We now have a couple of applications (stopwatch, Game of Life) that benefit
from sub-second precision. The micropython RTC/utime code for nrf still
needs a major overhaul but this allows us to paper over the cracks for
just a little longer.
On nRF devices if we print with the NUS console disconnected (instead
of never connected) then things we can end up hanging. Better only
to print an exception if the watch class contains a method to do
that.
This reduces the memory overhead required to --exec a file (although
we will still have problems with big classes).
For now we have avoided matching "^def" since we need additional
handling for decorators!
This is getting us much closer to the final UI concept. We have a
quick ring from which we can select typical apps such as clock and
stopwatch which will (eventually) be supplemented with step counting
and heart rate monitoriing. More exotic apps (currenrtly torch, self
test, settings) are all relagated to the launcher ring.
There are still some holes here. In particular the RTC resolution on
nRF devices (such as PineTime) is currently a full second (meaning
the centiseconds will always be zero. Nevertheless that isn't the apps
fault... as we can see when we run on the simulator.
If an application crashes let's report it on the device so it can be
distinguished from a hang (if nothing else it should mean we get better
bug reports).
There's a bunch of different changes here but there are only really three
big wins. The biggest win comes from restructuring the 2-bit RLE decode
loop to avoid the inner function (~20%) but the switch to 16-bit writes in
_fill() and adoption of quick_write (e.g. no CS toggling) are also
note worthy (and about 5% each).
As we enrich the navigation options we will increasinly need to visualize
between apps where up/down will switch us between rings and there
up/down is needed to scroll through content.
This might be a reasonable preference for the setings but, more importantly,
we can also set blank_after to very high values to ensure the watch doesn't
sleep during the voice over in videos!
This gives the simulator a more natural feel since the "swipe left" action
usually means "more a screen to the right". This will probably make
testing games impossible but makes it much easier to navigate the menus.
Here the biggest changes are in the test application because we
refactor a number of the tests to make better use of the button.
Although applications may consume button events it does have a
default behavior which is to switch to the default application
(usually the clock).
After a bit of testing I have not yet come up with a fast, visually
acceptable horizontal animated effect. Instead we simply reply on
screen blanking during the redraw... meaning there is no need for an
effect hint.