/* * MIT License * * Copyright (c) <#year#> <#author_name#> * * 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 #include #include "<#watch_face_name#>_face.h" void <#watch_face_name#>_face_setup(movement_settings_t *settings, uint8_t watch_face_index, void ** context_ptr) { (void) settings; (void) watch_face_index; if (*context_ptr == NULL) { *context_ptr = malloc(sizeof(<#watch_face_name#>_state_t)); memset(*context_ptr, 0, sizeof(<#watch_face_name#>_state_t)); // Do any one-time tasks in here; the inside of this conditional happens only at boot. } // Do any pin or peripheral setup here; this will be called whenever the watch wakes from deep sleep. } void <#watch_face_name#>_face_activate(movement_settings_t *settings, void *context) { (void) settings; <#watch_face_name#>_state_t *state = (<#watch_face_name#>_state_t *)context; // Handle any tasks related to your watch face coming on screen. } bool <#watch_face_name#>_face_loop(movement_event_t event, movement_settings_t *settings, void *context) { <#watch_face_name#>_state_t *state = (<#watch_face_name#>_state_t *)context; switch (event.event_type) { case EVENT_ACTIVATE: // Show your initial UI here. break; case EVENT_TICK: // If needed, update your display here. break; case EVENT_LIGHT_BUTTON_UP: // You can use the Light button for your own purposes. Note that by default, Movement will also // illuminate the LED in response to EVENT_LIGHT_BUTTON_DOWN; to suppress that behavior, add an // empty case for EVENT_LIGHT_BUTTON_DOWN. break; case EVENT_ALARM_BUTTON_UP: // Just in case you have need for another button. break; case EVENT_TIMEOUT: // Your watch face will receive this event after a period of inactivity. If it makes sense to resign, // you may uncomment this line to move back to the first watch face in the list: // movement_move_to_face(0); break; case EVENT_LOW_ENERGY_UPDATE: // If you did not resign in EVENT_TIMEOUT, you can use this event to update the display once a minute. // Avoid displaying fast-updating values like seconds, since the display won't update again for 60 seconds. // You should also consider starting the tick animation, to show the wearer that this is sleep mode: // watch_start_tick_animation(500); break; default: // Movement's default loop handler will step in for any cases you don't handle above: // * EVENT_LIGHT_BUTTON_DOWN lights the LED // * 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 true if the watch can enter standby mode. Generally speaking, you should always return true. // Exceptions: // * If you are displaying a color using the low-level watch_set_led_color function, you should return false. // * If you are sounding the buzzer using the low-level watch_set_buzzer_on function, you should return false. // Note that if you are driving the LED or buzzer using Movement functions like movement_illuminate_led or // movement_play_alarm, you can still return true. This guidance only applies to the low-level watch_ functions. return true; } void <#watch_face_name#>_face_resign(movement_settings_t *settings, void *context) { (void) settings; (void) context; // handle any cleanup before your watch face goes off-screen. }