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merge skeleton README into original README, and make example apps so you can just copy the folder

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Gordon Williams 2019-11-26 10:27:31 +00:00
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README.md
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@ -3,7 +3,7 @@ Bangle.js App Loader (and Apps)
Try it live at [banglejs.com/apps](https://banglejs.com/apps)
### How does it work?
## How does it work?
* A list of apps is in `apps.json`
* Each element references an app in `apps/<id>` which is uploaded
@ -12,7 +12,7 @@ it with the files it sees in the watch's storage.
* To upload an app, BangleAppLoader checks the files that are
listed in `apps.json`, loads them, and sends them over Web Bluetooth.
### What filenames are used
## What filenames are used
Filenames in storage are limited to 8 characters. To
easily distinguish between file types, we use the following:
@ -22,16 +22,21 @@ easily distinguish between file types, we use the following:
* `-stuff` is JS code
* `=stuff` is JS code for stuff that is run at boot time - eg. handling settings or creating widgets on the clock screen
### Developing your own app
## Developing your own app
* Head over to [the Web IDE](https://www.espruino.com/ide/) and ensure `Save on Send` in settings set to the *default setting* of `To RAM`
* We'd recommend that you start off using code from 'Example Applications' (below) to get started...
* Load [`app.js`](apps/_example_app/app.js) or [`widget.js`](apps/_example_widget/widget.js) into the IDE and start developing.
* The `Upload` button will load your app to Bangle.js temporarily
## Adding your app to the menu
* Start writing your code in the IDE, with `Save on Send` in settings set to
the *default* of `To RAM`
* Come up with a unique 7 character name, we'll assume `7chname`
* When you have your app as you want it, add it as a file in `apps/<id>`, lets assume `apps/7chname/my-great-app.js`
* Create `apps/7chname/my-great-app.png` as a 48px icon
* Use http://www.espruino.com/Image+Converter to create as 1 bit, 4 bit or 8 bit Web Palette "Image String" and save it
as `apps/7chname/my-great-app-icon.js`
* Create an entry in `apps/7chname/my-great-app.json` as follows:
* Create a folder called `apps/<id>`, lets assume `apps/7chname`
* We'd recommend that you copy files from 'Example Applications' (below) as a base, or...
* `apps/7chname/app.png` should be a 48px icon
* Use http://www.espruino.com/Image+Converter to create `apps/7chname/app-icon.js`, using a 1 bit, 4 bit or 8 bit Web Palette "Image String"
* Create an entry in `apps/7chname/app.json` as follows:
```
{
@ -46,18 +51,112 @@ as `apps/7chname/my-great-app-icon.js`
```
{ "id": "7chname",
"name": "My app's human readable name",
"icon": "my-great-app.png",
"icon": "app.png",
"description": "A detailed description of my great app",
"tags": "",
"storage": [
{"name":"+7chname","url":"my-great-app.json"},
{"name":"-7chname","url":"my-great-app.js"},
{"name":"*7chname","url":"my-great-app-icon.js","evaluate":true}
{"name":"+7chname","url":"app.json"},
{"name":"-7chname","url":"app.js"},
{"name":"*7chname","url":"app-icon.js","evaluate":true}
],
},
```
### `apps.json` format
## Testing
### Online
This is the best way to test...
* Fork the https://github.com/espruino/BangleApps git repository
* Add your files
* Go to GitHub Settings and activate GitHub Pages
* Run your personal `Bangle App Loader` at https://\<your-github-username\>.github.io/BangleApps/index.html to load apps onto your device
* Your apps should be inside it - if there are problems, check your web browser's 'developer console' for errors
Be aware of the delay between commits and updates on github.io - it can take a few minutes (and a 'hard refresh' of your browser) for changes to take effect.
### Offline
You can add the following to the Espruino Web IDE:
```
// replace with your 7chname app name
var appname = "mygreat";
require("Storage").write('*'+appname,
// place app-icon.js contents here
);
//
require("Storage").write("+"+appname,{
"name":"My Great App","type":"",
"icon":"*"+appname,
"src":"-"+appname,
});
require("Storage").write("-"+appname,`
// place contents of app.js here
// be aware of double-quoting templated strings
`
```
When you upload code this way, your app will be uploaded to Bangle.js's menu
without you having to use the `Bangle App Loader`
## Example Applications
To make the process easier we've come up with some example applications that you can use as a base
when creating your own. Just come up with a unique 7 character name, copy `apps/_example_app`
or `apps/_example_widget` to `apps/7chname`, and add `apps/_example_X/add_to_apps.json` to
`apps.json`.
### App Example
The app example is available in [`apps/_example_app`](apps/_example_app)
Apps are listed in the Bangle.js menu, accessible from a clock app via the middle button.
* `add_to_apps.json` - insert into `apps.json`, describes the widget to bootloader and loader
* `app.png` - app icon - 48x48px
* `app-icon.js` - JS version of the icon (made with http://www.espruino.com/Image+Converter) for use in Bangle.js's menu
* `app.json` - short app name for Bangle.js menu and storage filenames
* `app.js` - app code
#### `app-icon.js`
The icon image and short description is used in the menu entry as selection posibility.
Use the Espruino [image converter](https://www.espruino.com/Image+Converter) and upload your `app.png` file.
Follow this steps to create a readable icon as image string.
1. upload a png file
2. set _X_ Use Compression
3. set _X_ Transparency (optional)
4. set Diffusion: _flat_
5. set Colours: _1 bit_, _4 bit_ or _8 bit Web Palette_
6. set Output as: _Image String_
Replace this line with the image converter output:
```
require("heatshrink").decompress(atob("mEwwJC/AH4A/AH4AgA=="));
```
Keep in mind to use this converter for creating images you like to draw with `g.drawImage()` with your app.
### Widget Example
The widget example is available in [`apps/_example_widget`](apps/_example_widget)
* `add_to_apps.json` - insert into `apps.json`, describes the widget to bootloader and loader
* `widget.json` - short widget name and storage names
* `widget.js` - widget code
## `apps.json` format
```
{ "id": "appid", // 7 character app id
@ -85,6 +184,87 @@ as `apps/7chname/my-great-app-icon.js`
}
```
### Credits
* name, icon and description present the app in the app loader.
* tags is used for grouping apps in the library, separate multiple entries by comma. Known tags are `tool`, `system`, `clock`, `game`, `sound`, `gps`, `widget` or empty.
* storage is used to identify the app files and how to handle them
## Coding hints
- use `g.setFont(.., size)` to multiply the font size, eg ("6x8",3) : "18x24"
- use `g.drawString(text,x,y,true)` to draw with background color to overwrite existing text
- use `g.clearRect()` to clear parts of the screen, instead of using `g.clear()`
- use `g.fillPoly()` or `g.drawImage()` for complex graphic elements
- using `g.clear()` can cause screen flicker
- using `g.setLCDBrightness()` can save you power during long periods with lcd on
- chaining graphics methodes, eg `g.setColor(0xFD20).setFontAlign(0,0).setfont("6x8",3)`
### Graphic areas
The screen is parted in a widget and app area for lcd mode `direct`(default).
| areas | as rectangle or point |
| :-:| :-: |
| Widget | (0,0,239,23) |
| Apps | (0,24,239,239) |
| BTN1 | (230, 55) |
| BTN2 | (230, 140) |
| BTN3 | (230, 210) |
| BTN4 | (0,0,119, 239)|
| BTN5 | (120,0,239,239) |
- Use `g.setFontAlign(0, 0, 3)` to draw rotated string to BTN1-BTN3 with `g.drawString()`.
- For BTN4-5 the touch area is named
## Available colors
Yuu can use `g.setColor(r,g,b)` OR `g.setColor(16bitnumber)` - some common 16 bit colors are below:
| color-name | color-value|
| :-: | :-: |
| Black | 0x0000 |
| Navy | 0x000F |
| DarkGreen | 0x03E0 |
| DarkCyan | 0x03EF |
| Maroon | 0x7800 |
| Purple | 0x780F |
| Olive | 0x7BE0
| LightGray | 0xC618
| DarkGrey | 0x7BEF
| Blue | 0x001F
| Green | 0x07E0 |
| Cyan | 0x07FF |
| RED | 0xF800 |
| Magenta | 0xF81F |
| Yellow | 0xFFE0 |
| White | 0xFFFF |
| Orange | 0xFD20 |
| GreenYellow | 0xAFE5 |
| Pink | 0xF81F |
## API Reference
[Reference](http://www.espruino.com/Reference#software)
[Bangle Class](https://banglejs.com/reference#Bangle)
[Graphics Class](https://banglejs.com/reference#Graphics)
## 'Testing' folder
The [`testing`](testing) folder contains snippets of code that might be useful for your apps.
* `testing/colors.js` - 16 bit colors as name value pairs
* `testing/gpstrack.js` - code to store a GPS track in Bagle.js storage and output it back to the console
* `testing/map` - code for splitting an image into map tiles and then displaying them
## Credits
The majority of icons used for these apps are from [Icons8](https://icons8.com/) - we have a commercial license but icons are also free for Open Source projects.

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@ -1,12 +1,12 @@
// Create an entry in apps.json as follows:
{ "id": "7chname",
"name": "My app's human readable name",
"icon": "my-great-app.png",
"icon": "app.png",
"description": "A detailed description of my great app",
"tags": "",
"storage": [
{"name":"+7chname","url":"my-great-app.json"},
{"name":"-7chname","url":"my-great-app.js"},
{"name":"*7chname","url":"my-great-app-icon.js","evaluate":true}
{"name":"+7chname","url":"app.json"},
{"name":"-7chname","url":"app.js"},
{"name":"*7chname","url":"app-icon.js","evaluate":true}
],
}

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// Create an entry in apps.json as follows:
{ "id": "7chname",
"name": "My widget's human readable name",
"icon": "my-great-widget.png",
"icon": "widget.png",
"description": "A detailed description of my great widget",
"tags": "",
"storage": [
{"name":"+7chname","url":"my-great-widget.json"},
{"name":"-7chname","url":"my-great-widget.js"},
{"name":"+7chname","url":"widget.json"},
{"name":"-7chname","url":"widget.js"},
],
}

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@ -1,302 +0,0 @@
The Skeleton files
==================
Maybe it's helpfull to start with some skeleton files
and avoid some common pitfalls, as starting from scratch.
Take a look into the sections and use the files to quickly start programming Bangle.js apps and widgets.
* Start with choosing a _7chname_ id, eg _mygreat_.
* Clock apps use prefix _clock_ for the name, eg _clock-mygreat_
* Use prefix _widget_ when writing a widget. eg _widget-mygreat_
| files | target location app/ | content |
| :-- | :-- | :-- |
|_for apps_
|add\_my-great-app\_to\_apps.json| insert into apps.json|describes your app to bootloader and library |
|my-great-app.json| 7chname/ | short app-name and storage names |
|my-great-app.js| 7chname/ | your app code|
|my-great-app-icon.js| 7chname/ | decoded version of the png file |
|_for widgets_
|add\_my-great-widget\_to\_apps.json| insert into apps.json|describes my widget to bootloader and library |
|my-great-widget.json| 7chname/ | short widget name and storage names |
|my-great-widget.js| 7chname/ | widget code |
|_some snippets_
|colors.js| - | valid colors as name value pair |
|wrap_my-great-app.js|-| wrapper to store app or widget data and send to device for testing|
## Files for APP's
To write a app you need a few files in folder _apps/7chname_ and add a few lines of JSON to file apps.json
Apps are listed in Bangle.js menue, accessable from a clock app via middle button.
### add\_my-great-app\_to\_apps.json
```
{ "id": "7chname",
"name": "My app's human readable name",
"icon": "my-great-app.png",
"description": "A detailed description of my great app",
"tags": "",
"storage": [
{"name":"+7chname","url":"my-great-app.json"},
{"name":"-7chname","url":"my-great-app.js"},
{"name":"*7chname","url":"my-great-app-icon.js","evaluate":true}
],
},
```
- id is the unique app identified.
- name, icon and description present the app in the library.
- tags is used for grouping apps in the library, separate multiple entries by comma.
- storage is used to identify the app files and how to handle them, like "evaluate": true | false (dafault)
Known tags: `tool`, `system`, `clock`, `game`, `sound`, `gps`, `widget` or empty.
Copy and paste lines from `add_my-great-app_to_apps.json`.
### my-great-app.json
```
{
"name":"Short Name",
"icon":"*7chname",
"src":"-7chname"
}
```
The Storage module is _8chname_ based, so all app parts are only allowed _7chname_ in length, firstchar is reserved as content type identifier.
### my-great-app.js
Write your app code as encapsulation using anonymous functions with private functional scope.
```
(() => {
// section for const and vars if needed
...
// section for functions, classes
...
function < your main function > () {
...
}
// special function to handle display switch on
Bangle.on('lcdPower', (on) => {
if (on) {
<your main function>();
}});
// clear screen and launch
g.clear();
<your main funtion>();
})();
```
If you like store and restore data with your app, than use the prefix _@_ and your _7chname_, eg _@mygreat_ as name.
Make sure to read [Coding Hints](#coding-hints).
### my-great-app.png
The png file is displayed in the app loader next to the app name.
Use your favorite icon creator and go for a 48x48 png file.
Check avaiable colors to draw a fancy colored icon for your app.
### my-great-app-icon.js
The icon image and short description is used in the menue entry as selection posibility.
Use the Espruino [image converter](https://www.espruino.com/Image+Converter) and upload your my-great-app.png file.
Follow this steps to create a readable icon as image string.
1. upload a png file
2. set _X_ Use Compression
3. set _X_ Transparency
4. set Defusion: _flat_
5. set Colours: _1 bit_, _4 bit_ or _8 bit Web Palette_
6. set Output as: _Image String_
Replace this line with the image converter output
```
require("heatshrink").decompress(atob("mEwwJC/AH4A/AH4AgA=="));
```
Keep in mind to use this converter for creating images you like to draw with `g.drawImage()` with your app.
## Files for WIDGET's
To write a widget you need a few files in folder apps and add a few lines of JSON to file apps.json
Be aware of this: Widgets are not listed as menue entry.
### add\_my-great-app\_to\_apps.json
```
{ "id": "7chname",
"name": "My widget's human readable name",
"icon": "my-great-widget.png",
"description": "A detailed description of my great widget",
"tags": "widget",
"storage": [
{"name":"+7chname","url":"my-great-widget.json"},
{"name":"-7chname","url":"my-great-widget.js"},
],
},
```
### my-great-widget.js
Write your widget code as encapsulation using anonymous functions with private functional scope.
```
(() => {
// add the width
var xpos = WIDGETPOS.tr-<the widget width>;
WIDGETPOS.tr-=<the widget width plus some extra pixel to keep distance to others>;
// draw your widget at xpos
function draw() {
// add your code
}
// add your widget
WIDGETS["mywidget"]={draw:draw};
})()
```
### my-great-widget.png
Same as my-great-app.png
### my-great-widget-icon.js
Same as my-great-app-icon.png
## App development and testing
Use the wrapper technic from file `wrap_my-great-app.js`, copy paste your code and upload Espruino via Web IDE
Todo: add a wrapper script for this
```
// replace with your 7chname app name
var appname = "mygreat";
require("Storage").write('*'+appname,`
// place out of image conterver here
`);
//
require("Storage").write("+"+appname,{
"name":"My Great App","type":"",
"icon":"*"+appname,
"src":"-"+appname,
});
require("Storage").write("-"+appname,`
// place content of my-great-app.json here
`
```
Or fork BANGLEJS, got Setting and activate GitHub Pages and you are good to run your personal `Bangle App Launcher` (https://\<your-github-username\>.github.io/BangleApps/index.html).
Now you can use the `Bangle App Launcher` to upload and test you new app
Be aware of the delay between commit and avaiable on github.io
##### One way to develop and test your work
1. Use WebIDE for the development
2. Wrap code and run tests on device
3. Run final test with personal `Bangle App Launcher`
## Appendex
### API Reference
[Reference](http://www.espruino.com/Reference#software)
[Bangle Class](https://banglejs.com/reference#Bangle)
[Graphics Class](https://banglejs.com/reference#Graphics)
### Coding hints
- use `g.setFont(.., size)` to multiply the font size, eg ("6x8",3) : "18x24"
- use `g.drawString(..,true)` to draw with background color to overwrite existing text
- use `g.clearRect()` to clear parts of the screen, instead of using `g.clear()`
- use `g.fillPoly()` or `g.drawImage()` for complex graphic elements
- using `g.clear()` can cause screen flicker
- using `g.setLCDBrightness()` can save you power during long periods with lcd on
- chaining graphics methodes, eg `g.setColor(0xFD20).setFontAlign(0,0).setfont("6x8",3)`
### Graphic areas
The screen is parted in a widget and app area for lcd mode `direct`(default).
| areas | as rectangle or point |
| :-:| :-: |
| Widget | (0,0,239,23) |
| Apps | (0,24,239,239) |
| BTN1 | (230, 55) |
| BTN2 | (230, 140) |
| BTN3 | (230, 210) |
| BTN4 | (0,0,119, 239)|
| BTN5 | (120,0,239,239) |
- Use `g.setFontAlign(0, 0, 3)` to draw rotated string to BTN1-BTN3 with `g.drawString()`.
- For BTN4-5 the touch area is named
### Available colors
| color-name | color-value|
| :-: | :-: |
| Black | 0x0000 |
| Navy | 0x000F |
| DarkGreen | 0x03E0 |
| DarkCyan | 0x03EF |
| Maroon | 0x7800 |
| Purple | 0x780F |
| Olive | 0x7BE0
| LightGray | 0xC618
| DarkGrey | 0x7BEF
| Blue | 0x001F
| Green | 0x07E0 |
| Cyan | 0x07FF |
| RED | 0xF800 |
| Magenta | 0xF81F |
| Yellow | 0xFFE0 |
| White | 0xFFFF |
| Orange | 0xFD20 |
| GreenYellow | 0xAFE5 |
| Pink | 0xF81F |

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@ -1,15 +0,0 @@
var appname = 'mygreat';
require("Storage").write('*'+appname,`
`);
require("Storage").write('+'+appname,{
"name":"My Great App","type":"",
"icon":"*"+appname,
"src":"-"+appname,
});
require("Storage").write("-"+appname,`
`