forked from FOSS/BangleApps
Create app.js
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/*
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==========================================================
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Simple event based robot controller that enables robot
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to switch into automatic or manual control modes. Behaviours
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are controlled via a simple finite state machine.
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In automatic mode the
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robot will look after itself. In manual mode, the watch
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will provide simple forward, back, left and right commands.
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The messages will be transmitted to a partner BLE Espruino
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using BLE
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Written by Richard Hopkins, May 2020
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==========================================================
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declare global variables for watch button statuses */
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top_btn = false;
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middle_btn = false;
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left_btn= false; // the left side of the touch screen
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right_btn = false; // the right side of the touch screen
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bottom_btn = false;
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/*
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CONFIGURATION AREA - STATE VARIABLES
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declare global variables for the toggle button
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statuses; if you add an additional toggle button
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you should declare it and initiase it here */
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var status_auto = {value: false};
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var status_mic = {value: true};
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var status_spk = {value: true};
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/* trsnsmit message */
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const transmit = (state,object,status) => {
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message = {
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state: state,
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obj: object,
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val: status,
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};
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print(message);
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return JSON.stringify(message);
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};
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/*
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CONFIGURATION AREA - ICON DEFINITIONS
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Retrieve 30px PNG icons from:
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https://icons8.com/icon/set/speak/ios-glyphs
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Create icons using:
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https://www.espruino.com/Image+Converter
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Use compression: true
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Transparency: true
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Diffusion: flat
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Colours: 16bit RGB
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Ouput as: Image Object
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Add an additional element to the icons array
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with a unique name and the data from the Image Object
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*/
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const icons = [
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{
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name: "walk",
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data: "gEBAP4B/ALyh7b/YALHfY9tACY55HfYdNHto7pHpIbXbL5fXAD6VlHuYAjHf47/Hf47tHK47LDa45zHc4NHHeILJHeonTO9o9rHf47/eOoB/ANg="
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},
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{
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name: "sit",
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data: "gEBAP4B/AP4BacO4ANHPI/rACp1/Hf49rGtI5/He7n3ACY55HcYAZHf45/Hf45rHe4XHGbI7/Va47zZZrpbHfbtXD5Y/vHcYB/AP4BmA"
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},
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{
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name: "joystick",
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data: "gEBAP4B/AP4BMavIALHPI9vHf47/eP45vHpY5xHo451Hf47/FuYAHHNItHABa33AP6xpAD455HqY7/Hf47/Hd49pHKIB/AP4B/AMwA=="
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},
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{
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name: "left",
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data: "gEBAP4B/AP4BKa9ojHAC5pfHJKDTUsYdZHb6ZfO+I9dABabdLbIBdHf473PP47NJdY7/ePIB/RJop5Ys7t/AP6PvD7o7fP8Y1zTZoHPf/4B/AP4B+A=="
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},
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{
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name: "right",
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data: "gEBAP4B/AP4BKa+oAXDo45hCaqFbUbLBfbbo7bHMojTR7Y5LHa51ZALo75Ov47/FeY77AP4B5WdbF3dv4B/R94fdHb5/jGuabNA57//AP4B/APw="
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},
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{
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name: "forward",
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data: "gEBAP4B/AKSX5avIALHPI9tACY55HsoAbHPI9fHfZFVGMo7/Hf47/Hf47/Hf47/Hf47/Hf47/Hf47/Hf49XHOIB/ALw="
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},
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{
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name: "backward",
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data: "gEBAP4B/AKCZ5a/Y7/Hf47/Hf47/Hf47/Hf47/Hf47/Hf47/HfIAfHf491W/L15HMo9THNI9PHNo9LHOI9HHOoB/ALg="
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},
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{
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name: "back",
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data: "gEBAP4B/AP4B/AKgADHPI71HP45/HP45/HP45/HP45/Hf49/Hv49/Hv49/Hv49/Hv497He4B/AP4B/AJAA=="
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},
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{
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name: "spk_on",
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data: "gEBAP4B/AP4Bic/YAFPP4v1HrYZRVJo7ZDKp5jMJYvZHaYAHVL4LHACZrhADLBTJKI7dPLI7/Hf47/HeZBVFqZHZRJp1lAJ47LOtZTnHbIZDKLpHNAL69ZANp1tQbY5/AP4B/ANQ"
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},
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{
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name: "spk_off",
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data: "gEBAPhB7P/o9rFKI9pFKY9tXNYZNHrZXfMaoAHPOZhNF7LdXHpKpZEJpvPDZK1ZAB49NPLo9jHdI9NHd49PHebvxEJY9NI6I7dHpaDXcKqfPHLKjZHcpTjHbIZDKa73JHa4BXGY45xe5Y7zV+o9/Hv49JHe4BEA="
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},
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{
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name: "mic_on",
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data: "gEBAP4B/AKCZ5a/Y7/Hf47/Hf47/Hf47/GbY7TIcY7/Hf47/Hf47/HdY9NCpp5lCb57fOdYvNeJo91HNrlvHf7tVIdY77AP4BiA="
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},
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{
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name: "mic_off",
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data: "gEBAP4B/AKCZ5a/Y7/Hf47/Hf47/Hf47/GbY7TIcY7/Wf47/HJZLjHZ45RHrI7NHJYhLHqoZJA54hNHr5lTXL6vPSra5jKbo9REZrLRHa5DTXp47jAA7TTF7INLRqY7fdKavhXKo5te6wA=="
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},
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{
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name: "comms",
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data: "gEBAP4B+QvbF7ABo7/He49tACI7/Hf47zHtI7jJq47lRqoAVEqY7nHsoAZGJo71HrKxfQaY7bdKo7/Hdqz5B5Y7zHK47RD55FRHao3XHKo7JG7L1NHeJTbHboB/AP4BG"
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}
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];
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/* finds icon data by name in the icon array and returns an image object*/
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const drawIcon = (name) => {
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for (var icon of icons) {
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if (icon.name == name) {
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image = {
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width : 30, height : 30, bpp : 16,
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transparent : 1,
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buffer: require("heatshrink").decompress(atob(icon.data))
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};
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return image;}
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}
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};
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/*
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CONFIGURATION AREA - BUTTON DEFINITIONS
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for a simple button, just define a primary colour
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and an icon name from the icon array and
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the text to display beneath the button
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for toggle buttons, additionally provide secondary
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colours, icon name and text. Also provide a reference
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to a global variable for the value of the button.
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The global variable should be declared at the start of
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the program and it may be adviable to use the 'status_name'
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format to ensure it is clear.
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*/
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var joystickBtn = {
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primary_colour: 0x653E,
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primary_icon: 'joystick',
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primary_text: 'Joystick',
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};
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var turnLeftBtn = {
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primary_colour: 0x653E,
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primary_text: 'Left',
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primary_icon: 'left',
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};
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var turnRightBtn = {
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primary_colour: 0x33F9,
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primary_text: 'Right',
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primary_icon: 'right',
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};
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var autoBtn = {
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primary_colour: 0xE9C7,
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primary_text: 'Stop',
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primary_icon: 'sit',
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toggle: true,
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secondary_colour: 0x3F48,
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secondary_text: 'Move',
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secondary_icon : 'walk',
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value: status_auto
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};
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var micBtn = {
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primary_colour: 0xE9C7,
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primary_text: 'Off',
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primary_icon: 'mic_off',
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toggle: true,
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secondary_colour: 0x3F48,
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secondary_text: 'On',
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secondary_icon : 'mic_on',
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value: status_mic
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};
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var spkBtn = {
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primary_colour: 0xE9C7,
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primary_text: 'Off',
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primary_icon: 'spk_off',
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toggle: true,
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secondary_colour: 0x3F48,
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secondary_text: 'On',
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secondary_icon : 'spk_on',
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value: status_spk
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};
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/*
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CONFIGURATION AREA - SCREEN DEFINITIONS
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a screen can have a button (as defined above)
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on the left and/or the right of the screen.
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in adddition a screen can optionally have
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an icon for each of the three buttons on
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the left hand side of the screen. These
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are defined as btn1, bt2 and bt3. The
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values are names from the icon array.
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*/
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const menuScreen = {
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left: autoBtn,
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right: joystickBtn,
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btn1: "comms"
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};
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const joystickScreen = {
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left: turnLeftBtn,
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right: turnRightBtn,
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btn1: "forward",
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btn2: "backward",
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btn3: "back"
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};
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const commsScreen = {
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left: micBtn,
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right: spkBtn,
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btn3: "back"
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};
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/* base state definition
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Each of the screens correspond to a state;
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this class provides a constuctor for each
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of the states
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*/
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class State {
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constructor(params) {
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this.state = params.state;
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this.events = params.events;
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this.screen = params.screen;
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}
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}
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/*
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CONFIGURATION AREA - BUTTON BEHAVIOURS/STATE TRANSITIONS
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This area defines how each screen behaves.
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Each screen corresponds to a different State of the
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state machine. This makes it much easier to isolate
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behaviours between screens.
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The state value is transmitted whenever a button is pressed
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to provide context (so the receiving device, knows which
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button was pressed on which screen).
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The screens are defined above.
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The events section identifies if a particular button has been
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pressed and released on the screen and an action can then be taken.
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The events function receives a notification from a mySetWatch which
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provides an event object that identifies which button and whether
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it has been pressed down or released. Actions can then be taken.
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The events function will always return a State object.
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If the events function returns different State from the current
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one, then the state machine will change to that new State and redrsw
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the screen appropriately.
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To add in additional capabilities for button presses, simply add
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an additional 'if' statement.
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For toggle buttons, the value of the sppropiate status object is
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inversed and the new value transmitted.
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*/
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/* The Home State/Page is where the application beings */
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const Home = new State({
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state: "Home",
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screen: menuScreen,
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events: (event) => {
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if ((event.object == "right") && (event.status == "end")) {
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transmit("Joystick", "joystick", "on");
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return Joystick;
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}
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if ((event.object == "top") && (event.status == "end")) {
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return Comms;
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}
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if ((event.object == "left") && (event.status == "end")) {
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status_auto.value = !status_auto.value;
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transmit(this.state, "auto", onOff(status_auto.value));
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return this;
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}
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transmit(this.state, event.object, event.status);
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return this;
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}
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});
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/* Joystick page state */
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const Joystick = new State({
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state: "Joystick",
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screen: joystickScreen,
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events: (event) => {
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if ((event.object == "bottom") && (event.status == "end")) {
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transmit("Joystick", "joystick", "off");
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return Home;
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}
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transmit(this.state, event.object, event.status);
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return this;
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}
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});
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/* Comms page state */
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const Comms = new State({
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state: "Comms",
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screen: commsScreen,
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events: (event) => {
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if ((event.object == "bottom") && (event.status == "end")) {
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return Home;
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}
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if ((event.object == "left") && (event.status == "end")) {
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status_mic.value = !status_mic.value;
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transmit(this.state, "mic", onOff(status_mic.value));
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return this;
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}
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if ((event.object == "right") && (event.status == "end")) {
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status_spk.value = !status_spk.value;
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transmit(this.state, "spk", onOff(status_spk.value));
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return this;
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}
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transmit(this.state, event.object, event.status);
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return this;
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}
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});
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/* translate button status into english */
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const startEnd = status => status ? "start" : "end";
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/* translate status into english */
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const onOff= status => status ? "on" : "off";
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/* create watching functions that will change the global
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button status when pressed or released
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This is actuslly the hesrt of the program. When a button
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is not being pressed, nothing is happening (no loops).
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This makes the progrsm more battery efficient.
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When a setWatch event is raised, the custom callbacks defined
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here will be called. These then fired as events to the current
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state/screen of the state mschine.
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Some events, will result in the stste of the state machine
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chsnging, which is why the screen is redrswn after each
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button press.
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*/
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const setMyWatch = (params) => {
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setWatch(() => {
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params.bool=!params.bool;
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machine = machine.events({object: params.label, status: startEnd(params.bool)});
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drawScreen(machine.screen);
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}, params.btn, {repeat:true, edge:"both"});
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};
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/* object array used to set up the watching functions
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*/
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const buttons = [
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{bool : bottom_btn, label : "bottom",btn : BTN3},
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{bool : middle_btn, label : "mdiddle",btn : BTN2},
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{bool : top_btn, label : "top",btn : BTN1},
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{bool : left_btn, label : "left",btn : BTN4},
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{bool : right_btn, label : "right",btn : BTN5}
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];
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/* set up watchers for buttons */
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for (var button of buttons)
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{setMyWatch(button);}
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/* Draw various kinds of buttons */
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const drawButton = (params,side) => {
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g.setFontAlign(0,1);
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icon = drawIcon(params.primary_icon);
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text = params.primary_text;
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g.setColor(params.primary_colour);
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const x = (side == "left") ? 0 : 120;
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if ((params.toggle) && (params.value.value)) {
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g.setColor(params.secondary_colour);
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text = params.secondary_text;
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icon = drawIcon(params.secondary_icon);
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}
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g.fillRect(0+x,24,119+x, 239);
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g.setColor(0x000);
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g.setFont("Vector",15);
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g.setFontAlign(0,0.0);
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g.drawString(text,60+x,160);
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options = {rotate: 0, scale:2};
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g.drawImage(icon,x+60,120,options);
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};
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/* Draw the pages corresponding to the states */
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const drawScreen = (params) => {
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drawButton(params.left,'left');
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drawButton(params.right,'right');
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g.setColor(0x000);
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if (params.btn1) {g.drawImage(drawIcon(params.btn1),210,40);}
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if (params.btn2) {g.drawImage(drawIcon(params.btn2),210,125);}
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if (params.btn3) {g.drawImage(drawIcon(params.btn3),210,195);}
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};
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machine = Home; // instantiate the state machine at Home
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Bangle.drawWidgets(); // draw active widgets
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drawScreen(machine.screen); // draw the screen
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