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firmware/src/mesh/MeshModule.h

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#pragma once
#include "mesh/Channels.h"
#include "mesh/MeshTypes.h"
#include <vector>
#if HAS_SCREEN
#include <OLEDDisplay.h>
#include <OLEDDisplayUi.h>
#endif
#define MESHMODULE_MIN_BROADCAST_DELAY_MS 30 * 1000 // Min. delay after boot before sending first broadcast by any module
#define MESHMODULE_BROADCAST_SPACING_MS 15 * 1000 // Initial spacing between broadcasts of different modules
/** handleReceived return enumeration
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*
* Use ProcessMessage::CONTINUE to allows other modules to process a message.
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*
* Use ProcessMessage::STOP to stop further message processing.
*/
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enum class ProcessMessage {
CONTINUE = 0,
STOP = 1,
};
/**
* Used by modules to return the result of the AdminMessage handling.
* If request is handled, then module should return HANDLED,
* If response is also prepared for the request, then HANDLED_WITH_RESPONSE
* should be returned.
*/
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enum class AdminMessageHandleResult {
NOT_HANDLED = 0,
HANDLED = 1,
HANDLED_WITH_RESPONSE = 2,
};
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/*
* This struct is used by Screen to figure out whether screen frame should be updated.
*/
Show specific frame when updating screen (#4264) * Updated setFrames in Screen.cpp Added code to attempt to revert back to the same frame that user was on prior to setFrame reload. * Space added Screen.cpp * Update Screen.cpp Make screen to revert to Frame 0 if the originally displayed frame is no longer there. * Update Screen.cpp Inserted boolean holdPosition into setFrames to indicate the requirement to stay on the same frame ( if =true) or else it will switch to new frame . Only Screen::handleStatusUpdate calls with setFrame(true). ( For Node Updates) All other types of updates call as before setFrame(), so it will change focus as needed. * Hold position, even if number of frames increases * Hold position, if handling an outgoing text message * Update Screen.cpp * Reverted chnages related to devicestate.has_rx_text_message * Reset to master * CannedMessages only handles routing packets when waiting for ACK Previously, this was calling Screen::setFrames at unexpected times * Gather position info about screen frames while regenerating * Make admin module observable Notify only when relevant. Currently: only to handle remove_nodenum. * Optionally specify which frame to focus when setFrames runs * UIFrameEvent uses enum instead of multiple booleans * Allow modules to request their own frame to be focussed This is done internally by calling MeshModule::requestFocus() Easier this way, insteady of passing the info in the UIFrameEvent: * Modules don't always know whether they should be focussed until after the UIFrameEvent has been raised, in dramFrame * Don't have to pass reference to module instance as parameter though several methods * E-Ink screensaver uses FOCUS_PRESERVE Previously, it had its own basic implementation of this. * Spelling: regional variant * trunk * Fix HAS_SCREEN guarding * More HAS_SCREEN guarding --------- Co-authored-by: BIST <77391720+slash-bit@users.noreply.github.com> Co-authored-by: Ben Meadors <benmmeadors@gmail.com> Co-authored-by: slash-bit <v-b2@live.com>
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struct UIFrameEvent {
// What do we actually want to happen?
enum Action {
REDRAW_ONLY, // Don't change which frames are show, just redraw, asap
REGENERATE_FRAMESET, // Regenerate (change? add? remove?) screen frames, honoring requestFocus()
REGENERATE_FRAMESET_BACKGROUND, // Regenerate screen frames, Attempt to remain on the same frame throughout
Multi message storage (#8182) * First try at multimessage storage and display * Nrf built issue fix * Message view mode * Add channel name instead of channel slot * trunk fix * Fix for DM threading * fix for message time * rename of view mode to Conversations * Reply in thread feature * rename Select View Mode to Select Conversation * dismiss all live fix * Messages from phone show on screen * Decoupled message packets from screen.cpp and cleaned up * Cannedmessage cleanup and emotes fixed * Ack on messages sent * Ack message cleanup * Dismiss feature fixed * removed legacy temporary messages * Emote picker fix * Memory size debug * Build error fix * Sanity checks are okay sometimes * Lengthen channel name and finalize cleanup removal of Broadcast * Change DM to @ in order to unify on a single method * Continue unifying display, also show message status on the "isMine" lines * Add context for incoming messages * Better to say "in" vs "on" * crash fix for confirmation nodes * Fix outbound labels based to avoid creating delays * Eink autoscroll dissabled * gating for message storage when not using a screen * revert * Build fail fix * Don't error out with unset MAC address in unit tests * Provide some extra spacing for low hanging characters in messages * Reorder menu options and reword Respond * Reword menus to better reflect actions * Go to thread from favorite screen * Reorder Favorite Action Menu with simple word modifications * Consolidate wording on "Chats" * Mute channel fix * trunk fix * Clean up how muting works along with when we wake the screen * Fix builds for HELTEC_MESH_SOLAR * Signal bars for message ack * fix for notification renderer * Remove duplicate code, fix more Chats, and fix C6L MessageRenderer * Fix to many warnings related to BaseUI * preset aware signal strength display * More C6L fixes and clean up header lines * Use text aligns for message layout where necessary * Attempt to fix memory usage of invalidLifetime * Update channel mute for adjusted protobuf * Missed a comma in merge conflicts * cleanup to get more space * Trunk fixes * Optimize Hi Rez Chirpy to save space * more fixes * More cleanup * Remove used getConversationWith * Remove unused dismissNewestMessage * Fix another build error on occassion * Dimiss key combo function deprecated * More cleanup * Fn symbol code removed * Waypoint cleanup * Trunk fix * Fixup Waypoint screen with BaseUI code * Implement Haruki's ClockRenderer and broadcast decomposeTime across various files. * Revert "Implement Haruki's ClockRenderer and broadcast decomposeTime across various files." This reverts commit 2f6572177482fe059d37253117fa8f47abdb6310. * Implement Haruki's ClockRenderer and broadcast decomposeTime across various files. Attempt 2! * remove memory usage debug * Revert only RangeTestModule.cpp change * Switch from dynamic std::string storage to fixed-size char[] * Removing old left over code * More optimization * Free Heap when not on Message screen * build error fixes * Restore ellipsis to end of long names * Remove legacy function renderMessageContent * improved destination filtering * force PKI * cleanup * Shorten longNames to not exceed message popups * log messages sent from apps * Trunk fix * Improve layout of messages screen * Fix potential crash for undefined variable * Revert changes to RedirectablePrint.cpp * Apply shortening to longNames in Select Destination * Fix short name displays * Fix sprintfOverlappingData issue * Fix nullPointerRedundantCheck warning on ESP32 * Add "Delete All Chats" to all chat views * Improve getSafeNodeName / sanitizeString code. * Improve getSafeNodeName further * Restore auto favorite; but only if not CLIENT_BASE * Don't favorite if WE are CLIENT_BASE role * Don't run message persistent in MUI * Fix broken endifs * Unkwnown nodes no longer show as ??? on message thread * More delete options and cleanup of code * fix for delete this chat * Message menu cleanup * trunk fix * Clean up some menu options and remove some Unit C6L ifdefines * Rework Delete flow * Desperate times call for desperate measures * Create a background on the connected icon to reduce overlap impact * Optimize code for background image * Fix for Muzi_Base * Trunk Fixes * Remove the up/down shortcut to launch canned messages (#8370) * Remove the up/down shortcut to launch canned messages * Enabled MQTT and WEBSERVER by default (#8679) Signed-off-by: kur1k0 <zhuzirun@m5stack.com> Co-authored-by: Ben Meadors <benmmeadors@gmail.com> Co-authored-by: Jonathan Bennett <jbennett@incomsystems.biz> --------- Signed-off-by: kur1k0 <zhuzirun@m5stack.com> Co-authored-by: Riker <zhuzirun@m5stack.com> Co-authored-by: Ben Meadors <benmmeadors@gmail.com> * Correct string length calculation for signal bars * Manual message scrolling * Fix * Restore CannedMessages on Home Frame * UpDown situational destination for textMessage * Correct up/down destinations on textMessage frame * Update Screen.h for handleTextMessage * Update Screen.cpp to repair a merge issue * Add nudge scroll on UpDownEncoder devices. * Set nodeName to maximum size * Revert "Set nodeName to maximum size" This reverts commit e254f399256c746b0c82d62475b580d27d4fbbb9. * Reflow Node Lists and TLora Pager Views (#8942) * Add files via upload * Move files into the right place * Short or Long Names for everyone! * Add scrolling to Node list * Pagination fix for Latest to oldest per page * Page counters * Dynamic scaling of column counts based upon screen size, clean up box drawing * Reflow Node Lists and TLora Pager Views (#8942) * Add files via upload * Move files into the right place * Short or Long Names for everyone! * Add scrolling to Node list * Pagination fix for Latest to oldest per page * Page counters * Dynamic scaling of column counts based upon screen size, clean up box drawing * Update exempt labels for stale bot workflow Adds triaged and backlog to the list of exempt labels. * Update naming of Frame Visibility toggles * Fix to scrolling * Fix for content cutting off when from us * Fix for "delete this chat" now it does delete the current one * Rework isHighResolution to be an enum called ScreenResolution * Migrate Unit C6L macro guards into currentResolution UltraLow checks * Mistakes happen - restoring NodeList Renderer line --------- Signed-off-by: kur1k0 <zhuzirun@m5stack.com> Co-authored-by: Jason P <applewiz@mac.com> Co-authored-by: Jonathan Bennett <jbennett@incomsystems.biz> Co-authored-by: Riker <zhuzirun@m5stack.com> Co-authored-by: Ben Meadors <benmmeadors@gmail.com> Co-authored-by: whywilson <m.tools@qq.com> Co-authored-by: Tom Fifield <tom@tomfifield.net>
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SWITCH_TO_TEXTMESSAGE // Jump directly to the Text Message screen
Show specific frame when updating screen (#4264) * Updated setFrames in Screen.cpp Added code to attempt to revert back to the same frame that user was on prior to setFrame reload. * Space added Screen.cpp * Update Screen.cpp Make screen to revert to Frame 0 if the originally displayed frame is no longer there. * Update Screen.cpp Inserted boolean holdPosition into setFrames to indicate the requirement to stay on the same frame ( if =true) or else it will switch to new frame . Only Screen::handleStatusUpdate calls with setFrame(true). ( For Node Updates) All other types of updates call as before setFrame(), so it will change focus as needed. * Hold position, even if number of frames increases * Hold position, if handling an outgoing text message * Update Screen.cpp * Reverted chnages related to devicestate.has_rx_text_message * Reset to master * CannedMessages only handles routing packets when waiting for ACK Previously, this was calling Screen::setFrames at unexpected times * Gather position info about screen frames while regenerating * Make admin module observable Notify only when relevant. Currently: only to handle remove_nodenum. * Optionally specify which frame to focus when setFrames runs * UIFrameEvent uses enum instead of multiple booleans * Allow modules to request their own frame to be focussed This is done internally by calling MeshModule::requestFocus() Easier this way, insteady of passing the info in the UIFrameEvent: * Modules don't always know whether they should be focussed until after the UIFrameEvent has been raised, in dramFrame * Don't have to pass reference to module instance as parameter though several methods * E-Ink screensaver uses FOCUS_PRESERVE Previously, it had its own basic implementation of this. * Spelling: regional variant * trunk * Fix HAS_SCREEN guarding * More HAS_SCREEN guarding --------- Co-authored-by: BIST <77391720+slash-bit@users.noreply.github.com> Co-authored-by: Ben Meadors <benmmeadors@gmail.com> Co-authored-by: slash-bit <v-b2@live.com>
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} action = REDRAW_ONLY;
// We might want to pass additional data inside this struct at some point
};
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/** A baseclass for any mesh "module".
*
* A module allows you to add new features to meshtastic device code, without needing to know messaging details.
*
* A key concept for this is that your module should use a particular "portnum" for each message type you want to receive
* and handle.
*
* Internally we use modules to implement the core meshtastic text messaging and gps position sharing features. You
* can use these classes as examples for how to write your own custom module. See here: (FIXME)
*/
class MeshModule
{
static std::vector<MeshModule *> *modules;
public:
/** Constructor
* name is for debugging output
*/
MeshModule(const char *_name);
virtual ~MeshModule();
/** For use only by MeshService
*/
static void callModules(meshtastic_MeshPacket &mp, RxSource src = RX_SRC_RADIO);
2.7 Miscellaneous Fixes - Week 1 (#7102) * Update Favorite Node Message Options to unify against other screens * Rebuild Horizontal Battery, Resolve overlap concerns * Update positioning on Message frame and fix drawCommonHeader overlay * Beginnings of creating isHighResolution bool * Fixup determineResolution() * Implement isHighResolution in place of SCREEN_WIDTH > 128 checks * Line Spacing bound to isHighResolution * Analog Clock for all * Add AM/PM to Analog Clock if isHighResolution and not TWatch * Simple Menu Queue, and add time menu * Fix prompt string for 12/24 hour picker * More menu banners into functions * Fix Action Menu on Home frame * Correct pop-up calculation size and continue to leverage isHighResolution * Move menu bits to MenuHandler * Plumb in the digital/analog picker * Correct Clock Face Picker title * Clock picker fixes * Migrate the rest of the menus to MenuHandler.* * Add compass menu and needle point option * Minor fix for compass point menu * Correct Home menu into typical format * Fix emoji bounce, overlap, and missing commonHeader * Sanitize long_names and removed unused variables * Slightly better sanitizeString variation * Resolved apostrophe being shown as upside down question mark * Gotta keep height and width in expected order * Remove Second Hand for Analog Clock on EInk displays * Fix Clock menu option decision tree * Improvements to Eink Navigation * Pause Banner for Eink moved to bottom * Updated working for 12-/24-hour menu and Added US/Arizona to timezone picker * Add Adhoc Ping and resolve error with std::string sanitized * Hide quick toggle as option is available within Action Menu, commented out for the moment * Remove old battery icon and option, use drawCommonHeader throughout, re-add battery to Clock frames * fix misc build warnings. NFC * Update Analog Clock on EInk to show more digits * Establish Action Menu on all node list screens, add NodeDB reset (with confirmation) option * Add Toggle Backlight for EInk Displays * Suppress action screen Full refresh for Eink * Adjust drawBluetoothConnectedIcon on TWatch * Maintain clock frame when switching between Clock Faces * Move modules beyond the clock in navigation * addressed the conflicts, and changed target branch to 2.7-MiscFixes-Week1 * cleanup, cheers * Add AM/PM to low resolution clock also * Small adjustments to AM/PM replacement across various devices * Resolve dangling pointer issues with sanitize code * Update comments for Screen.cpp related to module load change * Trunk runs * Update message caching to correct aged timestamp * Menu wording adjustments * Time Format wording * Use all the rows on EInk since with autohide the navigation bar * Finalize Time Format picker word change * Retired drawFunctionOverlay code No longer being used * Actually honor the points-north setting * Trunk * Compressed action list * Update no-op showOverlayBanner function * trunk * Correct T_Watch_S3 specific line * Autosized Action menu per screen * Finalize Autosized Action menu per screen * Unify Message Titles * Reorder Timezones to match expectations * Adjust text location for pop-ups * Revert "Actually honor the points-north setting" This reverts commit 20988aa4fabb0975be644989d556fca7e1176680. * Make NodeDB sort its internal vector when lastheard is updated. Don't sort in NodeListRenderer * Update src/graphics/draw/NodeListRenderer.cpp Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> * Update src/mesh/NodeDB.cpp Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> * Pass by reference -- Thanks Copilot! * Throttle sorting just a touch * Check more carefully for own node * Eliminate some now-unneeded sorting * Move function after include * Putting Modules back to position 0 and some trunk checks found * Add Scrollbar for Action menus * Second attempt to move modules down the navigation bar * Continue effort of moving modules in the navigation * Canned Messages tweak * Replicate Function + Space through the Menu System * Move init button parameters into config struct (#7145) * Remove bundling of web-ui from ESP32 devices (#7143) * Fixed triple click GPS toggle bungle * Move init button parameters into config struct * Reapply "Actually honor the points-north setting" This reverts commit 42c1967e7b3735ec9f5be8acd9582bc9edcbc78a. * Actually do compass pointings correctly * Tweak to node bearings * Menu wording tweaks * Get the compass_north_top logic right * Don't jump frames after setting Compass * Get rid of the extra bearingTo functions * Don't blink Mail on EInk Clock Screens * Actually set lat and long * Calibrate * Convert Radians to Degrees * More degree vs radians fixes * De-duplicate draw arrow function * Don't advertise compass calibration without an accell thread. --------- Co-authored-by: Ben Meadors <benmmeadors@gmail.com> Co-authored-by: Jonathan Bennett <jbennett@incomsystems.biz> Co-authored-by: HarukiToreda <116696711+HarukiToreda@users.noreply.github.com> Co-authored-by: Thomas Göttgens <tgoettgens@gmail.com> Co-authored-by: csrutil <keming.cao@gmail.com> Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
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static std::vector<MeshModule *> GetMeshModulesWithUIFrames(int startIndex);
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static void observeUIEvents(Observer<const UIFrameEvent *> *observer);
static AdminMessageHandleResult handleAdminMessageForAllModules(const meshtastic_MeshPacket &mp,
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meshtastic_AdminMessage *request,
meshtastic_AdminMessage *response);
#if HAS_SCREEN
virtual void drawFrame(OLEDDisplay *display, OLEDDisplayUiState *state, int16_t x, int16_t y) { return; }
virtual bool isRequestingFocus(); // Checked by screen, when regenerating frameset
virtual bool interceptingKeyboardInput() { return false; } // Can screen use keyboard for nav, or is module handling input?
#endif
protected:
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const char *name;
/** Most modules only care about packets that are destined for their node (i.e. broadcasts or has their node as the specific
recipient) But some plugs might want to 'sniff' packets that are merely being routed (passing through the current node). Those
modules can set this to true and their handleReceived() will be called for every packet.
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*/
bool isPromiscuous = false;
/** Also receive a copy of LOCALLY GENERATED messages - most modules should leave
* this setting disabled - see issue #877 */
bool loopbackOk = false;
/** Most modules only understand decrypted packets. For modules that also want to see encrypted packets, they should set this
* flag */
bool encryptedOk = false;
/* We allow modules to ignore a request without sending an error if they have a specific reason for it. */
bool ignoreRequest = false;
/** If a bound channel name is set, we will only accept received packets that come in on that channel.
* A special exception (FIXME, not sure if this is a good idea) - packets that arrive on the local interface
* are allowed on any channel (this lets the local user do anything).
*
* We will send responses on the same channel that the request arrived on.
*/
const char *boundChannel = NULL;
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/**
* If this module is currently handling a request currentRequest will be preset
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* to the packet with the request. This is mostly useful for reply handlers.
*
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* Note: this can be static because we are guaranteed to be processing only one
* plumodulegin at a time.
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*/
static const meshtastic_MeshPacket *currentRequest;
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// We keep track of the number of modules that send a periodic broadcast to schedule them spaced out over time
static uint8_t numPeriodicModules;
// Set the start delay for module that broadcasts periodically
int32_t setStartDelay();
/**
* If your handler wants to send a response, simply set currentReply and it will be sent at the end of response handling.
*/
meshtastic_MeshPacket *myReply = NULL;
/**
* Initialize your module. This setup function is called once after all hardware and mesh protocol layers have
* been initialized
*/
virtual void setup();
/**
* @return true if you want to receive the specified portnum
*/
virtual bool wantPacket(const meshtastic_MeshPacket *p) = 0;
/** Called to handle a particular incoming message
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@return ProcessMessage::STOP if you've guaranteed you've handled this message and no other handlers should be considered for
it
*/
virtual ProcessMessage handleReceived(const meshtastic_MeshPacket &mp) { return ProcessMessage::CONTINUE; }
/** Called to change a particular incoming message
This allows the module to change the message before it is passed through the rest of the call-chain.
*/
virtual void alterReceived(meshtastic_MeshPacket &mp) {}
/** Messages can be received that have the want_response bit set. If set, this callback will be invoked
* so that subclasses can (optionally) send a response back to the original sender.
*
* Note: most implementers don't need to override this, instead: If while handling a request you have a reply, just set
* the protected reply field in this instance.
* */
virtual meshtastic_MeshPacket *allocReply();
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/***
* @return true if you want to be alloced a UI screen frame
*/
virtual bool wantUIFrame() { return false; }
virtual Observable<const UIFrameEvent *> *getUIFrameObservable() { return NULL; }
meshtastic_MeshPacket *allocAckNak(meshtastic_Routing_Error err, NodeNum to, PacketId idFrom, ChannelIndex chIndex,
uint8_t hopLimit = 0);
/// Send an error response for the specified packet.
meshtastic_MeshPacket *allocErrorResponse(meshtastic_Routing_Error err, const meshtastic_MeshPacket *p);
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/**
* @brief An admin message arrived to AdminModule. Module was asked whether it want to handle the request.
*
* @param mp The mesh packet arrived.
* @param request The AdminMessage request extracted from the packet.
* @param response The prepared response
* @return AdminMessageHandleResult
* HANDLED if message was handled
* HANDLED_WITH_RESPONSE if a response is also prepared and to be sent.
*/
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virtual AdminMessageHandleResult handleAdminMessageForModule(const meshtastic_MeshPacket &mp,
meshtastic_AdminMessage *request,
meshtastic_AdminMessage *response)
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{
return AdminMessageHandleResult::NOT_HANDLED;
};
Show specific frame when updating screen (#4264) * Updated setFrames in Screen.cpp Added code to attempt to revert back to the same frame that user was on prior to setFrame reload. * Space added Screen.cpp * Update Screen.cpp Make screen to revert to Frame 0 if the originally displayed frame is no longer there. * Update Screen.cpp Inserted boolean holdPosition into setFrames to indicate the requirement to stay on the same frame ( if =true) or else it will switch to new frame . Only Screen::handleStatusUpdate calls with setFrame(true). ( For Node Updates) All other types of updates call as before setFrame(), so it will change focus as needed. * Hold position, even if number of frames increases * Hold position, if handling an outgoing text message * Update Screen.cpp * Reverted chnages related to devicestate.has_rx_text_message * Reset to master * CannedMessages only handles routing packets when waiting for ACK Previously, this was calling Screen::setFrames at unexpected times * Gather position info about screen frames while regenerating * Make admin module observable Notify only when relevant. Currently: only to handle remove_nodenum. * Optionally specify which frame to focus when setFrames runs * UIFrameEvent uses enum instead of multiple booleans * Allow modules to request their own frame to be focussed This is done internally by calling MeshModule::requestFocus() Easier this way, insteady of passing the info in the UIFrameEvent: * Modules don't always know whether they should be focussed until after the UIFrameEvent has been raised, in dramFrame * Don't have to pass reference to module instance as parameter though several methods * E-Ink screensaver uses FOCUS_PRESERVE Previously, it had its own basic implementation of this. * Spelling: regional variant * trunk * Fix HAS_SCREEN guarding * More HAS_SCREEN guarding --------- Co-authored-by: BIST <77391720+slash-bit@users.noreply.github.com> Co-authored-by: Ben Meadors <benmmeadors@gmail.com> Co-authored-by: slash-bit <v-b2@live.com>
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#if HAS_SCREEN
/** Request that our module's screen frame be focused when Screen::setFrames runs
* Only considered if Screen::setFrames is triggered via a UIFrameEvent
*
* Having this as a separate call, instead of part of the UIFrameEvent, allows the module to delay decision
* until drawFrame() is called. This required less restructuring.
*/
bool _requestingFocus = false;
void requestFocus() { _requestingFocus = true; }
#else
void requestFocus(){}; // No-op
#endif
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private:
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/**
* If any of the current chain of modules has already sent a reply, it will be here. This is useful to allow
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* the RoutingModule to avoid sending redundant acks
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*/
static meshtastic_MeshPacket *currentReply;
friend class ReliableRouter;
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/** Messages can be received that have the want_response bit set. If set, this callback will be invoked
* so that subclasses can (optionally) send a response back to the original sender. This method calls allocReply()
* to generate the reply message, and if !NULL that message will be delivered to whoever sent req
*/
void sendResponse(const meshtastic_MeshPacket &req);
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};
/** set the destination and packet parameters of packet p intended as a reply to a particular "to" packet
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* This ensures that if the request packet was sent reliably, the reply is sent that way as well.
*/
void setReplyTo(meshtastic_MeshPacket *p, const meshtastic_MeshPacket &to);