How to make ananalog clock in the skin
Re: How to make ananalog clock in the skin #2
Re: How to make ananalog clock in the skin #3
Re: How to make ananalog clock in the skin #4
Re: How to make ananalog clock in the skin #5
Posted 13 December 2012 - 19:18
Misschien kan Loui dat als basis gebruiken om het multifuctioneel te maken waar dan makkelijk een klok van te maken is...
Re: How to make ananalog clock in the skin #6
Posted 13 December 2012 - 20:38
analog clock could be displayed (on Open PLi) using @shamann's Watches renderer and ExtraNumText converter (see attachment), both GPLed
(and of course you'll need some clock face png...)
in custom-patched skin I use, code for it looks something like this:
<ePixmap pixmap="/usr/share/enigma2/brt_skin/clock_b.png" position="1068, 619" zPosition="1" size="72,65" alphatest="on" /> <widget source="global.CurrentTime" render="Watches" position="1075,620" size="62,62" zPosition="2" alphatest="on" foregroundColor="red"> <convert type="ExtraNumText">secHand</convert> </widget> <widget source="global.CurrentTime" render="Watches" position="1075,620" size="62,62" zPosition="4" foregroundColor="white" alphatest="on"> <convert type="ExtraNumText">minHand</convert> </widget> <widget source="global.CurrentTime" render="Watches" position="1086,631" size="40,40" zPosition="3" foregroundColor="white" alphatest="on"> <convert type="ExtraNumText">hourHand</convert> </widget>maybe one (with python skills) could use these sources as a basis for some OpenPLi's own component(s) /?/
//and btw, I'm still a bit confused - am I allowed to answer in English in a Dutch started thread, in this dual-language section or not?
Attached Files
Re: How to make ananalog clock in the skin #7
Posted 13 December 2012 - 21:23
Indeed, that would work.
Though porting our eGauge would still be a good idea, as that would avoid the expensive per-pixel fillRect, which the Watches renderer is using.
fillRect uses hardware acceleration, so this means one seperate dma transfer for each pixel being drawn
Re: How to make ananalog clock in the skin #8
Posted 13 December 2012 - 21:44
Whew! thank goodness...In this case you are allowed to answer in English
well, I somehow/?/ suspected it's not the most effective-use-of-resources solution......as that would avoid the expensive per-pixel fillRect, which the Watches renderer is using.
fillRect uses hardware acceleration, so this means one seperate dma transfer for each pixel being drawn
so, anybody?Though porting our eGauge would still be a good idea...
Re: How to make ananalog clock in the skin #9
Re: How to make ananalog clock in the skin #10
Posted 14 December 2012 - 08:48
screenshot.jpg 103.13KB 154 downloadsHet is nog wat rommelig maar daar wordt aan gewerkt.Ik heb de clock in mijn skin maar nu zitten er nog geen wijzers op die met de tijd meelopen. Moet ik de inhoud van Watches_Extranumtext.tar.gz nog ergens plaatsen? Ik probeer een beetje inzicht te krijgen in het systeem hoe zoiets werkt.
Edited by Loui (PD1LOI), 14 December 2012 - 08:49.
Re: How to make ananalog clock in the skin #11
Posted 14 December 2012 - 14:42
Though porting our eGauge would still be a good idea, as that would avoid the expensive per-pixel fillRect, which the Watches renderer is using.
fillRect uses hardware acceleration, so this means one seperate dma transfer for each pixel being drawn
A circular egauge would also be nice for the progress in the movie selection list. It's using PNG files now.
BTW, you could make an analog clock with 60 PNG images (or 120 if you use a different hour hand).
Re: How to make ananalog clock in the skin #12
Re: How to make ananalog clock in the skin #13
Posted 15 December 2012 - 08:03
- put Watches.py in /usr/lib/enigma2/python/Components/Renderer
- put ExtraNumText.py in /usr/lib/enigma2/python/Components/Converter
- add necessary code to your skin.xml in Infobar/Secondinfobar screen(s);
above you have example, there are three widgets, one for each clock hand;
of course you need to adjust (through trial and error ) size/position of them to your skin
Re: How to make ananalog clock in the skin #14
Posted 15 December 2012 - 09:38
When you do it, you only do it because you like to see one... not for any added value...
To do it correctly someone needs to adapt out egauge code into E1, once we made in a very past for E2 as far I understood. Then it also does not eat performance...
We only need that someone...
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Re: How to make ananalog clock in the skin #15
Re: How to make ananalog clock in the skin #16
Posted 15 December 2012 - 11:54
if you'l like to display analog clock using above watches/extranumtext:
- put Watches.py in /usr/lib/enigma2/python/Components/Renderer
- put ExtraNumText.py in /usr/lib/enigma2/python/Components/Converter
- add necessary code to your skin.xml in Infobar/Secondinfobar screen(s);
above you have example, there are three widgets, one for each clock hand;
of course you need to adjust (through trial and error ) size/position of them to your skin
It works, is the only Clock clock_b.png 1.66KB 17 downloads image not visible
Here is my skins.rar 1.99MB 10 downloads onder construction.
Edited by Loui (PD1LOI), 15 December 2012 - 11:59.
Re: How to make ananalog clock in the skin #17
Posted 15 December 2012 - 12:38
<ePixmap pixmap="/Magic-HD-Common/infobar/clock_b.png" position="159,132" zPosition="1" size="60,60" alphatest="on" borderWidth="0" borderColor="secondBG" />
Re: How to make ananalog clock in the skin #18
Re: How to make ananalog clock in the skin #19
Posted 15 December 2012 - 13:51
skins.rar 2.02MB 6 downloads It works in Maimmenu but not in the infobar.I suppose removal of starting slash in the path to your clock face png should help...
<ePixmap pixmap="/Magic-HD-Common/infobar/clock_b.png" position="159,132" zPosition="1" size="60,60" alphatest="on" borderWidth="0" borderColor="secondBG" />
Re: How to make ananalog clock in the skin #20
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