i == 5 ) watch_set_pixel(2, 4);
+        }
+    }
+}
+
+// GEOMANCY FUNCTIONS /////////////////////////////////////////////////////////
+
+/** @brief choose a geomantic figure from four random bits
+ *  @details 0 represents · and 1 represents : counting from the bottom
+ */
+static nibble_t _geomancy_pick_figure() {
+    uint8_t index = (divine_bit() << 3) | (divine_bit() << 2) | (divine_bit() << 1) | divine_bit();
+    nibble_t figure = {(geomantic >> (4 * (15 - index))) & 0xF};
+    return figure;
+}
+
+/** @brief display the geomantic figure, left of display is bottom
+ */
+static void _geomancy_display(nibble_t code) {
+    // draw geomantic figures
+    bool row1 = (code.bits >> 3) & 1;
+    bool row2 = (code.bits >> 2) & 1;
+    bool row3 = (code.bits >> 1) & 1;
+    bool row4 = code.bits & 1;
+
+    if ( row1 ) watch_set_pixel(1, 18); else watch_set_pixel(1, 19);
+    if ( row2 ) { watch_set_pixel(2, 20); watch_set_pixel(0, 21);} else watch_set_pixel(1, 20);
+    if ( row3 ) watch_set_pixel(0, 22); else watch_set_pixel(1, 23);
+    if ( row4 ) { watch_set_pixel(2, 1); watch_set_pixel(0, 0);} else watch_set_pixel(1, 1);
+}
\ No newline at end of file
diff --git a/movement/watch_faces/complication/geomancy_face.h b/movement/watch_faces/complication/geomancy_face.h
new file mode 100644 (file)
index 0000000..4a19ba8
--- /dev/null
@@ -0,0 +1,99 @@
+/*
+ * MIT License
+ *
+ * Copyright (c) 2023 Tobias Raayoni Last / @randogoth
+ *
+ * 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 GEOMANCY_FACE_H_
+#define GEOMANCY_FACE_H_
+
+#include "movement.h"
+
+/*
+ * GEOMANCY WATCH FACE
+ *
+ * A simple and straightforward watch face for the ancient Eastern geomantic divination system
+ * of I Ching and the western system of "Geomancy". It is an optional addition to the Toss Up
+ * Face.
+ * 
+ * The LIGHT button toggles between the two systems of geomancy.
+ * 
+ * The ALARM button casts an I Ching hexagram or Geomantic figure based on drawing virtual
+ * stalks from the True Random Number Generator in the Sensor Watch.
+ * 
+ * The figures are flipped 90 degrees clockwise, so the left side is the bottom and the
+ * right side the top.
+ * 
+ * LONG PRESSING ALARM toggles the display of the King Wen sequence index for the cast I Ching
+ * Hexagram (https://en.wikipedia.org/wiki/King_Wen_sequence )or the abbreviated name for the
+ * cast Geomantic Figure:
+ * 
+ * GF - Greater Fortune (Fortuna Major)
+ * LF - Lesser Fortune (Fortuna Minor)
+ * PO - Populus
+ * VI - Via
+ * AL - Albus
+ * CO - Conjunctio
+ * PA - Puella
+ * AM - Amissio
+ * PR - Puer
+ * RU - Rubeus
+ * AQ - Acquisitio
+ * LA - Laetitia
+ * TR - Tristitia
+ * CA - Carcer
+ * HD - Head of the Dragon (Caput Draconis)
+ * TD - Tail of the Dragon (Cauda Draconis)
+ * 
+ */
+
+typedef struct {
+    uint8_t bits : 4;
+} nibble_t;
+
+typedef struct {
+    uint8_t bits : 3;
+} tribble_t;
+
+typedef struct {
+    uint8_t mode : 3;
+    uint8_t geomantic_figure;
+    uint8_t i_ching_hexagram : 6;
+    bool caption;
+    uint8_t animation;
+    bool animate;
+} geomancy_state_t;
+
+void geomancy_face_setup(movement_settings_t *settings, uint8_t watch_face_index, void ** context_ptr);
+void geomancy_face_activate(movement_settings_t *settings, void *context);
+bool geomancy_face_loop(movement_event_t event, movement_settings_t *settings, void *context);
+void geomancy_face_resign(movement_settings_t *settings, void *context);
+
+#define geomancy_face ((const watch_face_t){ \
+    geomancy_face_setup, \
+    geomancy_face_activate, \
+    geomancy_face_loop, \
+    geomancy_face_resign, \
+    NULL, \
+})
+
+#endif // GEOMANCY_FACE_H_
+
diff --git a/movement/watch_faces/complication/toss_up_face.c b/movement/watch_faces/complication/toss_up_face.c
new file mode 100644 (file)
index 0000000..1923302
--- /dev/null
@@ -0,0 +1,790 @@
+/*
+ * MIT License
+ *
+ * Copyright (c) 2023 Tobias Raayoni Last / @randogoth
+ *
+ * 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.
+ */
+
+#include <stdlib.h>
+#include <string.h>
+#include "toss_up_face.h"
+#if __EMSCRIPTEN__
+#include <time.h>
+#else
+#include "saml22j18a.h"
+#endif
+
+static const char heads[] = { '8', 'h', '4', 'E', '(' };
+static const char tails[] = { '0', '+', 'N', '3', ')' };
+static const uint8_t dd[] = {2, 4, 6, 8, 10,12,20,24,30,32,36,48,99}; 
+
+static void _roll_dice_multiple(char* result, uint8_t* dice, uint8_t num_dice);
+static void _sort_coins(char* token, uint8_t num_bits, uint8_t bits, char* heads, char* tails);
+void _display_coins(char* token, bool* bit_array, uint8_t length, toss_up_state_t *state);
+static void _toss_up_face_display(toss_up_state_t *state);
+static void _dice_animation(toss_up_state_t *state);
+static void _coin_animation(toss_up_state_t *state);
+
+// PUBLIC FUNCTIONS ///////////////////////////////////////////////////////////
+
+void toss_up_face_setup(movement_settings_t *settings, uint8_t watch_face_index, void ** context_ptr) {
+    (void) settings;
+    if (*context_ptr == NULL) {
+        *context_ptr = malloc(sizeof(toss_up_state_t));
+        memset(*context_ptr, 0, sizeof(toss_up_state_t));
+        toss_up_state_t *state = (toss_up_state_t *)*context_ptr;
+
+        // defaults
+        state->coin_num = 1;
+        state->dice_num = 1;
+        state->dice_sides[0] = 6;
+        state->dice_sides[1] = 6;
+        state->dice_sides[2] = 6;
+        state->coin_style[0] = '8';
+        state->coin_style[1] = '0';
+    }
+}
+
+void toss_up_face_activate(movement_settings_t *settings, void *context) {
+    (void) settings;
+    (void) context;
+}
+
+bool toss_up_face_loop(movement_event_t event, movement_settings_t *settings, void *context) {
+    toss_up_state_t *state = (toss_up_state_t *)context;
+    uint8_t i = 0;
+    switch (event.event_type) {
+        case EVENT_ACTIVATE:
+            watch_display_string("    Coins ", 0);
+            break;
+        case EVENT_TICK:
+            if ( state->animate ) {
+                state->animation = (state->animation + 1);
+                _toss_up_face_display(state);
+            } 
+            break;
+        case EVENT_LIGHT_BUTTON_DOWN:
+            break;
+        case EVENT_LIGHT_BUTTON_UP:
+            if ( state->animate ) break;
+            // change between coins and dice
+            if ( state->mode <= 1 ) state->mode = 2;
+            else if ( state->mode >= 2 ) state->mode = 0;
+            _toss_up_face_display(state);
+            break;
+        case EVENT_ALARM_BUTTON_UP:
+            // toss
+            if ( state->animate ) break;
+            switch (state->mode) {
+                case 0:
+                    state->mode++;
+                case 1:
+                    state->animate = true;
+                    for (i = 0; i < state->coin_num; i++) {
+                        state->coins[i] = divine_bit();
+                    }             
+                    break;
+                case 2:
+                    state->mode++;
+                case 3:
+                    state->animate = true;
+                    for (i = 0; i < state->dice_num; i++) {
+                        state->dice[i] = roll_dice(state->dice_sides[i]);
+                    }  
+                    break;
+                default:
+                    break;
+            }
+            _toss_up_face_display(state);
+            break;
+        case EVENT_LIGHT_LONG_PRESS:
+            if ( state->animate ) break;
+            state->animate = false;
+            switch (state->mode) {
+                case 0: // change to default coin style
+                    state->coin_style[0] = heads[0];
+                    state->coin_style[1] = tails[0];
+                    state->coinface = 0;
+                    break;
+                case 1: // change the coin style
+                    state->coinface = (state->coinface + 1) % 5;
+                    state->coin_style[0] = heads[state->coinface];
+                    state->coin_style[1] = tails[state->coinface];         
+                    break;
+                case 2: // change to default dice sides
+                    state->dice_sides[0] = 6;
+                    state->dice_sides[1] = 6;
+                    state->dice_sides[2] = 6;
+                    state->dd = 0;
+                    break;
+                case 3: // change the sides of the dice
+                    state->dd = (state->dd + 1) % 13;
+                    state->dice_sides[state->dice_num-1] = dd[state->dd];
+                    state->dice[state->dice_num-1] = dd[state->dd];
+                    break;
+                default:
+                    break;
+            }
+            _toss_up_face_display(state);
+            break;
+        case EVENT_ALARM_LONG_PRESS:
+            if ( state->animate ) break;
+            state->animate = false;
+            switch (state->mode) {
+                case 0: // back to one coin
+                    state->coin_num = 1;
+                    break;
+                case 1: // up to 6 coins total
+                    state->coin_num = (state->coin_num % 6) + 1;             
+                    break;
+                case 2: // back to one dice
+                    state->dice_num = 1;
+                    break;
+                case 3: // add up to 3 dice total
+                    state->dice_num = (state->dice_num % 3) + 1;
+                    state->dd = 0;
+                    break;
+                default:
+                    break;
+            }
+            _toss_up_face_display(state);
+            break;
+        default:
+            return movement_default_loop_handler(event, settings);
+    }
+
+    return true;
+}
+
+void toss_up_face_resign(movement_settings_t *settings, void *context) {
+    (void) settings;
+    (void) context;
+}
+
+// STATIC FUNCTIONS ///////////////////////////////////////////////////////////
+
+/** @brief handles the display 
+ */
+static void _toss_up_face_display(toss_up_state_t *state) {
+    char buf[11] = {0};
+    char token[7] = {0};
+    switch ( state->mode ) {
+        case 0: // coins title
+            sprintf(buf, "    Coins ");
+            break;
+        case 1: // coins divination
+            _coin_animation(state);
+            if ( !state->animate ) {
+                watch_clear_display();
+                _display_coins(token, state->coins, state->coin_num, state);
+                sprintf(buf, "    %s", token);
+            }
+            break;
+        case 2: // dice title
+            sprintf(buf, "    Dice ");
+            break;
+        case 3: // dice divination
+            _dice_animation(state);
+            if ( !state->animate ) {
+                _roll_dice_multiple(token, state->dice, state->dice_num + 1);
+                sprintf(buf, "    %s", token);
+            }
+            break;
+        default:
+            break;
+    }
+    watch_display_string(buf, 0);
+}
+
+/** @brief divination method to derive a bit from 32 TRNG bits
+ */
+uint8_t divine_bit(void) {
+    uint32_t stalks;
+    do { // modulo bias filter
+        stalks = get_true_entropy(); // get 32 TRNG bits as stalks
+    } while (stalks >= INT32_MAX || stalks <= 0);
+
+    uint8_t pile1_xor = 0;
+    uint8_t pile2_xor = 0;
+    // Divide the stalks into two piles, alternating ends
+    for (uint8_t i = 0; i < 16; i++) {
+        uint8_t left_bit = (stalks >> (31 - 2*i)) & 1;
+        uint8_t right_bit = (stalks >> (30 - 2*i)) & 1;
+        if (i % 2 == 0) {
+            pile1_xor ^= left_bit;
+            pile2_xor ^= right_bit;
+        } else {
+            pile1_xor ^= right_bit;
+            pile2_xor ^= left_bit;
+        }
+    }
+    // Take the XOR of the pile results
+    uint8_t result_xor = pile1_xor ^ pile2_xor;
+    // Output 1 if result_xor is 1, 0 otherwise
+    return result_xor;
+}
+
+/** @brief get 32 True Random Number bits
+ */
+uint32_t get_true_entropy(void) {
+    #if __EMSCRIPTEN__
+    return rand() % INT32_MAX;
+    #else
+    hri_mclk_set_APBCMASK_TRNG_bit(MCLK);
+    hri_trng_set_CTRLA_ENABLE_bit(TRNG);
+
+    while (!hri_trng_get_INTFLAG_reg(TRNG, TRNG_INTFLAG_DATARDY)); // Wait for TRNG data to be ready
+
+    hri_trng_clear_CTRLA_ENABLE_bit(TRNG);
+    hri_mclk_clear_APBCMASK_TRNG_bit(MCLK);
+    return hri_trng_read_DATA_reg(TRNG); // Read a single 32-bit word from TRNG and return it
+    #endif
+}
+
+// COIN FUNCTIONS /////////////////////////////////////////////////////////////
+
+/** @brief sort tossed coins into a pile of heads and a pile of tails
+ */
+static void _sort_coins(char* token, uint8_t num_bits, uint8_t bits, char* heads, char* tails) {
+    uint8_t num_ones = 0;
+    for (uint8_t i = 0; i < num_bits; i++) {
+        if ((bits >> i) & 1) {
+            *token++ = *heads;
+            num_ones++;
+        }
+    }
+    if ( num_bits < 6 ) {
+        for (uint8_t i = 0; i < (6 - num_bits); i++) {
+            *token++ = ' ';
+        }
+    }
+    for (uint8_t i = 0; i < (num_bits - num_ones); i++) {
+
+        *token++ = *tails;
+    }
+}
+
+/** @brief convert bool array of coinflips to integer for sorting
+ */
+void _display_coins(char* token, bool* bit_array, uint8_t length, toss_up_state_t *state) {
+    uint8_t bits = 0;
+    for (uint8_t i = 0; i < length; i++) {
+        if (bit_array[i]) {
+            bits |= (1 << (length - 1 - i));
+        }
+    }
+    _sort_coins(token, length, bits, &state->coin_style[0], &state->coin_style[1]);
+}
+
+/** @brief coin animation
+ */
+static void _coin_animation(toss_up_state_t *state) {
+    bool heads = false;
+    bool tails = false;
+    for (uint8_t i = 0; i < state->coin_num; i++) {
+        if (state->coins[i] == true) {
+            heads++;
+        } else {
+            tails++;
+        }
+    }
+    movement_request_tick_frequency(32);
+    switch ( state->animation ) {
+        case 0:
+            watch_display_string("      ", 4);
+            if ( heads ) {
+                watch_set_pixel(0, 18);
+                watch_set_pixel(2, 18);
+            } else {
+                state->animation = 12;
+            }
+            break;
+        case 1:
+            if ( heads ) {
+                watch_set_pixel(1, 18);
+            }
+            break;
+        case 2:
+            if ( heads ) {
+                watch_set_pixel(0, 19);
+                watch_set_pixel(2, 19);
+            }
+            break;
+        case 3:
+            if ( heads ) {
+                watch_clear_pixel(0, 18);
+                watch_clear_pixel(2, 18);
+            }
+            break;
+        case 4:
+            if ( heads ) {
+                watch_clear_pixel(1, 18);
+            }
+            break;
+        case 5:
+            if ( heads ) {
+                watch_clear_pixel(0, 19);
+                watch_clear_pixel(2, 19);
+                watch_set_pixel(1, 17);
+                watch_set_pixel(0, 20);
+            }
+            break;
+        case 6:
+            if ( heads ) {
+                watch_set_pixel(2, 20);
+                watch_set_pixel(0, 21);
+            }
+            break;
+        case 7:
+            if ( heads ) {
+                watch_set_pixel(1, 21);
+                watch_set_pixel(2, 21);
+            }
+            break;
+        case 8:
+            if ( heads ) {
+                watch_clear_pixel(1, 17);
+                watch_clear_pixel(0, 20);
+            }
+            break;
+        case 9:
+            if ( heads ) {
+                watch_clear_pixel(2, 20);
+                watch_clear_pixel(0, 21);
+            }
+            break;
+        case 10:
+            if ( heads ) {
+                watch_clear_pixel(1, 21);
+                watch_clear_pixel(2, 21);
+                watch_set_pixel(1, 22);
+                watch_set_pixel(2, 22);
+            }
+            break;
+        case 11:
+            if ( heads ) {
+                watch_set_pixel(0, 22);
+            }
+            break;
+        case 12:
+            if ( heads ) {
+                watch_set_pixel(2, 23);
+                watch_set_pixel(0, 23);
+            }
+            if ( tails ) {
+                watch_set_pixel(0, 18);
+                watch_set_pixel(2, 18);
+            }
+            break;
+        case 13:
+            if ( heads ) {
+                watch_clear_pixel(1, 22);
+                watch_clear_pixel(2, 22);
+            }
+            if ( tails ) {
+                watch_set_pixel(1, 18);
+            }
+            break;
+        case 14:
+            if ( heads ) {
+                watch_clear_pixel(0, 22);
+            }
+            if ( tails ) {
+                watch_set_pixel(0, 19);
+                watch_set_pixel(2, 19);
+            }
+            break;
+        case 15:
+            if ( heads ) {
+                watch_clear_pixel(2, 23);
+                watch_clear_pixel(0, 23);
+                watch_set_pixel(2, 0);
+                watch_set_pixel(1, 0);
+            }
+            if ( tails ) {
+                watch_clear_pixel(0, 18);
+                watch_clear_pixel(2, 18);
+            }
+            break;
+        case 16:
+            if ( heads ) {
+                watch_set_pixel(2, 1);
+                watch_set_pixel(0, 0);
+            }
+            if ( tails ) {
+                watch_clear_pixel(1, 18);
+            }
+            break;
+        case 17:
+            if ( heads ) {
+                watch_set_pixel(2, 10);
+                watch_set_pixel(0, 1);
+            }
+            if ( tails ) {
+                watch_clear_pixel(0, 19);
+                watch_clear_pixel(2, 19);
+                watch_set_pixel(1, 17);
+                watch_set_pixel(0, 20);
+            }
+            break;
+        case 18:
+            if ( heads ) {
+                watch_clear_pixel(2, 0);
+                watch_clear_pixel(1, 0);
+            }
+            if ( tails ) {
+                watch_set_pixel(2, 20);
+                watch_set_pixel(0, 21);
+            }
+            break;
+        case 19:
+            if ( heads ) {
+                watch_clear_pixel(2, 1);
+                watch_clear_pixel(0, 0);
+            }
+            if ( tails ) {
+                watch_set_pixel(1, 21);
+                watch_set_pixel(2, 21);
+            }
+            break;
+        case 20:
+            if ( heads ) {
+                watch_set_pixel(2, 1);
+                watch_set_pixel(0, 0);
+            }
+            if ( tails ) {
+                watch_clear_pixel(1, 17);
+                watch_clear_pixel(0, 20);
+            }
+            break;
+        case 21:
+            if ( heads ) {
+                watch_set_pixel(2, 0);
+                watch_set_pixel(1, 0);
+            }
+            if ( tails ) {
+                watch_clear_pixel(2, 20);
+                watch_clear_pixel(0, 21);
+            }
+            break;
+        case 22:
+            if ( heads ) {
+                watch_clear_pixel(2, 10);
+                watch_clear_pixel(0, 1);
+            }
+            if ( tails ) {
+                watch_clear_pixel(1, 21);
+                watch_clear_pixel(2, 21);
+                watch_set_pixel(1, 22);
+                watch_set_pixel(2, 22);
+            }
+            break;
+        case 23:
+            if ( heads ) {
+                watch_clear_pixel(2, 1);
+                watch_clear_pixel(0, 0);
+            }
+            if ( tails ) {
+                watch_set_pixel(0, 22);
+            }
+            break;
+        case 24:
+            if ( heads ) {
+                watch_set_pixel(2, 23);
+                watch_set_pixel(0, 23);
+                watch_clear_pixel(2, 0);
+                watch_clear_pixel(1, 0);
+            }
+            if ( tails ) {
+                watch_set_pixel(2, 23);
+                watch_set_pixel(0, 23);
+            }
+            break;
+        case 25:
+            if ( heads ) {
+                watch_set_pixel(0, 22);
+            }
+            if ( tails ) {
+                watch_clear_pixel(1, 22);
+                watch_clear_pixel(2, 22);
+            }
+            break;
+        case 26:
+            if ( heads ) {
+                watch_set_pixel(1, 22);
+                watch_set_pixel(2, 22);
+            }
+            if ( tails ) {
+                watch_clear_pixel(0, 22);
+            }
+            break;
+        case 27:
+            if ( heads ) {
+                watch_clear_pixel(2, 23);
+                watch_clear_pixel(0, 23);
+            }
+            if ( tails ) {
+                watch_clear_pixel(2, 23);
+                watch_clear_pixel(0, 23);
+                watch_set_pixel(2, 0);
+                watch_set_pixel(1, 0);
+            }
+            break;
+        case 28:
+            if ( heads ) {
+                watch_clear_pixel(0, 22);
+            }
+            if ( tails ) {
+                watch_set_pixel(2, 1);
+                watch_set_pixel(0, 0);
+            }
+            break;
+        case 29:
+            if ( heads ) {
+                watch_set_pixel(1, 21);
+                watch_set_pixel(2, 21);
+                watch_clear_pixel(1, 22);
+                watch_clear_pixel(2, 22);
+            }
+            if ( tails ) {
+                watch_set_pixel(2, 10);
+                watch_set_pixel(0, 1);
+            }
+            break;
+        case 30:
+            if ( heads ) {
+                watch_set_pixel(2, 20);
+                watch_set_pixel(0, 21);
+            }
+            if ( tails ) {
+                watch_clear_pixel(1, 0);
+                watch_clear_pixel(2, 0);
+            }
+            break;
+        case 31:
+            if ( heads ) {
+                watch_set_pixel(1, 17);
+                watch_set_pixel(0, 20);
+            }
+            if ( tails ) {
+                watch_clear_pixel(2, 1);
+                watch_clear_pixel(0, 0);
+            }
+            break;
+        case 32:
+            if ( heads ) {
+                watch_clear_pixel(1, 21);
+                watch_clear_pixel(2, 21);
+            }
+            if ( tails ) {
+                watch_clear_pixel(2, 10);
+                watch_clear_pixel(0, 1);
+                watch_set_pixel(0, 2);
+                watch_set_pixel(1, 2);
+            }
+            break;
+        case 33:
+            if ( heads ) {
+                watch_clear_pixel(2, 20);
+                watch_clear_pixel(0, 21);
+            }
+            if ( tails ) {
+                watch_set_pixel(2, 2);
+                watch_set_pixel(0, 3);
+            }
+            break;
+        case 34:
+            if ( heads ) {
+                watch_set_pixel(0, 19);
+                watch_set_pixel(2, 19);
+                watch_clear_pixel(1, 17);
+                watch_clear_pixel(0, 20);
+            }
+            if ( tails ) {
+                watch_set_pixel(2, 3);
+                watch_set_pixel(0, 4);
+            }
+            break;
+        case 35:
+            if ( heads ) {
+                watch_set_pixel(1, 18);
+            }
+            if ( tails ) {
+                watch_clear_pixel(1, 2);
+                watch_clear_pixel(0, 2);
+            }
+            break;
+        case 36:
+            if ( heads ) {
+                watch_set_pixel(0, 18);
+                watch_set_pixel(2, 18);
+            }
+            if ( tails ) {
+                watch_clear_pixel(2, 2);
+                watch_clear_pixel(0, 3);
+            }
+            break;
+        case 37:
+            if ( heads ) {
+                watch_clear_pixel(0, 19);
+                watch_clear_pixel(2, 19);
+            }
+            if ( tails ) {
+                watch_clear_pixel(2, 3);
+                watch_clear_pixel(0, 4);
+                watch_set_pixel(1, 4);
+                watch_set_pixel(0, 5);
+            }
+            break;
+        case 38:
+            if ( heads ) {
+                watch_clear_pixel(1, 18);
+            }
+            if ( tails ) {
+                watch_set_pixel(2, 4);
+                watch_set_pixel(0, 6);
+            }
+            break;
+        case 39:
+            if ( heads ) {
+                watch_clear_pixel(0, 18);
+                watch_clear_pixel(2, 18);
+            }
+            if ( tails ) {
+                watch_set_pixel(1, 6);
+                watch_set_pixel(2, 5);
+            }
+            state->animate = false;
+            state->animation = 0;
+            movement_request_tick_frequency(1);
+    }
+}
+
+// DICE FUNCTIONS /////////////////////////////////////////////////////////////
+
+/** @brief rolls a dice
+ */
+uint8_t roll_dice(uint8_t sides) {
+    uint8_t bits_needed = 0;
+    uint8_t temp_sides = sides - 1;
+    uint8_t result = 0;
+    while (temp_sides > 0) {
+        bits_needed++; // how many bits do we need to represent this number?
+        temp_sides >>= 1; // Shift right to check the next bit
+    }
+    do {
+        result = 0;
+        for (int i = 0; i < bits_needed; i++) {
+            result <<= 1; // Shift left to make room for the next bit
+            result |= divine_bit(); // Add the next bit to the result
+        }
+    } while ( result > sides -1 );
+    return result + 1; // Add 1 to convert the range from 0 to sides-1 to 1 to sides
+}
+
+/** @brief roll multiple dice and print a char array for displaying them
+ */
+static void _roll_dice_multiple(char* result, uint8_t* dice, uint8_t num_dice) {
+    // initialize the result array to all spaces
+    memset(result, ' ', 6);
+
+    // roll the dice and write the result to the result array
+    for (uint8_t i = 0; i < num_dice-1; i++) {
+        uint8_t dice_result = dice[i];
+        uint8_t tens_digit = dice_result / 10;
+        uint8_t ones_digit = dice_result % 10;
+        result[(i * 2)] = tens_digit == 0 ? ' ' : (char)('0' + tens_digit);
+        result[(i * 2) + 1] = (char)('0' + ones_digit);
+    }
+}
+
+/** @brief dice animation
+ */
+static void _dice_animation(toss_up_state_t *state) {
+    watch_display_string("      ", 4);
+    for (uint8_t i = 0; i < state->dice_num; i++) {
+        watch_display_string("0",i*2 + 5);
+    }
+    movement_request_tick_frequency(16);
+    switch ( state->animation ) {
+        case 0:
+            watch_clear_pixel(1, 17);
+            watch_clear_pixel(0, 0);
+            watch_clear_pixel(1, 6);
+            break;
+        case 1:
+            watch_clear_pixel(2, 20);
+            watch_clear_pixel(1, 0);
+            watch_clear_pixel(0, 6);
+            break;
+        case 2:
+            watch_clear_pixel(2, 21);
+            watch_clear_pixel(2, 0);
+            watch_clear_pixel(0, 5);
+            break;
+        case 3:
+            watch_clear_pixel(1, 21);
+            watch_clear_pixel(2, 1);
+            watch_clear_pixel(1, 4);
+            break;
+        case 4:
+            watch_clear_pixel(0, 21);
+            watch_clear_pixel(2, 10);
+            watch_clear_pixel(2, 4);
+            break;
+        case 5:
+            watch_clear_pixel(0, 20);
+            watch_clear_pixel(0, 1);
+            watch_clear_pixel(2, 5);
+            break;
+        case 6:
+            watch_clear_pixel(1, 17);
+            watch_clear_pixel(0, 0);
+            watch_clear_pixel(1, 6);
+            break;
+        case 7:
+            watch_clear_pixel(2, 20);
+            watch_clear_pixel(1, 0);
+            watch_clear_pixel(0, 6);
+            break;
+        case 8:
+            watch_clear_pixel(2, 21);
+            watch_clear_pixel(2, 0);
+            watch_clear_pixel(0, 5);
+            break;
+        case 9:
+            watch_clear_pixel(1, 21);
+            watch_clear_pixel(2, 1);
+            watch_clear_pixel(1, 4);
+            break;
+        case 10:
+            watch_clear_pixel(0, 21);
+            watch_clear_pixel(2, 10);
+            watch_clear_pixel(2, 4);
+            break;
+        case 11:
+            watch_clear_pixel(0, 20);
+            watch_clear_pixel(0, 1);
+            watch_clear_pixel(2, 5);
+            state->animate = false;
+            state->animation = 0;
+            movement_request_tick_frequency(1);
+    }
+}
\ No newline at end of file
diff --git a/movement/watch_faces/complication/toss_up_face.h b/movement/watch_faces/complication/toss_up_face.h
new file mode 100644 (file)
index 0000000..ca6136a
--- /dev/null
@@ -0,0 +1,112 @@
+/*
+ * MIT License
+ *
+ * Copyright (c) 2023 Tobias Raayoni Last / @randogoth
+ *
+ * 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 TOSS_UP_FACE_H_
+#define TOSS_UP_FACE_H_
+
+#include "movement.h"
+
+/*
+ * TOSS UP FACE
+ * ============
+ *
+ * Playful watch face for games of chance or divination using coins or dice.
+ * 
+ * LIGHT switches between Coins and Dice mode
+ * 
+ * COINS
+ * =====
+ * 
+ * ALARM tosses a coin. If it lands on heads it gets sorted to the left side of the
+ * display, if it lands on tails then sorted to the right side.
+ * 
+ * LONG PRESSING ALARM adds up to 5 more coins to the toss for more nuance in the decision
+ * making (e.g. three heads vs two tails could be read as "yes, but with serious doubts").
+ * 
+ * LONG PRESSING LIGHT flips through additional style for the coins from the default Ө/O 
+ * to H/T (heads/tails), Y/N (yes/no), E/Ǝ, C/Ↄ
+ * 
+ * LONG PRESSING ALARM on the "Coins" title page resets to one coin.
+ * LONG PRESSING LIGHT on the "Coins" title page resets the style to Ө/O
+ * 
+ * DICE
+ * ====
+ * 
+ * ALARM rolls a six sided dice.
+ * 
+ * LONG PRESSING ALARM adds up to 2 more dice to the roll.
+ * 
+ * LONG PRESSING LIGHT flips through other available polyhedral dice types with less or more
+ * than the default 6 sides. The options are D2, D4, D6, D8, D10, D12, D20, D24, D30, D32, D36, 
+ * D48, and a hypothetical D99. 
+ * 
+ * When more than one dice is used for a roll this changes only the last added dice. (see Note
+ * below)
+ *
+ * LONG PRESSING ALARM on the "Dice" title page resets to one dice.
+ * LONG PRESSING LIGHT on the "Dice" title page resets the dice to D6.
+ * 
+ * Please Note: If you need let's say a D8, D12, and D20 for your rolls then the procedure to
+ * set this up would be as follows: from the default screen where you can roll the one D6 dice 
+ * you would LONG PRESS LIGHT a few times to change the D6 to a D8, then LONG PRESS ALARM to add 
+ * a second dice, LONG PRESS LIGHT again until the second dice changes to D12, then LONG PRESS
+ * ALARM to add the third dice and LONG PRESS LIGHT again a few times until it becomes a D20.
+ *
+ */
+
+typedef struct {
+    // Anything you need to keep track of, put it here!
+    uint32_t entropy;
+    uint8_t mode : 4; // 1 coin, 2 coins, 3 coins, 4 coins, dice, iching, geomnc
+    bool setup;
+    bool coins[6];
+    uint8_t coin_num : 3;
+    char coin_style[2];
+    uint8_t coinface : 3;
+    uint8_t dice[3];
+    uint8_t dice_num : 2;
+    uint8_t dd : 6;
+    uint8_t dice_sides[3];
+    uint8_t animation;
+    bool animate;
+} toss_up_state_t;
+
+uint32_t get_true_entropy(void);
+uint8_t divine_bit(void);
+uint8_t roll_dice(uint8_t sides);
+void toss_up_face_setup(movement_settings_t *settings, uint8_t watch_face_index, void ** context_ptr);
+void toss_up_face_activate(movement_settings_t *settings, void *context);
+bool toss_up_face_loop(movement_event_t event, movement_settings_t *settings, void *context);
+void toss_up_face_resign(movement_settings_t *settings, void *context);
+
+#define toss_up_face ((const watch_face_t){ \
+    toss_up_face_setup, \
+    toss_up_face_activate, \
+    toss_up_face_loop, \
+    toss_up_face_resign, \
+    NULL, \
+})
+
+#endif // TOSS_UP_FACE_H_
+