Alex Utter 7802994854
Fix missing documentation for many clock faces:
* Move from .c to .h as needed for consistency.
* When missing from both, copy from pull request or wiki.
* When missing entirely, infer functionality from source code.
2023-11-27 23:06:19 -05:00

626 lines
25 KiB
C

/*
* MIT License
*
* Copyright (c) 2022 Andreas Nebinger
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#include <stdlib.h>
#include <string.h>
#include "interval_face.h"
#include "watch.h"
#include "watch_utility.h"
#include "watch_private_display.h"
#include "watch_buzzer.h"
typedef enum {
interval_setting_0_timer_idx,
interval_setting_1_clear_yn,
interval_setting_2_warmup_minutes,
interval_setting_3_warmup_seconds,
interval_setting_4_work_minutes,
interval_setting_5_work_seconds,
interval_setting_6_work_rounds,
interval_setting_7_break_minutes,
interval_setting_8_break_seconds,
interval_setting_9_full_rounds,
interval_setting_10_cooldown_minutes,
interval_setting_11_cooldown_seconds,
interval_setting_max
} interval_setting_idx_t;
#define INTERVAL_FACE_STATE_DEFAULT "IT" // Interval Timer
#define INTERVAL_FACE_STATE_WARMUP "PR" // PRepare / warm up
#define INTERVAL_FACE_STATE_WORK "WO" // WOrk
#define INTERVAL_FACE_STATE_BREAK "BR" // BReak
#define INTERVAL_FACE_STATE_COOLDOWN "CD" // CoolDown
// Define some default timer settings. Each timer is described in an array like this:
// 1. warm-up seconds,
// 2. work time (seconds/minutes)
// 3. break time (seconds/minutes)
// 4. full rounds (0 = no limit)
// 5. cooldown seconds
// Work time and break time: positive number = seconds, negative number = minutes
static const int8_t _default_timers[6][5] = {{0, 40, 20, 0, 0},
{0, 45, 15, 0, 0},
{10, 20, 10, 8, 10},
{0, 35, 0, 0, 0},
{0, -25, -5, 0, 0},
{0, -20, -5, 0, 0}};
static const uint8_t _intro_segdata[4][2] = {{1, 8}, {0, 8}, {0, 7}, {1, 7}};
static const uint8_t _blink_idx[] = {3, 9, 4, 6, 4, 6, 8, 4, 6, 8, 4, 6};
static const uint8_t _setting_page_idx[] = {1, 0, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4};
static const int8_t _sound_seq_warmup[] = {BUZZER_NOTE_F6, 8, BUZZER_NOTE_REST, 1, -2, 3, 0};
static const int8_t _sound_seq_work[] = {BUZZER_NOTE_F6, 8, BUZZER_NOTE_REST, 1, -2, 2, BUZZER_NOTE_C7, 24, 0};
static const int8_t _sound_seq_break[] = {BUZZER_NOTE_B6, 15, BUZZER_NOTE_REST, 1, -2, 1, BUZZER_NOTE_B6, 16, 0};
static const int8_t _sound_seq_cooldown[] = {BUZZER_NOTE_C7, 15, BUZZER_NOTE_REST, 1, -2, 1, BUZZER_NOTE_C7, 24, 0};
static const int8_t _sound_seq_finish[] = {BUZZER_NOTE_C7, 6, BUZZER_NOTE_E7, 6, BUZZER_NOTE_G7, 6, BUZZER_NOTE_C8, 18, 0};
static interval_setting_idx_t _setting_idx;
static int8_t _ticks;
static bool _erase_timer_flag;
static uint32_t _target_ts;
static uint32_t _now_ts;
static uint32_t _paused_ts;
static uint8_t _timer_work_round;
static uint8_t _timer_full_round;
static uint8_t _timer_run_state;
static inline void _inc_uint8(uint8_t *value, uint8_t step, uint8_t max) {
*value += step;
if (*value >= max) *value = 0;
}
static uint32_t _get_now_ts() {
// returns the current date time as unix timestamp
watch_date_time now = watch_rtc_get_date_time();
return watch_utility_date_time_to_unix_time(now, 0);
}
static inline void _button_beep(movement_settings_t *settings) {
// play a beep as confirmation for a button press (if applicable)
if (settings->bit.button_should_sound) watch_buzzer_play_note(BUZZER_NOTE_C7, 50);
}
static void _timer_write_info(interval_face_state_t *state, char *buf, uint8_t timer_page) {
// fill display string with requested timer information
switch (timer_page) {
case 0:
// clear timer?
sprintf(buf, "%2s %1dCLEARn", INTERVAL_FACE_STATE_DEFAULT, state->timer_idx + 1);
if (_erase_timer_flag) buf[9] = 'y';
watch_clear_colon();
break;
case 1:
// warmup time info
sprintf(buf, "%2s %1d%02d%02d ", INTERVAL_FACE_STATE_WARMUP, state->timer_idx + 1,
state->timer[state->timer_idx].warmup_minutes,
state->timer[state->timer_idx].warmup_seconds);
break;
case 2:
// work interval info
sprintf(buf, "%2s %1d%02d%02d%2d", INTERVAL_FACE_STATE_WORK, state->timer_idx + 1,
state->timer[state->timer_idx].work_minutes,
state->timer[state->timer_idx].work_seconds,
state->timer[state->timer_idx].work_rounds);
break;
case 3:
// break interval info
sprintf(buf, "%2s %1d%02d%02d%2d", INTERVAL_FACE_STATE_BREAK, state->timer_idx + 1,
state->timer[state->timer_idx].break_minutes,
state->timer[state->timer_idx].break_seconds,
state->timer[state->timer_idx].full_rounds);
if (!state->timer[state->timer_idx].full_rounds) buf[9] = '-';
break;
case 4:
// cooldown time info
sprintf(buf, "%2s %1d%02d%02d ", INTERVAL_FACE_STATE_COOLDOWN ,state->timer_idx + 1,
state->timer[state->timer_idx].cooldown_minutes,
state->timer[state->timer_idx].cooldown_seconds);
break;
default:
break;
}
}
static void _face_draw(interval_face_state_t *state, uint8_t subsecond) {
// draws current face state
if (!state->is_active) return;
char buf[14];
buf[0] = 0;
uint8_t tmp;
if (state->face_state == interval_state_waiting && _ticks >= 0) {
// play info slideshow for current timer
int8_t ticks = _ticks % 12;
if (ticks == 0) {
if ((state->timer[state->timer_idx].warmup_minutes + state->timer[state->timer_idx].warmup_seconds) == 0) {
// skip warmup info if there is none for this timer
ticks = 3;
_ticks += 3;
}
}
tmp = ticks / 3 + 1;
_timer_write_info(state, buf, tmp);
// don't show '1 round' when displaying workout time to avoid detail overload
if (tmp == 2 && state->timer[state->timer_idx].work_rounds == 1) buf[9] = ' ';
// blink colon
if (subsecond % 2 == 0 && _ticks < 24) watch_clear_colon();
else watch_set_colon();
} else if (state->face_state == interval_state_setting) {
if (_setting_idx == interval_setting_0_timer_idx) {
if ((state->timer[state->timer_idx].warmup_minutes + state->timer[state->timer_idx].warmup_seconds) == 0)
tmp = 1;
else
tmp = 2;
} else {
tmp = _setting_page_idx[_setting_idx];
}
_timer_write_info(state, buf, tmp);
// blink at cursor position
if (subsecond % 2 && _ticks != -2) {
buf[_blink_idx[_setting_idx]] = ' ';
if (_blink_idx[_setting_idx] % 2 == 0) buf[_blink_idx[_setting_idx] + 1] = ' ';
}
// show lap indicator only when rounds are set
if (_setting_idx == interval_setting_6_work_rounds || _setting_idx == interval_setting_9_full_rounds)
watch_set_indicator(WATCH_INDICATOR_LAP);
else
watch_clear_indicator(WATCH_INDICATOR_LAP);
} else if (state->face_state == interval_state_running || state->face_state == interval_state_pausing) {
tmp = _timer_full_round;
switch (_timer_run_state) {
case 0:
sprintf(buf, INTERVAL_FACE_STATE_WARMUP);
break;
case 1:
sprintf(buf, INTERVAL_FACE_STATE_WORK);
if (state->timer[state->timer_idx].work_rounds > 1) tmp = _timer_work_round;
break;
case 2:
sprintf(buf, INTERVAL_FACE_STATE_BREAK);
break;
case 3:
sprintf(buf, INTERVAL_FACE_STATE_COOLDOWN);
break;
default:
break;
}
div_t delta;
if (state->face_state == interval_state_pausing) {
// pausing
delta = div(_target_ts - _paused_ts, 60);
// blink the bell icon
if (_now_ts % 2) watch_set_indicator(WATCH_INDICATOR_BELL);
else watch_clear_indicator(WATCH_INDICATOR_BELL);
} else
// running
delta = div(_target_ts - _now_ts, 60);
sprintf(&buf[2], " %1d%02d%02d%2d", state->timer_idx + 1, delta.quot, delta.rem, tmp + 1);
}
// write out to lcd
if (buf[0]) {
watch_display_character(buf[0], 0);
watch_display_character(buf[1], 1);
// set the bar for the i-like symbol on position 2
watch_set_pixel(2, 9);
// display the rest of the string
watch_display_string(&buf[3], 3);
}
}
static void _initiate_setting(interval_face_state_t *state, uint8_t subsecond) {
state->face_state = interval_state_setting;
_setting_idx = interval_setting_0_timer_idx;
_ticks = 0;
_erase_timer_flag = false;
watch_set_colon();
movement_request_tick_frequency(4);
_face_draw(state, subsecond);
}
static void _resume_setting(interval_face_state_t *state, uint8_t subsecond) {
state->face_state = interval_state_waiting;
_ticks = 0;
_face_draw(state, subsecond);
movement_request_tick_frequency(2);
watch_clear_indicator(WATCH_INDICATOR_LAP);
}
static void _abort_quick_ticks() {
if (_ticks == -2) {
_ticks = -1;
movement_request_tick_frequency(4);
}
}
static void _handle_alarm_button(interval_face_state_t *state) {
// handles the alarm button press and alters the corresponding timer settings
switch (_setting_idx) {
case interval_setting_0_timer_idx:
_inc_uint8(&state->timer_idx, 1, INTERVAL_TIMERS);
_erase_timer_flag = false;
break;
case interval_setting_1_clear_yn:
_erase_timer_flag ^= 1;
break;
case interval_setting_2_warmup_minutes:
_inc_uint8(&state->timer[state->timer_idx].warmup_minutes, 1, 60);
break;
case interval_setting_3_warmup_seconds:
_inc_uint8(&state->timer[state->timer_idx].warmup_seconds, 5, 60);
break;
case interval_setting_4_work_minutes:
_inc_uint8(&state->timer[state->timer_idx].work_minutes, 1, 60);
if (state->timer[state->timer_idx].work_rounds == 0) state->timer[state->timer_idx].work_rounds = 1;
break;
case interval_setting_5_work_seconds:
_inc_uint8(&state->timer[state->timer_idx].work_seconds, 5, 60);
if (state->timer[state->timer_idx].work_rounds == 0) state->timer[state->timer_idx].work_rounds = 1;
break;
case interval_setting_6_work_rounds:
_inc_uint8(&state->timer[state->timer_idx].work_rounds, 1, 100);
break;
case interval_setting_7_break_minutes:
_inc_uint8(&state->timer[state->timer_idx].break_minutes, 1, 60);
break;
case interval_setting_8_break_seconds:
_inc_uint8(&state->timer[state->timer_idx].break_seconds, 5, 60);
break;
case interval_setting_9_full_rounds:
_inc_uint8(&state->timer[state->timer_idx].full_rounds, 1, 100);
break;
case interval_setting_10_cooldown_minutes:
_inc_uint8(&state->timer[state->timer_idx].cooldown_minutes, 1, 60);
break;
case interval_setting_11_cooldown_seconds:
_inc_uint8(&state->timer[state->timer_idx].cooldown_seconds, 5, 60);
break;
default:
break;
}
}
static void _set_next_timestamp(interval_face_state_t *state) {
// set next timestamp for the running timer, set background task and pay sound sequence
uint16_t delta = 0;
int8_t *sound_seq;
interval_timer_setting_t timer = state->timer[state->timer_idx];
switch (_timer_run_state) {
case 0:
delta = timer.warmup_minutes * 60 + timer.warmup_seconds;
sound_seq = (int8_t *)_sound_seq_warmup;
break;
case 1:
delta = timer.work_minutes * 60 + timer.work_seconds;
sound_seq = (int8_t *)_sound_seq_work;
break;
case 2:
delta = timer.break_minutes * 60 + timer.break_seconds;
sound_seq = (int8_t *)_sound_seq_break;
break;
case 3:
delta = timer.cooldown_minutes * 60 + timer.cooldown_seconds;
sound_seq = (int8_t *)_sound_seq_cooldown;
break;
default:
sound_seq = NULL;
break;
}
// failsafe
if (delta <= 0) delta = 1;
_target_ts += delta;
// schedule next background task
watch_date_time target_dt = watch_utility_date_time_from_unix_time(_target_ts, 0);
movement_schedule_background_task_for_face(state->face_idx, target_dt);
// play sound
watch_buzzer_play_sequence(sound_seq, NULL);
}
static inline bool _is_timer_empty(interval_timer_setting_t *timer) {
// checks if a timer is empty
return (timer->warmup_minutes + timer->warmup_seconds
+ timer->work_minutes + timer->work_seconds
+ timer->break_minutes + timer->break_seconds
+ timer->cooldown_minutes + timer->cooldown_seconds == 0);
}
static void _init_timer_info(interval_face_state_t *state) {
state->face_state = interval_state_waiting;
_ticks = 0;
if (state->is_active) movement_request_tick_frequency(2);
}
static void _abort_running_timer() {
_timer_work_round = _timer_full_round = 0;
_timer_run_state = 0;
movement_cancel_background_task();
watch_clear_indicator(WATCH_INDICATOR_BELL);
watch_buzzer_play_note(BUZZER_NOTE_C8, 100);
}
static void _resume_paused_timer(interval_face_state_t *state) {
// resume paused timer
_now_ts = _get_now_ts();
_target_ts += _now_ts - _paused_ts;
watch_date_time target_dt = watch_utility_date_time_from_unix_time(_target_ts, 0);
movement_schedule_background_task_for_face(state->face_idx, target_dt);
state->face_state = interval_state_running;
watch_set_indicator(WATCH_INDICATOR_BELL);
}
void interval_face_setup(movement_settings_t *settings, uint8_t watch_face_index, void **context_ptr) {
(void) settings;
if (*context_ptr == NULL) {
*context_ptr = malloc(sizeof(interval_face_state_t));
interval_face_state_t *state = (interval_face_state_t *)*context_ptr;
memset(*context_ptr, 0, sizeof(interval_face_state_t));
state->face_idx = watch_face_index;
// somehow the memset above doesn't to the trick. So set the state explicitly
state->face_state = interval_state_waiting;
for (uint8_t i = 0; i < INTERVAL_TIMERS; i++) state->timer[i].work_rounds = 1;
// set up default timers
for (uint8_t i = 0; i < 6; i++) {
state->timer[i].warmup_seconds = _default_timers[i][0];
if (_default_timers[i][1] < 0) state->timer[i].work_minutes = -_default_timers[i][1];
else state->timer[i].work_seconds = _default_timers[i][1];
state->timer[i].work_rounds = 1;
if (_default_timers[i][2] < 0) state->timer[i].break_minutes = -_default_timers[i][2];
else state->timer[i].break_seconds = _default_timers[i][2];
state->timer[i].full_rounds = _default_timers[i][3];
state->timer[i].cooldown_seconds = _default_timers[i][4];
}
}
}
void interval_face_activate(movement_settings_t *settings, void *context) {
(void) settings;
interval_face_state_t *state = (interval_face_state_t *)context;
_erase_timer_flag = false;
state->is_active = true;
if (state->face_state <= interval_state_waiting) {
// initiate the intro loop
state->face_state = interval_state_intro;
_ticks = 0;
movement_request_tick_frequency(8);
} else watch_set_colon();
}
void interval_face_resign(movement_settings_t *settings, void *context) {
(void) settings;
interval_face_state_t *state = (interval_face_state_t *)context;
if (state->face_state <= interval_state_setting) state->face_state = interval_state_waiting;
watch_set_led_off();
movement_request_tick_frequency(1);
state->is_active = false;
}
bool interval_face_loop(movement_event_t event, movement_settings_t *settings, void *context) {
interval_face_state_t *state = (interval_face_state_t *)context;
interval_timer_setting_t *timer = &state->timer[state->timer_idx];
switch (event.event_type) {
case EVENT_TICK:
if (state->face_state == interval_state_intro) {
// play intro animation so the wearer knows the face
if (_ticks == 4) {
// transition to default view of current interval slot
watch_set_colon();
_init_timer_info(state);
_face_draw(state, event.subsecond);
break;
}
watch_set_pixel(_intro_segdata[_ticks][0], _intro_segdata[_ticks][1]);
_ticks++;
} else if (state->face_state == interval_state_waiting && _ticks >= 0) {
// play information slideshow for current interval timer
_ticks++;
if ((_ticks % 12 == 9) && (timer->cooldown_minutes + timer->cooldown_seconds == 0)) _ticks += 3;
if (_ticks > 24) _ticks = -1;
else _face_draw(state, event.subsecond);
} else if (state->face_state == interval_state_setting) {
if (_ticks == -2) {
// fast counting
_handle_alarm_button(state);
}
_face_draw(state, event.subsecond);
} else if (state->face_state == interval_state_running || state->face_state == interval_state_pausing) {
_now_ts = _get_now_ts();
_face_draw(state, event.subsecond);
}
break;
case EVENT_ACTIVATE:
watch_display_string(INTERVAL_FACE_STATE_DEFAULT, 0);
if (state->face_state) _face_draw(state, event.subsecond);
break;
case EVENT_LIGHT_BUTTON_UP:
if (state->face_state == interval_state_setting) {
if (_setting_idx == interval_setting_0_timer_idx) {
// skip clear page if timer is empty
if (_is_timer_empty(timer)) _setting_idx = interval_setting_1_clear_yn;
} else if (_setting_idx == interval_setting_1_clear_yn) {
watch_set_colon();
if (_erase_timer_flag) {
// clear the current timer
memset((void *)timer, 0, sizeof(interval_timer_setting_t));
// play a short beep as confirmation
watch_buzzer_play_note(BUZZER_NOTE_C8, 70);
}
} else if (_setting_idx == interval_setting_9_full_rounds && !timer->full_rounds) {
// skip cooldown if full rounds are not limited
_setting_idx = interval_setting_11_cooldown_seconds;
}
_setting_idx += 1;
if (_setting_idx == interval_setting_max) {
// we have done a full settings circle: resume setting
_resume_setting(state, event.subsecond);
} else
_face_draw(state, event.subsecond);
} else {
movement_illuminate_led();
}
break;
case EVENT_LIGHT_LONG_PRESS:
_button_beep(settings);
if (state->face_state == interval_state_setting) {
_resume_setting(state, event.subsecond);
} else {
if (state->face_state >= interval_state_running ) _abort_running_timer();
_initiate_setting(state, event.subsecond);
}
break;
case EVENT_ALARM_BUTTON_UP:
switch (state->face_state) {
case interval_state_waiting:
// cycle through timers
_inc_uint8(&state->timer_idx, 1, INTERVAL_TIMERS);
_ticks = 0;
_face_draw(state, event.subsecond);
break;
case interval_state_setting:
// alter timer settings
_abort_quick_ticks();
_handle_alarm_button(state);
break;
case interval_state_running:
// pause timer
_button_beep(settings);
_paused_ts = _get_now_ts();
state->face_state = interval_state_pausing;
movement_cancel_background_task();
_face_draw(state, event.subsecond);
break;
case interval_state_pausing:
// resume paused timer
_button_beep(settings);
_resume_paused_timer(state);
_face_draw(state, event.subsecond);
break;
default:
break;
}
break;
case EVENT_ALARM_LONG_PRESS:
if (state->face_state == interval_state_setting && _setting_idx != interval_setting_1_clear_yn) {
// initiate quick counting
_ticks = -2;
movement_request_tick_frequency(8);
break;
} else if (state->face_state <= interval_state_waiting) {
if (_is_timer_empty(timer)) {
// jump back to timer #1
_button_beep(settings);
state->timer_idx = 0;
_init_timer_info(state);
} else {
// set initial state and start timer
_timer_work_round = _timer_full_round = 0;
if (timer->warmup_minutes + timer->warmup_seconds) _timer_run_state = 0;
else if (timer->work_minutes + timer->work_seconds) _timer_run_state = 1;
else if (timer->break_minutes + timer->break_seconds) _timer_run_state = 2;
else if (timer->cooldown_minutes + timer->cooldown_seconds) _timer_run_state = 3;
movement_request_tick_frequency(1);
_now_ts = _get_now_ts();
_target_ts = _now_ts;
_set_next_timestamp(state);
state->face_state = interval_state_running;
watch_set_indicator(WATCH_INDICATOR_BELL);
watch_set_colon();
}
} else if (state->face_state == interval_state_running) {
// stop the timer
_abort_running_timer();
_init_timer_info(state);
} else if (state->face_state == interval_state_pausing) {
// resume paused timer
_button_beep(settings);
_resume_paused_timer(state);
}
_face_draw(state, event.subsecond);
break;
case EVENT_ALARM_LONG_UP:
_abort_quick_ticks();
break;
case EVENT_BACKGROUND_TASK:
// find the next timestamp or end the timer
if (_timer_run_state == 0) {
// warmup finished
if (timer->work_minutes + timer->work_seconds) _timer_run_state = 1;
else if (timer->break_minutes + timer->break_seconds) _timer_run_state = 2;
else if (timer->cooldown_minutes + timer->cooldown_seconds) _timer_run_state = 3;
else _timer_run_state = 4;
} else if (_timer_run_state == 1) {
// work finished
_timer_work_round++;
if (_timer_work_round == timer->work_rounds) {
_timer_work_round = 0;
if (timer->break_minutes + timer->break_seconds && (timer->full_rounds == 0
|| (timer->full_rounds && _timer_full_round + 1 < timer->full_rounds))) _timer_run_state = 2;
else {
_timer_full_round++;
if (timer->full_rounds && _timer_full_round == timer->full_rounds) {
if (timer->cooldown_minutes + timer->cooldown_seconds) _timer_run_state = 3;
else _timer_run_state = 4;
} else _timer_run_state = 1;
}
}
} else if (_timer_run_state == 2) {
// break finished
_timer_full_round++;
_timer_work_round = 0;
if (timer->full_rounds && _timer_full_round == timer->full_rounds) {
if (timer->cooldown_minutes + timer->cooldown_seconds) _timer_run_state = 3;
else _timer_run_state = 4;
_timer_full_round--;
} else {
if (timer->work_minutes + timer->work_seconds) _timer_run_state = 1;
}
} else if (_timer_run_state == 3)
// cooldown finished
_timer_run_state = 4;
// set next timestamp or play final sound sequence
if (_timer_run_state < 4) {
// transition to next timer phase
_set_next_timestamp(state);
} else {
// timer has finished
state->face_state = interval_state_waiting;
_init_timer_info(state);
_face_draw(state, event.subsecond);
watch_buzzer_play_sequence((int8_t *)_sound_seq_finish, NULL);
}
break;
case EVENT_TIMEOUT:
if (state->face_state != interval_state_running) movement_move_to_face(0);
break;
case EVENT_LIGHT_BUTTON_DOWN:
// don't light up every time light is hit
break;
default:
movement_default_loop_handler(event, settings);
break;
}
return true;
}