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Add buttons example and module #58

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13 changes: 13 additions & 0 deletions examples/buttons/butkus.json
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{
"input": {
"memoryFormat": "smallest",
"original": "some.url",
"storageFormat": "png"
},
"output": {
"data": "iVBORw0KGgoAAAANSUhEUgAAABcAAAAZBAMAAAAoDqjjAAAAFVBMVEX///9VVQD/qlWqqlUAAAD//6qqVQCmRoadAAAAm0lEQVR42m3PwRECMQgFUOggkAr40QIIHexYgc4WYP9NGMh6Uk68TJIPREQi0ugqAWCXGFm2oQW0HzBm9tP+QA/guDDqUd8IxeNA94IzbjAuUCMJb/QdYURYnVbqvTJl43wmesugcb7WoByNWGbChWdbl3y9sYmeGA5VC3QkQlV7QC3/cjXILKytFxRW6+mGVCa/w8Pf12hSle0Hnx4abYUujacAAAAASUVORK5CYII=",
"gbitmapFormat": 4,
"outputFormat": "png"
},
"success": true
}
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Binary file added examples/buttons/butkus.png
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108 changes: 108 additions & 0 deletions examples/buttons/index.html
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1">
<!-- The above 3 meta tags *must* come first in the head; any other head content must come *after* these tags -->
<title>Buttons Example</title>

<!-- build:template
<script src="../../<%= rockyjs_path %>"></script>
/build -->
<!-- build:remove -->
<!-- this template/remove construct is a workaround as processhtml doesn't support variables for values -->
<script src="../../src/html-binding.js"></script>
<script src="../../src/symbols-manual.js"></script>
<script src="../../src/symbols-generated.js"></script>
<script src="../../src/transpiled.js"></script>
<!-- /build -->

<script src="modules/buttons.js"></script>

<!-- build:css ../../css/bootstrap.min.css -->
<link href="../../html/css/bootstrap.min.css" rel="stylesheet">
<!-- /build -->
<!-- build:css ../../css/style.css -->
<link href="../../html/css/style.css" rel="stylesheet">
<!-- /build -->

<!-- HTML5 shim and Respond.js for IE8 support of HTML5 elements and media queries -->
<!-- WARNING: Respond.js doesn't work if you view the page via file:// -->
<!--[if lt IE 9]>
<script src="https://oss.maxcdn.com/html5shiv/3.7.2/html5shiv.min.js"></script>
<script src="https://oss.maxcdn.com/respond/1.4.2/respond.min.js"></script>
<![endif]-->

<link rel="stylesheet" href="../common/css/style.css">
</head>
<body>
<div class="container">
<div class="page-header">
<h1>Buttons Example</h1>
<p class="lead">
This is a simple example of how to implement Pebble button clicks in RockyJS using a keyboard's directional arrow keys.
</p>
</div>

<div class="col-md-6">
<canvas id="pebble" class="rocky" width="432" height="504"></canvas>
</div>

<div class="col-md-6">
<h2>What's going on?</h2>
<p>
This example demonstrates how to interact with RockyJS bound to a canvas. Using the left, right, up, and down arrows on your keyboard you can simulate the back, select, up, and down buttons of the Pebble respectively.
</p>

<code>onPress(type, callback)</code>
<p>
Options for <code>type</code> are 'back', 'select', 'up', or 'down'.
</p>
<p>
Source for this example can be found at [link TBD].
</div>
<!-- build:template
<%= github_banner %>
/build -->
</div>
</body>
<script>
var rocky = Rocky.bindCanvas(document.getElementById("pebble"));
rocky.export_global_c_symbols();

/**** App ****/

var currentText = "Press an arrow key";

rocky.update_proc = function (ctx, bounds) {
graphics_context_set_text_color(ctx, GColorBlack);
graphics_draw_text(ctx, currentText, fonts_get_system_font(FONT_KEY_GOTHIC_24_BOLD),
bounds, GTextOverflowModeWordWrap, GTextAlignmentLeft, null);
};

(function() {
onPress("back", function() {
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you put this logic into an anonymous function to not pollute the global namespace but currentText as well as rocky are still globals.

console.log("Back Button Pressed");
currentText = "Back lets us run away.";
rocky.mark_dirty();
});
onPress("up", function() {
console.log("Up Button Pressed");
currentText = "Up and away we go!";
rocky.mark_dirty();
});
onPress("select", function() {
console.log("Select Button Pressed");
currentText = "Select is the best button.";
rocky.mark_dirty();
});
onPress("down", function() {
console.log("Down Button Pressed");
currentText = "Down into the depths we go.";
rocky.mark_dirty();
});
})();

</script>
</html>
23 changes: 23 additions & 0 deletions examples/buttons/modules/buttons.js
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var buttonHandler = {};

window.onPress = function onPress(type, callback) {
if (['back', 'up', 'select', 'down'].indexOf(type) >= 0) {
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you have this nice mapping here, but down in addEventListener() you do an if … else cascade again.

Looking at #73 and our C-API I see that clients want to distinguish between short and long presses. How would you do that?

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@cat-haines asked me to do a simple implementation just with short press.

If you'd like me to do long press as well I can investigate how to do this but it wasn't part of the JIRA's initial scope I don't think.

buttonHandler[type] = callback;
} else { console.log('Invalid type passed to onPress.');}
};

document.addEventListener('keydown', function(event) {
if (event.keyCode === 37 && buttonHandler.back) {
event.preventDefault();
buttonHandler['back']();
} else if (event.keyCode === 38 && buttonHandler.up) {
event.preventDefault();
buttonHandler['up']();
} else if (event.keyCode === 39 && buttonHandler.select) {
event.preventDefault();
buttonHandler['select']();
} else if (event.keyCode === 40 && buttonHandler.down) {
event.preventDefault();
buttonHandler['down']();
}
});
1 change: 1 addition & 0 deletions examples/readme.md
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Expand Up @@ -8,5 +8,6 @@ This folder contains a variety of examples designed to help you understand some
- [Vector Graphics](pdc/index.html) – Draws and modifies vector graphics.
- [GPath](gpath/index.html) – Shows how to use APIs around `GPath`.
- [Text](text/index.html) – Shows how to draw text and use fonts.
- [Buttons](buttons/index.html) - Shows how to interact using keyboard arrows.
- [Community Examples](community.html) - Additional examples built by community members.