void chrono_reset_button() { // Resets the chronometer to 0 time. PblTm time; get_time(&time); chrono_running = false; chrono_lap_paused = false; chrono_start_seconds = 0; chrono_hold_seconds = 0; vibes_double_pulse(); update_hands(&time); }
void chrono_lap_button() { PblTm time; int seconds; get_time(&time); if (chrono_lap_paused) { // If we were already paused, this resumes the motion, jumping // ahead to the currently elapsed time. chrono_lap_paused = false; vibes_enqueue_custom_pattern(tap); update_hands(&time); } else { // If we were not already paused, this pauses the hands here (but // does not stop the timer). seconds = get_time_seconds(&time); chrono_hold_seconds = seconds - chrono_start_seconds; chrono_lap_paused = true; vibes_enqueue_custom_pattern(tap); update_hands(&time); } }
void chrono_reset_button() { // Resets the chronometer to 0 time. time_t now; struct tm *this_time; now = time(NULL); this_time = localtime(&now); chrono_data.running = false; chrono_data.lap_paused = false; chrono_data.start_ms = 0; chrono_data.hold_ms = 0; memset(&chrono_data.laps[0], 0, sizeof(chrono_data.laps[0]) * CHRONO_MAX_LAPS); vibes_double_pulse(); update_chrono_laps_time(); update_hands(this_time); reset_tick_timer(); }
// Compute new hand positions once a minute (or once a second). void handle_tick(AppContextRef ctx, PebbleTickEvent *t) { (void)ctx; update_hands(t->tick_time); }