Example #1
0
def clock(buffer=None):

    bufferedDisplay = 1
    if buffer == None:
        buffer = ci.pygame.display.get_surface()
        bufferedDisplay = 0

    ci.day = time.strftime('%w', time.localtime())  # 0=Sunday
    ci.orario = time.ctime()  # .ctime instead of .locatime        Ritorna: 'DAY MON DA OR:MI:SE YEAR'
    ci.hou_min = int(ci.orario[11]) * 600 + int(ci.orario[12]) * 60 \
        + int(ci.orario[14]) * 10 + int(ci.orario[15])

  # ############################## UPDATED BY ROB ##################################
  # Fixed midnight bug, moved AM/PM calculation to here instead of gfx to simplify and eliminate duplicate code
  # Draw 12 Hour mode instead of 24 hour
  # if (ci.sw_config[1] == 0):

    if ci_config.preferences['militaryTime'] == 0:
        hours = int(ci.orario[11]) * 10 + int(ci.orario[12])
        ci.isPM = 0
        if hours > 11:
            ci.isPM = 1
        if hours == 0:
            hours = 12
        if hours > 12:
            hours = hours - 12

        ci.timeDigits = str(hours)
        if hours < 10:
            ci.timeDigits = '0' + ci.timeDigits
    else:
        ci.timeDigits = ci.orario[11] + ci.orario[12]

    ci.timeDigits = ci.timeDigits + ci.orario[14] + ci.orario[15]

  # ############################# DONE UPDATED BY ROB ##############################

  # ####################### UPDATED BY ROB ######################################
  #
  # WE don't need to redraw everything all the time... just the parts that change.
  # Here, since the clock() method is called based on a timeout, we only redraw
  # parts of screens that are clock/time based... everything else can be
  # redrawn based on interaction and events...

    print 'clock!!!!!'
    print ci.fcmode
    print ci.FCMODE_CLOCK
    if ci.fcmode == ci.FCMODE_CLOCK or ci.fcmode == ci.FCMODE_NIXIE:  # ***clockMode ********************************
        ci_events.initializeScreen(buffer)
        ci_gfx.drawclock(buffer)

        if bufferedDisplay == 0:
            ci_gfx.gfx_refresh()
    elif ci.fcmode == ci.FCMODE_ALARM_CONTROL:

                                                              # ALARM*******************************

        pass
    elif ci.fcmode == ci.FCMODE_ABOUT:

                                                      # ABOUT********************************

        ci_gfx.bg_about()
        if ci.tablet == 1:
            ci.hildon.hildon_play_system_sound(ci.path + ci.alarmsound)
        ci_gfx.gfx_refresh()
    elif ci.fcmode == ci.FCMODE_WINDOW:

                                                       # WINDOW********************************

        ci_gfx.bg_windo()
        ci_gfx.drawdate()
        ci_gfx.drawsveglia()

        ci_gfx.changecaption()

        ci_gfx.drawwindo()
    elif ci.fcmode == ci.FCMODE_NIGHT:

                                              # its business (night) time

        ci_events.initializeScreen(buffer)
        ci_gfx.drawnight(buffer)
        if bufferedDisplay == 0:
            ci_gfx.gfx_refresh()

#  elif ci.fcmode==5:          #Alarm playing
#  ....#### This never occurs #####
#    ci_gfx.bg_clock()
#    ci_gfx.drawclock()
#    ci_gfx.drawdate()
#    ci_gfx.drawsveglia()
#    ci_gfx.drawmood()
#    ci_gfx.gfx_refresh()

    return
Example #2
0
def init_clock():
    ci_gfx.drawclock()
    if ci.sw_led == 1:
        ci_alarm.carnevale()
    ci.pygame.display.flip()