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  • In recent builds I have added a function called drawImages which allows you to draw multiple 'layers' at once, at different scales and rotations: https://github.com/espruino/Espruino/blo­b/feb45fe7378010be74e8952e087d23950dac05­0f/libs/graphics/jswrap_graphics.c#L2234­

    It should go a long way towards making this much easier.

    Right now, the 'Image Clock' app exists which does a fullscreen background: https://github.com/espruino/BangleApps/b­lob/master/apps/imgclock/app.js

    And that works with a digital clock by just copying the area of the image where the clock is to an image stored in flash (The new drawImages would be a better way to handle that though).

    In terms of update speed, it's a mix of things -the default path for rendering has to deal with multiple BPP, screen rotation, etc so has a lot of overhead. New firmwares are a lot faster though as there's a 'fast path' for common operations.

    In terms of an analog clock - I'd suggest using drawImages. For example:

    var cg = Graphics.createArrayBuffer(16,200,1,{msb­:true});
    var cgimg = {width:cg.getWidth(),height:cg.getHeight­(),bpp:1,transparent:0,buffer:cg.buffer}­;
    cg.fillPoly([8,0, 16,100, 8,110, 0,100]);
    g.clear(1);
    g.drawImages([
      {image:img,x:0,y:24,scale:4},
      {image:cgimg,x:120,y:120,center:true,rot­ate:0.1},
      {image:cgimg,x:120,y:120,center:true,sca­le:0.7,rotate:1.1},
    ],{})
    

    Potentially you could even use a bounding box to redraw only what had changed... For hour/minute drawImages will be fine, but for second hand you may notice some lag from the redraw if you don't attempt to do something to restrict how much gets drawn.

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