mirror of https://github.com/espruino/BangleApps
507 lines
20 KiB
Markdown
507 lines
20 KiB
Markdown
Bangle.js App Loader (and Apps)
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================================
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[](https://travis-ci.org/espruino/BangleApps)
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* Try the **release version** at [banglejs.com/apps](https://banglejs.com/apps)
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* Try the **development version** at [github.io](https://espruino.github.io/BangleApps/)
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**All software (including apps) in this repository is MIT Licensed - see [LICENSE](LICENSE)** By
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submitting code to this repository you confirm that you are happy with it being MIT licensed,
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and that it is not licensed in another way that would make this impossible.
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## How does it work?
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* A list of apps is in `apps.json`
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* Each element references an app in `apps/<id>` which is uploaded
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* When it starts, BangleAppLoader checks the JSON and compares
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it with the files it sees in the watch's storage.
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* To upload an app, BangleAppLoader checks the files that are
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listed in `apps.json`, loads them, and sends them over Web Bluetooth.
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## Getting Started
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Check out:
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* [Building your first Bangle.js Application](https://www.espruino.com/Bangle.js+First+App)
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* [Adding an app to the Bangle.js App Loader](https://www.espruino.com/Bangle.js+App+Loader)
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* [Customising the App Loader](https://www.espruino.com/Bangle.js+App+Loader+Custom)
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## What filenames are used
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Filenames in storage are limited to 28 characters. To
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easily distinguish between file types, we use the following:
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* `stuff.info` is JSON that describes an app - this is auto-generated by the App Loader
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* `stuff.img` is an image
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* `stuff.app.js` is JS code for applications
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* `stuff.wid.js` is JS code for widgets
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* `stuff.settings.js` is JS code for the settings menu
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* `stuff.boot.js` is JS code that automatically gets run at boot time
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* `stuff.json` is used for JSON settings for an app
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## Developing your own app
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* 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`
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* We'd recommend that you start off using code from 'Example Applications' (below) to get started...
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* Load [`app.js`](apps/_example_app/app.js) or [`widget.js`](apps/_example_widget/widget.js) into the IDE and start developing.
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* The `Upload` button will load your app to Bangle.js temporarily
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## Adding your app to the menu
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* Come up with a unique (all lowercase, nu spaces) name, we'll assume `7chname`. Bangle.js
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is limited to 28 char filenames and appends a file extension (eg `.js`) so please
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try and keep filenames short to avoid overflowing the buffer.
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* Create a folder called `apps/<id>`, lets assume `apps/7chname`
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* We'd recommend that you copy files from 'Example Applications' (below) as a base, or...
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* `apps/7chname/app.png` should be a 48px icon
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* 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"
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* Create an entry in `apps.json` as follows:
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```
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{ "id": "7chname",
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"name": "My app's human readable name",
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"shortName" : "Short Name",
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"icon": "app.png",
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"description": "A detailed description of my great app",
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"tags": "",
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"storage": [
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{"name":"7chname.app.js","url":"app.js"},
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{"name":"7chname.img","url":"app-icon.js","evaluate":true}
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],
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},
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```
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## Testing
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### Online
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This is the best way to test...
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* Fork the https://github.com/espruino/BangleApps git repository
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* Add your files
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* Go to GitHub Settings and activate GitHub Pages
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* Run your personal `Bangle App Loader` at https://\<your-github-username\>.github.io/BangleApps/index.html to load apps onto your device
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* Your apps should be inside it - if there are problems, check your web browser's 'developer console' for errors
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**Note:** It's a great idea to get a local copy of the repository on your PC,
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then run `bin/sanitycheck.js` - it'll run through a bunch of common issues
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that there might be.
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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.
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### Offline
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Using the 'Storage' icon in [the Web IDE](https://www.espruino.com/ide/)
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(4 discs), upload your files into the places described in your JSON:
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* `app-icon.js` -> `7chname.img`
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Now load `app.js` up in the editor, and click the down-arrow to the bottom
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right of the `Send to Espruino` icon. Click `Storage` and then either choose
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`7chname.app.js` (if you'd uploaded your app previously), or `New File`
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and then enter `7chname.app.js` as the name.
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Now, clicking the `Send to Espruino` icon will load the app directly into
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Espruino **and** will automatically run it.
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When you upload code this way, your app will even be uploaded to Bangle.js's menu
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without you having to use the `Bangle App Loader`
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**Note:** Widgets need to be run inside a clock or app, so if you're
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developing a widget you need to go go `Settings` -> `Communications` -> `Load after saving`
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and set it to `Load default application`.
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## Example Applications
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To make the process easier we've come up with some example applications that you can use as a base
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when creating your own. Just come up with a unique 7 character name, copy `apps/_example_app`
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or `apps/_example_widget` to `apps/7chname`, and add `apps/_example_X/add_to_apps.json` to
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`apps.json`.
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**If you're making a widget** please start the name with `wid` to make
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it easy to find!
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### App Example
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The app example is available in [`apps/_example_app`](apps/_example_app)
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Apps are listed in the Bangle.js menu, accessible from a clock app via the middle button.
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* `add_to_apps.json` - insert into `apps.json`, describes the app to bootloader and loader
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* `app.png` - app icon - 48x48px
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* `app-icon.js` - JS version of the icon (made with http://www.espruino.com/Image+Converter) for use in Bangle.js's menu
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* `app.js` - app code
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#### `app-icon.js`
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The icon image and short description is used in Bangle.js's launcher.
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Use the Espruino [image converter](https://www.espruino.com/Image+Converter) and upload your `app.png` file.
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Follow this steps to create a readable icon as image string.
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1. upload a png file
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2. set _X_ Use Compression
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3. set _X_ Transparency (optional)
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4. set Diffusion: _flat_
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5. set Colours: _1 bit_, _4 bit_ or _8 bit Web Palette_
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6. set Output as: _Image String_
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Replace this line with the image converter output:
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```
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require("heatshrink").decompress(atob("mEwwJC/AH4A/AH4AgA=="))
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```
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You can also use this converter for creating images you like to draw with `g.drawImage()` with your app.
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Apps that need widgets can call `Bangle.loadWidgets()` **once** at startup to load
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them, and then `Bangle.drawWidgets()` to draw them onto the screen whenever the app
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has call to completely clear the screen. Widgets themselves will update as and when needed.
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### Widget Example
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The widget example is available in [`apps/_example_widget`](apps/_example_widget)
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* `add_to_apps.json` - insert into `apps.json`, describes the widget to bootloader and loader
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* `widget.js` - widget code
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Widgets are just small bits of code that run whenever an app that supports them
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calls `Bangle.loadWidgets()`. If they want to display something in the 24px high
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widget bars at the top and bottom of the screen they can add themselves to
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the global `WIDGETS` array with:
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```
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WIDGETS["mywidget"]={
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area:"tl", // tl (top left), tr (top right), bl (bottom left), br (bottom right)
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width: 24, // how wide is the widget? You can change this and call Bangle.drawWidgets() to re-layout
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draw:draw // called to draw the widget
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};
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```
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When the widget is to be drawn, `x` and `y` values are set up in `WIDGETS["mywidget"]`
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and `draw` can then use `this.x` and `this.y` to figure out where it needs to draw to.
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### `app.info` format
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This is the file that's **auto-generated** and loaded onto Bangle.js by the App Loader,
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and which gives information about the app for the Launcher.
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```
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{
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"name":"Short Name", // for Bangle.js menu
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"icon":"*7chname", // for Bangle.js menu
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"src":"-7chname", // source file
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"type":"widget/clock/app/bootloader", // optional, default "app"
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// if this is 'widget' then it's not displayed in the menu
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// if it's 'clock' then it'll be loaded by default at boot time
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// if this is 'bootloader' then it's code that is run at boot time, but is not in a menu
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"version":"1.23",
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// added by BangleApps loader on upload based on apps.json
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"files:"file1,file2,file3",
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// added by BangleApps loader on upload - lists all files
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// that belong to the app so it can be deleted
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"data":"appid.data.json,appid.data?.json;appidStorageFile,appidStorageFile*"
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// added by BangleApps loader on upload - lists files that
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// the app might write, so they can be deleted on uninstall
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// typically these files are not uploaded, but created by the app
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// these can include '*' or '?' wildcards
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}
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```
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### `apps.json` format
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```
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{ "id": "appid", // 7 character app id
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"name": "Readable name", // readable name
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"shortName": "Short name", // short name for launcher
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"icon": "icon.png", // icon in apps/
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"description": "...", // long description (can contain markdown)
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"type":"...", // optional(if app) -
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// 'app' - an application
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// 'widget' - a widget
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// 'launch' - replacement launcher app
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// 'bootloader' - code that runs at startup only
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// 'RAM' - code that runs and doesn't upload anything to storage
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"tags": "", // comma separated tag list for searching
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"dependencies" : { "notify":"type" } // optional, app 'types' we depend on
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// for instance this will use notify/notifyfs is they exist, or will pull in 'notify'
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"readme": "README.md", // if supplied, a link to a markdown-style text file
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// that contains more information about this app (usage, etc)
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// A 'Read more...' link will be added under the app
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"custom": "custom.html", // if supplied, apps/custom.html is loaded in an
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// iframe, and it must post back an 'app' structure
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// like this one with 'storage','name' and 'id' set up
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// see below for more info
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"interface": "interface.html", // if supplied, apps/interface.html is loaded in an
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// iframe, and it may interact with the connected Bangle
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// to retrieve information from it
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// see below for more info
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"allow_emulator":true, // if 'app.js' will run in the emulator, set to true to
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// add an icon to allow your app to be tested
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"storage": [ // list of files to add to storage
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{"name":"appid.js", // filename to use in storage.
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// If name=='RAM', the code is sent directly to Bangle.js and is not saved to a file
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"url":"", // URL of file to load (currently relative to apps/)
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"content":"...", // if supplied, this content is loaded directly
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"evaluate":true, // if supplied, data isn't quoted into a String before upload
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// (eg it's evaluated as JS)
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"noOverwrite":true // if supplied, this file will not be overwritten if it
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// already exists
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},
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]
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"data": [ // list of files the app writes to
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{"name":"appid.data.json", // filename used in storage
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"storageFile":true // if supplied, file is treated as storageFile
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"url":"", // if supplied URL of file to load (currently relative to apps/)
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"content":"...", // if supplied, this content is loaded directly
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"evaluate":true, // if supplied, data isn't quoted into a String before upload
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// (eg it's evaluated as JS)
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},
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{"wildcard":"appid.data.*" // wildcard of filenames used in storage
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}, // this is mutually exclusive with using "name"
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],
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"sortorder" : 0, // optional - choose where in the list this goes.
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// this should only really be used to put system
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// stuff at the top
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}
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```
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* name, icon and description present the app in the app loader.
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* tags is used for grouping apps in the library, separate multiple entries by comma. Known tags are `tool`, `system`, `clock`, `game`, `sound`, `gps`, `widget`, `launcher` or empty.
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* storage is used to identify the app files and how to handle them
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* data is used to clean up files when the app is uninstalled
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### `apps.json`: `custom` element
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Apps that can be customised need to define a `custom` element in `apps.json`,
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which names an HTML file in that app's folder.
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When `custom` is defined, the 'upload' button is replaced by a customize
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button, and when clicked it opens the HTML page specified in an iframe.
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In that HTML file you're then responsible for handling a button
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press and calling `sendCustomizedApp` with your own customised
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version of what's in `apps.json`:
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```
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<html>
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<head>
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<link rel="stylesheet" href="../../css/spectre.min.css">
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</head>
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<body>
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<p><button id="upload" class="btn btn-primary">Upload</button></p>
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<script src="../../lib/customize.js"></script>
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<script>
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document.getElementById("upload").addEventListener("click", function() {
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sendCustomizedApp({
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id : "7chname",
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storage:[
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{name:"7chname.app.js", url:"app.js", content:app_source_code},
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{name:"7chname.img", content:'require("heatshrink").decompress(atob("mEwg...4"))', evaluate:true},
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]
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});
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});
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</script>
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</body>
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</html>
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```
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This'll then be loaded in to the watch. See [apps/qrcode/grcode.html](the QR Code app)
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for a clean example.
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**Note:** we specify a `url` for JS files even though it doesn't have to exist
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and will never be loaded. This is so the app loader can tell if it's a JavaScript
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file based on the extension, and if so it can minify and pretokenise it.
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### `apps.json`: `interface` element
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Apps that create data that can be read back can define a `interface` element in `apps.json`,
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which names an HTML file in that app's folder.
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When `interface` is defined, a `Download from App` button is added to
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the app's description, and when clicked it opens the HTML page specified
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in an iframe.
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```
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<html>
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<head>
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<link rel="stylesheet" href="../../css/spectre.min.css">
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</head>
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<body>
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<script src="../../lib/interface.js"></script>
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<div id="t">Loading...</div>
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<script>
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function onInit() {
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Puck.eval("E.getTemperature()", temp=> {
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document.getElementById("t").innerHTML = temp;
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});
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}
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</script>
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</body>
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</html>
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```
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When the page is ready a function called `onInit` is called,
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and in that you can call `Puck.write` and `Puck.eval` to get
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the data you require from Bangle.js.
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See [apps/gpsrec/interface.html](the GPS Recorder) for a full example.
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### Adding configuration to the "Settings" menu
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Apps (or widgets) can add their own settings to the "Settings" menu under "App/widget settings".
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To do so, the app needs to include a `settings.js` file, containing a single function
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that handles configuring the app.
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When the app settings are opened, this function is called with one
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argument, `back`: a callback to return to the settings menu.
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Usually it will save any information in `app.json` where `app` is the name
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of your app - so you should change the example accordingly.
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Example `settings.js`
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```js
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// make sure to enclose the function in parentheses
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(function(back) {
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let settings = require('Storage').readJSON('app.json',1)||{};
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function save(key, value) {
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settings[key] = value;
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require('Storage').write('app.json',settings);
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}
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const appMenu = {
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'': {'title': 'App Settings'},
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'< Back': back,
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'Monkeys': {
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value: settings.monkeys||12,
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onchange: (m) => {save('monkeys', m)}
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}
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};
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E.showMenu(appMenu)
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})
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```
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In this example the app needs to add `app.settings.js` to `storage` in `apps.json`.
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It should also add `app.json` to `data`, to make sure it is cleaned up when the app is uninstalled.
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```json
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{ "id": "app",
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...
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"storage": [
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...
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{"name":"app.settings.js","url":"settings.js"},
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],
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"data": [
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{"name":"app.json"}
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]
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},
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```
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## Modules
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You can include any of [Espruino's modules](https://www.espruino.com/Modules) as
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normal with `require("modulename")`. If you want to develop your own module for your
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app(s) then you can do that too. Just add the module into the `modules` folder
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then you can use it from your app as normal.
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You won't be able to develop apps using your own modules with the IDE,
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so instead we'd recommend you write your module to a Storage File called
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`modulename` on Bangle.js. You can then develop your app as normal on Bangle.js
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from the IDE.
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## Coding hints
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- use `g.setFont(.., size)` to multiply the font size, eg ("6x8",3) : "18x24"
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- use `g.drawString(text,x,y,true)` to draw with background color to overwrite existing text
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- use `g.clearRect()` to clear parts of the screen, instead of using `g.clear()`
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- use `g.fillPoly()` or `g.drawImage()` for complex graphic elements
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- using `g.clear()` can cause screen flicker
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- using `g.setLCDBrightness()` can save you power during long periods with lcd on
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- chaining graphics methods, eg `g.setColor(0xFD20).setFontAlign(0,0).setfont("6x8",3)`
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### Misc Notes
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- Need to save state? Use the `E.on('kill',...)` event to save JSON to a file called `7chname.json`, then load it at startup.
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- 'Alarm' apps define a file called `alarm.js` which handles the actual alarm window.
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- Locale is handled by `require("locale")`. An app may create a `locale` file in Storage which is
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a module that overwrites Bangle.js's default locale.
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### Graphic areas
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The screen is parted in a widget and app area for lcd mode `direct`(default).
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| areas | as rectangle or point |
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| :-:| :-: |
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| Widget | (0,0,239,23) |
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| Widget bottom bar (optional) | (0,216,239,239) |
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| Apps | (0,24,239,239) (see below) |
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| BTN1 | (230, 55) |
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| BTN2 | (230, 140) |
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| BTN3 | (230, 210) |
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| BTN4 | (0,0,119, 239)|
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| BTN5 | (120,0,239,239) |
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- If there are widgets at the bottom of the screen, apps should actually keep the bottom 24px free, so should keep to the area (0,24,239,215)
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- Use `g.setFontAlign(0, 0, 3)` to draw rotated string to BTN1-BTN3 with `g.drawString()`.
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- For BTN4-5 the touch area is named
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## Available colors
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You can use `g.setColor(r,g,b)` OR `g.setColor(16bitnumber)` - some common 16 bit colors are below:
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| color-name | color-value|
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| :-: | :-: |
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| Black | 0x0000 |
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| Navy | 0x000F |
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| DarkGreen | 0x03E0 |
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| DarkCyan | 0x03EF |
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| Maroon | 0x7800 |
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| Purple | 0x780F |
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| Olive | 0x7BE0
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| LightGray | 0xC618
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| DarkGrey | 0x7BEF
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| Blue | 0x001F
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| Green | 0x07E0 |
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| Cyan | 0x07FF |
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| RED | 0xF800 |
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| Magenta | 0xF81F |
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| Yellow | 0xFFE0 |
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| White | 0xFFFF |
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| Orange | 0xFD20 |
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| GreenYellow | 0xAFE5 |
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| Pink | 0xF81F |
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## API Reference
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[Reference](http://www.espruino.com/Reference#software)
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[Bangle Class](https://banglejs.com/reference#Bangle)
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[Graphics Class](https://banglejs.com/reference#Graphics)
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## 'Testing' folder
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The [`testing`](testing) folder contains snippets of code that might be useful for your apps.
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* `testing/colors.js` - 16 bit colors as name value pairs
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* `testing/gpstrack.js` - code to store a GPS track in Bangle.js storage and output it back to the console
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* `testing/map` - code for splitting an image into map tiles and then displaying them
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## Credits
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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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