imageclock - Add UI when first draw is complete

pull/2238/head
Martin Boonk 2022-11-06 10:20:03 +01:00
parent 97ce6bab9e
commit 111a7b8066
1 changed files with 40 additions and 37 deletions

View File

@ -617,6 +617,7 @@ let firstDraw = true;
firstDraw=false;
requestRefresh = false;
endPerfLog("initialDraw");
if (!Bangle.uiRemove) setUi();
}).catch((e)=>{
print("Error during drawing", e);
});
@ -809,6 +810,7 @@ let firstDraw = true;
handleLock(Bangle.isLocked(), true);
let setUi = function(){
Bangle.setUI({
mode : "clock",
remove : function() {
@ -827,18 +829,18 @@ let firstDraw = true;
if (initialDrawTimeoutUnlocked) clearTimeout(initialDrawTimeoutUnlocked);
if (initialDrawTimeoutLocked) clearTimeout(initialDrawTimeoutLocked);
for (let i of unlockedDrawInterval){
for (let i of global.unlockedDrawInterval){
//print("Clearing unlocked", i);
clearInterval(i);
}
delete unlockedDrawInterval;
for (let i of lockedDrawInterval){
delete global.unlockedDrawInterval;
for (let i of global.lockedDrawInterval){
//print("Clearing locked", i);
clearInterval(i);
}
delete lockedDrawInterval;
delete showWidgets;
delete firstDraw;
delete global.lockedDrawInterval;
delete global.showWidgets;
delete global.firstDraw;
delete Bangle.printPerfLog;
if (settings.perflog){
@ -850,6 +852,7 @@ let firstDraw = true;
restoreWidgetDraw();
}
});
}
Bangle.loadWidgets();
clearWidgetsDraw();