Lets you patch Pebble apps. You can override C syscalls, add new Javascript, and, well, that's pretty much it. Oh, you can change the UUID, too.
- Pebble SDK with Pebble Tool 3.x or 4.x (with the
pebble
command in your PATH, or environment variablePBL_TOOL_PATH
set to the path of the pebble tool binary)- Tested with
Pebble Tool v4.6-rc1 (active SDK: v4.3)
- Tested with
pip install git+https://github.com/cpfair/rockgarden.git
from rockgarden import Patcher
...
Patcher().patch_pbw("the-app.pbw",
"the-app.patched.pbw",
c_sources=["my-patches.c"],
cflags=["-DTHINGS_AND_STUFF"],
js_sources=["my-patches.js"],
new_uuid=uuid.uuid4(),
new_app_type="watchface",
ensure_platforms=["aplite", "basalt", "chalk", "diorite"])
Some work is performed when you first instantiate the Patcher
, so hold on to it if you're patching multiple apps. c_sources
, js_sources
, cflags
, new_uuid
, new_app_type
, and ensure_platforms
are all optional.
Including a platform in ensure_platforms
will "upgrade" apps by copying an existing binary into that platform's place, as if it were built specifically for that platform. The copied binary is then patched as usual. Sadly, this option is not magical: it will not translate between rectangular and circular framebuffer formats, polyfill missing APIs, etc. If multiple binaries are available to copy, the binary from the closest platform will be used (e.g. ensuring Chalk on a PBW with Aplite and Basalt binaries will see the Basalt binary copied into Chalk's place). During patch compilation, the binary's provenance is exposed via the RG_ORIGINAL_PLATFORM_<PLATFORM>
(e.g. RG_ORIGINAL_PLATFORM_APLITE
) define.
You write C patches pretty much the same way you write C Pebble apps; the full Pebble C SDK is available at all times. The big difference is that you're working inside another app, there's no separate entrypoint or execution thread.
Instead, you get things to happen (or not happen, as the case may be) by overriding Pebble SDK calls. You do this by defining a function <sdk_function>__patch
with the exact same signature as the SDK call it's overriding. Within this function, you can do whatever you want, including calling the original SDK function by its usual name.
Caveat: As the Pebble SDK is updated, some SDK functions are replaced with new versions that use a different signature, expect different struct formats, etc. but use the same name. The deprecated functions remain in the firmware and in libpebble.a
, renamed as __deprecated
, _legacy2
, or similar. Because of this, if you patch menu_layer_create
(for example), calls to menu_layer_legacy2_create
will be unaffected. To address this, you could additionally define menu_layer_legacy2_create__patch
and call through to menu_layer_legacy2_create
as you see fit.
The system automatically discards __patch
functions where the corresponding syscall is not present in the target app.
For instance, want to turn the backlight on when the app starts?
#include <pebble.h>
void app_event_loop__patch(void) {
light_enable(true);
app_event_loop();
}
Or show the BT status on screen?
#include <pebble.h>
TextLayer* bt_status_text;
BluetoothConnectionHandler their_bt_status_handler;
static void update_bluetooth_status_text(bool connected) {
text_layer_set_text(bt_status_text, connected ? "Connected" : "Disconnected");
layer_mark_dirty(text_layer_get_layer(bt_status_text));
}
static void bluetooth_callback(bool connected) {
update_bluetooth_status_text(connected);
if (their_bt_status_handler) their_bt_status_handler(connected);
}
static void setup_bluetooth_status(void) {
bt_status_text = text_layer_create(GRect(0, 0, 144, 20));
text_layer_set_background_color(bt_status_text, GColorClear);
text_layer_set_text_color(bt_status_text, GColorWhite);
update_bluetooth_status_text(bluetooth_connection_service_peek());
bluetooth_connection_service_subscribe(bluetooth_callback);
}
void window_stack_push__patch(Window* window, bool animated) {
if (!bt_status_text) setup_bluetooth_status();
layer_add_child(window_get_root_layer(window), text_layer_get_layer(bt_status_text));
window_stack_push(window, animated);
}
// Keeping our TextLayer on top, the brute-force approach
void layer_add_child__patch(Layer* parent, Layer* child) {
layer_add_child(parent, child);
if (parent == window_get_root_layer(window_stack_get_top_window())) {
layer_add_child(parent, text_layer_get_layer(bt_status_text));
}
}
// They might want to use the BT connection service, too
void bluetooth_connection_service_subscribe__patch(BluetoothConnectionHandler handler) {
their_bt_status_handler = handler;
}
void bluetooth_connection_service_unsubscribe__patch(void) {
their_bt_status_handler = NULL;
}
There's not much to JS patches - they're simply prepended to the app's existing JS (if any) in the order specified.