'movement' -> 'legacy' to signal things we still need to bring in
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legacy/watch_faces/complication/orrery_face.h
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101
legacy/watch_faces/complication/orrery_face.h
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/*
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* MIT License
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*
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* Copyright (c) 2022 Joey Castillo
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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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#ifndef ORRERY_FACE_H_
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#define ORRERY_FACE_H_
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/*
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* ORRERY face
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*
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* The Orrery watch face is similar to the Astronomy watch face in that it
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* calculates properties of the planets, but instead of calculating their
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* positions in the sky, this watch face calculates their absolute locations
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* in the solar system. This is only useful if you want to plot the planets
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* on graph paper, but hey, you never know!
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*
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* The controls are identical to the Astronomy watch face: while the title
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* screen (“Orrery”) is displayed, you can advance through the available
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* planets with repeated short presses on the Alarm button. The available
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* planets:
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*
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* ME - Mercury
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* VE - Venus
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* EA - Earth
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* LU - Luna, the Earth’s moon
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* MA - Mars
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* JU - Jupiter
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* SA - Saturn
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* UR - Uranus
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* NE - Neptune
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*
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* Note that the sun is not available in this menu, as the sun is always at
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* (0,0,0) in this calculation.
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*
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* Long press on the Alarm button to calculate the planet’s location, and
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* after a flashing “C” (for Calculating), you will be presented with the
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* planet’s X coordinate in astronomical units. Short press Alarm to cycle
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* through the X, Y and Z coordinates, and then long press Alarm to return
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* to planet selection.
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*
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* The large numbers represent the whole number part, and the two smaller
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* numbers (in the seconds place) represent the decimal portion. So if you
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* see “SA X 736” and “SA Y -662”, you can read that as an X coordinate of
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* 7.36 AU and a Y coordinate of -6.62 AU. You can literally draw a dot at
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* (0, 0) to represent the sun, and a dot at (7.36, -6.62) to represent
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* Saturn. (The Z coordinates tend to be pretty close to zero, as the
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* planets largely orbit on a single plane, the ecliptic.)
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*/
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#include "movement.h"
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typedef enum {
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ORRERY_MODE_SELECTING_BODY = 0,
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ORRERY_MODE_CALCULATING,
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ORRERY_MODE_DISPLAYING_X,
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ORRERY_MODE_DISPLAYING_Y,
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ORRERY_MODE_DISPLAYING_Z,
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ORRERY_MODE_NUM_MODES
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} orrery_mode_t;
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typedef struct {
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orrery_mode_t mode;
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uint8_t active_body_index;
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double coords[3];
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uint8_t animation_state;
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} orrery_state_t;
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void orrery_face_setup(uint8_t watch_face_index, void ** context_ptr);
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void orrery_face_activate(void *context);
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bool orrery_face_loop(movement_event_t event, void *context);
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void orrery_face_resign(void *context);
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#define orrery_face ((const watch_face_t){ \
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orrery_face_setup, \
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orrery_face_activate, \
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orrery_face_loop, \
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orrery_face_resign, \
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NULL, \
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})
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#endif // ORRERY_FACE_H_
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