Sounds like a neat idea... Not for everyone but I can see the attraction
A widget that covers the screen would be a good idea but may end up being a bit hard to implement right now (since you want to keep track of what's going on 'under' it when the screen is locked).
when locked, clear the drawTimeout timeout and draw your splash screen
when unlocked, call draw again
So you just copy the final code from that tutorial, then add this code right to the end:
// delete the call to 'draw()' in the previous code
function drawSplash() {
var R = Bangle.appRect;
g.reset().clearRect(R);
g.setFont("Vector:40").setFontAlign(0,0).drawString("Boo!", R.x + R.w/2, R.y + R.h/2);
// or draw an image?
}
Bangle.on('lock', locked => {
if (locked) {
if (drawTimeout) clearTimeout(drawTimeout);
drawTimeout = undefined;
drawSplash();
} else { // unlocked
draw();
}
});
// draw the correct start screen
if (Bangle.isLocked()) {
if (drawTimeout) clearTimeout(drawTimeout);
drawTimeout = undefined;
drawSplash();
} else draw();
In a way, for the splash screen I'd suggest it's better to make a 176x152 image and then use https://www.espruino.com/Image+Converter to convert it to the watch (then g.drawImage(img,R.x,R.y) instead of drawString("Boo!"....
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Sounds like a neat idea... Not for everyone but I can see the attraction
A widget that covers the screen would be a good idea but may end up being a bit hard to implement right now (since you want to keep track of what's going on 'under' it when the screen is locked).
Assuming you have some code like you'd get at the end of https://www.espruino.com/Bangle.js+Clock+Font then what you want to do is:
draw
againSo you just copy the final code from that tutorial, then add this code right to the end:
In a way, for the splash screen I'd suggest it's better to make a 176x152 image and then use https://www.espruino.com/Image+Converter to convert it to the watch (then
g.drawImage(img,R.x,R.y)
instead ofdrawString("Boo!"...
.