refactor: watch faces no longer need a pointer to settings!

This commit is contained in:
joeycastillo
2024-09-29 09:59:49 -04:00
parent 3bd8f8d51f
commit e88359d1d5
201 changed files with 1180 additions and 1553 deletions

View File

@@ -327,8 +327,7 @@ static void alarm_button_handler(void) {
do_game_loop(HL_GUESS_LOWER);
}
void higher_lower_game_face_setup(movement_settings_t *settings, uint8_t watch_face_index, void **context_ptr) {
(void) settings;
void higher_lower_game_face_setup(uint8_t watch_face_index, void **context_ptr) {
(void) watch_face_index;
if (*context_ptr == NULL) {
@@ -340,15 +339,14 @@ void higher_lower_game_face_setup(movement_settings_t *settings, uint8_t watch_f
// Do any pin or peripheral setup here; this will be called whenever the watch wakes from deep sleep.
}
void higher_lower_game_face_activate(movement_settings_t *settings, void *context) {
(void) settings;
void higher_lower_game_face_activate(void *context) {
higher_lower_game_face_state_t *state = (higher_lower_game_face_state_t *) context;
(void) state;
// Handle any tasks related to your watch face coming on screen.
game_state = HL_GS_TITLE_SCREEN;
}
bool higher_lower_game_face_loop(movement_event_t event, movement_settings_t *settings, void *context) {
bool higher_lower_game_face_loop(movement_event_t event, void *context) {
higher_lower_game_face_state_t *state = (higher_lower_game_face_state_t *) context;
(void) state;
@@ -376,7 +374,7 @@ bool higher_lower_game_face_loop(movement_event_t event, movement_settings_t *se
// movement_move_to_face(0);
break;
default:
return movement_default_loop_handler(event, settings);
return movement_default_loop_handler(event);
}
// return true if the watch can enter standby mode. Generally speaking, you should always return true.
@@ -388,8 +386,7 @@ bool higher_lower_game_face_loop(movement_event_t event, movement_settings_t *se
return true;
}
void higher_lower_game_face_resign(movement_settings_t *settings, void *context) {
(void) settings;
void higher_lower_game_face_resign(void *context) {
(void) context;
// handle any cleanup before your watch face goes off-screen.