mars time: don't time out, enable low energy animation
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@ -120,6 +120,11 @@ void mars_time_face_setup(uint8_t watch_face_index, void ** context_ptr) {
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void mars_time_face_activate(void *context) {
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void mars_time_face_activate(void *context) {
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mars_time_state_t *state = (mars_time_state_t *)context;
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mars_time_state_t *state = (mars_time_state_t *)context;
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(void) state;
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(void) state;
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if (watch_sleep_animation_is_running()) {
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watch_stop_sleep_animation();
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watch_stop_blink();
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}
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}
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}
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bool mars_time_face_loop(movement_event_t event, void *context) {
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bool mars_time_face_loop(movement_event_t event, void *context) {
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@ -141,13 +146,12 @@ bool mars_time_face_loop(movement_event_t event, void *context) {
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state->current_site = (state->current_site + 1) % MARS_TIME_NUM_SITES;
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state->current_site = (state->current_site + 1) % MARS_TIME_NUM_SITES;
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_update(state);
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_update(state);
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break;
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break;
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case EVENT_TIMEOUT:
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// TODO: make this lower power so we can avoid timeout
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movement_move_to_face(0);
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break;
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case EVENT_LOW_ENERGY_UPDATE:
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case EVENT_LOW_ENERGY_UPDATE:
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// TODO: low energy update
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// a mars solar second is 1.0275 seconds, so the animation should tick at half of that.
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// watch_start_sleep_animation(500);
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if (!watch_sleep_animation_is_running()) {
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watch_start_sleep_animation(514);
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watch_start_indicator_blink_if_possible(WATCH_INDICATOR_COLON, 514);
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}
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break;
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break;
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case EVENT_LIGHT_BUTTON_DOWN:
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case EVENT_LIGHT_BUTTON_DOWN:
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// don't light up every time light is hit
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// don't light up every time light is hit
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