// TODO: low energy update
// watch_start_tick_animation(500);
break;
+ case EVENT_LIGHT_BUTTON_DOWN:
+ // don't light up every time light is hit
+ break;
default:
movement_default_loop_handler(event, settings);
break;
case EVENT_TIMEOUT:
movement_move_to_face(0);
break;
+ case EVENT_LIGHT_BUTTON_DOWN:
+ // don't light up every time light is hit
+ break;
default:
movement_default_loop_handler(event, settings);
break;
case EVENT_ACTIVATE:
_blinky_face_update_lcd(state);
break;
- case EVENT_LIGHT_BUTTON_UP:
+ case EVENT_LIGHT_BUTTON_DOWN:
if (!state->active) {
state->color = (state->color + 1) % 3;
_blinky_face_update_lcd(state);
abort_quick_ticks(state);
movement_move_to_next_face();
break;
- case EVENT_LIGHT_BUTTON_UP:
+ case EVENT_LIGHT_BUTTON_DOWN:
switch(state->mode) {
case cd_running:
movement_illuminate_led();
// won't be on screen, and thus opts us out of getting the EVENT_LOW_ENERGY_UPDATE above.
movement_move_to_face(0);
break;
+ case EVENT_LIGHT_BUTTON_DOWN:
+ // don't light up every time light is hit
+ break;
default:
movement_default_loop_handler(event, settings);
break;
case EVENT_TIMEOUT:
if (state->face_state != interval_state_running) movement_move_to_face(0);
break;
+ case EVENT_LIGHT_BUTTON_DOWN:
+ // don't light up every time light is hit
+ break;
default:
movement_default_loop_handler(event, settings);
break;
settings->bit.led_green_color ? (0xF | settings->bit.led_green_color << 4) : 0);
}
break;
+ case EVENT_LIGHT_BUTTON_DOWN:
+ // don't light up every time light is hit
+ break;
+ default:
+ movement_default_loop_handler(event, settings);
+ break;
}
return true;
case EVENT_TICK:
display_dice_roll_animation(state);
break;
- case EVENT_LIGHT_BUTTON_UP:
+ case EVENT_LIGHT_BUTTON_DOWN:
// Change how many sides the die has
for (int i = 0; i < NUM_DICE_TYPES; i++) {
if (DICE_TYPES[i] == state->dice_sides) {
return false;
}
break;
- case EVENT_LIGHT_BUTTON_UP:
+ case EVENT_LIGHT_BUTTON_DOWN:
proposed_stack_size = s->stack_size - functions[s->fn_index].input;
if (s->mode == CALC_NUMBER) {
break;
}
break;
- case EVENT_LIGHT_BUTTON_UP:
+ case EVENT_LIGHT_BUTTON_DOWN:
switch (state->mode) {
case rpn_calculator_waiting:
state->mode = rpn_calculator_op;
break;
case EVENT_LOW_ENERGY_UPDATE:
break;
+ case EVENT_LIGHT_BUTTON_DOWN:
+ // don't light up every time light is hit
+ break;
default:
movement_default_loop_handler(event, settings);
break;
case EVENT_TICK:
ships_bell_draw(state);
break;
- case EVENT_MODE_BUTTON_UP:
- movement_move_to_next_face();
- break;
- case EVENT_LIGHT_BUTTON_UP:
- movement_illuminate_led();
- break;
case EVENT_ALARM_BUTTON_UP:
state->bell_enabled = !state->bell_enabled;
if (state->bell_enabled) watch_set_indicator(WATCH_INDICATOR_BELL);
}
break;
default:
+ movement_default_loop_handler(event, settings);
break;
}
// You should also consider starting the tick animation, to show the wearer that this is sleep mode:
// watch_start_tick_animation(500);
break;
+ case EVENT_LIGHT_BUTTON_DOWN:
+ // don't light up every time light is hit
+ break;
default:
movement_default_loop_handler(event, settings);
break;
case EVENT_LOW_ENERGY_UPDATE:
watch_display_string("SLEEP ", 4);
break;
+ case EVENT_LIGHT_BUTTON_DOWN:
+ // don't light up every time light is hit
+ break;
default:
movement_default_loop_handler(event, settings);
break;
}
tomato_draw(state);
break;
- case EVENT_LIGHT_BUTTON_UP:
+ case EVENT_LIGHT_BUTTON_DOWN:
movement_illuminate_led();
if (state->mode == tomato_ready) {
if (state->kind == tomato_break) {
break;
case EVENT_LOW_ENERGY_UPDATE:
break;
+ case EVENT_LIGHT_BUTTON_DOWN:
+ // don't light up every time light is hit
+ break;
default:
movement_default_loop_handler(event, settings);
break;
break;
case EVENT_TICK:
break;
- case EVENT_LIGHT_BUTTON_UP:
+ case EVENT_LIGHT_BUTTON_DOWN:
freqcorr = RTC->MODE2.FREQCORR.reg;
if (freqcorr < 127) {
RTC->MODE2.FREQCORR.reg++;
update_settings(state);
}
break;
+ case EVENT_LIGHT_BUTTON_DOWN:
+ // don't light up every time light is hit
+ break;
default:
movement_default_loop_handler(event, settings);
break;
// watch_start_tick_animation(500);
break;
+ case EVENT_LIGHT_BUTTON_DOWN:
+ // don't light up every time light is hit
+ break;
default:
movement_default_loop_handler(event, settings);
break;
apply_RTC_correction(correction);
break;
+ case EVENT_LIGHT_BUTTON_DOWN:
+ // don't light up every time light is hit
+ break;
default:
movement_default_loop_handler(event, settings);
break;
_abort_quick_ticks();
movement_move_to_next_face();
return false;
- case EVENT_LIGHT_BUTTON_UP:
+ case EVENT_LIGHT_BUTTON_DOWN:
current_page = (current_page + 1) % SET_TIME_FACE_NUM_SETTINGS;
*((uint8_t *)context) = current_page;
break;
case EVENT_TIMEOUT:
movement_move_to_face(0);
break;
+ case EVENT_LIGHT_BUTTON_DOWN:
+ // don't light up every time light is hit
+ break;
default:
movement_default_loop_handler(event, settings);
break;