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