コード例 #1
0
ファイル: main.c プロジェクト: timj92/Cuboid
static void main_window_load(Window *window) {
  // Get information about the Window
  Layer *window_layer = window_get_root_layer(window);
  GRect bounds = layer_get_bounds(window_layer);
  
  // Set background
  if(watch_info_get_model() != WATCH_INFO_MODEL_PEBBLE_ORIGINAL && watch_info_get_model() != WATCH_INFO_MODEL_PEBBLE_STEEL) {
    bg_grass = gbitmap_create_with_resource(RESOURCE_ID_BG_GRASS);
    background_image = bitmap_layer_create(bounds);
    bitmap_layer_set_bitmap(background_image, bg_grass);
    layer_add_child(window_layer, bitmap_layer_get_layer(background_image));
  }
  
  // Create GBitmaps
  num0 = gbitmap_create_with_resource(RESOURCE_ID_NUM_0);
  num1left = gbitmap_create_with_resource(RESOURCE_ID_NUM_1_LEFT);
  num1right = gbitmap_create_with_resource(RESOURCE_ID_NUM_1_RIGHT);
  num2 = gbitmap_create_with_resource(RESOURCE_ID_NUM_2);
  num3 = gbitmap_create_with_resource(RESOURCE_ID_NUM_3);
  num4 = gbitmap_create_with_resource(RESOURCE_ID_NUM_4);
  num5 = gbitmap_create_with_resource(RESOURCE_ID_NUM_5);
  num6 = gbitmap_create_with_resource(RESOURCE_ID_NUM_6);
  num7 = gbitmap_create_with_resource(RESOURCE_ID_NUM_7);
  num8 = gbitmap_create_with_resource(RESOURCE_ID_NUM_8);
  num9 = gbitmap_create_with_resource(RESOURCE_ID_NUM_9);
  
  // Create BitmapLayers
  topleft_image = bitmap_layer_create(GRect(7, 5, 64, 76));
  topright_image = bitmap_layer_create(GRect(71, 5, 64, 76));
  bottomleft_image = bitmap_layer_create(GRect(7, 86, 64, 76));
  bottomright_image = bitmap_layer_create(GRect(71, 86, 64, 76));

  // Set transparency
  bitmap_layer_set_background_color(topleft_image, GColorClear);
  bitmap_layer_set_background_color(topright_image, GColorClear);
  bitmap_layer_set_background_color(bottomleft_image, GColorClear);
  bitmap_layer_set_background_color(bottomright_image, GColorClear);
  
  bitmap_layer_set_compositing_mode(topleft_image, GCompOpSet);
  bitmap_layer_set_compositing_mode(topright_image, GCompOpSet);
  bitmap_layer_set_compositing_mode(bottomleft_image, GCompOpSet);
  bitmap_layer_set_compositing_mode(bottomright_image, GCompOpSet);

  // Add BitmapLayers as child layers to the Window's root layer
  layer_add_child(window_layer, bitmap_layer_get_layer(topleft_image));
  layer_add_child(window_layer, bitmap_layer_get_layer(topright_image));
  layer_add_child(window_layer, bitmap_layer_get_layer(bottomleft_image));
  layer_add_child(window_layer, bitmap_layer_get_layer(bottomright_image));
}
コード例 #2
0
static bool get_color() { // is color supported?
  if (FORCE_COLOR) {
    return true;
  } else {
    switch(watch_info_get_model()) {
      case WATCH_INFO_MODEL_PEBBLE_ORIGINAL:
        return false;
      case WATCH_INFO_MODEL_PEBBLE_STEEL:
        return false;
      case WATCH_INFO_MODEL_UNKNOWN:
        return false;
      default:
        return true;
    }
  }
}
コード例 #3
0
ファイル: main.c プロジェクト: robisodd/TapDetection
    layer_destroy(graphics_layer);
}

static void init(void) {
    // Set up and push main window
    main_window = window_create();
    window_set_window_handlers(main_window, (WindowHandlers) {
        .load = main_window_load,
         .unload = main_window_unload
    });
    window_set_click_config_provider(main_window, click_config_provider);
    window_set_background_color(main_window, GColorBlack);
    IF_SDK2(window_set_fullscreen(main_window, true));

    // Detect Emulation
    emulator = watch_info_get_model()==WATCH_INFO_MODEL_UNKNOWN;
    if(emulator) {
        light_enable(true);  // Good colors on emulator
        LOG("Emulator Detected: Turning Backlight On");
    }

    //Set up other stuff
    cursor.x = 72;
    cursor.y = 44;  // Cursor starting position
    srand(time(NULL));             // Seed randomizer (just for good measure)
    accel_raw_data_service_subscribe(5, accel_data_handler);  // We will be using the accelerometer: 5 samples_per_update
    accel_service_set_sampling_rate(ACCEL_SAMPLING_100HZ);    // 100 samples per second = 20 updates per second

    //Begin
    window_stack_push(main_window, true /* Animated */); // Display window.  Callback will be called once layer is dirtied then written
}