/** * Adrian Kirk 2021-03 * Simple Clock showing 1 numeral for the hour * with a smooth sweep second. */ const screen_center_x = g.getWidth()/2; const screen_center_y = g.getHeight()/2; require("FontCopasetic40x58Numeric").add(Graphics); class Hand { /** * Pure virtual class for all Hand classes to extend. * a hand class will have 1 main function * moveTo which will move the hand to the given angle. */ moveTo(angle){} } class ThinHand extends Hand { /** * The thin hand is created from a simple line, so its easy and fast * to draw. */ constructor(centerX, centerY, length, tolerance, draw_test, red, green, blue){ this.centerX = centerX; this.centerY = centerY; this.length = length; this.red = red; this.green = green; this.blue = blue; // The last x and y coordinates (not the centre) of the last draw this.last_x = centerX; this.last_y = centerY; // tolerance is the angle tolerance (from the last draw) // in radians for a redraw to be called. this.tolerance = tolerance; // draw test is a predicate (angle, time). This is called // when the hand thinks that it does not have to draw (from its internal tests) // to see if it has to draw because of another object. this.draw_test = draw_test; // The current angle of the hand. Set to -1 initially this.angle = -1; this.last_draw_time = null; } // method to move the hand to a new angle moveTo(angle){ // first test to see of the angle called is beyond the tolerance // for a redraw if(Math.abs(angle - this.angle) > this.tolerance || // and then call the predicate to see if a redraw is needed this.draw_test(this.angle,this.last_draw_time) ){ // rub out the old hand line g.setColor(0,0,0); g.drawLine(this.centerX, this.centerY, this.last_x, this.last_y); // Now draw the new hand line g.setColor(this.red,this.green,this.blue); x2 = this.centerX + this.length*Math.sin(angle); y2 = this.centerY - this.length*Math.cos(angle); g.setColor(this.red,this.green,this.blue); g.drawLine(this.centerX, this.centerY, x2, y2); // and store the last draw details for the next call this.last_x = x2; this.last_y = y2; this.angle = angle; this.last_draw_time = new Date(); return true; } else { return false; } } } class ThickHand extends Hand { /** * The thick hand is created from a filled polygone, so its slower to * draw so to be used sparingly with few redraws */ constructor(centerX, centerY, length, tolerance, draw_test, red, green, blue, start_height, thickness){ this.centerX = centerX; this.centerY = centerY; this.length = length; this.red = red; this.green = green; this.blue = blue; this.thickness = thickness; this.start_height = start_height; this.delta_top = Math.atan(thickness/(2*length)); this.delta_base = Math.atan(thickness/(2*start_height)); this.last_x1 = centerX; this.last_y1 = centerY; this.last_x2 = centerX; this.last_y2 = centerY; this.last_x3 = centerX; this.last_y3 = centerY; this.last_x4 = centerX; this.last_y4 = centerY; this.tolerance = tolerance; this.draw_test = draw_test; this.angle = -1; this.last_draw_time = null; } // method to move the hand to a new angle moveTo(angle){ 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) ){ g.setColor(0,0,0); g.fillPoly([this.last_x1, this.last_y1, this.last_x2, this.last_y2, this.last_x3, this.last_y3, this.last_x4, this.last_y4 ]); g.setColor(this.red,this.green,this.blue); // bottom left x1 = this.centerX + this.start_height*Math.sin(angle - this.delta_base); y1 = this.centerY - this.start_height*Math.cos(angle - this.delta_base); // bottom right x2 = this.centerX + this.start_height*Math.sin(angle + this.delta_base); y2 = this.centerY - this.start_height*Math.cos(angle + this.delta_base); // top right x3 = this.centerX + this.length*Math.sin(angle + this.delta_top); y3 = this.centerY - this.length*Math.cos(angle + this.delta_top); // top left x4 = this.centerX + this.length*Math.sin(angle - this.delta_top); y4 = this.centerY - this.length*Math.cos(angle - this.delta_top); g.setColor(this.red,this.green,this.blue); g.fillPoly([x1,y1, x2,y2, x3,y3, x4,y4 ]); this.last_x1 = x1; this.last_y1 = y1; this.last_x2 = x2; this.last_y2 = y2; this.last_x3 = x3; this.last_y3 = y3; this.last_x4 = x4; this.last_y4 = y4; this.angle = angle; this.last_draw_time = new Date(); return true; } else { return false; } } } // The force draw is set to true to force all objects to redraw themselves let force_redraw = false; // The seconds hand is the main focus and is set to redraw on every cycle let seconds_hand = new ThinHand(screen_center_x, screen_center_y, 100, 0, (angle, last_draw_time) => false, 1.0,0.0,0.0); // The minute hand is set to redraw at a 250th of a circle, // when the second hand is ontop or slighly overtaking // or when a force_redraw is called let minutes_hand_redraw = function(angle, last_draw_time){ return force_redraw || (seconds_hand.angle > angle && Math.abs(seconds_hand.angle - angle) <2*Math.PI/25 && new Date().getTime() - last_draw_time.getTime() > 500); }; let minutes_hand = new ThinHand(screen_center_x, screen_center_y, 80, 2*Math.PI/250, minutes_hand_redraw, 1.0,1.0,1.0); // The hour hand is a thick hand so we have to redraw when the minute hand // overlaps from its behind andle coverage to its ahead angle coverage. let hour_hand_redraw = function(angle_from, angle_to, last_draw_time){ return force_redraw || (seconds_hand.angle >= angle_from && seconds_hand.angle <= angle_to && new Date().getTime() - last_draw_time.getTime() > 500); }; let hours_hand = new ThickHand(screen_center_x, screen_center_y, 40, 2*Math.PI/600, hour_hand_redraw, 1.0,1.0,1.0, 5, 4); function draw_clock(){ date = new Date(); draw_hour_digit(date); draw_seconds(date); draw_mins(date); draw_hours(date); force_redraw = false; } // drawing the second the millisecond as we need the fine gradation // for the sweep second hand. function draw_seconds(date){ seconds = date.getSeconds() + date.getMilliseconds()/1000; seconds_frac = seconds / 60; seconds_angle = 2*Math.PI*seconds_frac; seconds_hand.moveTo(seconds_angle); } // drawing the minute includes the second and millisec to make the // movement as continuous as possible. function draw_mins(date,seconds_angle){ mins = date.getMinutes() + date.getSeconds()/60 + date.getMilliseconds()/(60*1000); mins_frac = mins / 60; mins_angle = 2*Math.PI*mins_frac; redraw = minutes_hand.moveTo(mins_angle); if(redraw){ console.log("redraw mins"); } } function draw_hours(date){ hours = (date.getHours() % 12) + date.getMinutes()/60 + date.getSeconds()/3600; hours_frac = hours / 12; hours_angle = 2*Math.PI*hours_frac; redraw = hours_hand.moveTo(hours_angle); if(redraw){ console.log("redraw hours"); } } /** * We want to be able to change the font so we set up * pure virtual for all fonts implementtions to use */ class NumeralFont { /** * The screen dimensions of what we are going to * display for the given hour. */ getDimensions(hour){return [0,0];} /** * The characters that are going to be returned for * the hour. */ hour_txt(hour){ return ""; } /** * method to draw text at the required coordinates */ draw(hour_txt,x,y){ return "";} } class CopasetFont extends NumeralFont{ constructor(){ this.dimension_map = { 1 : [20,58], 2 : [30,58], 3 : [30,58], 4 : [30,58], 5 : [30,58], 6 : [40,58], 7 : [30,58], 8 : [40,58], 9 : [40,58], 10: [50,58], 11: [40,58], 12: [40,58] }; } getDimensions(hour){return this.dimension_map[hour];} hour_txt(hour){ return hour.toString(); } draw(hour_txt,x,y){ /*dim = [50,58]; g.setColor(0.5,0,0); g.fillPoly([x,y, x+dim[0],y, x+dim[0],y+dim[1], x,y+dim[1] ]); g.setColor(1.0,1.0,1.0);*/ g.setFontCopasetic40x58Numeric(); g.drawString(hour_txt,x,y); } } class RomanNumeralFont extends NumeralFont{ constructor(){ this.txt_map = { 1 : 'I', 2 : 'II', 3 : 'III', 4 : 'IV', 5 : 'V', 6 : 'VI', 7 : 'VII', 8 : 'VIII', 9 : 'IX', 10: 'X', 11: 'XI', 12: 'XII' }; this.dimension_map = { 1 : [10,40], 2 : [25,40], 3 : [40,40], 4 : [40,40], 5 : [30,40], 6 : [40,40], 7 : [60,40], 8 : [70,40], 9 : [40,40], 10: [20,40], 11: [40,40], 12: [60,40] }; } getDimensions(hour){ return this.dimension_map[hour];} hour_txt(hour){ return this.txt_map[hour]; } draw(hour_txt,x,y){ g.setFont("Vector",40); g.drawString(hour_txt,x,y); } } 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; } } function rebaseNegative(angle){ if(angle > Math.PI){ return angle - 2*Math.PI; } else { return angle; } } function rebasePositive(angle){ if(angle < 0){ return angle + 2*Math.PI; } else { return angle; } } 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"});