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/*
* 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_
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