Monthly Archives: October 2014

For a couple of my existing watchapps and watchfaces I have implemented a smooth animation using an AppTimer. This involves something like the snippet below:

static void some_layer_update_proc(Layer *layer, GContext *ctx) {
  // Graphics calls


static void timer_handler(void *context) {
  // Update frame

  // Finally schedule next frame
  app_timer_register(34, timer_handler, NULL);


static void start_animation() {
  // Schedule first frame to start loop
  layer_set_update_proc(some_layer, some_layer_update_proc);
  app_timer_register(34, timer_handler, NULL);

As you can see, after the first frame is scheduled with an AppTimer, the timer’s handler schedules the next, and so an infinite loop is born. After implementing this multiple times, it occurred to me that I could make this process easier to set up, even if it was just for myself.

The result of this is a new library called pge, which creates an object that handles this looping of game logic and rendering per-frame for you, similar to STL. It also handles button clicks with an easier abstraction for the developer. Here’s a quick example of usage, from the GitHub README file:

#include "pge.h"

static PGE *s_game;

void loop() {


void draw(GContext *ctx) {


void click(int button_id) {



s_game = pge_begin(s_window, loop, draw, click);

This will start a 30 FPS loop that calls the developer’s implementation of draw() and loop() every frame, and click() when a button is clicked. The developer can then check the button ID as usual using the Pebble SDK constants, such as BUTTON_ID_UP. The loop will end and the PGE can be destroyed as part of a normal Window‘s lifecycle:

static void main_window_unload(Window *window) {
  // Destroy all game resources

The GitHub repo also includes a sample app where I implemented a simple ‘game’ of controlling a ‘robot’, using select to start/stop the robot and the up and down buttons to rotate its direction of travel.

Robot game

I’m currently working on implementing an Entity object that can be added to a list for automatic looping and rendering by the PGE. This will eventually also allow collision, as well as couple of other useful features.

If you are thinking of creating such a game, this library can hopefully help get you started. Let me know when you end up creating! The repo can be found here.

A while ago I created a simple Alert Library, which provides functions to show and hide a set of layers to show an ‘alert window’ for a time that tells the user of an event without changing Window.


Continuing this theme, today I created another similar library called the ToastLayer, which has two advantages over the Alert Library:

1. The toast notification animates up from the bottom, instead of covering the majority of the Window.

2. It is designed as an object, like any of the other Layers in the Pebble SDK. This means there can be more than one!

Feel free to use it to show notifications without changing Window! I will probably look into including this in some of my existing apps.