pebblejs

1.0.0 • Public • Published

Pebble.js

Build Status

Pebble.js lets you write beautiful Pebble applications completely in JavaScript.

Pebble.js applications run on your phone. They have access to all the resources of your phone (internet connectivity, GPS, almost unlimited memory, etc). Because they are written in JavaScript they are also perfect to make HTTP requests and connect your Pebble to the internet.

Warning: Please be aware that as a result of Bluetooth round-trips for all actions, Pebble.js apps will use more power and respond slower to user interaction than a similar native app.

JSConf 2014

Pebble.js was announced during JSConf 2014!

Getting Started

The easiest way to use Pebble.js is to use the Pebble Package distributed on the NPM registry.

  • In CloudPebble
    On the dependencies screen, enter pebblejs and the version number of the package on npm that you wish to use.

    Next, add a C source file and add the following code to the C source file:

    #include <pebble.h>
    #include <pebblejs/simply.h>
    
    int main(void) {
        Simply *simply = simply_create();
        app_event_loop();
        simply_destroy(simply);
    }
    

    Now you're ready to start using Pebble.js APIs! Add a new JS source file to start adding your JS code.

    Build a Pebble.js application now in CloudPebble >

  • With the Pebble SDK

    Follow the Pebble SDK installation instructions to install the SDK on your computer. Run pebble new-project --javascript <appname> and in the package.json file for the project, under dependencies, add an entry for pebblejs. See the npm docs for more information on how to specify dependencies in your project.

    In your src/c/<appname>.c file, replace the template code with the following code:

    #include <pebble.h>
    #include <pebblejs/simply.h>
    
    int main(void) {
        Simply *simply = simply_create();
        app_event_loop();
        simply_destroy(simply);
    }
    

    Now you're ready to start using Pebble.js APIs! A template JS source file was created for you at src/pkjs/index.js. Modify this file (removing template code) with your JS code that uses Pebble.js APIs.

    Install the Pebble SDK on your computer >

Pebble.js applications follow modern JavaScript best practices. To get started, you just need to call require('pebblejs').

To load the UI module and start building user interfaces, call require('pebblejs/ui').

var UI = require('pebblejs/ui');

The basic block to build user interface is the Card. A Card is a type of Window that occupies the entire screen and allows you to display some text in a pre-structured way: a title at the top, a subtitle below it and a body area for larger paragraphs. Cards can be made scrollable to display large quantities of information. You can also add images next to the title, subtitle or in the body area.

var card = new UI.Card({
  title: 'Hello World',
  body: 'This is your first Pebble app!',
  scrollable: true
});

After creating a card window, push it onto the screen with the show() method.

card.show();

To interact with the users, use the buttons or the accelerometer. Add callbacks to a window with the .on() method:

card.on('click', function(e) {
  card.subtitle('Button ' + e.button + ' pressed.');
});

Making HTTP connections is very easy with the included ajax library.

var ajax = require('pebblejs/lib/ajax');
ajax({ url: 'http://api.theysaidso.com/qod.json', type: 'json' },
  function(data) {
    card.body(data.contents.quotes[0].quote);
    card.title(data.contents.quotes[0].author);
  }
);

You can do much more with Pebble.js:

  • Get accelerometer values
  • Display complex UI mixing geometric elements, text and images
  • Animate elements on the screen
  • Display arbitrary long menus
  • Use the GPS and LocalStorage on the phone
  • etc!

Keep reading for the full API Reference.

Using Images

You can use images in your Pebble.js application. Currently all images must be embedded in your applications. They will be resized and converted to black and white when you build your project.

We recommend that you follow these guidelines when preparing your images for Pebble:

  • Resize all images for the screen of Pebble. A fullscreen image will be 144 pixels wide by 168 pixels high.
  • Use an image editor or HyperDither to dither your image in black and white.
  • Remember that the maximum size for a Pebble application is 100kB. You will quickly reach that limit if you add too many images.

To add an image in your application, edit the package.json file and add your image:

{
  "type": "png",
  "name": "IMAGE_CHOOSE_A_UNIQUE_IDENTIFIER",
  "file": "images/your_image.png"
}

If you are using CloudPebble, you can add images in your project configuration.

To reference your image in Pebble.js, you can use the name field or the file field.

// These two examples are both valid ways to show the image declared above in a Card
card.icon('images/your_image.png');
card.icon('IMAGE_CHOOSE_A_UNIQUE_IDENTIFIER');

You can also display images with Image when using a dynamic Window.

// This is an example of using an image with Image and Window
var UI = require('pebblejs/ui');
var Vector2 = require('pebblejs/lib/vector2');
 
var wind = new UI.Window({ fullscreen: true });
var image = new UI.Image({
  position: new Vector2(0, 0),
  size: new Vector2(144, 168),
  image: 'images/your_image.png'
});
wind.add(image);
wind.show();

Using Fonts

You can use any of the Pebble system fonts in your Pebble.js applications. Please refer to this Pebble Developer's blog post for a list of all the Pebble system fonts. When referring to a font, using lowercase with dashes is recommended. For example, GOTHIC_18_BOLD becomes gothic-18-bold.

var Vector2 = require('pebblejs/lib/vector2');
 
var wind = new UI.Window();
var textfield = new UI.Text({
 position: new Vector2(0, 0),
 size: new Vector2(144, 168),
 font: 'gothic-18-bold',
 text: 'Gothic 18 Bold'
});
wind.add(textfield);
wind.show();

Using Color

You can use color in your Pebble.js applications by specifying them in the supported Color Formats. Use the Pebble Color Picker to find colors to use. Be sure to maintain Readability and Contrast when developing your application.

Color Formats

Color can be specified in various ways in your Pebble.js application. The formats are named string, hexadecimal string, and hexadecimal number. Each format has different benefits.

The following table includes examples of all the supported formats in Pebble.js:

Color Format Examples
Named String 'green', 'sunset-orange'
Hexadecimal String '#00ff00', '#ff5555'
Hexadecimal String (with alpha) '#ff00ff00', '#ffff5555'
Hexadecimal Number 0x00ff00, 0xff5555
Hexadecimal Number (with alpha) 0xff00ff00, 0xffff5555

Named strings are convenient to remember and read more naturally. They however cannot have the alpha channel be specified with the exception of the named string color 'clear'. All other named colors are at max opacity. Named colors can also be specified in multiple casing styles, such as hyphenated lowercase 'sunset-orange', C constant 'SUNSET_ORANGE', Pascal 'SunsetOrange', or camel case 'sunsetOrange'. Use the casing most convenient for you, but do so consistently across your own codebase.

Hexadecimal strings can be used for specifying the exact color desired as Pebble.js will automatically round the color to the supported color of the current platform. Two hexadecimal digits are used to represent the three color channels red, green, blue in that order.

Hexadecimal strings (with alpha) specified with eight digits are parsed as having an alpha channel specified in the first two digits where 00 is clear and ff is full opacity.

Hexadecimal numbers can be manipulated directly with the arithmetic and bitwise operators. This is also the format which the configurable framework Clay uses.

Hexadecimal numbers (with alpha) also have an alpha channel specified, but it is recommended to use hexadecimal strings instead for two reasons. The first reason is that 00 also represents full opacity since they are equivalent to six digit hexadecimal numbers which are implicitly at full opacity. The second is that when explicitly representing full opacity as ff, some integer logic can cause a signed overflow, resulting in negative color values. Intermediate alpha channels such as 55 or aa have no such caveats.

Various parts of the Pebble.js API support color. Parameters of the type Color can take any of the color formats mentioned in the above table.

var UI = require('pebblejs/ui');
 
var card = new UI.Card({
  title: 'Using Color',
  titleColor: 'sunset-orange', // Named string
  subtitle: 'Color',
  subtitleColor: '#00dd00', // 6-digit Hexadecimal string
  body: 'Format',
  bodyColor: 0x9a0036 // 6-digit Hexadecimal number
});
 
card.show();

Readability and Contrast

When using color or not, be mindful that your users may not have a Pebble supporting color or the reverse. Black and white Pebbles will display colors with medium luminance as a gray checkered pattern which makes text of any color difficult to read. In Pebble.js, you can use Feature.color() to use a different value depending on whether color is supported.

var UI = require('pebblejs/ui');
var Feature = require('pebblejs/platform/feature');
 
var card = new UI.Card({
  title: 'Using Color',
  titleColor: Feature.color('sunset-orange', 'black'),
  subtitle: 'Readability',
  subtitleColor: Feature.color('#00dd00', 'black'),
  body: 'Contrast',
  bodyColor: Feature.color(0x9a0036, 'black'),
  backgroundColor: Feature.color('light-gray', 'white'),
});
 
card.show();

Whether you have a color Pebble or not, you will want to test your app in all platforms. You can see how your app looks in multiple platforms with the following local SDK command or by changing the current platform in CloudPebble.

pebble build && pebble install --emulator=aplite && pebble install --emulator=basalt && pebble install --emulator=chalk && pebble install --emulator=diorite

Using too much color such as in the previous example can be overwhelming however. Just using one color that stands out in a single place can have a more defined effect and remain readable.

var card = new UI.Card({
  status: {
    color: 'white',
    backgroundColor: Feature.color('electric-ultramarine', 'black'),
    separator: 'none',
  },
  title: 'Using Color',
  subtitle: 'Readability',
  body: 'Contrast',
});

Likewise, if introducing an action bar, you can remove all color from the status bar and instead apply color to the action bar.

var card = new UI.Card({
  status: true,
  action: {
    backgroundColor: Feature.color('jazzberry-jam', 'black'),
  },
  title: 'Dialog',
  subtitle: 'Action',
  body: 'Button',
});

When changing the background color, note that the status bar also needs its background color changed too if you would like it to match.

var backgroundColor = Feature.color('light-gray', 'black');
var card = new UI.Card({
  status: {
    backgroundColor: backgroundColor,
    separator: Feature.round('none', 'dotted'),
  },
  action: {
    backgroundColor: 'black',
  },
  title: 'Music',
  titleColor: Feature.color('orange', 'black'),
  subtitle: 'Playing',
  body: 'Current Track',
  backgroundColor: backgroundColor,
});

For a menu, following this style of coloring, you would only set the highlightBackgroundColor.

var menu = new UI.Menu({
  status: {
    separator: Feature.round('none', 'dotted'),
  },
  highlightBackgroundColor: Feature.color('vivid-violet', 'black'),
  sections: [{
    items: [{ title: 'One', subtitle: 'Using Color' },
            { title: 'Color', subtitle: 'Color Formats' },
            { title: 'Hightlight', subtitle: 'Readability' }],
  }],
});
 
menu.show();

In the examples above, mostly black text on white or light gray is used which has the most contrast. Try to maintain this amount of contrast with text. Using dark gray on light gray for example can be unreadable at certain angles in the sunlight or in darkly lit areas.

Feature Detection

Pebble.js provides the Feature module so that you may perform feature detection. This allows you to change the presentation or behavior of your application based on the capabilities or characteristics of the current Pebble watch that the user is running your application with.

Using Feature

During the development of your Pebble.js application, you will want to test your application on all platforms. You can use the following local SDK command or change the current platform in CloudPebble.

pebble build && pebble install --emulator=aplite && pebble install --emulator=basalt && pebble install --emulator=chalk && pebble install --emulator=diorite

You'll notice that there are a few differing capabilities across platforms, such as having color support or having a round screen. You can use Feature.color() and Feature.round() respectively in order to test for these capabilities. Most capability functions also have a direct opposite, such as Feature.blackAndWhite() and Feature.rectangle() respectively.

The most common way to use Feature capability functions is to pass two parameters.

var UI = require('pebblejs/ui');
var Feature = require('pebblejs/platform/feature');
 
// Use 'red' if round, otherwise use 'blue'
var color = Feature.round('red', 'blue');
 
var card = new UI.Card({
  title: 'Color',
  titleColor: color,
});
 
card.show();

You can also call the Feature capability functions with no arguments. In these cases, the function will return either true or false based on whether the capability exists.

if (Feature.round()) {
  // Perform round-only logic
  console.log('This is a round device.');
}

Among all Pebble platforms, there are characteristics that exist on all platforms, such as the device resolution and the height of the status bar. Feature also provides methods which gives additional information about these characteristics, such as Feature.resolution() and Feature.statusBarHeight().

var res = Feature.resolution();
console.log('Current display height is ' + res.y);

Check out the Feature API Reference for all the capabilities it detects and characteristics it offers.

Feature vs Platform

Pebble.js offers both Feature detection and Platform detection which are different. When do you use Feature detection instead of just changing the logic based on the current Platform? Using feature detection allows you to minimize the concerns of your logic, allowing each section of logic to be a single unit that does not rely on anything else unrelated.

Consider the following Platform detection logic:

var UI = require('pebblejs/ui');
var Platform = require('pebblejs/platform');
 
var isAplite = (Platform.version() === 'aplite');
var isChalk = (Platform.version() === 'chalk');
var card = new UI.Card({
  title: 'Example',
  titleColor: isAplite ? 'black' : 'dark-green',
  subtitle: isChalk ? 'Hello World!' : 'Hello!',
  body: isAplite ? 'Press up or down' : 'Speak to me',
});
 
card.show();

The first issue has to do with future proofing. It is checking if the current Pebble has a round screen by seeing if it is on Chalk, however there may be future platforms that have round screens. It can instead use Feature.round() which will update to include newer platforms as they are introduced.

The second issue is unintentional entanglement of different concerns. In the example above, isAplite is being used to both determine whether the Pebble is black and white and whether there is a microphone. It is harmless in this small example, but when the code grows, it could potentially change such that a function both sets up the color and interaction based on a single boolean isAplite. This mixes color presentation logic with interaction logic.

Consider the same example using Feature detection instead:

var UI = require('pebblejs/ui');
var Feature = require('pebblejs/platform/feature');
 
var card = new UI.Card({
  title: 'Example',
  titleColor: Feature.color('dark-green', 'black'),
  subtitle: Feature.round( 'Hello World!', 'Hello!'),
  body: Feature.microphone('Speak to me', 'Press up or down'),
});
 
card.show();

Now, if it is necessary to separate the different logic in setting up the card, the individual units can be implemented in separate functions without anything unintentionally mixing the logic together. Feature is provided as a module, so it is always available where you decide to move your logic.

The two examples consist of units of logic that consist of one liners, but if each line was instead large blocks of logic with the isAplite boolean used throughout, the entanglement issue would be more difficult to remove from your codebase, hence the recommendation to use Feature detection. Of course, for capabilities or characteristics that Feature is unable to allow you to discern, use Platform.

API Reference

Global namespace

require(path)

Loads another JavaScript file allowing you to write a multi-file project. Package loading follows the CommonJS format. path is the path to the dependency.

// src/js/dependency.js
var dep = require('./dependency');

Exporting is possible by modifying or setting module.exports within the required file. The module path is also available as module.filename. require will look for the module relative to the loading module, or in the project's node_modules folder.

Pebble

The Pebble object from PebbleKit JavaScript is available as a global variable. Some of the methods it provides have Pebble.js equivalents. When available, it is recommended to use the Pebble.js equivalents as they have more documented features and cleaner interfaces.

This table lists the current Pebble.js equivalents:

Pebble API Pebble.js Equivalent
Pebble.addEventListener('ready', ...) Your application automatically starts after it is ready.
Pebble.addEventListener('showConfiguration', ...) Settings.config()
Pebble.addEventListener('webviewclosed', ...) Settings.config() with close handler.

Use Pebble when there is no Pebble.js alternative. Currently, these are the Pebble methods that have no direct Pebble.js alternative:

Pebble API without Equivalents Note
Pebble.getAccountToken()
Pebble.getActiveWatchInfo() Use Platform.version() if only querying for the platform version.
Pebble.getTimelineToken()
Pebble.getWatchToken()
Pebble.showSimpleNotificationOnPebble() Consider presenting a Card or using Pebble Timeline instead.
Pebble.timelineSubscribe()
Pebble.timelineSubscriptions()
Pebble.timelineUnsubscribe()  

localStorage

localStorage is available for your use, but consider using the Settings module instead which provides an alternative interface that can save and load JavaScript objects for you.

var Settings = require('pebblejs/settings');
 
Settings.data('playerInfo', { id: 1, name: 'Gordon Freeman' });
var playerInfo = Settings.data('playerInfo');
console.log("Player's name is " + playerInfo.name);

XMLHttpRequest

XMLHttpRequest is available for your use, but consider using the ajax module instead which provides a jQuery-like ajax alternative to performing asynchronous and synchronous HTTP requests, with built in support for forms and headers.

var ajax = require('pebblejs/lib/ajax');
 
ajax({ url: 'http://api.theysaidso.com/qod.json', type: 'json' },
  function(data, status, req) {
    console.log('Quote of the day is: ' + data.contents.quotes[0].quote);
  }
);

window -- browser

A window object is provided with a subset of the standard APIs you would find in a normal browser. Its direct usage is discouraged because available functionalities may differ between the iOS and Android runtime environment.

More specifically:

  • XHR and WebSocket are supported on iOS and Android
  • The <canvas> element is not available on iOS

Clock

The Clock module makes working with the Wakeup module simpler with its provided time utility functions.

Clock

Clock provides a single module of the same name Clock.

var Clock = require('pebblejs/clock');

Clock.weekday(weekday, hour, minute[, seconds])

Calculates the seconds since the epoch until the next nearest moment of the given weekday and time parameters. weekday can either be a string representation of the weekday name such as sunday, or the 0-based index number, such as 0 for sunday. hour is a number 0-23 with 0-12 indicating the morning or a.m. times. minute and seconds numbers 0-59. seconds is optional.

The weekday is always the next occurrence and is not limited by the current week. For example, if today is Wednesday, and 'tuesday' is given for weekday, the resulting time will be referring to Tuesday of next week at least 5 days from now. Similarly, if today is Wednesday and 'Thursday' is given, the time will be referring to tomorrow, the Thursday of the same week, between 0 to 2 days from now. This is useful for specifying the time for Wakeup.schedule.

// Next Tuesday at 6:00 a.m.
var nextTime = Clock.weekday('tuesday', 6, 0);
console.log('Seconds until then: ' + (nextTime - Date.now()));
 
var Wakeup = require('pebblejs/wakeup');
 
// Schedule a wakeup event.
Wakeup.schedule(
  { time: nextTime },
  function(e) {
    if (e.failed) {
      console.log('Wakeup set failed: ' + e.error);
    } else {
      console.log('Wakeup set! Event ID: ' + e.id);
    }
  }
)

Platform

Platform provides a module of the same name Platform and a feature detection module Feature.

Platform

The Platform module allows you to determine the current platform runtime on the watch through its Platform.version method. This is to be used when the Feature module does not give enough ability to discern whether a feature exists or not.

var Platform = require('pebblejs/platform');

Platform.version()

Platform.version returns the current platform version name as a lowercase string. This can be 'aplite', 'basalt', 'chalk' or 'diorite'. Use the following table to determine the platform that Platform.version will return.

Watch Model Platform
Pebble Classic 'aplite'
Pebble Steel Classic 'aplite'
Pebble Time 'basalt'
Pebble Time Steel 'basalt'
Pebble Time Round 'chalk'
Pebble 2 'diorite'
console.log('Current platform is ' + Platform.version());

Feature

The Feature module under Platform allows you to perform feature detection, adjusting aspects of your application to the capabilities of the current watch model it is current running on. This allows you to consider the functionality of your application based on the current set of available capabilities or features. The Feature module also provides information about features that exist on all watch models such as Feature.resolution which returns the resolution of the current watch model.

var Feature = require('pebblejs/platform/feature');
 
console.log('Color is ' + Feature.color('avaiable', 'not available'));
console.log('Display width is ' + Feature.resolution().x);

Feature.color([yes, no])

Feature.color will return the yes parameter if color is supported and no if it is not. This is the opposite of Feature.blackAndWhite(). When given no parameters, it will return true or false respectively.

var textColor = Feature.color('oxford-blue', 'black');
 
if (Feature.color()) {
  // Perform color-only operation
  console.log('Color supported');
}

Feature.blackAndWhite([yes, no])

Feature.blackAndWhite will return the yes parameter if only black and white is supported and no if it is not. This is the opposite of Feature.color(). When given no parameters, it will return true or false respectively.

var backgroundColor = Feature.blackAndWhite('white', 'clear');
 
if (Feature.blackAndWhite()) {
  // Perform black-and-white-only operation
  console.log('Black and white only');
}

Feature.rectangle([yes, no])

Feature.rectangle will return the yes parameter if the watch screen is rectangular and no if it is not. This is the opposite of Feature.round(). When given no parameters, it will return true or false respectively.

var margin = Feature.rectangle(10, 20);
 
if (Feature.rectangle()) {
  // Perform rectangular display only operation
  console.log('Rectangular display');
}

Feature.round([yes, no])

Feature.round will return the yes parameter if the watch screen is round and no if it is not. This is the opposite of Feature.rectangle(). When given no parameters, it will return true or false respectively.

var textAlign = Feature.round('center', 'left');
 
if (Feature.round()) {
  // Perform round display only operation
  console.log('Round display');
}

Feature.microphone([yes, no])

Feature.microphone will return the yes parameter if the watch has a microphone and no if it does not. When given no parameters, it will return true or false respectively. Useful for determining whether the Voice module will allow transcription or not and changing the UI accordingly.

var text = Feature.microphone('Say your command.',
                              'Select your command.');
 
if (Feature.microphone()) {
  // Perform microphone only operation
  console.log('Microphone available');
}

Feature.resolution()

Feature.resolution returns a Vector2 containing the display width as the x component and the display height as the y component. Use the following table to determine the resolution that Feature.resolution will return on a given platform.

Platform Width Height Note
aplite 144 168
basalt 144 168 This is a rounded rectangle, therefore there is small set of pixels at each corner not available.
chalk 180 180 This is a circular display, therefore not all pixels in a 180 by 180 square are available.
diorite 144 168

NOTE: Windows also have a Window.size() method which returns its size as a Vector2. Use Window.size() when possible.

var res = Feature.resolution();
console.log('Current display is ' + res.x + 'x' + res.y);

Feature.actionBarWidth()

Feature.actionBarWidth returns the action bar width based on the platform. This is 30 for rectangular displays and 40 for round displays. Useful for determining the remaining screen real estate in a dynamic Window with an action bar visible.

var rightMargin = Feature.actionBarWidth() + 5;
var elementWidth = Feature.resolution().x - rightMargin;

NOTE: Window.size() already takes the action bar into consideration, so use it instead when possible.

Feature.statusBarHeight()

Feature.statusBarHeight returns the status bar height. This is 16 and can change accordingly if the Pebble Firmware theme ever changes. Useful for determining the remaining screen real estate in a dynamic Window with a status bar visible.

var topMargin = Feature.statusBarHeight() + 5;
var elementHeight = Feature.resolution().y - topMargin;

NOTE: Window.size() already takes the status bar into consideration, so use it instead when possible.

Settings

The Settings module allows you to add a configurable web view to your application and share options with it. Settings also provides two data accessors Settings.option and Settings.data which are backed by localStorage. Data stored in Settings.option is automatically shared with the configurable web view.

Settings

Settings provides a single module of the same name Settings.

var Settings = require('pebblejs/settings');

Settings.config(options, [open,] close)

Settings.config registers your configurable for use along with open and close handlers.

options is an object with the following parameters:

Name Type Argument Default Description
url string The URL to the configurable. e.g. 'http://www.example.com?name=value'
autoSave boolean (optional) true Whether to automatically save the web view response to options
hash boolean (optional) true Whether to automatically concatenate the URI encoded json Settings options to the URL as the hash component.

open is an optional callback used to perform any tasks before the webview is open, such as managing the options that will be passed to the web view.

// Set a configurable with the open callback
Settings.config(
  { url: 'http://www.example.com' },
  function(e) {
    console.log('opening configurable');
 
    // Reset color to red before opening the webview
    Settings.option('color', 'red');
  },
  function(e) {
    console.log('closed configurable');
  }
);

close is a callback that is called when the webview is closed via pebblejs://close. Any arguments passed to pebblejs://close is parsed and passed as options to the handler. Settings will attempt to parse the response first as URI encoded json and second as form encoded data if the first fails.

// Set a configurable with just the close callback
Settings.config(
  { url: 'http://www.example.com' },
  function(e) {
    console.log('closed configurable');
 
    // Show the parsed response
    console.log(JSON.stringify(e.options));
 
    // Show the raw response if parsing failed
    if (e.failed) {
      console.log(e.response);
    }
  }
);

To pass options from your configurable to Settings.config close in your webview, URI encode your options json as the hash to pebblejs://close. This will close your configurable, so you would perform this action in response to the user submitting their changes.

var options = { color: 'white', border: true };
document.location = 'pebblejs://close#' + encodeURIComponent(JSON.stringify(options));

Settings.option

Settings.option is a data accessor built on localStorage that shares the options with the configurable web view.

Settings.option(field, value)

Saves value to field. It is recommended that value be either a primitive or an object whose data is retained after going through JSON.stringify and JSON.parse.

Settings.option('color', 'red');

If value is undefined or null, the field will be deleted.

Settings.option('color', null);

Settings.option(field)

Returns the value of the option in field.

var player = Settings.option('player');
console.log(player.id);

Settings.option(options)

Sets multiple options given an options object.

Settings.option({
  color: 'blue',
  border: false,
});

Settings.option()

Returns all options. The returned options can be modified, but if you want the modifications to be saved, you must call Settings.option as a setter.

var options = Settings.option();
console.log(JSON.stringify(options));
 
options.counter = (options.counter || 0) + 1;
 
// Modifications are not saved until `Settings.option` is called as a setter
Settings.option(options);

Settings.data

Settings.data is a data accessor similar to Settings.option except it saves your data in a separate space. This is provided as a way to save data or options that you don't want to pass to a configurable web view.

While localStorage is still accessible, it is recommended to use Settings.data.

Settings.data(field, value)

Saves value to field. It is recommended that value be either a primitive or an object whose data is retained after going through JSON.stringify and JSON.parse.

Settings.data('player', { id: 1, x: 10, y: 10 });

If value is undefined or null, the field will be deleted.

Settings.data('player', null);

Settings.data(field)

Returns the value of the data in field.

var player = Settings.data('player');
console.log(player.id);

Settings.data(data)

Sets multiple data given an data object.

Settings.data({
  name: 'Pebble',
  player: { id: 1, x: 0, y: 0 },
});

Settings.data()

Returns all data. The returned data can be modified, but if you want the modifications to be saved, you must call Settings.data as a setter.

var data = Settings.data();
console.log(JSON.stringify(data));
 
data.counter = (data.counter || 0) + 1;
 
// Modifications are not saved until `Settings.data` is called as a setter
Settings.data(data);

UI

The UI framework contains all the classes needed to build the user interface of your Pebble applications and interact with the user.

Accel

The Accel module allows you to get events from the accelerometer on Pebble.

You can use the accelerometer in two different ways:

  • To detect tap events. Those events are triggered when the user flicks his wrist or tap on the Pebble. They are the same events that are used to turn the Pebble back-light on. Tap events come with a property to tell you in which direction the Pebble was shook. Tap events are very battery efficient because they are generated directly by the accelerometer inside Pebble.
  • To continuously receive streaming data from the accelerometer. In this mode the Pebble will collect accelerometer samples at a specified frequency (from 10Hz to 100Hz), batch those events in an array and pass those to an event handler. Because the Pebble accelerometer needs to continuously transmit data to the processor and to the Bluetooth radio, this will drain the battery much faster.
var Accel = require('pebblejs/ui/accel');

Accel.config(accelConfig)

This function configures the accelerometer data events to your liking. The tap event requires no configuration for use. Configuring the accelerometer is a very error prone process, so it is recommended to not configure the accelerometer and use data events with the default configuration without calling Accel.config.

Accel.config takes an accelConfig object with the following properties:

Name Type Argument Default Description
rate number (optional) 100 The rate accelerometer data points are generated in hertz. Valid values are 10, 25, 50, and 100.
samples number (optional) 25 The number of accelerometer data points to accumulate in a batch before calling the event handler. Valid values are 1 to 25 inclusive.
subscribe boolean (optional) automatic Whether to subscribe to accelerometer data events. Accel.accelPeek cannot be used when subscribed. Pebble.js will automatically (un)subscribe for you depending on the amount of accelData handlers registered.

The number of callbacks will depend on the configuration of the accelerometer. With the default rate of 100Hz and 25 samples, your callback will be called every 250ms with 25 samples each time.

Important: If you configure the accelerometer to send many data events, you will overload the bluetooth connection. We recommend that you send at most 5 events per second.

Accel.peek(callback)

Peeks at the current accelerometer value. The callback function will be called with the data point as an event.

Accel.peek(function(e) {
  console.log('Current acceleration on axis are: X=' + e.accel.x + ' Y=' + e.accel.y + ' Z=' + e.accel.z);
});

Accel.on('tap', callback)

Subscribe to the Accel tap event. The callback function will be passed an event with the following fields:

  • axis: The axis the tap event occurred on: 'x', 'y', or 'z'.
  • direction: The direction of the tap along the axis: 1 or -1.
Accel.on('tap', function(e) {
  console.log('Tap event on axis: ' + e.axis + ' and direction: ' + e.direction);
});

A Window may subscribe to the Accel tap event using the accelTap event type. The callback function will only be called when the window is visible.

wind.on('accelTap', function(e) {
 console.log('Tapped the window');
});

Accel.on('data', callback)

Subscribe to the accel 'data' event. The callback function will be passed an event with the following fields:

  • samples: The number of accelerometer samples in this event.
  • accel: The first data point in the batch. This is provided for convenience.
  • accels: The accelerometer samples in an array.

One accelerometer data point is an object with the following properties:

Property Type Description
x Number The acceleration across the x-axis (from left to right when facing your Pebble)
y Number The acceleration across the y-axis (from the bottom of the screen to the top of the screen)
z Number The acceleration across the z-axis (going through your Pebble from the back side of your Pebble to the front side - and then through your head if Pebble is facing you ;)
vibe boolean A boolean indicating whether Pebble was vibrating when this sample was measured.
time Number The amount of ticks in millisecond resolution when this point was measured.
Accel.on('data', function(e) {
  console.log('Just received ' + e.samples + ' from the accelerometer.');
});

A Window may also subscribe to the Accel data event using the accelData event type. The callback function will only be called when the window is visible.

wind.on('accelData', function(e) {
 console.log('Accel data: ' + JSON.stringify(e.accels));
});

Voice

The Voice module allows you to interact with Pebble's dictation API on supported platforms (Basalt, Chalk and Diorite).

var Voice = require('pebblejs/ui/voice');

Voice.dictate('start', [confirmDialog,] callback)

This function starts the dictation UI, and invokes the callback upon completion. The callback is passed an event with the following fields:

  • err: A string describing the error, or null on success.
  • transcription: The transcribed string.

An optional second parameter, confirmDialog, can be passed to the Voice.dictate method to control whether there should be a confirmation dialog displaying the transcription text after voice input. If confirmDialog is set to false, the confirmation dialog will be skipped. By default, there will be a confirmation dialog.

// Start a diction session and skip confirmation
Voice.dictate('start', false, function(e) {
  if (e.err) {
    console.log('Error: ' + e.err);
    return;
  }
 
  main.subtitle('Success: ' + e.transcription);
});

NOTE: Only one dictation session can be active at any time. Trying to call Voice.dicate('start', ...) while another dictation session is in progress will result in the callback being called with an event having the error "sessionAlreadyInProgress".

Voice.dictate('stop')

This function stops a dictation session that is currently in progress and prevents the session's callback from being invoked. If no session is in progress this method has no effect.

Voice.dictate('stop');

Window

Window is the basic building block in your Pebble.js application. All windows share some common properties and methods.

Pebble.js provides three types of Windows:

A Window can have the following properties:

Name Type Default Description
clear boolean
action actionDef None An action bar will be shown when configured with an actionDef.
fullscreen boolean false When true, the Pebble status bar will not be visible and the window will use the entire screen.
scrollable boolean false Whether the user can scroll this Window with the up and down button. When this is enabled, single and long click events on the up and down button will not be transmitted to your app.

Window actionDef

A Window action bar can be displayed by setting its Window action property to an actionDef.

An actionDef has the following properties:

Name Type Default Description
up Image None An image to display in the action bar, next to the up button.
select Image None An image to display in the action bar, next to the select button.
down Image None An image to display in the action bar, next to the down button.
backgroundColor Color 'black' The background color of the action bar. You can set this to 'white' for windows with black backgrounds.
// Set action properties during initialization
var card = new UI.Card({
  action: {
    up: 'images/action_icon_plus.png',
    down: 'images/action_icon_minus.png'
  }
});
 
// Set action properties after initialization
card.action({
  up: 'images/action_icon_plus.png',
  down: 'images/action_icon_minus.png'
});
 
// Set a single action property
card.action('select', 'images/action_icon_checkmark.png');
 
// Disable the action bar
card.action(false);

You will need to add images to your project according to the Using Images guide in order to display action bar icons.

Window statusDef

A Window status bar can be displayed by setting its Window status property to a statusDef:

A statusDef has the following properties:

Name Type Default Description
separator string 'dotted' The separate between the status bar and the content of the window. Can be 'dotted' or 'none'.
color Color 'black' The foreground color of the status bar used to display the separator and time text.
backgroundColor Color 'white' The background color of the status bar. You can set this to 'black' for windows with white backgrounds.
// Set status properties during initialization
var card = new UI.Card({
  status: {
    color: 'white',
    backgroundColor: 'black'
  }
});
 
// Set status properties after initialization
card.status({
  color: 'white',
  backgroundColor: 'black'
});
 
// Set a single status property
card.status('separator', 'none');
 
// Disable the status bar
card.status(false);

Window.show()

This will push the window to the screen and display it. If user press the 'back' button, they will navigate to the previous screen.

Window.hide()

This hides the window.

If the window is currently displayed, this will take the user to the previously displayed window.

If the window is not currently displayed, this will remove it from the window stack. The user will not be able to get back to it with the back button.

var splashScreen = new UI.Card({ banner: 'images/splash.png' });
splashScreen.show();
 
var mainScreen = new UI.Menu();
 
setTimeout(function() {
  // Display the mainScreen
  mainScreen.show();
  // Hide the splashScreen to avoid showing it when the user press Back.
  splashScreen.hide();
}, 400);

Window.on('click', button, handler)

Registers a handler to call when button is pressed.

wind.on('click', 'up', function() {
  console.log('Up clicked!');
});

You can register a handler for the 'up', 'select', 'down', and 'back' buttons.

Note: You can also register button handlers for longClick.

Window.on('longClick', button, handler)

Just like Window.on('click', button, handler) but for 'longClick' events.

Window.on('show', handler)

Registers a handler to call when the window is shown. This is useful for knowing when a user returns to your window from another. This event is also emitted when programmatically showing the window. This does not include when a Pebble notification popup is exited, revealing your window.

// Define the handler before showing.
wind.on('show', function() {
  console.log('Window is shown!');
});
 
// The show event will emit, and the handler will be called.
wind.show();

Window.on('hide', handler)

Registers a handler to call when the window is hidden. This is useful for knowing when a user exits out of your window or when your window is no longer visible because a different window is pushed on top. This event is also emitted when programmatically hiding the window. This does not include when a Pebble notification popup obstructs your window.

It is recommended to use this instead of overriding the back button when appropriate.

wind.on('hide', function() {
  console.log('Window is hidden!');
});

Window.action(actionDef)

Nested accessor to the action property which takes an actionDef. Used to configure the action bar with a new actionDef. See Window actionDef.

card.action({
  up: 'images/action_icon_up.png',
  down: 'images/action_icon_down.png'
});

To disable the action bar after enabling it, false can be passed in place of an actionDef.

// Disable the action bar
card.action(false);

Window.action(field, value)

Window.action can also be called with two arguments, field and value, to set specific fields of the window's action property. field is the name of a Window actionDef property as a string and value is the new property value.

card.action('select', 'images/action_icon_checkmark.png');

Window.status(statusDef)

Nested accessor to the status property which takes a statusDef. Used to configure the status bar with a new statusDef. See Window statusDef.

card.status({
  color: 'white',
  backgroundColor: 'black'
});

To disable the status bar after enabling it, false can be passed in place of statusDef.

// Disable the status bar
card.status(false);

Similarly, true can be used as a Window statusDef to represent a statusDef with all default properties.

var card = new UI.Card({ status: true });
card.show();

Window.status(field, value)

Window.status can also be called with two arguments, field and value, to set specific fields of the window's status property. field is the name of a Window statusDef property as a string and value is the new property value.

card.status('separator', 'none');

Window.size()

Window.size returns the size of the max viewable content size of the window as a Vector2 taking into account whether there is an action bar and status bar. A Window will return a size that is shorter than a Window without for example.

If the automatic consideration of the action bar and status bar does not satisfy your use case, you can use Feature.resolution() to obtain the Pebble's screen resolution as a Vector2.

var wind = new UI.Window({ status: true });
 
var size = wind.size();
var rect = new UI.Rect({ size: new Vector2(size.x / 4, size.y / 4) });
wind.add(rect);
 
wind.show();

Window (dynamic)

A Window instantiated directly is a dynamic window that can display a completely customizable user interface on the screen. Dynamic windows are initialized empty and will need Elements added to it. Card and Menu will not display elements added to them in this way.

// Create a dynamic window
var wind = new UI.Window();
 
// Add a rect element
var rect = new UI.Rect({ size: new Vector2(20, 20) });
wind.add(rect);
 
wind.show();

Window.add(element)

Adds an element to to the Window. The element will be immediately visible.

Window.insert(index, element)

Inserts an element at a specific index in the list of Element.

Window.remove(element)

Removes an element from the Window.

Window.index(element)

Returns the index of an element in the Window or -1 if the element is not in the window.

Window.each(callback)

Iterates over all the elements on the Window.

wind.each(function(element) {
  console.log('Element: ' + JSON.stringify(element));
});

Card

A Card is a type of Window that allows you to display a title, a subtitle, an image and a body on the screen of Pebble.

Just like any window, you can initialize a Card by passing an object to the constructor or by calling accessors to change the properties.

var card = new UI.Card({
  title: 'Hello People!'
});
card.body('This is the content of my card!');

The properties available on a Card are:

Name Type Default Description
title string '' Text to display in the title field at the top of the screen
titleColor Color 'black' Text color of the title field
subtitle string '' Text to display below the title
subtitleColor Color 'black' Text color of the subtitle field
body string '' Text to display in the body field
bodyColor Color 'black' Text color of the body field
icon Image null An image to display before the title text. Refer to Using Images for instructions on how to include images in your app.
subicon Image null An image to display before the subtitle text. Refer to Using Images for instructions on how to include images in your app.
banner Image null An image to display in the center of the screen. Refer to Using Images for instructions on how to include images in your app.
scrollable boolean false Whether the user can scroll this card with the up and down button. When this is enabled, single and long click events on the up and down button will not be transmitted to your app.
style string 'small' Selects the font used to display the body. This can be 'small', 'large' or 'mono'

A Card is also a Window and thus also has Window properties.

The 'small' and 'large' styles correspond to the system notification styles. 'mono' sets a monospace font for the body textfield, enabling more complex text UIs or ASCII art. The 'small' and 'large' styles were updated to match the Pebble firmware 3.x design during the 3.11 release. In order to use the older 2.x styles, you may specify 'classic-small' and 'classic-large', however it is encouraged to use the newer styles.

Note that all text fields will automatically span multiple lines if needed and that you can use '\n' to insert line breaks.

Menu

A menu is a type of Window that displays a standard Pebble menu on the screen of Pebble.

Just like any window, you can initialize a Menu by passing an object to the constructor or by calling accessors to change the properties.

The properties available on a Menu are:

Name Type Default Description
sections Array [] A list of all the sections to display.
backgroundColor Color white The background color of a menu item.
textColor Color black The text color of a menu item.
highlightBackgroundColor Color black The background color of a selected menu item.
highlightTextColor Color white The text color of a selected menu item.

A menu contains one or more sections.

The properties available on a section are:

Name Type Default Description
items Array [] A list of all the items to display.
title string '' Title text of the section header.
backgroundColor Color white The background color of the section header.
textColor Color black The text color of the section header.

Each section has a title and contains zero or more items. An item must have a title. Items can also optionally have a subtitle and an icon.

var menu = new UI.Menu({
  backgroundColor: 'black',
  textColor: 'blue',
  highlightBackgroundColor: 'blue',
  highlightTextColor: 'black',
  sections: [{
    title: 'First section',
    items: [{
      title: 'First Item',
      subtitle: 'Some subtitle',
      icon: 'images/item_icon.png'
    }, {
      title: 'Second item'
    }]
  }]
});

Menu.section(sectionIndex, section)

Define the section to be displayed at sectionIndex. See Menu for the properties of a section.

var section = {
  title: 'Another section',
  items: [{
    title: 'With one item'
  }]
};
menu.section(1, section);

When called with no section, returns the section at the given sectionIndex.

Menu.items(sectionIndex, items)

Define the items to display in a specific section. See Menu for the properties of an item.

menu.items(0, [ { title: 'new item1' }, { title: 'new item2' } ]);

Whell called with no items, returns the items of the section at the given sectionIndex.

Menu.item(sectionIndex, itemIndex, item)

Define the item to display at index itemIndex in section sectionIndex. See Menu for the properties of an item.

menu.item(0, 0, { title: 'A new item', subtitle: 'replacing the previous one' });

When called with no item, returns the item at the given sectionIndex and itemIndex.

Menu.selection(callback)

Get the currently selected item and section. The callback function will be passed an event with the following fields:

  • menu: The menu object.
  • section: The menu section object.
  • sectionIndex: The section index of the section of the selected item.
  • item: The menu item object.
  • itemIndex: The item index of the selected item.
menu.selection(function(e) {
  console.log('Currently selected item is #' + e.itemIndex + ' of section #' + e.sectionIndex);
  console.log('The item is titled "' + e.item.title + '"');
});

Menu.selection(sectionIndex, itemIndex)

Change the selected item and section.

// Set the menu selection to the first section's third menu item
menu.selection(0, 2);

Menu.on('select', callback)

Registers a callback called when an item in the menu is selected. The callback function will be passed an event with the following fields:

  • menu: The menu object.
  • section: The menu section object.
  • sectionIndex: The section index of the section of the selected item.
  • item: The menu item object.
  • itemIndex: The item index of the selected item.

Note: You can also register a callback for 'longSelect' event, triggered when the user long clicks on an item.

menu.on('select', function(e) {
  console.log('Selected item #' + e.itemIndex + ' of section #' + e.sectionIndex);
  console.log('The item is titled "' + e.item.title + '"');
});

Menu.on('longSelect', callback)

Similar to the select callback, except for long select presses. See Menu.on('select', callback).

Element

There are seven types of Element that can be instantiated at the moment: Circle, Image, Line, Radial, Rect, Text, TimeText.

Most elements share these common properties:

Name Type Default Description
position Vector2 Position of this element in the window.
size Vector2 Size of this element in this window. Circle uses radius instead.
borderWidth number 0 Width of the border of this element. Line uses strokeWidth instead.
borderColor Color 'clear' Color of the border of this element. Line uses strokeColor instead.
backgroundColor Color 'white' Background color of this element. Line has no background.

All properties can be initialized by passing an object when creating the Element, and changed with accessors functions that have the same name as the properties. Calling an accessor without a parameter will return the current value.

var Vector2 = require('pebblejs/lib/vector2');
var element = new Text({
  position: new Vector2(0, 0),
  size: new Vector2(144, 168),
});
element.borderColor('white');
console.log('This element background color is: ' + element.backgroundColor());

Element.index()

Returns the index of the element in its Window or -1 if the element is not part of a window.

Element.remove()

Removes the element from its Window.

Element.animate(animateDef, [duration=400])

The position and size are currently the only Element properties that can be animated. An animateDef is object with any supported properties specified. See Element for a description of those properties. The default animation duration is 400 milliseconds.

// Use the element's position and size to avoid allocating more vectors.
var pos = element.position();
var size = element.size();
 
// Use the *Self methods to also avoid allocating more vectors.
pos.addSelf(size);
size.addSelf(size);
 
// Schedule the animation with an animateDef
element.animate({ position: pos, size: size });

Each element has its own animation queue. Animations are queued when Element.animate is called multiple times at once with the same element. The animations will occur in order, and the first animation will occur immediately. Note that because each element has its own queue, calling Element.animate across different elements will result all elements animating the same time. To queue animations across multiple elements, see Element.queue(callback(next)).

When an animation begins, its destination values are saved immediately to the Element.

Element.animate is chainable.

Element.animate(field, value, [duration=400])

You can also animate a single property by specifying a field by its name.

var pos = element.position();
pos.y += 20;
element.animate('position', pos, 1000);

Element.queue(callback(next))

Element.queue can be used to perform tasks that are dependent upon an animation completing, such as preparing the element for a different animation. Element.queue can also be used to coordinate animations across different elements. It is recommended to use Element.queue instead of a timeout if the same element will be animated after the custom task.

The callback you pass to Element.queue will be called with a function next as the first parameter. When next is called, the next item in the animation queue will begin. Items includes callbacks added by Element.queue or animations added by Element.animate before an animation is complete. Calling next is equivalent to calling Element.dequeue.

element
  .animate('position', new Vector2(0, 0)
  .queue(function(next) {
    this.backgroundColor('white');
    next();
  })
  .animate('position', new Vector2(0, 50));

Element.queue is chainable.

Element.dequeue()

Element.dequeue can be used to continue executing items in the animation queue. It is useful in cases where the next function passed in Element.queue callbacks is not available. See Element.queue(callback(next)) for more information on the animation queue.

Element.position(position)

Accessor to the position property. See Element.

Element.size(size)

Accessor to the size property. See Element.

Element.borderWidth(width)

Accessor to the borderWidth property. See Element.

Element.borderColor(color)

Accessor to the borderColor property. See Element.

Element.backgroundColor(color)

Accessor to the backgroundColor property. See Element.

Line

An Element that displays a line on the screen.

Line also has these additional properties:

Name Type Default Description
position2 Vector2 Ending position of the line where position is the starting position.
strokeWidth number 0 Width of the line.
strokeColor Color 'clear' Color of the line.

For clarity, Line has strokeWidth and strokeColor instead of borderWidth and borderColor.

var wind = new UI.Window();
 
var line = new UI.Line({
  position: new Vector2(10, 10),
  position2: new Vector2(72, 84),
  strokeColor: 'white',
});
 
wind.add(line);
wind.show();

Line.position2(position)

Accessor to the position2 ending position property. See Line.

Line.strokeWidth(width)

Accessor to the strokeWidth property. See Line.

Line.strokeColor(color)

Accessor to the strokeColor property. See Line.

Circle

An Element that displays a circle on the screen.

Circle also has the additional property radius which it uses for size rather than size. Circle is also different in that it positions its origin at the position, rather than anchoring by its top left. These differences are to keep the graphics operation characteristics that it is built upon.

var wind = new UI.Window();
 
var circle = new UI.Circle({
  position: new Vector2(72, 84),
  radius: 25,
  backgroundColor: 'white',
});
 
wind.add(circle);
wind.show();

Circle.radius(radius)

Accessor to the radius property. See Circle

Radial

An Element that can display as an arc, ring, sector of a circle depending on its properties are set.

Radial has these additional properties:

Name Type Default Description
radius number 0 Radius of the radial starting from its outer edge. A sufficiently large radius results in a sector or circle instead of an arc or ring.
angle number 0 Starting angle in degrees. An arc or sector will be drawn from angle to angle2.
angle2 number 360 Ending angle in degrees. An ending angle that is 360 beyond the starting angle will result in a ring or circle.

Radial.radius(radius)

Accessor to the radius property. See Radial

Radial.angle(angle)

Accessor to the angle starting angle property. See Radial

Radial.angle2(angle)

Accessor to the angle2 ending angle property. See Radial

Rect

An Element that displays a rectangle on the screen.

The Rect element has the following properties. Just like any other Element you can initialize those properties when creating the object or use the accessors.

Name Type Default Description
backgroundColor string "white" Background color of this element ('clear', 'black' or 'white').
borderColor string "clear" Color of the border of this element ('clear', 'black',or 'white').

Text

An Element that displays text on the screen.

The Text element has the following properties. Just like any other Element you can initialize those properties when creating the object or use the accessors.

Name Type Default Description
text string "" The text to display in this element.
font string The font to use for that text element. See Using Fonts for more information on the different fonts available and how to add your own fonts.
color 'white' Color of the text ('white', 'black' or 'clear').
textOverflow 'string' How to handle text overflow in this text element ('wrap', 'ellipsis' or 'fill').
textAlign 'string' How to align text in this element ('left', 'center' or 'right').
borderColor string 'clear' Color of the border of this element ('clear', 'black',or 'white').
backgroundColor string 'clear' Background color of this element ('clear', 'black' or 'white').

TimeText

A Text element that displays time formatted text on the screen.

Displaying time in a TimeText element

If you want to display the current time or date, use the TimeText element with a time formatting string in the text property. The time to redraw the time text element will be automatically calculated based on the format string. For example, a TimeText element with the format '%M:%S' will be redrawn every second because of the seconds format %S.

The available formatting options follows the C strftime() function:

Specifier Replaced by Example
%a An abbreviation for the day of the week. "Thu"
%A The full name for the day of the week. "Thursday"
%b An abbreviation for the month name. "Aug"
%B The full name of the month. "August"
%c A string representing the complete date and time "Mon Apr 01 13:13:13 1992"
%d The day of the month, formatted with two digits. "23"
%H The hour (on a 24-hour clock), formatted with two digits. "14"
%I The hour (on a 12-hour clock), formatted with two digits. "02"
%j The count of days in the year, formatted with three digits (from 001 to 366). "235"
%m The month number, formatted with two digits. "08"
%M The minute, formatted with two digits. "55"
%p Either AM or PM as appropriate. "AM"
%S The second, formatted with two digits. "02"
%U The week number, formatted with two digits (from 00 to 53; week number 1 is taken as beginning with the first Sunday in a year). See also %W. "33"
%w A single digit representing the day of the week: Sunday is day 0. "4"
%W Another version of the week number: like %U, but counting week 1 as beginning with the first Monday in a year. "34"
%x A string representing the complete date. "Mon Apr 01 1992"
%X A string representing the full time of day (hours, minutes, and seconds). "13:13:13"
%y The last two digits of the year. "01"
%Y The full year, formatted with four digits to include the century. "2001"
%Z Defined by ANSI C as eliciting the time zone if available; it is not available in this implementation (which accepts %Z but generates no output for it).
%% A single character, %. "%"

Text.text(text)

Sets the text property. See Text.

Text.font(font)

Sets the font property. See Text.

Text.color(color)

Sets the color property. See Text.

Text.textOverflow(textOverflow)

Sets the textOverflow property. See Text.

Text.textAlign(textAlign)

Sets the textAlign property. See Text.

Text.updateTimeUnit(updateTimeUnits)

Sets the updateTimeUnits property. See Text.

Text.borderColor(borderColor)

Sets the borderColor property. See Text.

Text.backgroundColor(backgroundColor)

Sets the backgroundColor property. See Text.

Image

An Element that displays an image on the screen.

The Image element has the following properties. Just like any other Element you can initialize those properties when creating the object or use the accessors.

Name Type Default Description
image string "" The resource name or path to the image to display in this element. See Using Images for more information and how to add your own images.
compositing string "normal" The compositing operation used to display the image. See Image.compositing(compop) for a list of possible compositing operations.

Image.image(image)

Sets the image property. See Image.

Image.compositing(compop)

Sets the compositing operation to be used when rendering. Specify the compositing operation as a string such as "invert". The following is a list of compositing operations available.

Compositing Description
"normal" Display the image normally. This is the default.
"invert" Display the image with inverted colors.
"or" White pixels are shown, black pixels are clear.
"and" Black pixels are shown, white pixels are clear.
"clear" The image's white pixels are painted as black, and the rest are clear.
"set" The image's black pixels are painted as white, and the rest are clear.

Vibe

Vibe allows you to trigger vibration on the user wrist.

Vibe.vibrate(type)

var Vibe = require('pebblejs/ui/vibe');
 
// Send a long vibration to the user wrist
Vibe.vibrate('long');
Name Type Argument Default Description
type string optional short The duration of the vibration. short, long or double.

Light

Light allows you to control the Pebble's backlight.

var Light = require('pebblejs/ui/light');
 
// Turn on the light
Light.on('long');

Light.on()

Turn on the light indefinitely.

Light.auto()

Restore the normal behavior.

Light.trigger()

Trigger the backlight to turn on momentarily, just like if the user shook their wrist.

Timeline

The Timeline module allows your app to handle a launch via a timeline action. This allows you to write a custom handler to manage launch events outside of the app menu. With the Timeline module, you can preform a specific set of actions based on the action which launched the app.

Timeline

Timeline provides a single module of the same name Timeline.

var Timeline = require('pebblejs/timeline');

Timeline.launch(callback(event))

If you wish to change the behavior of your app depending on whether it was launched by a timeline event, and further configure the behavior based on the data associated with the timeline event, use Timeline.launch on startup. Timeline.launch will immediately call your launch callback asynchronously with a launch event detailing whether or not your app was launched by a timeline event.

// Query whether we were launched by a timeline event
Timeline.launch(function(e) {
  if (e.action) {
    console.log('Woke up to timeline event: ' + e.launchCode + '!');
  } else {
    console.log('Regular launch not by a timeline event.');
  }
});

The callback will be called with a timeline launch event. The event has the following properties:

Name Type Description
action boolean true if the app woke up by a timeline event, otherwise false.
launchCode number If woken by a timeline event, the code of the action.

Note that this means you may have to move portions of your startup logic into the Timeline.launch callback or a function called by the callback. This can also add a very small delay to startup behavior because the underlying implementation must query the watch for the launch information.

Wakeup

The Wakeup module allows you to schedule your app to wakeup at a specified time using Pebble's wakeup functionality. Whether the user is in a different watchface or app, your app will launch at the specified time. This allows you to write a custom alarm app, for example. If your app is already running, you may also subscribe to receive the wakeup event, which can be useful for more longer lived timers. With the Wakeup module, you can save data to be read on launch and configure your app to behave differently based on launch data. The Wakeup module, like the Settings module, is backed by localStorage.

Wakeup

Wakeup provides a single module of the same name Wakeup.

var Wakeup = require('pebblejs/wakeup');

Wakeup.schedule(options, callback(event))

Schedules a wakeup event that will wake up the app at the specified time. callback will be immediately called asynchronously with whether the wakeup event was successfully set or not. Wakeup events cannot be scheduled within one minute of each other regardless of what app scheduled them. Each app may only schedule up to 8 wakeup events.

See Clock.weekday for setting wakeup events at particular times of a weekday.

Wakeup.schedule(
  {
    // Set the wakeup event for one minute from now
    time: Date.now() / 1000 + 60,
    // Pass data for the app on launch
    data: { hello: 'world' }
  },
  function(e) {
    if (e.failed) {
      // Log the error reason
      console.log('Wakeup set failed: ' + e.error);
    } else {
      console.log('Wakeup set! Event ID: ' + e.id);
    }
  }
);

The supported Wakeup.schedule options are:

Name Type Argument Default Description
time number required The time for the app to launch in seconds since the epoch as a number. Time can be specified as a Date object, but is not recommended due to timezone confusion. If using a Date object, no timezone adjustments are necessary if the phone's timezone is properly set.
data * optional The data to be saved for the app to read on launch. This is optional. See Wakeup.launch. Note that data is backed by localStorage and is thus saved on the phone. Data must be JSON serializable as it uses JSON.stringify to save the data.
cookie number optional 0 A 32-bit unsigned integer to be saved for the app to read on launch. This is an optional alternative to data can also be used in combination. The integer is saved on the watch rather than the phone.
notifyIfMissed boolean optional false The user can miss a wakeup event if their watch is powered off. Specify true if you would like Pebble OS to notify them if they missed the event.

Scheduling a wakeup event can result in errors. By providing a callback, you can inspect whether or not you have successfully set the wakeup event. The callback will be called with a wakeup set result event which has the following properties:

Name Type Description
id number If successfully set, the wakeup event id.
error string On set failure, the type of error.
failed boolean true if the event could not be set, otherwise false.
data number The custom data that was associated with the wakeup event.
cookie number The custom 32-bit unsigned integer cookie that was associated with the wakeup event.

Finally, there are multiple reasons why setting a wakeup event can fail. When a wakeup event fails to be set, error can be one of the following strings:

Error Description
'range' Another wakeup event is already scheduled close to the requested time.
'invalidArgument' The wakeup event was requested to be set in the past.
'outOfResources' The app already has the maximum of 8 wakeup events scheduled.
'internal' There was a Pebble OS error in scheduling the event.

Wakeup.launch(callback(event))

If you wish to change the behavior of your app depending on whether it was launched by a wakeup event, and further configure the behavior based on the data associated with the wakeup event, use Wakeup.launch on startup. Wakeup.launch will immediately call your launch callback asynchronously with a launch event detailing whether or not your app was launched by a wakeup event.

If you require knowing when a wakeup event occurs while your app is already running, refer to Wakeup.on('wakeup') to register a wakeup callback that will be called for both launch wakeup events and wakeup events while already running.

// Query whether we were launched by a wakeup event
Wakeup.launch(function(e) {
  if (e.wakeup) {
    console.log('Woke up to ' + e.id + '! data: ' + JSON.stringify(e.data));
  } else {
    console.log('Regular launch not by a wakeup event.');
  }
});

The callback will be called with a wakeup launch event. The event has the following properties:

Name Type Description
id number If woken by a wakeup event, the wakeup event id.
wakeup boolean true if the launch event is a wakeup event, otherwise false.
launch boolean true if the launch was caused by this wakeup event, otherwise false.
data number If woken by a wakeup event, the custom data that was associated with the wakeup event.
cookie number If woken by a wakeup event, the custom 32-bit unsigned integer cookie that was associated with the wakeup event.

Note: You may have to move portions of your startup logic into the Wakeup.launch callback or a function called by the callback. This can also add a very small delay to startup behavior because the underlying implementation must query the watch for the launch information.

Wakeup.on('wakeup', handler)

Registers a handler to call when a wakeup event occurs. This includes launch wakeup events and wakeup events while already running. See Wakeup.launch for the properties of the wakeup event object to be passed to the handler.

// Single wakeup event handler example:
Wakeup.on('wakeup', function(e) {
  console.log('Wakeup event! ' + JSON.stringify(e));
});

If you want your wakeup handler to only receive wakeup events while already running, you can either test against the .launch boolean property, or use a wakeup launch handler to block the event from being sent to additional handlers. Wakeup events are sent to launch wakeup handlers first, then to general wakeup handlers next.

// Single already-running example:
Wakeup.on('wakeup', function(e) {
  if (!e.launch) {
    console.log('Already-running wakeup: ' + JSON.stringify(e));
  }
});

Note: Returning false will also prevent further handlers of the same type from receiving the event. Within each type of handlers, they are passed in registration order. The passing process ends if any handler returns false.

// Launch + Already-running example:
// Launch wakeup handler
Wakeup.launch(function(e) {
  if (e.wakeup) {
    console.log('Launch wakeup: ' + JSON.stringify(e));
  }
  // Do not pass the event to additional handlers
  return false;
});
 
// Since the launch wakeup handler returns false,
// this becomes an already-running wakeup handler
Wakeup.on('wakeup', function(e) {
  console.log('Wakeup: ' + JSON.stringify(e));
});

Wakeup.get(id)

Get the wakeup state information by the wakeup id. A wakeup state has the following properties:

Name Type Description
id number The wakeup event id.
time number The time for the app to launch. This depends on the data type pass to Wakeup.schedule. If a Date object was passed, this can be a string because of localStorage.
data number The custom data that was associated with the wakeup event.
cookie number The custom 32-bit unsigned integer cookie that was associated with the wakeup event.
notifyIfMissed boolean Whether it was requested for Pebble OS to notify the user if they missed the wakeup event.
var wakeup = Wakeup.get(wakeupId);
console.log('Wakeup info: ' + JSON.stringify(wakeup));

Wakeup.each(callback(wakeup))

Loops through all scheduled wakeup events that have not yet triggered by calling the callback for each wakeup event. See Wakeup.get for the properties of the wakeup object to be passed to the callback.

var numWakeups = 0;
 
// Query all wakeups
Wakeup.each(function(e) {
  console.log('Wakeup ' + e.id + '' + JSON.stringify(e));
  ++numWakeups;
});
 
main.body('Number of wakeups: ' + numWakeups);

Wakeup.cancel(id)

Cancels a particular wakeup event by id. The wakeup event id is obtained by the set result callback when setting a wakeup event. See Wakeup.schedule.

Wakeup.cancel('all')

Cancels all wakeup events scheduled by your app. You can check what wakeup events are set before cancelling them all. See Wakeup.each.

Libraries

Pebble.js includes several libraries to help you write applications.

ajax

This module gives you a very simple and easy way to make HTTP requests.

var ajax = require('pebblejs/lib/ajax');
 
ajax({ url: 'http://api.theysaidso.com/qod.json', type: 'json' },
  function(data) {
    console.log('Quote of the day is: ' + data.contents.quotes[0].quote);
  }
);

ajax(options, success, failure)

The supported options are:

Name Type Argument Default Description
url string The URL to make the ajax request to. e.g. 'http://www.example.com?name=value'
method string (optional) get The HTTP method to use: 'get', 'post', 'put', 'delete', 'options', or any other standard method supported by the running environment.
type string (optional) The content and response format. By default, the content format is 'form' and response format is separately 'text'. Specifying 'json' will have ajax send data as json as well as parse the response as json. Specifying 'text' allows you to send custom formatted content and parse the raw response text. If you wish to send form encoded data and parse json, leave type undefined and use JSON.decode to parse the response data.
data object (optional) The request body, mainly to be used in combination with 'post' or 'put'. e.g. { username: 'guest' }
headers object (optional) Custom HTTP headers. Specify additional headers. e.g. { 'x-extra': 'Extra Header' }
async boolean (optional) true Whether the request will be asynchronous. Specify false for a blocking, synchronous request.
cache boolean (optional) true Whether the result may be cached. Specify false to use the internal cache buster which appends the URL with the query parameter _set to the current time in milliseconds.

The success callback will be called if the HTTP request is successful (when the status code is inside [200, 300) or 304). The parameters are the data received from the server, the status code, and the request object. If the option type: 'json' was set, the response will automatically be converted to an object, otherwise data is a string.

The failure callback is called when an error occurred. The parameters are the same as success.

Vector2

A 2 dimensional vector. The constructor takes two parameters for the x and y values.

var Vector2 = require('pebblejs/lib/vector2');
 
var vec = new Vector2(144, 168);

For more information, see Vector2 in the three.js reference documentation.

Examples

Coming Soon!

Acknowledgements

Pebble.js started as Simply.JS, a project by Meiguro. It is now part of the Pebble SDK and supported by Pebble. Contact devsupport@getpebble.com with any questions!

This documentation uses Flatdoc.

Versions

Current Tags

  • Version
    Downloads (Last 7 Days)
    • Tag
  • 1.0.0
    4
    • latest

Version History

  • Version
    Downloads (Last 7 Days)
    • Published
  • 1.0.0
    4

Package Sidebar

Install

npm i pebblejs

Weekly Downloads

4

Version

1.0.0

License

MIT

Last publish

Collaborators

  • girlgrammer
  • meiguro
  • pebble-tech