#include "alt_fw/deep_space_now.h"
#endif
+// Default to no secondary face behaviour.
+#ifndef MOVEMENT_SECONDARY_FACE_INDEX
+#define MOVEMENT_SECONDARY_FACE_INDEX MOVEMENT_NUM_FACES
+#endif
+
#if __EMSCRIPTEN__
#include <emscripten.h>
#endif
}
void movement_move_to_next_face(void) {
- movement_move_to_face((movement_state.current_watch_face + 1) % MOVEMENT_NUM_FACES);
+ uint16_t face_max = movement_state.current_watch_face < ((int16_t)MOVEMENT_SECONDARY_FACE_INDEX) ? MOVEMENT_SECONDARY_FACE_INDEX : MOVEMENT_NUM_FACES;
+ movement_move_to_face((movement_state.current_watch_face + 1) % face_max);
}
void movement_schedule_background_task(watch_date_time date_time) {
can_sleep = watch_faces[movement_state.current_watch_face].loop(event, &movement_state.settings, watch_face_contexts[movement_state.current_watch_face]);
// Long-pressing MODE brings one back to the first face, provided that the watch face hasn't decided to send them elsewhere
- // (and we're not currently on the first face).
+ // (and we're not currently on the first face). If we're currently on the first face, a long press
+ // of MODE sends us to the secondary faces (if defined).
// Note that it's the face's responsibility to provide some way to get to the next face, so if EVENT_MODE_BUTTON_* is
// used for face functionality EVENT_MODE_LONG_PRESS should probably be handled and next_face() triggered in the face
// (which would effectively disable the normal 'long press to face 0' behaviour).
if (event.event_type == EVENT_MODE_LONG_PRESS
- && movement_state.current_watch_face > 0
&& !movement_state.watch_face_changed) {
- movement_move_to_face(0);
+ if (movement_state.current_watch_face != 0) {
+ movement_move_to_face(0);
+ } else if (MOVEMENT_SECONDARY_FACE_INDEX != MOVEMENT_NUM_FACES) {
+ movement_move_to_face(MOVEMENT_SECONDARY_FACE_INDEX);
+ }
}
event.event_type = EVENT_NONE;
}
#define MOVEMENT_NUM_FACES (sizeof(watch_faces) / sizeof(watch_face_t))
+/* Determines what face to go to from the first face if you've already set
+ * a mode long press to go to the first face in preferences, and
+ * excludes these faces from the normal rotation.
+ * Usually it makes sense to set this to the preferences face.
+ */
+#define MOVEMENT_SECONDARY_FACE_INDEX (MOVEMENT_NUM_FACES - 2)
+
#endif // MOVEMENT_CONFIG_H_