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In this tutorial we'll cover the basics of writing a simple watchface with Pebble's C API. Customizability is at the heart of the Pebble philosophy, so we'll be sure to add some exciting features for the user!
When we are done this section of the tutorial, you should end up with a brand new basic watchface looking something like this:
So, let's get started!
Go to CloudPebble and click 'Get Started' to log in using your Pebble account, or create a new one if you do not already have one. Next, click 'Create' to create a new project. Give your project a suitable name, such as 'Tutorial 1' and leave the 'Project Type' as 'Pebble C SDK', with a 'Template' of 'Empty project', as we will be starting from scratch to help maximize your understanding as we go.
Before you can start the tutorial you will need to have the Pebble SDK installed. If you haven't done this yet, go to our download page to grab the SDK and follow the instructions to install it on your machine. Once you've done that you can come back here and carry on where you left off.
Once you have installed the SDK, navigate to a directory of your choosing
and run pebble new-project watchface
(where 'watchface' is the name of your
new project) to start a new project and set up all the relevant files.
Click 'Create' and you will see the main CloudPebble project screen. The left menu shows all the relevant links you will need to create your watchface. Click on 'Settings' and you will see the name you just supplied, along with several other options. As we are creating a watchface, change the 'App Kind' to 'Watchface'.
In an SDK project, all the information about how an app is configured (its
name, author, capabilities and resource listings etc) is stored in a file in the
project root directory called package.json
. Since this project will be a
watchface, you will need to modify the watchapp
object in this file to reflect
this:
"watchapp"
:
{
"watchface"
:
true
}
The main difference between the two kinds are that watchfaces serve as the default display on the watch, with the Up and Down buttons allowing use of the Pebble timeline. This means that these buttons are not available for custom behavior (Back and Select are also not available to watchfaces). In contrast, watchapps are launched from the Pebble system menu. These have more capabilities such as button clicks and menu elements, but we will come to those later.
Finally, set your 'Company Name' and we can start to write some code!
Finally, set a value for companyName
and we can start to write some code!
Create the first source file by clicking 'Add New' on the left menu, selecting 'C file' as the type and choosing a suitable name such as 'main.c'. Click 'Create' and you will be shown the main editor screen.
Our first source file is already created for you by the pebble
command
line tool and lives in the project's src
directory. By default, this file
contains sample code which you can safely remove, since we will be starting from
scratch. Alternatively, you can avoid this by using the --simple
flag when
creating the project.
Let's add the basic code segments which are required by every watchapp. The first of these is the main directive to use the Pebble SDK at the top of the file like so:
#include <pebble.h>
After this first line, we must begin with the recommended app structure,
specifically a standard C main()
function and two other functions to help us
organize the creation and destruction of all the Pebble SDK elements. This helps
make the task of managing memory allocation and deallocation as simple as
possible. Additionally, main()
also calls app_event_loop()
, which lets the
watchapp wait for system events until it exits.
The recommended structure is shown below, and you can use it as the basis for your own watchface file by copying it into CloudPebble:
The recommended structure is shown below, and you can use it as the basis for your main C file:
#include <pebble.h>
static
void
init
()
{
}
static
void
deinit
()
{
}
int
main
(
void
)
{
init
();
app_event_loop
();
deinit
();
}
To add the first Window
, we first declare a static pointer to a Window
variable, so that we can access it wherever we need to, chiefly in the init()
and deinit()
functions. Add this declaration below #include
, prefixed with
s_
to denote its static
nature (static
here means it is accessible only
within this file):
static
Window
*
s_main_window
;
The next step is to create an instance of Window
to assign to this pointer,
which we will do in init()
using the appropriate Pebble SDK functions. In this
process we also assign two handler functions that provide an additional layer of
abstraction to manage the subsequent creation of the Window
's sub-elements,
in a similar way to how init()
and deinit()
perform this task for the
watchapp as a whole. These two functions should be created above init()
and
must match the following signatures (the names may differ, however):
static
void
main_window_load
(
Window
*
window
)
{
}
static
void
main_window_unload
(
Window
*
window
)
{
}
With this done, we can complete the creation of the Window
element, making
reference to these two new handler functions that are called by the system
whenever the Window
is being constructed. This process is shown below, and
takes place in init()
:
static
void
init
()
{
// Create main Window element and assign to pointer
s_main_window
=
window_create
();
// Set handlers to manage the elements inside the Window
window_set_window_handlers
(
s_main_window
,
(
WindowHandlers
)
{
.
load
=
main_window_load
,
.
unload
=
main_window_unload
});
// Show the Window on the watch, with animated=true
window_stack_push
(
s_main_window
,
true
);
}
A good best-practice to learn at this early stage is to match every Pebble SDK
_create()
function call with the equivalent _destroy()
function to make sure
all memory used is given back to the system when the app exits. Let's do this
now in deinit()
for our main Window
element:
static
void
deinit
()
{
// Destroy Window
window_destroy
(
s_main_window
);
}
We can now compile and run this watchface, but it will not show anything interesting yet. It is also a good practice to check that our code is still valid after each iterative change, so let's do this now.
To compile the watchface, make sure you have saved your C file by clicking the 'Save' icon on the right of the editor screen and then proceed to the 'Compilation' screen by clicking the appropriate link on the left of the screen. Click 'Run Build' to start the compilation process and wait for the result. Hopefully the status should become 'Succeeded', meaning the code is valid and can be run on the watch.
To compile the watchface, make sure you have saved your project files and
then run pebble build
from the project's root directory. The installable
.pbw
file will be deposited in the build
directory. After a successful
compile you will see a message reading 'build' finished successfully
. If there
are any problems with your code, the compiler will tell you which lines are in
error so you can fix them.
In order to install your watchface on your Pebble, first setup the Pebble Developer Connection. Make sure you are using the latest version of the Pebble app.
Click 'Install and Run' and wait for the app to install.
Install the watchapp by running pebble install
, supplying your phone's IP
address with the --phone
flag. For example: pebble install
--phone 192.168.1.78
.
Instead of using the --phone flag every time you install, set the PEBBLE_PHONE environment variable:
export PEBBLE_PHONE=192.168.1.78
and simply usepebble install
.
Congratulations! You should see that you have a new item in the watchface menu, but it is entirely blank!
Let's change that with the next stage towards a basic watchface - the
TextLayer
element.
Navigate back to the CloudPebble code editor and open your main C file to continue adding code.
Re-open your main C file to continue adding code.
The best way to show some text on a watchface or watchapp
is to use a TextLayer
element. The first step in doing this is to follow a
similar procedure to that used for setting up the Window
with a pointer,
ideally added below s_main_window
:
static
TextLayer
*
s_time_layer
;
This will be the first element added to our Window
, so we will make the
Pebble SDK function calls to create it in main_window_load()
. After calling
text_layer_create()
, we call other functions with plain English names that
describe exactly what they do, which is to help setup layout properties for the
text shown in the TextLayer
including colors, alignment and font size. We
also include a call to text_layer_set_text()
with "00:00" so that we can
verify that the TextLayer
is set up correctly.
The layout parameters will vary depending on the shape of the display. To easily
specify which value of the vertical position is used on each of the round and
rectangular display shapes we use PBL_IF_ROUND_ELSE()
. Thus
main_window_load()
becomes:
static
void
main_window_load
(
Window
*
window
)
{
// Get information about the Window
Layer
*
window_layer
=
window_get_root_layer
(
window
);
GRect
bounds
=
layer_get_bounds
(
window_layer
);
// Create the TextLayer with specific bounds
s_time_layer
=
text_layer_create
(
GRect
(
0
,
PBL_IF_ROUND_ELSE
(
58
,
52
),
bounds
.
size
.
w
,
50
));
// Improve the layout to be more like a watchface
text_layer_set_background_color
(
s_time_layer
,
GColorClear
);
text_layer_set_text_color
(
s_time_layer
,
GColorBlack
);
text_layer_set_text
(
s_time_layer
,
"00:00"
);
text_layer_set_font
(
s_time_layer
,
fonts_get_system_font
(
FONT_KEY_BITHAM_42_BOLD
));
text_layer_set_text_alignment
(
s_time_layer
,
GTextAlignmentCenter
);
// Add it as a child layer to the Window's root layer
layer_add_child
(
window_layer
,
text_layer_get_layer
(
s_time_layer
));
}
Note the use of SDK values such as GColorBlack
and FONT_KEY_BITHAM_42_BOLD
which allow use of built-in features and behavior. These examples here are the
color black and a built in system font. Later we will discuss loading a custom
font file, which can be used to replace this value.
Just like with Window
, we must be sure to destroy each element we create. We
will do this in main_window_unload()
, to keep the management of the
TextLayer
completely within the loading and unloading of the Window
it
is associated with. This function should now look like this:
static
void
main_window_unload
(
Window
*
window
)
{
// Destroy TextLayer
text_layer_destroy
(
s_time_layer
);
}
This completes the setup of the basic watchface layout. If you return to 'Compilation' and install a new build, you should now see the following:
This completes the setup of the basic watchface layout. If you run pebble
build && pebble install
(with your phone's IP address) for the new build, you
should now see the following:
The final step is to get the current time and display it using the
TextLayer
. This is done with the TickTimerService
.
The TickTimerService
is an Event Service that allows access to the current
time by subscribing a function to be run whenever the time changes. Normally
this may be every minute, but can also be every hour, or every second. However,
the latter will incur extra battery costs, so use it sparingly. We can do this
by calling tick_timer_service_subscribe()
, but first we must create a
function to give the service to call whenever the time changes, and must match
this signature:
static
void
tick_handler
(
struct
tm
*
tick_time
,
TimeUnits
units_changed
)
{
}
This means that whenever the time changes, we are provided with a data structure
of type struct tm
containing the current time
in various forms, as well as a
constant TimeUnits
value that tells us which unit changed, to allow
filtering of behaviour. With our TickHandler
created, we can register it
with the Event Service in init()
like so:
// Register with TickTimerService
tick_timer_service_subscribe
(
MINUTE_UNIT
,
tick_handler
);
The logic to update the time TextLayer
will be created in a function called
update_time()
, enabling us to call it both from the TickHandler
as well as
main_window_load()
to ensure it is showing a time from the very beginning.
This function will use strftime()
(See here for formatting)
to extract the hours and minutes from the struct tm
data structure and write
it into a character buffer. This buffer is required by TextLayer
to be
long-lived as long as the text is to be displayed, as it is not copied into the
TextLayer
, but merely referenced. We achieve this by making the buffer
static
, so it persists across multiple calls to update_time()
. Therefore
this function should be created before main_window_load()
and look like this:
static
void
update_time
()
{
// Get a tm structure
time_t
temp
=
time
(
NULL
);
struct
tm
*
tick_time
=
localtime
(
&
temp
);
// Write the current hours and minutes into a buffer
static
char
s_buffer
[
8
];
strftime
(
s_buffer
,
sizeof
(
s_buffer
),
clock_is_24h_style
()
?
"%H:%M"
:
"%I:%M"
,
tick_time
);
// Display this time on the TextLayer
text_layer_set_text
(
s_time_layer
,
s_buffer
);
}
Our TickHandler
follows the correct function signature and contains only a
single call to update_time()
to do just that:
static
void
tick_handler
(
struct
tm
*
tick_time
,
TimeUnits
units_changed
)
{
update_time
();
}
Lastly, init()
should be modified include a call to
update_time()
after window_stack_push()
to ensure the time is displayed
correctly when the watchface loads:
// Make sure the time is displayed from the start
update_time
();
Since we can now display the time we can remove the call to
text_layer_set_text()
in main_window_load()
, as it is no longer needed to
test the layout.
Re-compile and re-install the watchface on your Pebble, and it should look like this:
So there we have it, the basic process required to create a brand new Pebble watchface! To do this we:
Window
.TextLayer
to display the time.TickTimerService
to get updates on the time, and wrote
these to a buffer for display in the TextLayer
.If you have problems with your code, check it against the sample source code provided using the button below.
Edit in CloudPebble
View Source Code
The next section of the tutorial will introduce adding custom fonts and bitmap images to your watchface.
Go to Part 2 →
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