/* * MIT License * * Copyright (c) 2022 Joey Castillo * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. */ #ifndef ORRERY_FACE_H_ #define ORRERY_FACE_H_ /* * ORRERY face * * The Orrery watch face is similar to the Astronomy watch face in that it * calculates properties of the planets, but instead of calculating their * positions in the sky, this watch face calculates their absolute locations * in the solar system. This is only useful if you want to plot the planets * on graph paper, but hey, you never know! * * The controls are identical to the Astronomy watch face: while the title * screen (“Orrery”) is displayed, you can advance through the available * planets with repeated short presses on the Alarm button. The available * planets: * * ME - Mercury * VE - Venus * EA - Earth * LU - Luna, the Earth’s moon * MA - Mars * JU - Jupiter * SA - Saturn * UR - Uranus * NE - Neptune * * Note that the sun is not available in this menu, as the sun is always at * (0,0,0) in this calculation. * * Long press on the Alarm button to calculate the planet’s location, and * after a flashing “C” (for Calculating), you will be presented with the * planet’s X coordinate in astronomical units. Short press Alarm to cycle * through the X, Y and Z coordinates, and then long press Alarm to return * to planet selection. * * The large numbers represent the whole number part, and the two smaller * numbers (in the seconds place) represent the decimal portion. So if you * see “SA X 736” and “SA Y -662”, you can read that as an X coordinate of * 7.36 AU and a Y coordinate of -6.62 AU. You can literally draw a dot at * (0, 0) to represent the sun, and a dot at (7.36, -6.62) to represent * Saturn. (The Z coordinates tend to be pretty close to zero, as the * planets largely orbit on a single plane, the ecliptic.) */ #include "movement.h" typedef enum { ORRERY_MODE_SELECTING_BODY = 0, ORRERY_MODE_CALCULATING, ORRERY_MODE_DISPLAYING_X, ORRERY_MODE_DISPLAYING_Y, ORRERY_MODE_DISPLAYING_Z, ORRERY_MODE_NUM_MODES } orrery_mode_t; typedef struct { orrery_mode_t mode; uint8_t active_body_index; double coords[3]; uint8_t animation_state; } orrery_state_t; void orrery_face_setup(movement_settings_t *settings, uint8_t watch_face_index, void ** context_ptr); void orrery_face_activate(movement_settings_t *settings, void *context); bool orrery_face_loop(movement_event_t event, movement_settings_t *settings, void *context); void orrery_face_resign(movement_settings_t *settings, void *context); #define orrery_face ((const watch_face_t){ \ orrery_face_setup, \ orrery_face_activate, \ orrery_face_loop, \ orrery_face_resign, \ NULL, \ }) #endif // ORRERY_FACE_H_