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---
# Copyright 2025 Google LLC
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
layout: utils/redirect_permanent
redirect_to: /tutorials/watchface-tutorial/part1/
---

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---
# Copyright 2025 Google LLC
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
layout: tutorials/tutorial
tutorial: watchface
tutorial_part: 1
title: Build Your Own Watchface in C
description: A guide to making a new Pebble watchface with the Pebble C API
permalink: /tutorials/watchface-tutorial/part1/
menu_section: tutorials
generate_toc: true
platform_choice: true
---
In this tutorial we'll cover the basics of writing a simple watchface with
Pebble's C API. Customizability is at the heart of the Pebble philosophy, so
we'll be sure to add some exciting features for the user!
When we are done this section of the tutorial, you should end up with a brand
new basic watchface looking something like this:
{% screenshot_viewer %}
{
"image": "/images/getting-started/watchface-tutorial/1-time.png",
"platforms": [
{"hw": "aplite", "wrapper": "steel-black"},
{"hw": "basalt", "wrapper": "time-red"},
{"hw": "chalk", "wrapper": "time-round-rosegold-14"}
]
}
{% endscreenshot_viewer %}
## First Steps
So, let's get started!
^CP^ Go to [CloudPebble]({{ site.links.cloudpebble }}) and click 'Get Started'
to log in using your Pebble account, or create a new one if you do not already
have one. Next, click 'Create' to create a new project. Give your project a
suitable name, such as 'Tutorial 1' and leave the 'Project Type' as 'Pebble C
SDK', with a 'Template' of 'Empty project', as we will be starting from scratch
to help maximize your understanding as we go.
^LC^ Before you can start the tutorial you will need to have the Pebble SDK
installed. If you haven't done this yet, go to our [download page](/sdk) to grab
the SDK and follow the instructions to install it on your machine. Once you've
done that you can come back here and carry on where you left off.
^LC^ Once you have installed the SDK, navigate to a directory of your choosing
and run `pebble new-project watchface` (where 'watchface' is the name of your
new project) to start a new project and set up all the relevant files.
^CP^ Click 'Create' and you will see the main CloudPebble project screen. The
left menu shows all the relevant links you will need to create your watchface.
Click on 'Settings' and you will see the name you just supplied, along with
several other options. As we are creating a watchface, change the 'App Kind' to
'Watchface'.
^LC^ In an SDK project, all the information about how an app is configured (its
name, author, capabilities and resource listings etc) is stored in a file in the
project root directory called `package.json`. Since this project will be a
watchface, you will need to modify the `watchapp` object in this file to reflect
this:
<div class="platform-specific" data-sdk-platform="local">
{% highlight {} %}
"watchapp": {
"watchface": true
}
{% endhighlight %}
</div>
The main difference between the two kinds are that watchfaces serve as the
default display on the watch, with the Up and Down buttons allowing use of the
Pebble timeline. This means that these buttons are not available for custom
behavior (Back and Select are also not available to watchfaces). In contrast,
watchapps are launched from the Pebble system menu. These have more capabilities
such as button clicks and menu elements, but we will come to those later.
^CP^ Finally, set your 'Company Name' and we can start to write some code!
^LC^ Finally, set a value for `companyName` and we can start to write some code!
## Watchface Basics
^CP^ Create the first source file by clicking 'Add New' on the left menu,
selecting 'C file' as the type and choosing a suitable name such as 'main.c'.
Click 'Create' and you will be shown the main editor screen.
^LC^ Our first source file is already created for you by the `pebble` command
line tool and lives in the project's `src` directory. By default, this file
contains sample code which you can safely remove, since we will be starting from
scratch. Alternatively, you can avoid this by using the `--simple` flag when
creating the project.
Let's add the basic code segments which are required by every watchapp. The
first of these is the main directive to use the Pebble SDK at the top of the
file like so:
```c
#include <pebble.h>
```
After this first line, we must begin with the recommended app structure,
specifically a standard C `main()` function and two other functions to help us
organize the creation and destruction of all the Pebble SDK elements. This helps
make the task of managing memory allocation and deallocation as simple as
possible. Additionally, `main()` also calls ``app_event_loop()``, which lets the
watchapp wait for system events until it exits.
^CP^ The recommended structure is shown below, and you can use it as the basis
for your own watchface file by copying it into CloudPebble:
^LC^ The recommended structure is shown below, and you can use it as the basis
for your main C file:
```c
#include <pebble.h>
static void init() {
}
static void deinit() {
}
int main(void) {
init();
app_event_loop();
deinit();
}
```
To add the first ``Window``, we first declare a static pointer to a ``Window``
variable, so that we can access it wherever we need to, chiefly in the `init()`
and `deinit()` functions. Add this declaration below `#include`, prefixed with
`s_` to denote its `static` nature (`static` here means it is accessible only
within this file):
```c
static Window *s_main_window;
```
The next step is to create an instance of ``Window`` to assign to this pointer,
which we will do in `init()` using the appropriate Pebble SDK functions. In this
process we also assign two handler functions that provide an additional layer of
abstraction to manage the subsequent creation of the ``Window``'s sub-elements,
in a similar way to how `init()` and `deinit()` perform this task for the
watchapp as a whole. These two functions should be created above `init()` and
must match the following signatures (the names may differ, however):
```c
static void main_window_load(Window *window) {
}
static void main_window_unload(Window *window) {
}
```
With this done, we can complete the creation of the ``Window`` element, making
reference to these two new handler functions that are called by the system
whenever the ``Window`` is being constructed. This process is shown below, and
takes place in `init()`:
```c
static void init() {
// Create main Window element and assign to pointer
s_main_window = window_create();
// Set handlers to manage the elements inside the Window
window_set_window_handlers(s_main_window, (WindowHandlers) {
.load = main_window_load,
.unload = main_window_unload
});
// Show the Window on the watch, with animated=true
window_stack_push(s_main_window, true);
}
```
A good best-practice to learn at this early stage is to match every Pebble SDK
`_create()` function call with the equivalent `_destroy()` function to make sure
all memory used is given back to the system when the app exits. Let's do this
now in `deinit()` for our main ``Window`` element:
```c
static void deinit() {
// Destroy Window
window_destroy(s_main_window);
}
```
We can now compile and run this watchface, but it will not show anything
interesting yet. It is also a good practice to check that our code is still
valid after each iterative change, so let's do this now.
## First Compilation and Installation
^CP^ To compile the watchface, make sure you have saved your C file by clicking
the 'Save' icon on the right of the editor screen and then proceed to the
'Compilation' screen by clicking the appropriate link on the left of the screen.
Click 'Run Build' to start the compilation process and wait for the result.
Hopefully the status should become 'Succeeded', meaning the code is valid and
can be run on the watch.
^LC^ To compile the watchface, make sure you have saved your project files and
then run `pebble build` from the project's root directory. The installable
`.pbw` file will be deposited in the `build` directory. After a successful
compile you will see a message reading `'build' finished successfully`. If there
are any problems with your code, the compiler will tell you which lines are in
error so you can fix them.
In order to install your watchface on your Pebble, first
[setup the Pebble Developer Connection](/guides/tools-and-resources/developer-connection/).
Make sure you are using the latest version of the Pebble app.
^CP^ Click 'Install and Run' and wait for the app to install.
^LC^ Install the watchapp by running `pebble install`, supplying your phone's IP
address with the `--phone` flag. For example: `pebble install
--phone 192.168.1.78`.
<div class="platform-specific" data-sdk-platform="local">
{% markdown {} %}
> Instead of using the --phone flag every time you install, set the PEBBLE_PHONE environment variable:
> `export PEBBLE_PHONE=192.168.1.78` and simply use `pebble install`.
{% endmarkdown %}
</div>
Congratulations! You should see that you have a new item in the watchface menu,
but it is entirely blank!
{% screenshot_viewer %}
{
"image": "/images/getting-started/watchface-tutorial/1-blank.png",
"platforms": [
{"hw": "aplite", "wrapper": "steel-black"},
{"hw": "basalt", "wrapper": "time-red"},
{"hw": "chalk", "wrapper": "time-round-rosegold-14"}
]
}
{% endscreenshot_viewer %}
Let's change that with the next stage towards a basic watchface - the
``TextLayer`` element.
## Showing Some Text
^CP^ Navigate back to the CloudPebble code editor and open your main C file to
continue adding code.
^LC^ Re-open your main C file to continue adding code.
The best way to show some text on a watchface or watchapp
is to use a ``TextLayer`` element. The first step in doing this is to follow a
similar procedure to that used for setting up the ``Window`` with a pointer,
ideally added below `s_main_window`:
```c
static TextLayer *s_time_layer;
```
This will be the first element added to our ``Window``, so we will make the
Pebble SDK function calls to create it in `main_window_load()`. After calling
``text_layer_create()``, we call other functions with plain English names that
describe exactly what they do, which is to help setup layout properties for the
text shown in the ``TextLayer`` including colors, alignment and font size. We
also include a call to ``text_layer_set_text()`` with "00:00" so that we can
verify that the ``TextLayer`` is set up correctly.
The layout parameters will vary depending on the shape of the display. To easily
specify which value of the vertical position is used on each of the round and
rectangular display shapes we use ``PBL_IF_ROUND_ELSE()``. Thus
`main_window_load()` becomes:
```c
static void main_window_load(Window *window) {
// Get information about the Window
Layer *window_layer = window_get_root_layer(window);
GRect bounds = layer_get_bounds(window_layer);
// Create the TextLayer with specific bounds
s_time_layer = text_layer_create(
GRect(0, PBL_IF_ROUND_ELSE(58, 52), bounds.size.w, 50));
// Improve the layout to be more like a watchface
text_layer_set_background_color(s_time_layer, GColorClear);
text_layer_set_text_color(s_time_layer, GColorBlack);
text_layer_set_text(s_time_layer, "00:00");
text_layer_set_font(s_time_layer, fonts_get_system_font(FONT_KEY_BITHAM_42_BOLD));
text_layer_set_text_alignment(s_time_layer, GTextAlignmentCenter);
// Add it as a child layer to the Window's root layer
layer_add_child(window_layer, text_layer_get_layer(s_time_layer));
}
```
Note the use of SDK values such as ``GColorBlack`` and `FONT_KEY_BITHAM_42_BOLD`
which allow use of built-in features and behavior. These examples here are the
color black and a built in system font. Later we will discuss loading a custom
font file, which can be used to replace this value.
Just like with ``Window``, we must be sure to destroy each element we create. We
will do this in `main_window_unload()`, to keep the management of the
``TextLayer`` completely within the loading and unloading of the ``Window`` it
is associated with. This function should now look like this:
```c
static void main_window_unload(Window *window) {
// Destroy TextLayer
text_layer_destroy(s_time_layer);
}
```
^CP^ This completes the setup of the basic watchface layout. If you return to
'Compilation' and install a new build, you should now see the following:
^LC^ This completes the setup of the basic watchface layout. If you run `pebble
build && pebble install` (with your phone's IP address) for the new build, you
should now see the following:
{% screenshot_viewer %}
{
"image": "/images/getting-started/watchface-tutorial/1-textlayer-test.png",
"platforms": [
{"hw": "aplite", "wrapper": "steel-black"},
{"hw": "basalt", "wrapper": "time-red"},
{"hw": "chalk", "wrapper": "time-round-rosegold-14"}
]
}
{% endscreenshot_viewer %}
The final step is to get the current time and display it using the
``TextLayer``. This is done with the ``TickTimerService``.
## Telling the Time
The ``TickTimerService`` is an Event Service that allows access to the current
time by subscribing a function to be run whenever the time changes. Normally
this may be every minute, but can also be every hour, or every second. However,
the latter will incur extra battery costs, so use it sparingly. We can do this
by calling ``tick_timer_service_subscribe()``, but first we must create a
function to give the service to call whenever the time changes, and must match
this signature:
```c
static void tick_handler(struct tm *tick_time, TimeUnits units_changed) {
}
```
This means that whenever the time changes, we are provided with a data structure
of type `struct tm` containing the current time
[in various forms](http://www.cplusplus.com/reference/ctime/tm/), as well as a
constant ``TimeUnits`` value that tells us which unit changed, to allow
filtering of behaviour. With our ``TickHandler`` created, we can register it
with the Event Service in `init()` like so:
```c
// Register with TickTimerService
tick_timer_service_subscribe(MINUTE_UNIT, tick_handler);
```
The logic to update the time ``TextLayer`` will be created in a function called
`update_time()`, enabling us to call it both from the ``TickHandler`` as well as
`main_window_load()` to ensure it is showing a time from the very beginning.
This function will use `strftime()`
([See here for formatting](http://www.cplusplus.com/reference/ctime/strftime/))
to extract the hours and minutes from the `struct tm` data structure and write
it into a character buffer. This buffer is required by ``TextLayer`` to be
long-lived as long as the text is to be displayed, as it is not copied into the
``TextLayer``, but merely referenced. We achieve this by making the buffer
`static`, so it persists across multiple calls to `update_time()`. Therefore
this function should be created before `main_window_load()` and look like this:
```c
static void update_time() {
// Get a tm structure
time_t temp = time(NULL);
struct tm *tick_time = localtime(&temp);
// Write the current hours and minutes into a buffer
static char s_buffer[8];
strftime(s_buffer, sizeof(s_buffer), clock_is_24h_style() ?
"%H:%M" : "%I:%M", tick_time);
// Display this time on the TextLayer
text_layer_set_text(s_time_layer, s_buffer);
}
```
Our ``TickHandler`` follows the correct function signature and contains only a
single call to `update_time()` to do just that:
```c
static void tick_handler(struct tm *tick_time, TimeUnits units_changed) {
update_time();
}
```
Lastly, `init()` should be modified include a call to
`update_time()` after ``window_stack_push()`` to ensure the time is displayed
correctly when the watchface loads:
```c
// Make sure the time is displayed from the start
update_time();
```
Since we can now display the time we can remove the call to
``text_layer_set_text()`` in `main_window_load()`, as it is no longer needed to
test the layout.
Re-compile and re-install the watchface on your Pebble, and it should look like
this:
{% screenshot_viewer %}
{
"image": "/images/getting-started/watchface-tutorial/1-time.png",
"platforms": [
{"hw": "aplite", "wrapper": "steel-black"},
{"hw": "basalt", "wrapper": "time-red"},
{"hw": "chalk", "wrapper": "time-round-rosegold-14"}
]
}
{% endscreenshot_viewer %}
## Conclusion
So there we have it, the basic process required to create a brand new Pebble
watchface! To do this we:
1. Created a new Pebble project.
2. Setup basic app structure.
3. Setup a main ``Window``.
4. Setup a ``TextLayer`` to display the time.
5. Subscribed to ``TickTimerService`` to get updates on the time, and wrote
these to a buffer for display in the ``TextLayer``.
If you have problems with your code, check it against the sample source code
provided using the button below.
^CP^ [Edit in CloudPebble >{center,bg-lightblue,fg-white}]({{ site.links.cloudpebble }}ide/gist/9b9d50b990d742a3ae34)
^LC^ [View Source Code >{center,bg-lightblue,fg-white}](https://gist.github.com/9b9d50b990d742a3ae34)
## What's Next?
The next section of the tutorial will introduce adding custom fonts and bitmap
images to your watchface.
[Go to Part 2 &rarr; >{wide,bg-dark-red,fg-white}](/tutorials/watchface-tutorial/part2/)

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---
# Copyright 2025 Google LLC
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
layout: tutorials/tutorial
tutorial: watchface
tutorial_part: 2
title: Customizing Your Watchface
description: A guide to personalizing your new Pebble watchface
permalink: /tutorials/watchface-tutorial/part2/
generate_toc: true
platform_choice: true
---
In the previous page of the tutorial, you learned how to create a new Pebble
project, set it up as a basic watchface and use ``TickTimerService`` to display
the current time. However, the design was pretty basic, so let's improve it with
some customization!
In order to do this we will be using some new Pebble SDK concepts, including:
- Resource management
- Custom fonts (using ``GFont``)
- Images (using ``GBitmap`` and ``BitmapLayer``)
These will allow us to completely change the look and feel of the watchface. We
will provide some sample materials to use, but once you understand the process
be sure to replace these with your own to truly make it your own! Once we're
done, you should end up with a watchface looking like this:
{% screenshot_viewer %}
{
"image": "/images/getting-started/watchface-tutorial/2-final.png",
"platforms": [
{"hw": "aplite", "wrapper": "steel-black"},
{"hw": "basalt", "wrapper": "time-red"},
{"hw": "chalk", "wrapper": "time-round-rosegold-14"}
]
}
{% endscreenshot_viewer %}
## First Steps
To continue from the last part, you can either modify your existing Pebble
project or create a new one, using the code from that project's main `.c` file
as a starting template. For reference, that should look
[something like this](https://gist.github.com/pebble-gists/9b9d50b990d742a3ae34).
^CP^ You can create a new CloudPebble project from this template by
[clicking here]({{ site.links.cloudpebble }}ide/gist/9b9d50b990d742a3ae34).
The result of the first part should look something like this - a basic time
display:
{% screenshot_viewer %}
{
"image": "/images/getting-started/watchface-tutorial/1-time.png",
"platforms": [
{"hw": "aplite", "wrapper": "steel-black"},
{"hw": "basalt", "wrapper": "time-red"},
{"hw": "chalk", "wrapper": "time-round-rosegold-14"}
]
}
{% endscreenshot_viewer %}
Let's improve it!
## Adding a Custom Font
^CP^ To add a custom font resource to use for the time display ``TextLayer``,
click 'Add New' on the left of the CloudPebble editor. Set the 'Resource Type'
to 'TrueType font' and upload a font file. Choose an 'Identifier', which is the
value we will use to refer to the font resource in the `.c` file. This must end
with the desired font size, which must be small enough to show a wide time such
as '23:50' in the ``TextLayer``. If it does not fit, you can always return here
to try another size. Click save and the font will be added to your project.
^LC^ App resources (fonts and images etc.) are managed in the `package.json`
file in the project's root directory, as detailed in
[*App Resources*](/guides/app-resources/). All image files and fonts must
reside in subfolders of the `/resources` folder of your project. Below is an
example entry in the `media` array:
<div class="platform-specific" data-sdk-platform="local">
{% highlight {} %}
"media": [
{
"type": "font",
"name": "FONT_PERFECT_DOS_48",
"file": "fonts/perfect-dos-vga.ttf",
"compatibility":"2.7"
}
]
{% endhighlight %}
</div>
^LC^ In the example above, we would place our `perfect-dos-vga.ttf` file in the
`/resources/fonts/` folder of our project.
A custom font file must be a
[TrueType](http://en.wikipedia.org/wiki/TrueType) font in the `.ttf` file format.
[Here is an example font to use]({{ site.asset_path }}/fonts/getting-started/watchface-tutorial/perfect-dos-vga.ttf)
([source](http://www.dafont.com/perfect-dos-vga-437.font)).
Now we will substitute the system font used before (`FONT_KEY_BITHAM_42_BOLD`)
for our newly imported one.
To do this, we will declare a ``GFont`` globally.
```c
// Declare globally
static GFont s_time_font;
```
Next, we add the creation and substitution of the new ``GFont`` in the existing
call to ``text_layer_set_font()`` in `main_window_load()`. Shown here is an
example identifier used when uploading the font earlier, `FONT_PERFECT_DOS_48`,
which is always pre-fixed with `RESOURCE_ID_`:
```c
void main_window_load() {
// ...
// Create GFont
s_time_font = fonts_load_custom_font(resource_get_handle(RESOURCE_ID_FONT_PERFECT_DOS_48));
// Apply to TextLayer
text_layer_set_font(s_time_layer, s_time_font);
// ...
}
```
And finally, safe destruction of the ``GFont`` in `main_window_unload()`:
```c
void main_window_unload() {
// ...
// Unload GFont
fonts_unload_custom_font(s_time_font);
// ...
}
```
^CP^ After re-compiling and re-installing (either by using the green 'Play'
button to the top right of the CloudPebble editor, or by clicking 'Run Build'
and 'Install and Run' on the 'Compilation' screen), the watchface should feature
a much more interesting font.
^LC^ After re-compiling and re-installing with `pebble build && pebble install`,
the watchface should feature a much more interesting font.
An example screenshot is shown below:
{% screenshot_viewer %}
{
"image": "/images/getting-started/watchface-tutorial/2-custom-font.png",
"platforms": [
{"hw": "aplite", "wrapper": "steel-black"},
{"hw": "basalt", "wrapper": "time-red"},
{"hw": "chalk", "wrapper": "time-round-rosegold-14"}
]
}
{% endscreenshot_viewer %}
## Adding a Bitmap
The Pebble SDK also allows you to use a 2-color (black and white) bitmap image
in your watchface project. You can ensure that you meet this requirement by
checking the export settings in your graphics package, or by purely using only
white (`#FFFFFF`) and black (`#000000`) in the image's creation. Another
alternative is to use a dithering tool such as
[HyperDither](http://2002-2010.tinrocket.com/software/hyperdither/index.html).
This will be loaded from the watchface's resources into a ``GBitmap`` data
structure before being displayed using a ``BitmapLayer`` element. These two
behave in a similar fashion to ``GFont`` and ``TextLayer``, so let's get
started.
^CP^ The first step is the same as using a custom font; import the bitmap into
CloudPebble as a resource by clicking 'Add New' next to 'Resources' on the left
of the CloudPebble project screen. Ensure the 'Resource Type' is 'Bitmap image',
choose an identifier for the resource and upload your file.
^LC^ You add a bitmap to the `package.json` file in the
[same way](/guides/app-resources/fonts) as a font, except the new `media` array
object will have a `type` of `bitmap`. Below is an example:
<div class="platform-specific" data-sdk-platform="local">
{% highlight {} %}
{
"type": "bitmap",
"name": "IMAGE_BACKGROUND",
"file": "images/background.png"
}
{% endhighlight %}
</div>
As before, here is an example bitmap we have created for you to use, which looks
like this:
[![background](/images/getting-started/watchface-tutorial/background.png "background")]({{ site.asset_path }}/images/getting-started/watchface-tutorial/background.png)
Once this has been added to the project, return to your `.c` file and declare
two more pointers, one each of ``GBitmap`` and ``BitmapLayer`` near the top of
the file:
```c
static BitmapLayer *s_background_layer;
static GBitmap *s_background_bitmap;
```
Now we will create both of these in `main_window_load()`. After both elements
are created, we set the ``BitmapLayer`` to use our ``GBitmap`` and then add it
as a child of the main ``Window`` as we did for the ``TextLayer``.
However, is should be noted that the ``BitmapLayer`` must be added to the
``Window`` before the ``TextLayer``. This will ensure that the text is drawn *on
top of* the image. Otherwise, the text will be drawn behind the image and remain
invisible to us. Here is that process in full, to be as clear as possible:
```c
// Create GBitmap
s_background_bitmap = gbitmap_create_with_resource(RESOURCE_ID_IMAGE_BACKGROUND);
// Create BitmapLayer to display the GBitmap
s_background_layer = bitmap_layer_create(bounds);
// Set the bitmap onto the layer and add to the window
bitmap_layer_set_bitmap(s_background_layer, s_background_bitmap);
layer_add_child(window_layer, bitmap_layer_get_layer(s_background_layer));
```
As always, the final step should be to ensure we free up the memory consumed by
these new elements in `main_window_unload()`:
```c
// Destroy GBitmap
gbitmap_destroy(s_background_bitmap);
// Destroy BitmapLayer
bitmap_layer_destroy(s_background_layer);
```
The final step is to set the background color of the main ``Window`` to match
the background image. Do this in `init()`:
```c
window_set_background_color(s_main_window, GColorBlack);
```
With all this in place, the example background image should nicely frame the
time and match the style of the new custom font. Of course, if you have used
your own font and bitmap (highly recommended!) then your watchface will not look
exactly like this.
{% screenshot_viewer %}
{
"image": "/images/getting-started/watchface-tutorial/2-final.png",
"platforms": [
{"hw": "aplite", "wrapper": "steel-black"},
{"hw": "basalt", "wrapper": "time-red"},
{"hw": "chalk", "wrapper": "time-round-rosegold-14"}
]
}
{% endscreenshot_viewer %}
## Conclusion
After adding a custom font and a background image, our new watchface now looks
much nicer. If you want to go a bit further, try adding a new ``TextLayer`` in
the same way as the time display one to show the current date (hint: look at the
[formatting options](http://www.cplusplus.com/reference/ctime/strftime/)
available for `strftime()`!)
As with last time, you can compare your own code to the example source code
using the button below.
^CP^ [Edit in CloudPebble >{center,bg-lightblue,fg-white}]({{ site.links.cloudpebble }}ide/gist/d216d9e0b840ed296539)
^LC^ [View Source Code >{center,bg-lightblue,fg-white}](https://gist.github.com/d216d9e0b840ed296539)
## What's Next?
The next section of the tutorial will introduce PebbleKit JS for adding
web-based content to your watchface.
[Go to Part 3 &rarr; >{wide,bg-dark-red,fg-white}](/tutorials/watchface-tutorial/part3/)

View file

@ -0,0 +1,613 @@
---
# Copyright 2025 Google LLC
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
layout: tutorials/tutorial
tutorial: watchface
tutorial_part: 3
title: Adding Web Content
description: A guide to adding web-based content your Pebble watchface
permalink: /tutorials/watchface-tutorial/part3/
generate_toc: true
platform_choice: true
---
In the previous tutorial parts, we created a simple watchface to tell the time
and then improved it with a custom font and background bitmap. There's a lot you
can do with those elements, such as add more bitmaps, an extra ``TextLayer``
showing the date, but let's aim even higher. This part is longer than the last,
so make sure you have a nice cup of your favourite hot beverage on hand before
embarking!
In this tutorial we will add some extra content to the watchface that is fetched
from the web using [PebbleKit JS](/guides/communication/using-pebblekit-js/).
This part of the SDK allows you to use JavaScript to access the web as well as
the phone's location services and storage. It even allows you to display a
configuration screen to give users options over how they want your watchface or
app to look and run.
By the end of this tutorial we will arrive at a watchface like the one below, in
all its customized glory:
{% screenshot_viewer %}
{
"image": "/images/getting-started/watchface-tutorial/3-final.png",
"platforms": [
{"hw": "aplite", "wrapper": "steel-black"},
{"hw": "basalt", "wrapper": "time-red"},
{"hw": "chalk", "wrapper": "time-round-rosegold-14"}
]
}
{% endscreenshot_viewer %}
To continue from the last part, you can either modify your existing Pebble
project or create a new one, using the code from that project's main `.c` file
as a starting template. For reference, that should look
[something like this](https://gist.github.com/pebble-gists/d216d9e0b840ed296539).
^CP^ You can create a new CloudPebble project from this template by
[clicking here]({{ site.links.cloudpebble }}ide/gist/d216d9e0b840ed296539).
## Preparing the Watchface Layout
The content we will be fetching will be the current weather conditions and
temperature from [OpenWeatherMap](http://openweathermap.org). We will need a new
``TextLayer`` to show this extra content. Let's do that now at the top of the C
file, as we did before:
```c
static TextLayer *s_weather_layer;
```
As usual, we then create it properly in `main_window_load()` after the existing
elements. Here is the ``TextLayer`` setup; this should all be familiar to you
from the previous two tutorial parts:
```c
// Create temperature Layer
s_weather_layer = text_layer_create(
GRect(0, PBL_IF_ROUND_ELSE(125, 120), bounds.size.w, 25));
// Style the text
text_layer_set_background_color(s_weather_layer, GColorClear);
text_layer_set_text_color(s_weather_layer, GColorWhite);
text_layer_set_text_alignment(s_weather_layer, GTextAlignmentCenter);
text_layer_set_text(s_weather_layer, "Loading...");
```
We will be using the same font as the time display, but at a reduced font size.
^CP^ To do this, we return to our uploaded font resource and click 'Another
Font. The second font that appears below should be given an 'Identifier' with
`_20` at the end, signifying we now want font size 20 (suitable for the example
font provided).
^LC^ You can add another font in `package.json` by duplicating the first font's
entry in the `media` array and changing the font size indicated in the `name`
field to `_20` or similar. Below is an example showing both fonts:
<div class="platform-specific" data-sdk-platform="local">
{% highlight {} %}
"media": [
{
"type":"font",
"name":"FONT_PERFECT_DOS_48",
"file":"perfect-dos-vga.ttf",
"compatibility": "2.7"
},
{
"type":"font",
"name":"FONT_PERFECT_DOS_20",
"file":"perfect-dos-vga.ttf",
"compatibility": "2.7"
},
]
{% endhighlight %}
</div>
Now we will load and apply that font as we did last time, beginning with a new
``GFont`` declared at the top of the file:
```c
static GFont s_weather_font;
```
Next, we load the resource and apply it to the new ``TextLayer`` and then add
that as a child layer to the main ``Window``:
```c
// Create second custom font, apply it and add to Window
s_weather_font = fonts_load_custom_font(resource_get_handle(RESOURCE_ID_FONT_PERFECT_DOS_20));
text_layer_set_font(s_weather_layer, s_weather_font);
layer_add_child(window_get_root_layer(window), text_layer_get_layer(s_weather_layer));
```
Finally, as usual, we add the same destruction calls in `main_window_unload()`
as for everything else:
```c
// Destroy weather elements
text_layer_destroy(s_weather_layer);
fonts_unload_custom_font(s_weather_font);
```
After compiling and installing, your watchface should look something like this:
{% screenshot_viewer %}
{
"image": "/images/getting-started/watchface-tutorial/3-loading.png",
"platforms": [
{"hw": "aplite", "wrapper": "steel-black"},
{"hw": "basalt", "wrapper": "time-red"},
{"hw": "chalk", "wrapper": "time-round-rosegold-14"}
]
}
{% endscreenshot_viewer %}
## Preparing AppMessage
The primary method of communication for all Pebble watchapps and watchfaces is
the ``AppMessage`` API. This allows the construction of key-value dictionaries
for transmission between the watch and connected phone. The standard procedure
we will be following for enabling this communication is as follows:
1. Create ``AppMessage`` callback functions to process incoming messages and
errors.
2. Register this callback with the system.
3. Open ``AppMessage`` to allow app communication.
After this process is performed any incoming messages will cause a call to the
``AppMessageInboxReceived`` callback and allow us to react to its contents.
Let's get started!
The callbacks should be placed before they are referred to in the code file, so
a good place is above `init()` where we will be registering them. The function
signature for ``AppMessageInboxReceived`` is shown below:
```c
static void inbox_received_callback(DictionaryIterator *iterator, void *context) {
}
```
We will also create and register three other callbacks so we can see all
outcomes and any errors that may occur, such as dropped messages. These are
reported with calls to ``APP_LOG`` for now, but more detail
[can be gotten from them](http://stackoverflow.com/questions/21150193/logging-enums-on-the-pebble-watch):
```c
static void inbox_dropped_callback(AppMessageResult reason, void *context) {
APP_LOG(APP_LOG_LEVEL_ERROR, "Message dropped!");
}
static void outbox_failed_callback(DictionaryIterator *iterator, AppMessageResult reason, void *context) {
APP_LOG(APP_LOG_LEVEL_ERROR, "Outbox send failed!");
}
static void outbox_sent_callback(DictionaryIterator *iterator, void *context) {
APP_LOG(APP_LOG_LEVEL_INFO, "Outbox send success!");
}
```
With this in place, we will now register the callbacks with the system in
`init()`:
```c
// Register callbacks
app_message_register_inbox_received(inbox_received_callback);
app_message_register_inbox_dropped(inbox_dropped_callback);
app_message_register_outbox_failed(outbox_failed_callback);
app_message_register_outbox_sent(outbox_sent_callback);
```
And finally the third step, opening ``AppMessage`` to allow the watchface to
receive incoming messages, directly below
``app_message_register_inbox_received()``. It is considered best practice to
register callbacks before opening ``AppMessage`` to ensure that no messages are
missed. The code snippet below shows this process using two variables to specify
the inbox and outbox size (in bytes):
```c
// Open AppMessage
const int inbox_size = 128;
const int outbox_size = 128;
app_message_open(inbox_size, outbox_size);
```
> Read
> [*Buffer Sizes*](/guides/pebble-apps/communications/appmessage/#buffer-sizes)
> to learn about using correct buffer sizes for your app.
## Preparing PebbleKit JS
The weather data itself will be downloaded by the JavaScript component of the
watchface, and runs on the connected phone whenever the watchface is opened.
^CP^ To begin using PebbleKit JS, click 'Add New' in the CloudPebble editor,
next to 'Source Files'. Select 'JavaScript file' and choose a file name.
CloudPebble allows any normally valid file name, such as `weather.js`.
^LC^ To begin using PebbleKit JS, add a new file to your project at
`src/pkjs/index.js` to contain your JavaScript code.
To get off to a quick start, we will provide a basic template for using the
PebbleKit JS SDK. This template features two basic event listeners. One is for
the 'ready' event, which fires when the JS environment on the phone is first
available after launch. The second is for the 'appmessage' event, which fires
when an AppMessage is sent from the watch to the phone.
This template is shown below for you to start your JS file:
```js
// Listen for when the watchface is opened
Pebble.addEventListener('ready',
function(e) {
console.log('PebbleKit JS ready!');
}
);
// Listen for when an AppMessage is received
Pebble.addEventListener('appmessage',
function(e) {
console.log('AppMessage received!');
}
);
```
After compiling and installing the watchface, open the app logs.
^CP^ Click the 'View Logs' button on the confirmation dialogue or the
'Compilation' screen if it was already dismissed.
^LC^ You can listen for app logs by running `pebble logs`, supplying your
phone's IP address with the `--phone` switch. For example:
<div class="platform-specific" data-sdk-platform="local">
{% highlight {} %}
pebble logs --phone 192.168.1.78
{% endhighlight %}
</div>
^LC^ You can also combine these two commands into one:
<div class="platform-specific" data-sdk-platform="local">
{% highlight {} %}
pebble install --logs --phone 192.168.1.78
{% endhighlight %}
</div>
You should see a message matching that set to appear using `console.log()` in
the JS console in the snippet above! This is where any information sent using
``APP_LOG`` in the C file or `console.log()` in the JS file will be shown, and
is very useful for debugging!
## Getting Weather Information
To download weather information from
[OpenWeatherMap.org](http://openweathermap.org), we will perform three steps in
our JS file:
1. Request the user's location from the phone.
2. Perform a call to the OpenWeatherMap API using an `XMLHttpRequest` object,
supplying the location given to us from step 1.
3. Send the information we want from the XHR request response to the watch for
display on our watchface.
^CP^ Firstly, go to 'Settings' and check the 'Uses Location' box at the bottom
of the page. This will allow the watchapp to access the phone's location
services.
^LC^ You will need to add `location` to the `capabilities` array in the
`package.json` file. This will allow the watchapp to access the phone's location
services. This is shown in the code segment below:
<div class="platform-specific" data-sdk-platform="local">
{% highlight {} %}
"capabilities": ["location"]
{% endhighlight %}
</div>
The next step is simple to perform, and is shown in full below. The method we
are using requires two other functions to use as callbacks for the success and
failure conditions after requesting the user's location. It also requires two
other pieces of information: `timeout` of the request and the `maximumAge` of
the data:
```js
function locationSuccess(pos) {
// We will request the weather here
}
function locationError(err) {
console.log('Error requesting location!');
}
function getWeather() {
navigator.geolocation.getCurrentPosition(
locationSuccess,
locationError,
{timeout: 15000, maximumAge: 60000}
);
}
// Listen for when the watchface is opened
Pebble.addEventListener('ready',
function(e) {
console.log('PebbleKit JS ready!');
// Get the initial weather
getWeather();
}
);
```
Notice that when the `ready` event occurs, `getWeather()` is called, which in
turn calls `getCurrentPosition()`. When this is successful, `locationSuccess()`
is called and provides us with a single argument: `pos`, which contains the
location information we require to make the weather info request. Let's do that
now.
The next step is to assemble and send an `XMLHttpRequest` object to make the
request to OpenWeatherMap.org. To make this easier, we will provide a function
that simplifies its usage. Place this before `locationSuccess()`:
```js
var xhrRequest = function (url, type, callback) {
var xhr = new XMLHttpRequest();
xhr.onload = function () {
callback(this.responseText);
};
xhr.open(type, url);
xhr.send();
};
```
The three arguments we have to provide when calling `xhrRequest()` are the URL,
the type of request (`GET` or `POST`, for example) and a callback for when the
response is received. The URL is specified on the OpenWeatherMap API page, and
contains the coordinates supplied by `getCurrentPosition()`, the latitude and
longitude encoded at the end:
{% include guides/owm-api-key-notice.html %}
```js
var url = 'http://api.openweathermap.org/data/2.5/weather?lat=' +
pos.coords.latitude + '&lon=' + pos.coords.longitude + '&appid=' + myAPIKey;
```
The type of the XHR will be a 'GET' request, to *get* information from the
service. We will incorporate the callback into the function call for
readability, and the full code snippet is shown below:
```js
function locationSuccess(pos) {
// Construct URL
var url = 'http://api.openweathermap.org/data/2.5/weather?lat=' +
pos.coords.latitude + '&lon=' + pos.coords.longitude + '&appid=' + myAPIKey;
// Send request to OpenWeatherMap
xhrRequest(url, 'GET',
function(responseText) {
// responseText contains a JSON object with weather info
var json = JSON.parse(responseText);
// Temperature in Kelvin requires adjustment
var temperature = Math.round(json.main.temp - 273.15);
console.log('Temperature is ' + temperature);
// Conditions
var conditions = json.weather[0].main;
console.log('Conditions are ' + conditions);
}
);
}
```
Thus when the location is successfully obtained, `xhrRequest()` is called. When
the response arrives, the JSON object is parsed and the temperature and weather
conditions obtained. To discover the structure of the JSON object we can use
`console.log(responseText)` to see its contents.
To see how we arrived at some of the statements above, such as
`json.weather[0].main`, here is an
[example response](https://gist.github.com/pebble-gists/216e6d5a0f0bd2328509#file-example-response-json)
for London, UK. We can see that by following the JSON structure from our
variable called `json` (which represents the root of the structure) we can
access any of the data items. So to get the wind speed we would access
`json.wind.speed`, and so on.
## Showing Weather on Pebble
The final JS step is to send the weather data back to the watch. To do this we must
pick some appmessage keys to send back. Since we want to display the temperature
and current conditions, we'll create one key for each of those.
^CP^ Firstly, go to the 'Settings' screen, find the 'PebbleKit JS Message Keys'
section and enter some names, like "TEMPERATURE" and "CONDITIONS":
^LC^ You can add your ``AppMessage`` keys in the `messageKeys` object in
`package.json` as shown below for the example keys:
<div class="platform-specific" data-sdk-platform="local">
{% highlight {} %}
"messageKeys": [
"TEMPERATURE",
"CONDITIONS",
]
{% endhighlight %}
</div>
To send the data, we call `Pebble.sendAppMessage()` after assembling the weather
info variables `temperature` and `conditions` into a dictionary. We can
optionally also supply two functions as success and failure callbacks:
```js
// Assemble dictionary using our keys
var dictionary = {
'TEMPERATURE': temperature,
'CONDITIONS': conditions
};
// Send to Pebble
Pebble.sendAppMessage(dictionary,
function(e) {
console.log('Weather info sent to Pebble successfully!');
},
function(e) {
console.log('Error sending weather info to Pebble!');
}
);
```
While we are here, let's add another call to `getWeather()` in the `appmessage`
event listener for when we want updates later, and will send an ``AppMessage``
from the watch to achieve this:
```js
// Listen for when an AppMessage is received
Pebble.addEventListener('appmessage',
function(e) {
console.log('AppMessage received!');
getWeather();
}
);
```
The final step on the Pebble side is to act on the information received from
PebbleKit JS and show the weather data in the ``TextLayer`` we created for this
very purpose. To do this, go back to your C code file and find your
``AppMessageInboxReceived`` implementation (such as our
`inbox_received_callback()` earlier). This will now be modified to process the
received data. When the watch receives an ``AppMessage`` message from the JS
part of the watchface, this callback will be called and we will be provided a
dictionary of data in the form of a `DictionaryIterator` object, as seen in the
callback signature. `MESSAGE_KEY_TEMPERATURE` and `MESSAGE_KEY_CONDITIONS`
will be automatically provided as we specified them in `package.json`.
Before examining the dictionary we add three character
buffers; one each for the temperature and conditions and the other for us to
assemble the entire string. Remember to be generous with the buffer sizes to
prevent overruns:
```c
// Store incoming information
static char temperature_buffer[8];
static char conditions_buffer[32];
static char weather_layer_buffer[32];
```
We then store the incoming information by reading the appropriate `Tuple`s to
the two buffers using `snprintf()`:
```c
// Read tuples for data
Tuple *temp_tuple = dict_find(iterator, MESSAGE_KEY_TEMPERATURE);
Tuple *conditions_tuple = dict_find(iterator, MESSAGE_KEY_CONDITIONS);
// If all data is available, use it
if(temp_tuple && conditions_tuple) {
snprintf(temperature_buffer, sizeof(temperature_buffer), "%dC", (int)temp_tuple->value->int32);
snprintf(conditions_buffer, sizeof(conditions_buffer), "%s", conditions_tuple->value->cstring);
}
```
Lastly within this `if` statement, we assemble the complete string and instruct
the ``TextLayer`` to display it:
```c
// Assemble full string and display
snprintf(weather_layer_buffer, sizeof(weather_layer_buffer), "%s, %s", temperature_buffer, conditions_buffer);
text_layer_set_text(s_weather_layer, weather_layer_buffer);
```
After re-compiling and re-installing you should be presented with a watchface
that looks similar to the one shown below:
{% screenshot_viewer %}
{
"image": "/images/getting-started/watchface-tutorial/3-final.png",
"platforms": [
{"hw": "aplite", "wrapper": "steel-black"},
{"hw": "basalt", "wrapper": "time-red"},
{"hw": "chalk", "wrapper": "time-round-rosegold-14"}
]
}
{% endscreenshot_viewer %}
^CP^ Remember, if the text is too large for the screen, you can reduce the font
size in the 'Resources' section of the CloudPebble editor. Don't forget to
change the constants in the `.c` file to match the new 'Identifier'.
^LC^ Remember, if the text is too large for the screen, you can reduce the font
size in `package.json` for that resource's entry in the `media` array. Don't
forget to change the constants in the `.c` file to match the new resource's
`name`.
An extra step we will perform is to modify the C code to obtain regular weather
updates, in addition to whenever the watchface is loaded. To do this we will
take advantage of a timer source we already have - the ``TickHandler``
implementation, which we have called `tick_handler()`. Let's modify this to get
weather updates every 30 minutes by adding the following code to the end of
`tick_handler()` in our main `.c` file:
```c
// Get weather update every 30 minutes
if(tick_time->tm_min % 30 == 0) {
// Begin dictionary
DictionaryIterator *iter;
app_message_outbox_begin(&iter);
// Add a key-value pair
dict_write_uint8(iter, 0, 0);
// Send the message!
app_message_outbox_send();
}
```
Thanks to us adding a call to `getWeather()` in the `appmessage` JS event
handler earlier, this message send in the ``TickHandler`` will result in new
weather data being downloaded and sent to the watch. Job done!
## Conclusion
Whew! That was quite a long tutorial, but here's all you've learned:
1. Managing multiple font sizes.
2. Preparing and opening ``AppMessage``.
3. Setting up PebbleKit JS for interaction with the web.
4. Getting the user's current location with `navigator.getCurrentPosition()`.
5. Extracting information from a JSON response.
6. Sending ``AppMessage`` to and from the watch.
Using all this it is possible to `GET` and `POST` to a huge number of web
services to display data and control these services.
As usual, you can compare your code to the example code provided using the button
below.
^CP^ [Edit in CloudPebble >{center,bg-lightblue,fg-white}]({{ site.links.cloudpebble }}ide/gist/216e6d5a0f0bd2328509)
^LC^ [View Source Code >{center,bg-lightblue,fg-white}](https://gist.github.com/216e6d5a0f0bd2328509)
## What's Next?
The next section of the tutorial will introduce the Battery Service, and
demonstrate how to add a battery bar to your watchface.
[Go to Part 4 &rarr; >{wide,bg-dark-red,fg-white}](/tutorials/watchface-tutorial/part4/)

View file

@ -0,0 +1,157 @@
---
# Copyright 2025 Google LLC
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
layout: tutorials/tutorial
tutorial: watchface
tutorial_part: 4
title: Adding a Battery Bar
description: |
How to add a battery level meter to your watchface.
permalink: /tutorials/watchface-tutorial/part4/
generate_toc: true
---
Another popular feature added to a lot of watchfaces is a battery meter,
enabling users to see the state of their Pebble's battery charge level at a
glance. This is typically implemented as the classic 'battery icon' that fills
up according to the current charge level, but some watchfaces favor the more
minimal approach, which will be implemented here.
This section continues from
[*Part 3*](/tutorials/watchface-tutorial/part3/), so be sure to re-use
your code or start with that finished project.
The state of the battery is obtained using the ``BatteryStateService``. This
service offers two modes of usage - 'peeking' at the current level, or
subscribing to events that take place when the battery state changes. The latter
approach will be adopted here. The battery level percentage will be stored in an
integer at the top of the file:
```c
static int s_battery_level;
```
As with all the Event Services, to receive an event when new battery information
is available, a callback must be registered. Create this callback using the
signature of ``BatteryStateHandler``, and use the provided
``BatteryChargeState`` parameter to store the current charge percentage:
```c
static void battery_callback(BatteryChargeState state) {
// Record the new battery level
s_battery_level = state.charge_percent;
}
```
To enable this function to be called when the battery level changes, subscribe
to updates in `init()`:
```c
// Register for battery level updates
battery_state_service_subscribe(battery_callback);
```
With the subscription in place, the UI can be created. This will take the form
of a ``Layer`` with a ``LayerUpdateProc`` that uses the battery level to draw a
thin, minimalist white meter along the top of the time display.
Create the ``LayerUpdateProc`` that will be used to draw the battery meter:
```c
static void battery_update_proc(Layer *layer, GContext *ctx) {
}
```
Declare this new ``Layer`` at the top of the file:
```c
static Layer *s_battery_layer;
```
Allocate the ``Layer`` in `main_window_load()`, assign it the ``LayerUpdateProc`` that will draw it, and
add it as a child of the main ``Window`` to make it visible:
```c
// Create battery meter Layer
s_battery_layer = layer_create(GRect(14, 54, 115, 2));
layer_set_update_proc(s_battery_layer, battery_update_proc);
// Add to Window
layer_add_child(window_get_root_layer(window), s_battery_layer);
```
To ensure the battery meter is updated every time the charge level changes, mark
it 'dirty' (to ask the system to re-render it at the next opportunity) within
`battery_callback()`:
```c
// Update meter
layer_mark_dirty(s_battery_layer);
```
The final piece of the puzzle is the actual drawing of the battery meter, which
takes place within the ``LayerUpdateProc``. The background of the meter is drawn
to 'paint over' the background image, before the width of the meter's 'bar' is
calculated using the current value as a percentage of the bar's total width
(114px).
The finished version of the update procedure is shown below:
```c
static void battery_update_proc(Layer *layer, GContext *ctx) {
GRect bounds = layer_get_bounds(layer);
// Find the width of the bar (total width = 114px)
int width = (s_battery_level * 114) / 100;
// Draw the background
graphics_context_set_fill_color(ctx, GColorBlack);
graphics_fill_rect(ctx, bounds, 0, GCornerNone);
// Draw the bar
graphics_context_set_fill_color(ctx, GColorWhite);
graphics_fill_rect(ctx, GRect(0, 0, width, bounds.size.h), 0, GCornerNone);
}
```
Lastly, as with the ``TickTimerService``, the ``BatteryStateHandler`` can be
called manually in `init()` to display an inital value:
```c
// Ensure battery level is displayed from the start
battery_callback(battery_state_service_peek());
```
Don't forget to free the memory used by the new battery meter:
```c
layer_destroy(s_battery_layer);
```
With this new feature in place, the watchface will now display the watch's
battery charge level in a minimalist fashion that integrates well with the
existing design style.
![battery-level >{pebble-screenshot,pebble-screenshot--steel-black}](/images/tutorials/intermediate/battery-level.png)
## What's Next?
In the next, and final, section of this tutorial, we'll use the Connection Service
to notify the user when their Pebble smartwatch disconnects from their phone.
[Go to Part 5 &rarr; >{wide,bg-dark-red,fg-white}](/tutorials/watchface-tutorial/part5/)

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---
# Copyright 2025 Google LLC
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
layout: tutorials/tutorial
tutorial: watchface
tutorial_part: 5
title: Vibrate on Disconnect
description: |
How to add bluetooth connection alerts to your watchface.
permalink: /tutorials/watchface-tutorial/part5/
generate_toc: true
platform_choice: true
---
The final popular watchface addition explored in this tutorial series
is the concept of using the Bluetooth connection service to alert the user
when their watch connects or disconnects. This can be useful to know when the
watch is out of range and notifications will not be received, or to let the user
know that they might have walked off somewhere without their phone.
This section continues from
[*Part 4*](/tutorials/watchface-tutorial/part4), so be sure to
re-use your code or start with that finished project.
In a similar manner to both the ``TickTimerService`` and
``BatteryStateService``, the events associated with the Bluetooth connection are
given to developers via subscriptions, which requires an additional callback -
the ``ConnectionHandler``. Create one of these in the format given below:
```c
static void bluetooth_callback(bool connected) {
}
```
The subscription to Bluetooth-related events is added in `init()`:
```c
// Register for Bluetooth connection updates
connection_service_subscribe((ConnectionHandlers) {
.pebble_app_connection_handler = bluetooth_callback
});
```
The indicator itself will take the form of the following 'Bluetooth
disconnected' icon that will be displayed when the watch is disconnected, and
hidden when reconnected. Save the image below for use in this project:
<img style="background-color: #CCCCCC;" src="/assets/images/tutorials/intermediate/bt-icon.png"</img>
{% platform cloudpebble %}
Add this icon to your project by clicking 'Add New' under 'Resources' in
the left hand side of the editor. Specify the 'Resource Type' as 'Bitmap Image',
upload the file for the 'File' field. Give it an 'Identifier' such as
`IMAGE_BT_ICON` before clicking 'Save'.
{% endplatform %}
{% platform local %}
Add this icon to your project by copying the above icon image to the `resources`
project directory, and adding a new JSON object to the `media` array in
`package.json` such as the following:
```js
{
"type": "bitmap",
"name": "IMAGE_BT_ICON",
"file": "bt-icon.png"
},
```
{% endplatform %}
This icon will be loaded into the app as a ``GBitmap`` for display in a
``BitmapLayer`` above the time display. Declare both of these as pointers at the
top of the file, in addition to the existing variables of these types:
```c
static BitmapLayer *s_background_layer, *s_bt_icon_layer;
static GBitmap *s_background_bitmap, *s_bt_icon_bitmap;
```
Allocate both of the new objects in `main_window_load()`, then set the
``BitmapLayer``'s bitmap as the new icon ``GBitmap``:
```c
// Create the Bluetooth icon GBitmap
s_bt_icon_bitmap = gbitmap_create_with_resource(RESOURCE_ID_IMAGE_BT_ICON);
// Create the BitmapLayer to display the GBitmap
s_bt_icon_layer = bitmap_layer_create(GRect(59, 12, 30, 30));
bitmap_layer_set_bitmap(s_bt_icon_layer, s_bt_icon_bitmap);
layer_add_child(window_get_root_layer(window), bitmap_layer_get_layer(s_bt_icon_layer));
```
As usual, ensure that the memory allocated to create these objects is also freed
in `main_window_unload()`:
```c
gbitmap_destroy(s_bt_icon_bitmap);
bitmap_layer_destroy(s_bt_icon_layer);
```
With the UI in place, the implementation of the ``BluetoothConnectionHandler``
can be finished. Depending on the state of the connection when an event takes
place, the indicator icon is hidden or unhidden as required. A distinct
vibration is also triggered if the watch becomes disconnected, to differentiate
the feedback from that of a notification or phone call:
```c
static void bluetooth_callback(bool connected) {
// Show icon if disconnected
layer_set_hidden(bitmap_layer_get_layer(s_bt_icon_layer), connected);
if(!connected) {
// Issue a vibrating alert
vibes_double_pulse();
}
}
```
Upon initialization, the app will display the icon unless a re-connection event
occurs, and the current state is evaluated. Manually call the handler in
`main_window_load()` to display the correct initial state:
```c
// Show the correct state of the BT connection from the start
bluetooth_callback(connection_service_peek_pebble_app_connection());
```
With this last feature in place, running the app and disconnecting the Bluetooth
connection will cause the new indicator to appear, and the watch to vibrate
twice.
![bt >{pebble-screenshot,pebble-screenshot--steel-black}](/images/tutorials/intermediate/bt.png)
^CP^ You can create a new CloudPebble project from the completed project by
[clicking here]({{ site.links.cloudpebble }}ide/gist/ddd15cbe8b0986fda407).
^LC^ You can see the finished project source code in
[this GitHub Gist](https://gist.github.com/pebble-gists/ddd15cbe8b0986fda407).
## What's Next?
Now that you've successfully built a feature rich watchface, it's time to
[publish it](/guides/appstore-publishing/publishing-an-app/)!

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