#include #include #include "hello_there_face.h" #include "watch.h" void hello_there_face_setup(movement_settings_t *settings, uint8_t watch_face_index, void ** context_ptr) { // These next two lines just silence the compiler warnings associated with unused parameters. // We have no use for the settings or the watch_face_index, so we make that explicit here. (void) settings; (void) watch_face_index; // At boot, context_ptr will be NULL indicating that we don't have anyplace to store our context. if (*context_ptr == NULL) { // in this case, we allocate an area of memory sufficient to store the stuff we need to track. *context_ptr = malloc(sizeof(hello_there_state_t)); } } void hello_there_face_activate(movement_settings_t *settings, void *context) { // same as above: silence the warning, we don't need to check the settings. (void) settings; // we do however need to set some things in our context. Here we cast it to the correct type... hello_there_state_t *state = (hello_there_state_t *)context; // ...and set the initial state of our watch face. We start out displaying the word 'Hello', state->current_word = 0; // and animate by default. state->animating = true; } bool hello_there_face_loop(movement_event_t event, movement_settings_t *settings, void *context) { (void) settings; hello_there_state_t *state = (hello_there_state_t *)context; switch (event.event_type) { case EVENT_ACTIVATE: case EVENT_TICK: // on activate and tick, if we are animating, if (state->animating) { // we display the current word, if (state->current_word == 0) watch_display_string("Hello ", 4); else watch_display_string(" there", 4); // and increment it so that it will update on the next tick. state->current_word = (state->current_word + 1) % 2; } break; case EVENT_LIGHT_BUTTON_UP: // when the user presses 'light', we illuminate the LED. We could override this if // our UI needed an additional button for input, consuming the light button press // but not illuminating the LED. movement_illuminate_led(); break; case EVENT_MODE_BUTTON_UP: // when the user presses 'mode', we tell movement to move to the next watch face. // movement will call our resign function, clear the screen, and transfer control // to the next watch face in the list. movement_move_to_next_face(); break; case EVENT_ALARM_BUTTON_UP: // when the user presses 'alarm', we toggle the state of the animation. If animating, // we stop; if stopped, we resume. state->animating = !state->animating; break; case EVENT_LOW_ENERGY_UPDATE: // This low energy mode update occurs once a minute, if the watch face is in the // foreground when Movement enters low energy mode. We have the option of supporting // this mode, but since our watch face animates once a second, the "Hello there" face // isn't very useful in this mode. So we choose not to support it. (continued below) break; case EVENT_TIMEOUT: // ... Instead, we respond to the timeout event. This event happens after a configurable // interval on screen (1-30 minutes). The watch will give us this event as a chance to // resign control if we want to, and in this case, we do. // This function will return the watch to the first screen (usually a simple clock), // and it will do it long before the watch enters low energy mode. This ensures we // won't be on screen, and thus opts us out of getting the EVENT_LOW_ENERGY_UPDATE above. movement_move_to_face(0); default: break; } return true; } void hello_there_face_resign(movement_settings_t *settings, void *context) { // our watch face, like most watch faces, has nothing special to do when resigning. // watch faces that enable a peripheral or interact with a sensor may want to turn it off here. (void) settings; (void) context; }