/* * MIT License * * Copyright (c) 2022 Andreas Nebinger, building on Wesley Ellis’ countdown_face.c * * 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 "timer_face.h" #include "watch.h" #include "watch_utility.h" static const uint32_t _default_timer_values[] = {0x000200, 0x000500, 0x000A00, 0x001400, 0x002D02}; // default timers: 2 min, 5 min, 10 min, 20 min, 2 h 45 min // sound sequence for a single beeping sequence static const int8_t _sound_seq_beep[] = {BUZZER_NOTE_C8, 3, BUZZER_NOTE_REST, 3, -2, 2, BUZZER_NOTE_C8, 5, BUZZER_NOTE_REST, 25, 0}; static const int8_t _sound_seq_start[] = {BUZZER_NOTE_C8, 2, 0}; static uint8_t _beeps_to_play; // temporary counter for ring signals playing static inline int32_t _get_tz_offset(movement_settings_t *settings) { return movement_timezone_offsets[settings->bit.time_zone] * 60; } static void _signal_callback() { if (_beeps_to_play) { _beeps_to_play--; watch_buzzer_play_sequence((int8_t *)_sound_seq_beep, _signal_callback); } } static void _start(timer_state_t *state, movement_settings_t *settings, bool with_beep) { if (state->timers[state->current_timer].value == 0) return; watch_date_time now = watch_rtc_get_date_time(); state->now_ts = watch_utility_date_time_to_unix_time(now, _get_tz_offset(settings)); if (state->mode == pausing) state->target_ts = state->now_ts + state->paused_left; else state->target_ts = watch_utility_offset_timestamp(state->now_ts, state->timers[state->current_timer].unit.hours, state->timers[state->current_timer].unit.minutes, state->timers[state->current_timer].unit.seconds); watch_date_time target_dt = watch_utility_date_time_from_unix_time(state->target_ts, _get_tz_offset(settings)); state->mode = running; movement_schedule_background_task_for_face(state->watch_face_index, target_dt); watch_set_indicator(WATCH_INDICATOR_BELL); if (with_beep) watch_buzzer_play_sequence((int8_t *)_sound_seq_start, NULL); } static void _draw(timer_state_t *state, uint8_t subsecond) { char buf[14]; uint32_t delta; div_t result; uint8_t h, min, sec; switch (state->mode) { case pausing: if (state->pausing_seconds % 2) watch_clear_indicator(WATCH_INDICATOR_BELL); else watch_set_indicator(WATCH_INDICATOR_BELL); if (state->pausing_seconds != 1) // not 1st iteration (or 256th): do not write anything return; // fall through case running: delta = state->target_ts - state->now_ts; result = div(delta, 60); sec = result.rem; result = div(result.quot, 60); min = result.rem; h = result.quot; sprintf(buf, " %02u%02u%02u", h, min, sec); break; case setting: if (state->settings_state == 1) { // ask it the current timer shall be erased sprintf(buf, " CLEAR%c", state->erase_timer_flag ? 'y' : 'n'); watch_clear_colon(); } else if (state->settings_state == 5) { sprintf(buf, " LOOP%c", state->timers[state->current_timer].unit.repeat ? 'y' : 'n'); watch_clear_colon(); } else { sprintf(buf, " %02u%02u%02u", state->timers[state->current_timer].unit.hours, state->timers[state->current_timer].unit.minutes, state->timers[state->current_timer].unit.seconds); watch_set_colon(); } break; case waiting: sprintf(buf, " %02u%02u%02u", state->timers[state->current_timer].unit.hours, state->timers[state->current_timer].unit.minutes, state->timers[state->current_timer].unit.seconds); break; } buf[0] = 49 + state->current_timer; if (state->mode == setting && subsecond % 2) { // blink the current settings value if (state->settings_state == 0) buf[0] = ' '; else if (state->settings_state == 1 || state->settings_state == 5) buf[6] = ' '; else buf[(state->settings_state - 1) * 2 - 1] = buf[(state->settings_state - 1) * 2] = ' '; } watch_display_string(buf, 3); // set lap indicator when we have a looping timer if (state->timers[state->current_timer].unit.repeat) watch_set_indicator(WATCH_INDICATOR_LAP); else watch_clear_indicator(WATCH_INDICATOR_LAP); } static void _reset(timer_state_t *state) { state->mode = waiting; movement_cancel_background_task_for_face(state->watch_face_index); watch_clear_indicator(WATCH_INDICATOR_BELL); } static void _set_next_valid_timer(timer_state_t *state) { if ((state->timers[state->current_timer].value & 0xFFFFFF) == 0) { uint8_t i = state->current_timer; do { i = (i + 1) % TIMER_SLOTS; } while ((state->timers[i].value & 0xFFFFFF) == 0 && i != state->current_timer); state->current_timer = i; } } static void _resume_setting(timer_state_t *state) { state->settings_state = 0; state->mode = waiting; movement_request_tick_frequency(1); _set_next_valid_timer(state); } static void _settings_increment(timer_state_t *state) { switch(state->settings_state) { case 0: state->current_timer = (state->current_timer + 1) % TIMER_SLOTS; break; case 1: state->erase_timer_flag ^= 1; break; case 2: state->timers[state->current_timer].unit.hours = (state->timers[state->current_timer].unit.hours + 1) % 24; break; case 3: state->timers[state->current_timer].unit.minutes = (state->timers[state->current_timer].unit.minutes + 1) % 60; break; case 4: state->timers[state->current_timer].unit.seconds = (state->timers[state->current_timer].unit.seconds + 1) % 60; break; case 5: state->timers[state->current_timer].unit.repeat ^= 1; break; default: // should never happen break; } return; } static void _abort_quick_cycle(timer_state_t *state) { if (state->quick_cycle) { state->quick_cycle = false; movement_request_tick_frequency(4); } } static inline bool _check_for_signal() { if (_beeps_to_play) { _beeps_to_play = 0; return true; } return false; } void timer_face_setup(movement_settings_t *settings, uint8_t watch_face_index, void ** context_ptr) { (void) settings; if (*context_ptr == NULL) { *context_ptr = malloc(sizeof(timer_state_t)); timer_state_t *state = (timer_state_t *)*context_ptr; memset(*context_ptr, 0, sizeof(timer_state_t)); state->watch_face_index = watch_face_index; for (uint8_t i = 0; i < sizeof(_default_timer_values) / sizeof(uint32_t); i++) { state->timers[i].value = _default_timer_values[i]; } } } void timer_face_activate(movement_settings_t *settings, void *context) { (void) settings; timer_state_t *state = (timer_state_t *)context; watch_display_string("TR", 0); watch_set_colon(); if(state->mode == running) { watch_date_time now = watch_rtc_get_date_time(); state->now_ts = watch_utility_date_time_to_unix_time(now, _get_tz_offset(settings)); watch_set_indicator(WATCH_INDICATOR_BELL); } else { state->pausing_seconds = 1; _beeps_to_play = 0; } } bool timer_face_loop(movement_event_t event, movement_settings_t *settings, void *context) { (void) settings; timer_state_t *state = (timer_state_t *)context; uint8_t subsecond = event.subsecond; switch (event.event_type) { case EVENT_ACTIVATE: _draw(state, event.subsecond); break; case EVENT_TICK: if (state->mode == running) state->now_ts++; else if (state->mode == pausing) state->pausing_seconds++; else if (state->quick_cycle) { if (watch_get_pin_level(BTN_ALARM)) { _settings_increment(state); subsecond = 0; } else _abort_quick_cycle(state); } _draw(state, subsecond); break; case EVENT_LIGHT_BUTTON_DOWN: switch (state->mode) { case pausing: case running: movement_illuminate_led(); break; case setting: if (state->erase_timer_flag) { state->timers[state->current_timer].value = 0; state->erase_timer_flag = false; } state->settings_state = (state->settings_state + 1) % 6; if (state->settings_state == 1 && state->timers[state->current_timer].value == 0) state->settings_state = 2; else if (state->settings_state == 5 && (state->timers[state->current_timer].value & 0xFFFFFF) == 0) state->settings_state = 0; break; default: break; } _draw(state, event.subsecond); break; case EVENT_LIGHT_BUTTON_UP: if (state->mode == waiting) movement_illuminate_led(); break; case EVENT_ALARM_BUTTON_UP: _abort_quick_cycle(state); if (_check_for_signal()) break;; switch (state->mode) { case running: state->mode = pausing; state->pausing_seconds = 0; state->paused_left = state->target_ts - state->now_ts; movement_cancel_background_task(); break; case pausing: _start(state, settings, false); break; case waiting: { uint8_t last_timer = state->current_timer; state->current_timer = (state->current_timer + 1) % TIMER_SLOTS; _set_next_valid_timer(state); // start the time immediately if there is only one valid timer slot if (last_timer == state->current_timer) _start(state, settings, true); break; } case setting: _settings_increment(state); subsecond = 0; break; } _draw(state, subsecond); break; case EVENT_LIGHT_LONG_PRESS: if (state->mode == waiting) { // initiate settings state->mode = setting; state->settings_state = 0; state->erase_timer_flag = false; movement_request_tick_frequency(4); } else if (state->mode == setting) { _resume_setting(state); } _draw(state, event.subsecond); break; case EVENT_BACKGROUND_TASK: // play the alarm _beeps_to_play = 4; watch_buzzer_play_sequence((int8_t *)_sound_seq_beep, _signal_callback); _reset(state); if (state->timers[state->current_timer].unit.repeat) _start(state, settings, false); break; case EVENT_ALARM_LONG_PRESS: switch(state->mode) { case setting: switch (state->settings_state) { case 0: state->current_timer = 0; break; case 2: case 3: case 4: state->quick_cycle = true; movement_request_tick_frequency(8); break; default: break; } break; case waiting: _start(state, settings, true); break; case pausing: case running: _reset(state); if (settings->bit.button_should_sound) watch_buzzer_play_note(BUZZER_NOTE_C7, 50); break; default: break; } _draw(state, event.subsecond); break; case EVENT_ALARM_LONG_UP: _abort_quick_cycle(state); break; case EVENT_MODE_LONG_PRESS: case EVENT_TIMEOUT: _abort_quick_cycle(state); movement_move_to_face(0); break; default: movement_default_loop_handler(event, settings); break; } return true; } void timer_face_resign(movement_settings_t *settings, void *context) { (void) settings; timer_state_t *state = (timer_state_t *)context; if (state->mode == setting) { state->settings_state = 0; state->mode = waiting; } }