return mares_nemo_parser_create(parser, devdata->devinfo.model);
case DEVICE_TYPE_MARES_ICONHD:
return mares_nemo_parser_create(parser, devdata->devinfo.model);
case DEVICE_TYPE_MARES_ICONHD:
static const char *events[] = {
"none", "deco", "rbt", "ascent", "ceiling", "workload", "transmitter",
"violation", "bookmark", "surface", "safety stop", "gaschange",
"safety stop (voluntary)", "safety stop (mandatory)", "deepstop",
"ceiling (safety stop)", "unknown", "divetime", "maxdepth",
static const char *events[] = {
"none", "deco", "rbt", "ascent", "ceiling", "workload", "transmitter",
"violation", "bookmark", "surface", "safety stop", "gaschange",
"safety stop (voluntary)", "safety stop (mandatory)", "deepstop",
"ceiling (safety stop)", "unknown", "divetime", "maxdepth",
- "OLF", "PO2", "airtime", "rgbm", "heading", "tissue level warning"};
+ "OLF", "PO2", "airtime", "rgbm", "heading", "tissue level warning"
+ };
+ const int nr_events = sizeof(events) / sizeof(const char *);
+ const char *name;
- printf(" <event type=\"%u\" time=\"%u\" flags=\"%u\" value=\"%u\">%s</event>\n",
- value.event.type, value.event.time, value.event.flags, value.event.value, events[value.event.type]);
-}
+ /*
+ * Just ignore surface events. They are pointless. What "surface"
+ * means depends on the dive computer (and possibly even settings
+ * in the dive computer). It does *not* necessarily mean "depth 0",
+ * so don't even turn it into that.
+ */
+ if (value.event.type == SAMPLE_EVENT_SURFACE)
+ return;
+
+ /*
+ * Other evens might be more interesting, but for now we just print them out.
+ */
+ type = value.event.type;
+ name = "invalid event number";
+ if (type < nr_events)
+ name = events[type];
+ time = value.event.time;
+ if (sample)
+ time += sample->time.seconds;
+
+ add_event(dive, time, type, value.event.flags, value.event.value, name);
+}
+/*
+ * Check if this dive already existed before the import
+ */
+static int find_dive(struct dive *dive, device_data_t *devdata)
+{
+ int i;
+
+ for (i = 0; i < dive_table.preexisting; i++) {
+ struct dive *old = dive_table.dives[i];
+
+ if (dive->when != old->when)
+ continue;
+ return 1;
+ }
+ return 0;
+}
+
static int dive_cb(const unsigned char *data, unsigned int size,
const unsigned char *fingerprint, unsigned int fsize,
void *userdata)
static int dive_cb(const unsigned char *data, unsigned int size,
const unsigned char *fingerprint, unsigned int fsize,
void *userdata)
static void event_cb(device_t *device, device_event_t event, const void *data, void *userdata)
{
static void event_cb(device_t *device, device_event_t event, const void *data, void *userdata)
{
- const device_progress_t *progress = (device_progress_t *) data;
- const device_devinfo_t *devinfo = (device_devinfo_t *) data;
- const device_clock_t *clock = (device_clock_t *) data;
- device_data_t *devdata = (device_data_t *) userdata;
+ const device_progress_t *progress = data;
+ const device_devinfo_t *devinfo = data;
+ const device_clock_t *clock = data;
+ device_data_t *devdata = userdata;
/* I'm sure there is some better interface for waiting on a thread in a UI main loop */
import_thread_done = 0;
pthread_create(&pthread, NULL, pthread_wrapper, data);
/* I'm sure there is some better interface for waiting on a thread in a UI main loop */
import_thread_done = 0;
pthread_create(&pthread, NULL, pthread_wrapper, data);
{ "Cressi Edy", DEVICE_TYPE_CRESSI_EDY },
{ "Zeagle N2iTiON 3", DEVICE_TYPE_ZEAGLE_N2ITION3 },
{ "Atomics Cobalt", DEVICE_TYPE_ATOMICS_COBALT },
{ "Cressi Edy", DEVICE_TYPE_CRESSI_EDY },
{ "Zeagle N2iTiON 3", DEVICE_TYPE_ZEAGLE_N2ITION3 },
{ "Atomics Cobalt", DEVICE_TYPE_ATOMICS_COBALT },