The ConfirmationView became broken when we converted it's images over to
2-bit RLE. That happened because the confirmation view relied on the
the 1-bit RLE to dynamically generate hit boxes.
Currently the code pre-calculates the hit box which is a waste of RAM.
Let's rip out the existing hit box logic and replace it with much larger
("fat finger") hit targets.
We make the touch() method more closely adopt the idioms of other UI
components (e.g. don't return the dialog status... just whether or
not we handled the touch).
Signed-off-by: Daniel Thompson <daniel@redfelineninja.org.uk>
The alarm is off by default so there's no reason to set an alarm that
is disabled. Let's stop doing that.
Signed-off-by: Daniel Thompson <daniel@redfelineninja.org.uk>
We are able to add this to the self tests without having to create a
special page. Instead we can modify the existing notifications test
to utilize the spinner.
Signed-off-by: Daniel Thompson <daniel@redfelineninja.org.uk>
Currently if you spend more then 15 seconds looking up figures or
transcribing the answer then the system will switch back to the
clock and the answer will be lost.
Fix this by remembering the output between invocations.
Signed-off-by: Daniel Thompson <daniel@redfelineninja.org.uk>
Currently calculations such as 22/7 do not work correctly on the
simulator (which uses double precision floating point). Fix this
by explicitly truncating the strings when needed.
Additionally the current calculate() method has some problems when
the calculation cannot be evaluated since it will needlessly clear out
the calculation. Push calculate (and the exception handling) into the
caller and report errors using the vibration motor instead.
Finally we rename display_output() to the more idiomatic _update().
Signed-off-by: Daniel Thompson <daniel@redfelineninja.org.uk>
Currently the fields is a list of lists of strings. This will needlessly
consume RAM so lets switch it over to a simple string (which is immutable
and can be stored in flash).
We also replace indices with simple x and y variables. In addition to
avoiding a (temporary) memory allocation this is also easier to use
when looking up in fields.
Signed-off-by: Daniel Thompson <daniel@redfelineninja.org.uk>
Currently the calculator uses an open grid. It's a matter of taste but
I prefer a closed grid.
Signed-off-by: Daniel Thompson <daniel@redfelineninja.org.uk>
Currently the coordindates used for line drawing are "tuned" for a bug in
the line drawing code (and now draw off the edge of the screen). Fix this.
Signed-off-by: Daniel Thompson <daniel@redfelineninja.org.uk>
The 2-bit RLE encoding, in addition to supporting colour is also fully
ROMable meaning we can save 32 bytes of RAM per image by switching to
2-bit encoding.
Switch everything in icons and font.clock over to 2-bit encoding.
Note: this requires all the clock PNG files to be reencoded (because
they were originally in 1-bit grayscale format and this is no
longer supported by the encoder).
This reduces RAM overhead by 480 bytes and has only a negligable effect
on FLASH usage (+4 bytes).
Signed-off-by: Daniel Thompson <daniel@redfelineninja.org.uk>
Update the icon so it more closely resembles the in-game visual style
(and also so it compresses better) and update the screenshot since the
old one is the wrong size (FullHD instead of 358x406) and doesn't render
correctly in the documentation.
Signed-off-by: Daniel Thompson <daniel@redfelineninja.org.uk>
Make the ticks and hands larger and shorten the hands slightly to avoid
visual glitches during "undraw".
Signed-off-by: Daniel Thompson <daniel@redfelineninja.org.uk>
Currently all lines are a single pixel wide. To draw wider lines we
must draw two parallel lines with a single pixel offset and this is
a *very* inefficient approach, espeically on ST7789 where we spend
longer setting the clipping window than we do drawing each pixel.
Fix this by constructing a line using a variable sized square rather than
a single pixel. This will "overdraw" (some pixels will be drawn more than
once) but since square blocks can be efficiently transferred to the
display the overdraw is acceptable.
Note: It is a difficult decision whether to maintain the convention that
color is the last argument or to keep compatibility with existing
line drawing tests. This patch opts for the former and fixes up
all uses within the existing codebase.
Signed-off-by: Daniel Thompson <daniel@redfelineninja.org.uk>
This theming engine uses a bytestring (but supports anything indexable,
as long as the index results are a byte long),
stored as `wasp.system._theme`.
It has a default value, which should not change anything about the way this looks currently.
The theme can be set via `wasp.system.set_theme`,
but this should *ONLY* be used in `main.py`.
`wasp.system.set_theme` will return True if it was successful,
or False if the theme is of an old format.
Using an old format theme will *not* crash the watch,
but will use the default theme instead.
To theme this, one has to use tools/themer.py (use flag -h for complete explanation)
to generate a bytestring that's added in main.py (see diff).
The bytestring is then loaded into 'wasp.system._theme'.
Theme values can be looked up by apps by using `wasp.system.theme("theme-key")`.
Theme keys appear in the function body of `wasp.system.theme()`.
I've took the liberty of converting existing apps to use this method,
and it seems to work well.
A test theme is provided in `tools/test_theme.py`
Signed-off-by: kozova1 <mug66kk@gmail.com>
This is the API:
drawable.line(x1, y1, x2, y2, color)
The function has optimizations for the case of vertical or horizontal lines.
Signed-off-by: Kozova1 <mug66kk@gmail.com>
[daniel@redfelineninja.org.uk: Minor update to commit message]
Signed-off-by: Daniel Thompson <daniel@redfelineninja.org.uk>
Signed-off-by: Carlos Gil Gonzalez <carlosgilglez@gmail.com>
[daniel@redfelineninja.org.uk: Fixed board support for simulator and
sphinx (a.k.a. doc builder)]
Signed-off-by: Daniel Thompson <daniel@redfelineninja.org.uk>
Signed-off-by: Johannes Wache <jbwa@posteo.de>
[daniel@redfelineninja.org.uk: Removed some couple of unwanted merge artifacts]
Signed-off-by: Daniel Thompson <daniel@redfelineninja.org.uk>
Currently the widgets react to touch when the alarm is ringing (and they
are invisible. For now we fix this by disabling the alarm on a touch
event. Maybe the app should reject touch events since they could acidentally
dismiss the alarm... but we already disable the alarm if we get a swipe
event so this doesn't make things much worse than they already are!
Signed-off-by: Daniel Thompson <daniel@redfelineninja.org.uk>
The long term plan is to retire and remove the 1-bit RLE code from wasp-os
so we don't want new icons using that encoding.
Signed-off-by: Daniel Thompson <daniel@redfelineninja.org.uk>
Currently the swipe handling added for the confirmation view has a number
of prolems: it does not work at all for multi-screen notifications, it
interferes with the haptic feedback if we keep swiping down and an up
swipe incorrectly dismisses whole notification app.
Fix these.
Signed-off-by: Daniel Thompson <daniel@redfelineninja.org.uk>
Currently the confirmation view remains active when we switch away from
the notification view. Ensure we dismiss when we background the
application.
Signed-off-by: Daniel Thompson <daniel@redfelineninja.org.uk>
Currently there are detailed hit boxes in the confirmation view widget
but any inaccurate hit is treated as No anyway by the notification app.
Additionally selecting 'No' dismisses the whole notification app rather
than just the confirmation view.
Fix the event handling so that we ignore touches outside the hit box and
only dismiss the whole notification app if we actually clear the
notifications.
Signed-off-by: Daniel Thompson <daniel@redfelineninja.org.uk>
Signed-off-by: Aidan Houlihan <aidandhoulihan@gmail.com>
[daniel@redfelineninja.org.uk: Minor changes to .gitignore]
Signed-off-by: Daniel Thompson <daniel@redfelineninja.org.uk>
wasp.system cannot be safely be used from app __init__ methods. Move
the initial value settings to the foreground method instead.
Fixes: b1326e1609 ("apps: settings: Fix initial slider value")
Signed-off-by: Daniel Thompson <daniel@redfelineninja.org.uk>
When the Settings app is launched, it shows the "Mid" text (this is
correct), but the slider is at the lowest position. After moving the
slider it functions correctly, so this fix is mostly cosmetic.
Signed-off-by: kozova1 <mug66kk@gmail.com>
Additionally we rename the screenshot to conform to the naming
convention (app.NAME + 'App.png') used for simulator screenshots.
Signed-off-by: Daniel Thompson <daniel@redfelineninja.org.uk>
Signed-off-by: Carlos Gil <carlosgilglez@gmail.com>
[daniel@redfelineninja.org.uk: fix regressions on simulator, disable by
default (for now) on real hardware and remove a couple of whitespace
changes to existing files]
Signed-off-by: Daniel Thompson <daniel@redfelineninja.org.uk>
Providing a status bar for all apps to use allows us to reduce allocations
within the applications.
Signed-off-by: Daniel Thompson <daniel@redfelineninja.org.uk>
The main simplification is to adopt the status bar (with the status bar
clock disabled) and to restructure the way draw and redraw are handled.
Since the clock application is one of the most popular to customize it
has also had extensive commenting added to describe how it works.
Signed-off-by: Daniel Thompson <daniel@redfelineninja.org.uk>