refactor: watch faces no longer need a pointer to settings!
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@@ -327,8 +327,7 @@ static void alarm_button_handler(void) {
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do_game_loop(HL_GUESS_LOWER);
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}
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void higher_lower_game_face_setup(movement_settings_t *settings, uint8_t watch_face_index, void **context_ptr) {
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(void) settings;
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void higher_lower_game_face_setup(uint8_t watch_face_index, void **context_ptr) {
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(void) watch_face_index;
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if (*context_ptr == NULL) {
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@@ -340,15 +339,14 @@ void higher_lower_game_face_setup(movement_settings_t *settings, uint8_t watch_f
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// Do any pin or peripheral setup here; this will be called whenever the watch wakes from deep sleep.
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}
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void higher_lower_game_face_activate(movement_settings_t *settings, void *context) {
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(void) settings;
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void higher_lower_game_face_activate(void *context) {
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higher_lower_game_face_state_t *state = (higher_lower_game_face_state_t *) context;
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(void) state;
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// Handle any tasks related to your watch face coming on screen.
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game_state = HL_GS_TITLE_SCREEN;
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}
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bool higher_lower_game_face_loop(movement_event_t event, movement_settings_t *settings, void *context) {
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bool higher_lower_game_face_loop(movement_event_t event, void *context) {
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higher_lower_game_face_state_t *state = (higher_lower_game_face_state_t *) context;
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(void) state;
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@@ -376,7 +374,7 @@ bool higher_lower_game_face_loop(movement_event_t event, movement_settings_t *se
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// movement_move_to_face(0);
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break;
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default:
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return movement_default_loop_handler(event, settings);
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return movement_default_loop_handler(event);
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}
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// return true if the watch can enter standby mode. Generally speaking, you should always return true.
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@@ -388,8 +386,7 @@ bool higher_lower_game_face_loop(movement_event_t event, movement_settings_t *se
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return true;
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}
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void higher_lower_game_face_resign(movement_settings_t *settings, void *context) {
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(void) settings;
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void higher_lower_game_face_resign(void *context) {
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(void) context;
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// handle any cleanup before your watch face goes off-screen.
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