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

@@ -203,8 +203,7 @@ static bool _move_invaders() {
return false;
}
void invaders_face_setup(movement_settings_t *settings, uint8_t watch_face_index, void ** context_ptr) {
(void) settings;
void invaders_face_setup(uint8_t watch_face_index, void ** context_ptr) {
(void) watch_face_index;
if (*context_ptr == NULL) {
*context_ptr = malloc(sizeof(invaders_state_t));
@@ -220,14 +219,13 @@ void invaders_face_setup(movement_settings_t *settings, uint8_t watch_face_index
#endif
}
void invaders_face_activate(movement_settings_t *settings, void *context) {
(void) settings;
void invaders_face_activate(void *context) {
(void) context;
_current_state = invaders_state_activated;
_signals.suspend_buttons = false;
}
bool invaders_face_loop(movement_event_t event, movement_settings_t *settings, void *context) {
bool invaders_face_loop(movement_event_t event, void *context) {
invaders_state_t *state = (invaders_state_t *)context;
switch (event.event_type) {
@@ -414,7 +412,7 @@ bool invaders_face_loop(movement_event_t event, movement_settings_t *settings, v
// * EVENT_MODE_BUTTON_UP moves to the next watch face in the list
// * EVENT_MODE_LONG_PRESS returns to the first watch face (or skips to the secondary watch face, if configured)
// You can override any of these behaviors by adding a case for these events to this switch statement.
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.
@@ -426,8 +424,7 @@ bool invaders_face_loop(movement_event_t event, movement_settings_t *settings, v
return true;
}
void invaders_face_resign(movement_settings_t *settings, void *context) {
(void) settings;
void invaders_face_resign(void *context) {
(void) context;
_current_state = invaders_state_game_over;
}