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devsite: add remaining files from original site
We previously hosted all of the files from the original site when we had them in a compiled form; we add the source for these now, since that's about the same (the only difference is that we have the source to compile from!). All of these files are imported from the original dev site, and there is no new content here. Signed-off-by: Eric Migicovsky <[email protected]>
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_config.yml

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# Jekyll collections.
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collections:
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community_tools:
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output: true
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permalink: /community/tools/:path/
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community_apps:
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output: true
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permalink: /community/apps/:path/
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community_libraries:
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output: true
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permalink: /community/libraries/:path/
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guides:
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output: true
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permalink: /guides/:path/
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guide_group:
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guide_subgroup:
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menu_section: guides
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- scope:
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path: ""
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type: community_tools
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values:
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layout: community/resource
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menu_section: community
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menu_subsection: tools
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- scope:
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path: ""
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type: community_apps
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values:
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layout: community/resource
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menu_section: community
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menu_subsection: apps
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- scope:
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path: ""
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type: community_libraries
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values:
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layout: community/resource
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menu_section: community
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menu_subsection: libraries
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- scope:
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path: ""
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type: changelogs

plugins/generator_algolia.rb

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def generate_all
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requests = [].concat(generate_blog_posts,
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generate_guides,
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generate_community_resources,
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generate_documentation,
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generate_none_guide_guides,
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generate_other).compact
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end.compact
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end
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def generate_community_resources
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resources = %w(community_tools community_apps community_libraries)
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documents = []
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resources.each do | type |
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return nil if @site.collections[type].nil?
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@site.collections[type].docs.each do | resource |
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document = {
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'objectID' => resource.url,
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'title' => resource.data['name'],
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'url' => resource.url,
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'content' => HTMLEntities.new.decode(resource.get_output),
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'resourceType' => type,
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'type' => 'community resource',
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'randomCode' => @random_code
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}
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documents << document
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end
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end
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@indexes['community-resources'].save_objects(documents)
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end
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def generate_blog_posts
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@site.posts.docs.flat_map do |post|
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# Calculate the age of the post so we can prioritise newer posts

source/_community_apps/Hello.md

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---
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name: Hello
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creator: James Mattis
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license: MIT
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link: https://github.com/jamesmattis/Hello
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tags:
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- watchapp
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- ios
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- messaging
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---
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_**Hello**_ demonstrates a fairly complete Pebble watch app appMessage implementation including error handling. It outputs a vareity of statistics, and provides convenient settings switches to control some of the app parameters and settings.
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The basic appMessage demo apps provided by Pebble demonstrate the key features of the App Message system, but don't illustrate all of the potential errors, warning, and errata that you might encounter on a production app trying to send high rates of data to the Pebble Watch via App Message. The Hello watch app demo attempts to provide a more thorough example. Complete details of the iOS and Watch app implementation can be found in the NOTES.md file.
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There is probably some silly bug in here somewhere. If you find something, let me know about it. Thanks!

source/_community_apps/caltrain.md

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---
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name: Caltrain
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creator: Katharine Berry
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license: mit
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link: https://github.com/Katharine/pebble-caltrain/
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appstore: 53eb5caf6743f7a863000201
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tags:
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- watchapp
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- js
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- storage
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---
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Caltrain is a Pebble app that displays upcoming trains at a station, and where
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those trains will stop along the remainder of each of their routes.
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It stores the schedule locally in ``resources``, and makes heavy use of
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``resource_load_byte_range`` to read in the required data without running out
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of RAM. This is wrapped in a block reading API for performance reasons; without
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that it takes several seconds to load each window.
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It also uses [`Persistent Storage`](``Storage``) to store the state of the UI,
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so it can be restored to the state in which you left it when you return to the
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app.
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Finally, it uses PebbleKit JS to retrieve your location on launch. If it gets a
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response before you manually choose a station, it will automatically show the
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station closest to you.
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The windows were built using [CloudPebble's UI Editor][ui-editor].
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A python script is included to convert from the Caltrain GTFS data to the
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compressed format it uses.
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Screenshots:
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![](http://i.imgur.com/iGGxV9q.png)
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![](http://i.imgur.com/RNeaSQ1.png)
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![](http://i.imgur.com/23kD7ie.png)
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![](http://i.imgur.com/mHFaUMy.png)
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[ui-editor]: /blog/2014/08/08/CloudPebble-Graphical-UI-Editor/
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---
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name: HeroBoard
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creator: Rodrigo Mesquita
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license: mit
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link: https://github.com/rmesquit/HeroBoard
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language: c
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appstore: 54f3398f2af981c827000058
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tags:
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- watchapps
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- graphics
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- animation
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---
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Guitar Hero-based keyboard for Pebble
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This is a Pebble app keyboard based on the game Guitar Hero. It is NOT a final product/watchapp. It is meant to be used with T3/T9 text prediction scripts. When complete, it could be implemented as an exclusive keyboard for Pebble.
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---
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name: Multi Timer
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creator: Matthew Tole
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license: mit
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link: https://github.com/smallstoneapps/multi-timer
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appstore: 52d30a1d19412b4d84000025
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tags:
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- watchapp
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- js
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- storage
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- config
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---
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Multi Timer is a Pebble watchapp that allows you to run several timers and
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stopwatches simultaneously.
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It uses [`Persistent Storage`](``Storage``) on the watch to remember your
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timers, and even fakes the timers running in the background by calculating how
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much time has elapsed since the app was last run and adding / removing this
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amount of time from any running timers.
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Some parts of the C and JS code are tested, and are run automatically using
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[Travis CI][1].
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The current build status of the app is: [![Build Status](https://travis-ci.org/smallstoneapps/multi-timer.png?branch=master)][2]
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Here is what the app looks like:
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![Multi Timer Screenshot #1 >{pebble-screenshot,pebble-screenshot--steel-black}](https://raw.githubusercontent.com/smallstoneapps/multi-timer/master/marketing/screenshots/2.7/multi-timer_2-7_01.png)
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[1]: https://travis-ci.org/
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[2]: https://travis-ci.org/smallstoneapps/multi-timer/
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---
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name: Resistor Time
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creator: Ben Combee
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license: mit
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link: https://github.com/unwiredben/resistor-time
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language: c
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appstore: 55561ff444dad6e1470000df
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tags:
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- watchface
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- js
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- config
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- storage
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- messaging
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---
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This shows the current time as a resistor with the color code matching the time of day in 24-hour time.
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Configuration is done through a static HTML page hosted on github pages and some PebbleKit JS code that handles
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communication with the configuration page.
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This only works on the Basalt color platform, as there's no point trying to show color codes on a black and white watch.
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---
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name: Color Selector
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creator: Jason Brand
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license: mit
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link: https://github.com/jas-b/color_select_lib/
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language: c
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---
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##Description
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This library opens a seperate window for color selections.
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Useful for converting existing apps to color.
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##Usage
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#### 1. Add color_sel_lib.h and color_sel_lib.c to your Pebble project.
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```c
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#include "color_sel_lib.h"
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```
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#### 2. Define a handler to use the selected color:
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```c
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void handle_CS_close(int color_argb) {
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GColor color = (GColor){.argb = color_argb};
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// Do something
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// or use directly
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text_layer_set_background_color(text_layer_name, (GColor){.argb = color_argb});
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}
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```
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#### 3. Create the window and show it:
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```c
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CSWindow * myCSWindow = cswindow_create(
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default_color, false,
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(CSCloseHandler)handle_CS_close);
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cswindow_show(myCSWindow, true);
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```
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|Parameter|Description|
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|---|---|
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|**default_color**|The default color that the window will try to match.|
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|**full_palette**|true to use all 64 color, false to use a subset of 11 main colors. The user can switch between the two palettes by holding the select button.|
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|**closeHandler**|The CSCloseHandler to fire when the keyboard closes.|
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---
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name: Custom Status Bar for Pebble
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creator: Jonathan LaRocque (Reboot's Ramblings)
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license: mit
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link: https://github.com/rebootsramblings/custom-status-bar-for-pebble
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language: c
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---
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A plug and play custom status bar implementation for pebble apps and watch faces.
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Easily populate 3 [text layers](``TextLayer``) and/or 5 [bitmap layers](``BitmapLayer``).
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Use:
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Choose a status bar height and icon size. Icons should be square with a maximum of 28 pixels.
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```c
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#define BAR_HEIGHT 20
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#define ICON_WIDTH_HEIGHT 15
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```
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Declare
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```c
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static CustomStatusBarLayer *custom_status_bar;
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```
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Create
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```c
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custom_status_bar = custom_status_bar_layer_create(BAR_HEIGHT, GColorBlack, ICON_WIDTH_HEIGHT);
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```
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Set Text and Icons
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Text layers, use positions CSB_TEXT_LEFT, CSB_TEXT_RIGHT, CSB_TEXT_CENTER
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```c
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char *t = ...;
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custom_status_bar_layer_set_text(custom_status_bar, CSB_TEXT_LEFT, t);
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```
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Icons, use positions CSB_ICON_0 to CSB_ICON_4 (positions are left to right, 0 indexed)
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```c
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custom_status_bar_layer_set_bitmap(custom_status_bar, CSB_ICON_4, your_gbitmap);
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```
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When you're done, destroy
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```c
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custom_status_bar_layer_destroy(custom_status_bar);
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```
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One last note! Your window should have a height of `168 - BAR_HEIGHT`.
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See the header file for more details. Enjoy!
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![](http://rebootsramblings.ca/forumpictures/icons.png "Icons")
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![](http://rebootsramblings.ca/forumpictures/textlayers.png "Text")
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---
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name: EffectLayer
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creator: Yuriy Galanter, Ron64, Eric Arrigo, Grégoire Sage, mikalgow, Colin, Martin Norland
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license: mit
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link: https://github.com/ygalanter/EffectLayer
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language: c
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---
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EffectLayer is a visual effect layer for Pebble Smartwatch. User places the layer over screen at set coordinates and special effects are applied to that area of the screen. Effects work both on Aplite/Classic Pebble and Basalt/Pebble time unless specified (e.g. Blur works only on Basalt)
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To use the library place the source files in your SRC directory and add #include "effect_layer.h" to your source. EffectLayer library is implemented in efficient pay-to-play way so only effects that you actually use get compiled into your binary.
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Currently supported effects:
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<ul>
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<li>Invert</li>
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<li>Invert b/w only</li>
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<li>Invert brightness, preserve hue</li>
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<li>Vertical Mirror</li>
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<li>Horizontal Mirror</li>
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<li>Rotate 90 degrees (counter- or clock-wise)</li>
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<li>Blur</li>
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<li>Zoom</li>
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<li>Lens</li>
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<li>Mask</li>
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<li>FPS</li>
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<li>Shadow</li>
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<li>Outline</li>
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<li>effect_colorize</li>
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<li>effect_colorswap</li>
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</ul>
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![Inverter](http://i.imgur.com/6t9r3qa.gif "Inverter")
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![Bitmap Mask](http://i.imgur.com/JspSsx1.gif "Bitmap Mask")
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![Text Mask](http://i.imgur.com/EdKu49w.png "Text Mask")
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