commit
df5fb6c052
13
apps.json
13
apps.json
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@ -226,6 +226,19 @@
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{"name":"slidingtext.img","url":"slidingtext-icon.js","evaluate":true}
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]
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},
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{ "id": "sweepclock",
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"name": "Sweep Clock",
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"icon": "sweepclock.png",
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"version":"0.01",
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"description": "Smooth sweep secondhand with single hour numeral. Use button1 to toggle the numeral font",
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"tags": "clock",
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"type":"clock",
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"allow_emulator":true,
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"storage": [
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{"name":"sweepclock.app.js","url":"sweepclock.js"},
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{"name":"sweepclock.img","url":"sweepclock-icon.js","evaluate":true}
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]
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},
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{ "id": "imgclock",
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"name": "Image background clock",
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"shortName":"Image Clock",
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@ -0,0 +1 @@
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0.01: Initial Release
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@ -0,0 +1,21 @@
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# Sweep Clock
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The Sweep Clock provides a clock with a perfectly smooth sweep second hand with a single Numeral Display.
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## Usage
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Use Button 1 (the top right button) to change the numeral types (currently European and Roman)
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## Further Details
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For further details of design and working please visit [The Project Page](https://www.notion.so/adrianwkirk/Sweep-hand-clock-6aa5b6b3d1074d4e87fc947975b1e4b7)
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## Requests
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[Reach out to Adrian](https://www.github.com/awkirk71) if you have feature requests or notice bugs.
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## Creator
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Made by [Adrian Kirk](https://www.github.com/awkirk71).
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Binary file not shown.
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After Width: | Height: | Size: 29 KiB |
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@ -0,0 +1 @@
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require("heatshrink").decompress(atob("lEowkE/4AdmU/CaMgCaUQCaPzgQmR+UDCaPxCaUwj525gJ2/CZ0vMSJ2SkEACaCJBgEPRKEAgJ3Q+cxE6Myn8yO6EggMjMSR3Q+ASBgCdRO4KJQCaMwCaPzCQQTPEwYTOJoYTO+cQCaKHCAAizLkEQYgQTF+YTHmMAkITEj//l8wl4UHkcwiIRBAQMD/8/CZKLBiUAiEigMCBAMzCwMyPI8zPQMzgMBn/yh/zgZSICoMxn5kC+ZmBPhY3CHAIAbA"))
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@ -0,0 +1,609 @@
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/**
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* Adrian Kirk 2021-03
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* Simple Clock showing 1 numeral for the hour
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* with a smooth sweep second.
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*/
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const screen_center_x = g.getWidth()/2;
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const screen_center_y = g.getHeight()/2;
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require("FontCopasetic40x58Numeric").add(Graphics);
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class Hand {
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/**
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* Pure virtual class for all Hand classes to extend.
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* a hand class will have 1 main function
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* moveTo which will move the hand to the given angle.
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*/
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moveTo(angle){}
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}
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class ThinHand extends Hand {
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/**
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* The thin hand is created from a simple line, so its easy and fast
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* to draw.
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*/
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constructor(centerX,
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centerY,
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length,
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tolerance,
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draw_test,
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red,
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green,
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blue){
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super();
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this.centerX = centerX;
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this.centerY = centerY;
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this.length = length;
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this.red = red;
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this.green = green;
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this.blue = blue;
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// The last x and y coordinates (not the centre) of the last draw
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this.last_x = centerX;
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this.last_y = centerY;
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// tolerance is the angle tolerance (from the last draw)
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// in radians for a redraw to be called.
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this.tolerance = tolerance;
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// draw test is a predicate (angle, time). This is called
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// when the hand thinks that it does not have to draw (from its internal tests)
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// to see if it has to draw because of another object.
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this.draw_test = draw_test;
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// The current angle of the hand. Set to -1 initially
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this.angle = -1;
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this.last_draw_time = null;
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}
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// method to move the hand to a new angle
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moveTo(angle){
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// first test to see of the angle called is beyond the tolerance
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// for a redraw
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if(Math.abs(angle - this.angle) > this.tolerance ||
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// and then call the predicate to see if a redraw is needed
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this.draw_test(this.angle,this.last_draw_time) ){
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// rub out the old hand line
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g.setColor(0,0,0);
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g.drawLine(this.centerX, this.centerY, this.last_x, this.last_y);
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// Now draw the new hand line
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g.setColor(this.red,this.green,this.blue);
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x2 = this.centerX + this.length*Math.sin(angle);
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y2 = this.centerY - this.length*Math.cos(angle);
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g.setColor(this.red,this.green,this.blue);
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g.drawLine(this.centerX, this.centerY, x2, y2);
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// and store the last draw details for the next call
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this.last_x = x2;
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this.last_y = y2;
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this.angle = angle;
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this.last_draw_time = new Date();
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return true;
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} else {
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return false;
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}
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}
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}
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class ThickHand extends Hand {
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/**
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* The thick hand is created from a filled polygone, so its slower to
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* draw so to be used sparingly with few redraws
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*/
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constructor(centerX,
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centerY,
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length,
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tolerance,
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draw_test,
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red,
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green,
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blue,
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base_height,
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thickness){
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super();
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this.centerX = centerX;
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this.centerY = centerY;
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this.length = length;
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this.red = red;
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this.green = green;
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this.blue = blue;
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this.thickness = thickness;
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this.base_height = base_height;
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// angle from the center to the top corners of the rectangle
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this.delta_top = Math.atan(thickness/(2*length));
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// angle from the center to the bottom corners of the rectangle
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this.delta_base = Math.atan(thickness/(2*base_height));
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// the radius that the bottom corners of the rectangle move through
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this.vertex_radius_base = Math.sqrt( (thickness*thickness/4) + base_height * base_height);
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// the radius that the top corners of the rectangle move through
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this.vertex_radius_top = Math.sqrt( (thickness*thickness/4) + length * length);
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// last records the last plotted values (so we don't have to keep recalculating
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this.last_x1 = centerX;
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this.last_y1 = centerY;
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this.last_x2 = centerX;
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this.last_y2 = centerY;
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this.last_x3 = centerX;
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this.last_y3 = centerY;
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this.last_x4 = centerX;
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this.last_y4 = centerY;
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// The change in angle from the last plotted angle before we actually redraw
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this.tolerance = tolerance;
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// predicate test that is called if the hand is not going to redraw to see
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// if there is an externally defined reason for redrawing (like another hand)
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this.draw_test = draw_test;
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this.angle = -1;
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this.last_draw_time = null;
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}
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// method to move the hand to a new angle
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moveTo(angle){
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if(Math.abs(angle - this.angle) > this.tolerance || this.draw_test(this.angle - this.delta_base,this.angle + this.delta_base ,this.last_draw_time) ){
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g.setColor(0,0,0);
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g.fillPoly([this.last_x1,
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this.last_y1,
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this.last_x2,
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this.last_y2,
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this.last_x3,
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this.last_y3,
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this.last_x4,
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this.last_y4
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]);
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g.setColor(this.red,this.green,this.blue);
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// bottom left
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x1 = this.centerX +
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this.vertex_radius_base*Math.sin(angle - this.delta_base);
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y1 = this.centerY - this.vertex_radius_base*Math.cos(angle - this.delta_base);
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// bottom right
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x2 = this.centerX +
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this.vertex_radius_base*Math.sin(angle + this.delta_base);
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y2 = this.centerY - this.vertex_radius_base*Math.cos(angle + this.delta_base);
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// top right
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x3 = this.centerX + this.vertex_radius_top*Math.sin(angle + this.delta_top);
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y3 = this.centerY - this.vertex_radius_top*Math.cos(angle + this.delta_top);
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// top left
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x4 = this.centerX + this.vertex_radius_top*Math.sin(angle - this.delta_top);
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y4 = this.centerY - this.vertex_radius_top*Math.cos(angle - this.delta_top);
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g.setColor(this.red,this.green,this.blue);
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g.fillPoly([x1,y1,
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x2,y2,
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x3,y3,
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x4,y4
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]);
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this.last_x1 = x1;
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this.last_y1 = y1;
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this.last_x2 = x2;
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this.last_y2 = y2;
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this.last_x3 = x3;
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this.last_y3 = y3;
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this.last_x4 = x4;
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this.last_y4 = y4;
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this.angle = angle;
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this.last_draw_time = new Date();
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return true;
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} else {
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return false;
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}
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}
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}
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// The force draw is set to true to force all objects to redraw themselves
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let force_redraw = false;
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// The seconds hand is the main focus and is set to redraw on every cycle
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let seconds_hand = new ThinHand(screen_center_x,
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screen_center_y,
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100,
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0,
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(angle, last_draw_time) => false,
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1.0,0.0,0.0);
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// The minute hand is set to redraw at a 250th of a circle,
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// when the second hand is ontop or slighly overtaking
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// or when a force_redraw is called
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let minutes_hand_redraw = function(angle, last_draw_time){
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return force_redraw || (seconds_hand.angle > angle &&
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Math.abs(seconds_hand.angle - angle) <2*Math.PI/25 &&
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new Date().getTime() - last_draw_time.getTime() > 500);
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};
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let minutes_hand = new ThinHand(screen_center_x,
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screen_center_y,
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80,
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2*Math.PI/250,
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minutes_hand_redraw,
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1.0,1.0,1.0);
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// The hour hand is a thick hand so we have to redraw when the minute hand
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// overlaps from its behind andle coverage to its ahead angle coverage.
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let hour_hand_redraw = function(angle_from, angle_to, last_draw_time){
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return force_redraw || (seconds_hand.angle >= angle_from &&
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seconds_hand.angle <= angle_to &&
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new Date().getTime() - last_draw_time.getTime() > 500);
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};
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let hours_hand = new ThickHand(screen_center_x,
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screen_center_y,
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40,
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2*Math.PI/600,
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hour_hand_redraw,
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1.0,1.0,1.0,
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5,
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4);
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function draw_clock(){
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date = new Date();
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draw_hour_digit(date);
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draw_seconds(date);
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draw_mins(date);
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draw_hours(date);
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force_redraw = false;
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}
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// drawing the second the millisecond as we need the fine gradation
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// for the sweep second hand.
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function draw_seconds(date){
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seconds = date.getSeconds() + date.getMilliseconds()/1000;
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seconds_frac = seconds / 60;
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seconds_angle = 2*Math.PI*seconds_frac;
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seconds_hand.moveTo(seconds_angle);
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}
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// drawing the minute includes the second and millisec to make the
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// movement as continuous as possible.
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function draw_mins(date,seconds_angle){
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mins = date.getMinutes() + date.getSeconds()/60 + date.getMilliseconds()/(60*1000);
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mins_frac = mins / 60;
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mins_angle = 2*Math.PI*mins_frac;
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redraw = minutes_hand.moveTo(mins_angle);
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if(redraw){
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console.log("redraw mins");
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}
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}
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function draw_hours(date){
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hours = (date.getHours() % 12) + date.getMinutes()/60 + date.getSeconds()/3600;
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hours_frac = hours / 12;
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hours_angle = 2*Math.PI*hours_frac;
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redraw = hours_hand.moveTo(hours_angle);
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if(redraw){
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console.log("redraw hours");
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}
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}
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/**
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* We want to be able to change the font so we set up
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* pure virtual for all fonts implementtions to use
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*/
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class NumeralFont {
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/**
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* The screen dimensions of what we are going to
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* display for the given hour.
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*/
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getDimensions(hour){return [0,0];}
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/**
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* The characters that are going to be returned for
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* the hour.
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*/
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hour_txt(hour){ return ""; }
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/**
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* method to draw text at the required coordinates
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*/
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draw(hour_txt,x,y){ return "";}
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}
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class CopasetFont extends NumeralFont{
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constructor(){
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super();
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// dimesion map provides the dimesions of the character for
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// each number for plotting and collision detection
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this.dimension_map = {
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1 : [20,58],
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2 : [30,58],
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3 : [30,58],
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4 : [30,58],
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5 : [30,58],
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6 : [40,58],
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7 : [30,58],
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8 : [40,58],
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9 : [40,58],
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10: [50,58],
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11: [40,58],
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12: [40,58]
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};
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}
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getDimensions(hour){return this.dimension_map[hour];}
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hour_txt(hour){ return hour.toString(); }
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draw(hour_txt,x,y){
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/* going to leave this in here for future testing.
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uncomment this so that it draws a box behind the string
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so we can guess the digit dimensions
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dim = [50,58];
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g.setColor(0.5,0,0);
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g.fillPoly([x,y,
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x+dim[0],y,
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x+dim[0],y+dim[1],
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x,y+dim[1]
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]);
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g.setColor(1.0,1.0,1.0);*/
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g.setFontCopasetic40x58Numeric();
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g.drawString(hour_txt,x,y);
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}
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}
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class RomanNumeralFont extends NumeralFont{
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constructor(){
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super();
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// text map provides the mapping between hour and roman numeral
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this.txt_map = {
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1 : 'I',
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2 : 'II',
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3 : 'III',
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4 : 'IV',
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5 : 'V',
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6 : 'VI',
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7 : 'VII',
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8 : 'VIII',
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9 : 'IX',
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10: 'X',
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11: 'XI',
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12: 'XII'
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};
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// dimesion map provides the dimesions of the characters for
|
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// each hour for plotting and collision detection
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this.dimension_map = {
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1 : [10,40],
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2 : [25,40],
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3 : [40,40],
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4 : [40,40],
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||||
5 : [30,40],
|
||||
6 : [40,40],
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||||
7 : [60,40],
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8 : [70,40],
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||||
9 : [40,40],
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10: [20,40],
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11: [40,40],
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||||
12: [60,40]
|
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};
|
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}
|
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getDimensions(hour){ return this.dimension_map[hour];}
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hour_txt(hour){ return this.txt_map[hour]; }
|
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draw(hour_txt,x,y){
|
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g.setFont("Vector",40);
|
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g.drawString(hour_txt,x,y);
|
||||
}
|
||||
}
|
||||
|
||||
// The problem with the trig inverse functions on
|
||||
// a full circle is that the sector information will be lost
|
||||
// Choosing to use arcsin because you can get back the
|
||||
// sector with the help of the original coordinates
|
||||
function reifyasin(x,y,asin_angle){
|
||||
if(x >= 0 && y >= 0){
|
||||
return asin_angle;
|
||||
} else if(x >= 0 && y < 0){
|
||||
return Math.PI - asin_angle;
|
||||
} else if(x < 0 && y < 0){
|
||||
return Math.PI - asin_angle;
|
||||
} else {
|
||||
return 2*Math.PI + asin_angle;
|
||||
}
|
||||
}
|
||||
|
||||
// rebase and angle so be between -pi and pi
|
||||
// rather than 0 to 2PI
|
||||
function rebaseNegative(angle){
|
||||
if(angle > Math.PI){
|
||||
return angle - 2*Math.PI;
|
||||
} else {
|
||||
return angle;
|
||||
}
|
||||
}
|
||||
|
||||
// rebase an angle so that it is between 0 to 2pi
|
||||
// rather than -pi to pi
|
||||
function rebasePositive(angle){
|
||||
if(angle < 0){
|
||||
return angle + 2*Math.PI;
|
||||
} else {
|
||||
return angle;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* The Hour Scriber is responsible for drawing the numeral
|
||||
* on the screen at the requested angle.
|
||||
* It allows for the font to be changed on the fly.
|
||||
*/
|
||||
class HourScriber {
|
||||
constructor(radius, numeral_font, draw_test){
|
||||
this.radius = radius;
|
||||
this.numeral_font = numeral_font;
|
||||
this.draw_test = draw_test;
|
||||
this.curr_numeral_font = numeral_font;
|
||||
this.curr_hour_x = -1;
|
||||
this.curr_hour_y = -1;
|
||||
this.curr_hours = -1;
|
||||
this.curr_hour_str = null;
|
||||
this.last_draw_time = null;
|
||||
}
|
||||
setNumeralFont(numeral_font){
|
||||
this.numeral_font = numeral_font;
|
||||
}
|
||||
drawHour(hours){
|
||||
changed = false;
|
||||
if(this.curr_hours != hours || this.curr_numeral_font !=this.numeral_font){
|
||||
g.setColor(0,0,0);
|
||||
this.curr_numeral_font.draw(this.curr_hour_str,
|
||||
this.curr_hour_x,
|
||||
this.curr_hour_y);
|
||||
console.log("erasing old hour");
|
||||
hours_frac = hours / 12;
|
||||
angle = 2*Math.PI*hours_frac;
|
||||
dimensions = this.numeral_font.getDimensions(hours);
|
||||
// we set the radial coord to be in the middle
|
||||
// of the drawn text.
|
||||
width = dimensions[0];
|
||||
height = dimensions[1];
|
||||
delta_center_x = this.radius*Math.sin(angle) - width/2;
|
||||
delta_center_y = this.radius*Math.cos(angle) + height/2;
|
||||
this.curr_hour_x = screen_center_x + delta_center_x;
|
||||
this.curr_hour_y = screen_center_y - delta_center_y;
|
||||
this.curr_hour_str = this.numeral_font.hour_txt(hours);
|
||||
// now work out the angle of the beginning and the end of the
|
||||
// text box so we know when to redraw
|
||||
// bottom left angle
|
||||
x1 = delta_center_x;
|
||||
y1 = delta_center_y;
|
||||
r1 = Math.sqrt(x1*x1 + y1*y1);
|
||||
angle1 = reifyasin(x1,y1,Math.asin(x1/r1));
|
||||
// bottom right angle
|
||||
x2 = delta_center_x;
|
||||
y2 = delta_center_y - height;
|
||||
r2 = Math.sqrt(x2*x2 + y2*y2);
|
||||
angle2 = reifyasin(x2,y2,Math.asin(x2/r2));
|
||||
// top left angle
|
||||
x3 = delta_center_x + width;
|
||||
y3 = delta_center_y;
|
||||
r3 = Math.sqrt(x3*x3 + y3*y3);
|
||||
angle3 = reifyasin(x3,y3, Math.asin(x3/r3));
|
||||
// top right angle
|
||||
x4 = delta_center_x + width;
|
||||
y4 = delta_center_y - height;
|
||||
r4 = Math.sqrt(x4*x4 + y4*y4);
|
||||
angle4 = reifyasin(x4,y4,Math.asin(x4/r4));
|
||||
if(Math.min(angle1,angle2,angle3,angle4) < Math.PI && Math.max(angle1,angle2,angle3,angle4) > 1.5*Math.PI){
|
||||
angle1 = rebaseNegative(angle1);
|
||||
angle2 = rebaseNegative(angle2);
|
||||
angle3 = rebaseNegative(angle3);
|
||||
angle3 = rebaseNegative(angle4);
|
||||
this.angle_from = rebasePositive( Math.min(angle1,angle2,angle3,angle4) );
|
||||
this.angle_to = rebasePositive( Math.max(angle1,angle2,angle3,angle4) );
|
||||
} else {
|
||||
this.angle_from = Math.min(angle1,angle2,angle3,angle4);
|
||||
this.angle_to = Math.max(angle1,angle2,angle3,angle4);
|
||||
}
|
||||
//console.log(angle1 + "/" + angle2 + " / " + angle3 + " / " + angle4);
|
||||
//console.log( this.angle_from + " to " + this.angle_to);
|
||||
this.curr_hours = hours;
|
||||
this.curr_numeral_font = this.numeral_font;
|
||||
changed = true;
|
||||
}
|
||||
if(changed ||
|
||||
this.draw_test(this.angle_from, this.angle_to, this.last_draw_time) ){
|
||||
g.setColor(1,1,1);
|
||||
this.numeral_font.draw(this.curr_hour_str,this.curr_hour_x,this.curr_hour_y);
|
||||
this.last_draw_time = new Date();
|
||||
console.log("redraw digit");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
let numeral_fonts = [new CopasetFont(), new RomanNumeralFont()];
|
||||
let numeral_fonts_index = 0;
|
||||
/**
|
||||
* predicate for deciding when the digit has to be redrawn
|
||||
*/
|
||||
let hour_numeral_redraw = function(angle_from, angle_to, last_draw_time){
|
||||
seconds_hand_angle = seconds_hand.angle;
|
||||
// we have to cope with the 12 problem where the
|
||||
// left side of the box has a value almost 2PI and the right
|
||||
// side has a small positive value. The values are rebased so
|
||||
// that they can be compared
|
||||
if(angle_from > angle_to && angle_from > 1.5*Math.PI){
|
||||
angle_from = angle_from - 2*Math.PI;
|
||||
if(seconds_hand_angle > Math.PI)
|
||||
seconds_hand_angle = seconds_hand_angle - 2*Math.PI;
|
||||
}
|
||||
//console.log("initial:" + angle_from + "/" + angle_to + " seconds " + seconds_hand_angle);
|
||||
redraw = force_redraw ||
|
||||
(seconds_hand_angle >= angle_from && seconds_hand_angle <= angle_to) ||
|
||||
(minutes_hand.last_draw_time.getTime() > last_draw_time.getTime());
|
||||
if(redraw){
|
||||
//console.log(angle_from + "/" + angle_to + " seconds " + seconds_hand_angle);
|
||||
}
|
||||
return redraw;
|
||||
};
|
||||
let hour_scriber = new HourScriber(70,
|
||||
numeral_fonts[numeral_fonts_index],
|
||||
hour_numeral_redraw
|
||||
);
|
||||
/**
|
||||
* Called from button 1 to change the numerals that are
|
||||
* displayed on the clock face
|
||||
*/
|
||||
function next_font(){
|
||||
numeral_fonts_index = numeral_fonts_index + 1;
|
||||
if(numeral_fonts_index >= numeral_fonts.length){
|
||||
numeral_fonts_index = 0;
|
||||
}
|
||||
hour_scriber.setNumeralFont(
|
||||
numeral_fonts[numeral_fonts_index]);
|
||||
force_redraw = true;
|
||||
}
|
||||
|
||||
function draw_hour_digit(date){
|
||||
hours = date.getHours() % 12;
|
||||
mins = date.getMinutes();
|
||||
if(mins > 30){
|
||||
hours = (hours +1) % 12;
|
||||
}
|
||||
if(hours == 0){
|
||||
hours = 12;
|
||||
}
|
||||
hour_scriber.drawHour(hours);
|
||||
}
|
||||
|
||||
// Boiler plate code for setting up the clock
|
||||
// below
|
||||
let intervalRef = null;
|
||||
|
||||
function clearTimers(){
|
||||
if(intervalRef) {
|
||||
clearInterval(intervalRef);
|
||||
intervalRef = null;
|
||||
}
|
||||
}
|
||||
|
||||
function startTimers(){
|
||||
setTimeout(scheduleDrawClock,100);
|
||||
draw_clock();
|
||||
}
|
||||
|
||||
// The clock redraw is set to 100ms. This is the smallest number
|
||||
// that give the (my) human eye the illusion of a continious sweep
|
||||
// second hand.
|
||||
function scheduleDrawClock(){
|
||||
if(intervalRef) clearTimers();
|
||||
intervalRef = setInterval(draw_clock, 100);
|
||||
draw_clock();
|
||||
}
|
||||
|
||||
function reset_clock(){
|
||||
g.clear();
|
||||
force_redraw = true;
|
||||
}
|
||||
|
||||
Bangle.on('lcdPower', (on) => {
|
||||
if (on) {
|
||||
console.log("lcdPower: on");
|
||||
Bangle.drawWidgets();
|
||||
reset_clock();
|
||||
startTimers();
|
||||
} else {
|
||||
console.log("lcdPower: off");
|
||||
reset_clock();
|
||||
clearTimers();
|
||||
}
|
||||
});
|
||||
|
||||
Bangle.on('faceUp',function(up){
|
||||
console.log("faceUp: " + up + " LCD: " + Bangle.isLCDOn());
|
||||
if (up && !Bangle.isLCDOn()) {
|
||||
//console.log("faceUp and LCD off");
|
||||
clearTimers();
|
||||
Bangle.setLCDPower(true);
|
||||
}
|
||||
});
|
||||
|
||||
g.clear();
|
||||
Bangle.loadWidgets();
|
||||
Bangle.drawWidgets();
|
||||
startTimers();
|
||||
|
||||
// Show launcher when middle button pressed
|
||||
setWatch(Bangle.showLauncher, BTN2,{repeat:false,edge:"falling"});
|
||||
|
||||
function button1pressed(){
|
||||
next_font();
|
||||
}
|
||||
|
||||
// Handle button 1 being pressed
|
||||
setWatch(button1pressed, BTN1,{repeat:true,edge:"falling"});
|
||||
|
||||
Binary file not shown.
|
After Width: | Height: | Size: 3.3 KiB |
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Reference in New Issue