initial commit
This commit is contained in:
32
source/Background/IBackground.mc
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32
source/Background/IBackground.mc
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import Toybox.Graphics;
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import Toybox.Lang;
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import Toybox.WatchUi;
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class IBackground extends Drawable {
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typedef BackgroundParams as {
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:Identifier as Object,
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};
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enum BackgroundStyleType {
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SOLID_BACKGROUND,
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}
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static function getBackground(style as BackgroundStyleType) as IBackground {
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switch (style) {
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case SOLID_BACKGROUND:
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default:
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return new SolidBackground({});
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}
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}
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function initialize(options as BackgroundParams) {
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Drawable.initialize({:identifier => options[:Identifier]});
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}
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function draw(dc as Dc) as Void {
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drawBackground(dc);
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}
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function drawBackground(dc as Dc) as Void {}
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}
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24
source/Background/SolidBackground.mc
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24
source/Background/SolidBackground.mc
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import Toybox.Graphics;
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import Toybox.Lang;
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import Toybox.WatchUi;
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class SolidBackground extends IBackground {
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var Color as ColorType;
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typedef SolidBackgroundParams as {
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:BackgroundParams as IBackground.BackgroundParams,
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:Color as ColorType,
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};
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function initialize(options as SolidBackgroundParams) {
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IBackground.initialize(getOrElse(options[:BackgroundParams], {}));
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Color = getOrElse(options[:Color], Graphics.COLOR_BLACK);
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}
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function drawBackground(dc as Dc) as Void {
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dc.setColor(Graphics.COLOR_TRANSPARENT, Color);
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dc.clear();
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}
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}
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63
source/Hands/IHands.mc
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63
source/Hands/IHands.mc
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import Toybox.Graphics;
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import Toybox.Lang;
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import Toybox.System;
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import Toybox.WatchUi;
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class IHands extends Drawable {
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var CenterShift as [Float, Float];
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var Radius as Float;
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typedef HandsParams as {
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:CenterShift as [Float, Float],
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:Identifier as Object,
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:Radius as Float,
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};
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enum HandType {
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HOURS_HAND,
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MINUTES_HAND,
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SECONDS_HAND,
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}
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enum HandStyleType {
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SIMPLE_HANDS,
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}
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static function getHands(style as HandStyleType) as IHands {
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switch (style) {
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case SIMPLE_HANDS:
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default:
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return new SimpleHands({});
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}
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}
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function initialize(options as HandsParams) {
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Drawable.initialize({:identifier => options[:Identifier]});
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CenterShift = getOrElse(options[:CenterShift], [0.0, 0.0]);
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Radius = getOrElse(options[:Radius], 0.9);
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}
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function draw(dc as Dc) as Void {
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var now = System.getClockTime();
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var center = getCenter(dc);
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var length = Radius * min(center[0], center[1]);
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var hourAngle = (now.hour % 12 + now.min / 60.0) * 30.0;
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drawHand(dc, center[0], center[1], hourAngle, length, HOURS_HAND);
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var minutesAngle = now.min * 6.0;
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drawHand(dc, center[0], center[1], minutesAngle, length, MINUTES_HAND);
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var secondsAngle = now.sec * 6.0;
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drawHand(dc, center[0], center[1], secondsAngle, length, SECONDS_HAND);
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}
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function drawHand(dc as Dc, x as Float, y as Float, angle as Float, length as Float, handType as HandType) as Void {}
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function getCenter(dc as Dc) as [Float, Float] {
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return [dc.getWidth() / 2.0 + CenterShift[0], dc.getHeight() / 2.0 + CenterShift[1]];
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}
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}
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48
source/Hands/SimpleHands.mc
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48
source/Hands/SimpleHands.mc
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import Toybox.Graphics;
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import Toybox.Lang;
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class SimpleHands extends IHands {
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var Color as ColorType;
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var SecondsColor as ColorType;
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typedef SimpleHandsParams as {
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:HandsParams as IHands.HandsParams,
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:Color as ColorType,
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:SecondsColor as ColorType,
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};
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function initialize(options as SimpleHandsParams) {
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IHands.initialize(getOrElse(options[:HandsParams], {}));
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Color = getOrElse(options[:Color], Graphics.COLOR_WHITE);
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SecondsColor = getOrElse(options[:SecondsColor], Graphics.COLOR_RED);
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}
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function drawHand(dc as Dc, x as Float, y as Float, angle as Float, length as Float, handType as IHands.HandType) as Void {
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var rad = (angle - 90) * Math.PI / 180.0;
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var color = getColor(handType);
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length *= getLenght(handType);
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dc.setColor(color, color);
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dc.drawLine(x, y, x + length * Math.cos(rad), y + length * Math.sin(rad));
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}
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private function getColor(handType as IHands.HandType) as ColorType {
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switch (handType) {
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case SECONDS_HAND:
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return SecondsColor;
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default:
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return Color;
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}
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}
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private function getLenght(handType as IHands.HandType) as Float {
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switch (handType) {
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case HOURS_HAND:
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return 0.7;
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default:
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return 1.0;
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}
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}
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}
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20
source/Utils.mc
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20
source/Utils.mc
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import Toybox.Lang;
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typedef Numeric as Number or Float or Long or Double;
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// no types here, because this is generic, which are not supported by language
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function getOrElse(value, defaultValue) {
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if (value == null) {
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return defaultValue;
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} else {
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return value;
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}
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}
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function min(left as Numeric, right as Numeric) as Numeric {
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if (left < right) {
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return left;
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} else {
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return right;
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}
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}
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33
source/wfApp.mc
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33
source/wfApp.mc
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import Toybox.Application;
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import Toybox.Lang;
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import Toybox.WatchUi;
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class wfApp extends Application.AppBase {
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function initialize() {
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AppBase.initialize();
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}
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// onStart() is called on application start up
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function onStart(state as Dictionary?) as Void {
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}
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// onStop() is called when your application is exiting
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function onStop(state as Dictionary?) as Void {
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}
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// Return the initial view of your application here
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function getInitialView() as [Views] or [Views, InputDelegates] {
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return [ new wfView() ];
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}
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// New app settings have been received so trigger a UI update
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function onSettingsChanged() as Void {
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WatchUi.requestUpdate();
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}
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}
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function getApp() as wfApp {
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return Application.getApp() as wfApp;
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}
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49
source/wfView.mc
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49
source/wfView.mc
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import Toybox.Application;
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import Toybox.Graphics;
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import Toybox.Lang;
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import Toybox.System;
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import Toybox.WatchUi;
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class wfView extends WatchUi.WatchFace {
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private var hands as IHands;
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private var background as IBackground;
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function initialize() {
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WatchFace.initialize();
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hands = IHands.getHands(IHands.SIMPLE_HANDS);
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background = IBackground.getBackground(IBackground.SOLID_BACKGROUND);
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}
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// Load your resources here
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function onLayout(dc as Dc) as Void {
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}
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// Called when this View is brought to the foreground. Restore
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// the state of this View and prepare it to be shown. This includes
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// loading resources into memory.
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function onShow() as Void {
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}
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// Update the view
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function onUpdate(dc as Dc) as Void {
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background.draw(dc);
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hands.draw(dc);
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}
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// Called when this View is removed from the screen. Save the
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// state of this View here. This includes freeing resources from
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// memory.
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function onHide() as Void {
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}
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// The user has just looked at their watch. Timers and animations may be started here.
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function onExitSleep() as Void {
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}
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// Terminate any active timers and prepare for slow updates.
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function onEnterSleep() as Void {
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}
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}
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