add a .clang-format file (#9154)

This commit is contained in:
Jorropo
2026-01-03 21:19:24 +01:00
committed by GitHub
parent abab6ce815
commit 0d11331d18
771 changed files with 77752 additions and 83184 deletions

View File

@@ -13,222 +13,174 @@
using namespace NicheGraphics;
// Get or create the singleton
InkHUD::InkHUD *InkHUD::InkHUD::getInstance()
{
// Create the singleton instance of our class, if not yet done
static InkHUD *instance = nullptr;
if (!instance) {
instance = new InkHUD;
InkHUD::InkHUD *InkHUD::InkHUD::getInstance() {
// Create the singleton instance of our class, if not yet done
static InkHUD *instance = nullptr;
if (!instance) {
instance = new InkHUD;
instance->persistence = new Persistence;
instance->windowManager = new WindowManager;
instance->renderer = new Renderer;
instance->events = new Events;
}
instance->persistence = new Persistence;
instance->windowManager = new WindowManager;
instance->renderer = new Renderer;
instance->events = new Events;
}
return instance;
return instance;
}
// Connect the (fully set-up) E-Ink driver to InkHUD
// Should happen in your variant's nicheGraphics.h file, before InkHUD::begin is called
void InkHUD::InkHUD::setDriver(Drivers::EInk *driver)
{
renderer->setDriver(driver);
}
void InkHUD::InkHUD::setDriver(Drivers::EInk *driver) { renderer->setDriver(driver); }
// Set the target number of FAST display updates in a row, before a FULL update is used for display health
// This value applies only to updates with an UNSPECIFIED update type
// If explicitly requested FAST updates exceed this target, the stressMultiplier parameter determines how many
// subsequent FULL updates will be performed, in an attempt to restore the display's health
void InkHUD::InkHUD::setDisplayResilience(uint8_t fastPerFull, float stressMultiplier)
{
renderer->setDisplayResilience(fastPerFull, stressMultiplier);
void InkHUD::InkHUD::setDisplayResilience(uint8_t fastPerFull, float stressMultiplier) {
renderer->setDisplayResilience(fastPerFull, stressMultiplier);
}
// Register a user applet with InkHUD
// A variant's nicheGraphics.h file should instantiate your chosen applets, then pass them to this method
// Passing an applet to this method is all that is required to make it available to the user in your InkHUD build
void InkHUD::InkHUD::addApplet(const char *name, Applet *a, bool defaultActive, bool defaultAutoshow, uint8_t onTile)
{
windowManager->addApplet(name, a, defaultActive, defaultAutoshow, onTile);
void InkHUD::InkHUD::addApplet(const char *name, Applet *a, bool defaultActive, bool defaultAutoshow, uint8_t onTile) {
windowManager->addApplet(name, a, defaultActive, defaultAutoshow, onTile);
}
// Start InkHUD!
// Call this only after you have configured InkHUD
void InkHUD::InkHUD::begin()
{
persistence->loadSettings();
persistence->loadLatestMessage();
void InkHUD::InkHUD::begin() {
persistence->loadSettings();
persistence->loadLatestMessage();
windowManager->begin();
events->begin();
renderer->begin();
// LogoApplet shows boot screen here
windowManager->begin();
events->begin();
renderer->begin();
// LogoApplet shows boot screen here
}
// Call this when your user button gets a short press
// Should be connected to an input source in nicheGraphics.h (NicheGraphics::Inputs::TwoButton?)
void InkHUD::InkHUD::shortpress()
{
events->onButtonShort();
}
void InkHUD::InkHUD::shortpress() { events->onButtonShort(); }
// Call this when your user button gets a long press
// Should be connected to an input source in nicheGraphics.h (NicheGraphics::Inputs::TwoButton?)
void InkHUD::InkHUD::longpress()
{
events->onButtonLong();
}
void InkHUD::InkHUD::longpress() { events->onButtonLong(); }
// Call this when your exit button gets a short press
void InkHUD::InkHUD::exitShort()
{
events->onExitShort();
}
void InkHUD::InkHUD::exitShort() { events->onExitShort(); }
// Call this when your exit button gets a long press
void InkHUD::InkHUD::exitLong()
{
events->onExitLong();
}
void InkHUD::InkHUD::exitLong() { events->onExitLong(); }
// Call this when your joystick gets an up input
void InkHUD::InkHUD::navUp()
{
switch ((persistence->settings.rotation + persistence->settings.joystick.alignment) % 4) {
case 1: // 90 deg
events->onNavLeft();
break;
case 2: // 180 deg
events->onNavDown();
break;
case 3: // 270 deg
events->onNavRight();
break;
default: // 0 deg
events->onNavUp();
break;
}
void InkHUD::InkHUD::navUp() {
switch ((persistence->settings.rotation + persistence->settings.joystick.alignment) % 4) {
case 1: // 90 deg
events->onNavLeft();
break;
case 2: // 180 deg
events->onNavDown();
break;
case 3: // 270 deg
events->onNavRight();
break;
default: // 0 deg
events->onNavUp();
break;
}
}
// Call this when your joystick gets a down input
void InkHUD::InkHUD::navDown()
{
switch ((persistence->settings.rotation + persistence->settings.joystick.alignment) % 4) {
case 1: // 90 deg
events->onNavRight();
break;
case 2: // 180 deg
events->onNavUp();
break;
case 3: // 270 deg
events->onNavLeft();
break;
default: // 0 deg
events->onNavDown();
break;
}
void InkHUD::InkHUD::navDown() {
switch ((persistence->settings.rotation + persistence->settings.joystick.alignment) % 4) {
case 1: // 90 deg
events->onNavRight();
break;
case 2: // 180 deg
events->onNavUp();
break;
case 3: // 270 deg
events->onNavLeft();
break;
default: // 0 deg
events->onNavDown();
break;
}
}
// Call this when your joystick gets a left input
void InkHUD::InkHUD::navLeft()
{
switch ((persistence->settings.rotation + persistence->settings.joystick.alignment) % 4) {
case 1: // 90 deg
events->onNavDown();
break;
case 2: // 180 deg
events->onNavRight();
break;
case 3: // 270 deg
events->onNavUp();
break;
default: // 0 deg
events->onNavLeft();
break;
}
void InkHUD::InkHUD::navLeft() {
switch ((persistence->settings.rotation + persistence->settings.joystick.alignment) % 4) {
case 1: // 90 deg
events->onNavDown();
break;
case 2: // 180 deg
events->onNavRight();
break;
case 3: // 270 deg
events->onNavUp();
break;
default: // 0 deg
events->onNavLeft();
break;
}
}
// Call this when your joystick gets a right input
void InkHUD::InkHUD::navRight()
{
switch ((persistence->settings.rotation + persistence->settings.joystick.alignment) % 4) {
case 1: // 90 deg
events->onNavUp();
break;
case 2: // 180 deg
events->onNavLeft();
break;
case 3: // 270 deg
events->onNavDown();
break;
default: // 0 deg
events->onNavRight();
break;
}
void InkHUD::InkHUD::navRight() {
switch ((persistence->settings.rotation + persistence->settings.joystick.alignment) % 4) {
case 1: // 90 deg
events->onNavUp();
break;
case 2: // 180 deg
events->onNavLeft();
break;
case 3: // 270 deg
events->onNavDown();
break;
default: // 0 deg
events->onNavRight();
break;
}
}
// Cycle the next user applet to the foreground
// Only activated applets are cycled
// If user has a multi-applet layout, the applets will cycle on the "focused tile"
void InkHUD::InkHUD::nextApplet()
{
windowManager->nextApplet();
}
void InkHUD::InkHUD::nextApplet() { windowManager->nextApplet(); }
// Cycle the previous user applet to the foreground
// Only activated applets are cycled
// If user has a multi-applet layout, the applets will cycle on the "focused tile"
void InkHUD::InkHUD::prevApplet()
{
windowManager->prevApplet();
}
void InkHUD::InkHUD::prevApplet() { windowManager->prevApplet(); }
// Show the menu (on the the focused tile)
// The applet previously displayed there will be restored once the menu closes
void InkHUD::InkHUD::openMenu()
{
windowManager->openMenu();
}
void InkHUD::InkHUD::openMenu() { windowManager->openMenu(); }
// Bring AlignStick applet to the foreground
void InkHUD::InkHUD::openAlignStick()
{
windowManager->openAlignStick();
}
void InkHUD::InkHUD::openAlignStick() { windowManager->openAlignStick(); }
// In layouts where multiple applets are shown at once, change which tile is focused
// The focused tile in the one which cycles applets on button short press, and displays menu on long press
void InkHUD::InkHUD::nextTile()
{
windowManager->nextTile();
}
void InkHUD::InkHUD::nextTile() { windowManager->nextTile(); }
// In layouts where multiple applets are shown at once, change which tile is focused
// The focused tile in the one which cycles applets on button short press, and displays menu on long press
void InkHUD::InkHUD::prevTile()
{
windowManager->prevTile();
}
void InkHUD::InkHUD::prevTile() { windowManager->prevTile(); }
// Rotate the display image by 90 degrees
void InkHUD::InkHUD::rotate()
{
windowManager->rotate();
}
void InkHUD::InkHUD::rotate() { windowManager->rotate(); }
// rotate the joystick in 90 degree increments
void InkHUD::InkHUD::rotateJoystick(uint8_t angle)
{
persistence->settings.joystick.alignment += angle;
persistence->settings.joystick.alignment %= 4;
void InkHUD::InkHUD::rotateJoystick(uint8_t angle) {
persistence->settings.joystick.alignment += angle;
persistence->settings.joystick.alignment %= 4;
}
// Show / hide the battery indicator in top-right
void InkHUD::InkHUD::toggleBatteryIcon()
{
windowManager->toggleBatteryIcon();
}
void InkHUD::InkHUD::toggleBatteryIcon() { windowManager->toggleBatteryIcon(); }
// An applet asking for the display to be updated
// This does not occur immediately
@@ -236,64 +188,40 @@ void InkHUD::InkHUD::toggleBatteryIcon()
// This allows multiple applets to observe the same event, and then share the same opportunity to update
// Applets should requestUpdate, whether or not they are currently displayed ("foreground")
// This is because they *might* be automatically brought to foreground by WindowManager::autoshow
void InkHUD::InkHUD::requestUpdate()
{
renderer->requestUpdate();
}
void InkHUD::InkHUD::requestUpdate() { renderer->requestUpdate(); }
// Demand that the display be updated
// Ignores all diplomacy:
// - the display *will* update
// - the specified update type *will* be used
// If the async parameter is false, code flow is blocked while the update takes place
void InkHUD::InkHUD::forceUpdate(EInk::UpdateTypes type, bool async)
{
renderer->forceUpdate(type, async);
}
void InkHUD::InkHUD::forceUpdate(EInk::UpdateTypes type, bool async) { renderer->forceUpdate(type, async); }
// Wait for any in-progress display update to complete before continuing
void InkHUD::InkHUD::awaitUpdate()
{
renderer->awaitUpdate();
}
void InkHUD::InkHUD::awaitUpdate() { renderer->awaitUpdate(); }
// Ask the window manager to potentially bring a different user applet to foreground
// An applet will be brought to foreground if it has just received new and relevant info
// For Example: AllMessagesApplet has just received a new text message
// Permission for this autoshow behavior is granted by the user, on an applet-by-applet basis
// If autoshow brings an applet to foreground, an InkHUD notification will not be generated for the same event
void InkHUD::InkHUD::autoshow()
{
windowManager->autoshow();
}
void InkHUD::InkHUD::autoshow() { windowManager->autoshow(); }
// Tell the window manager that the Persistence::Settings value for applet activation has changed,
// and that it should reconfigure accordingly.
// This is triggered at boot, or when the user enables / disabled applets via the on-screen menu
void InkHUD::InkHUD::updateAppletSelection()
{
windowManager->changeActivatedApplets();
}
void InkHUD::InkHUD::updateAppletSelection() { windowManager->changeActivatedApplets(); }
// Tell the window manager that the Persistence::Settings value for layout or rotation has changed,
// and that it should reconfigure accordingly.
// This is triggered at boot, or by rotate / layout options in the on-screen menu
void InkHUD::InkHUD::updateLayout()
{
windowManager->changeLayout();
}
void InkHUD::InkHUD::updateLayout() { windowManager->changeLayout(); }
// Width of the display, in the context of the current rotation
uint16_t InkHUD::InkHUD::width()
{
return renderer->width();
}
uint16_t InkHUD::InkHUD::width() { return renderer->width(); }
// Height of the display, in the context of the current rotation
uint16_t InkHUD::InkHUD::height()
{
return renderer->height();
}
uint16_t InkHUD::InkHUD::height() { return renderer->height(); }
// A collection of any user tiles which do not have a valid user applet
// This can occur in various situations, such as when a user enables fewer applets than their layout has tiles
@@ -301,23 +229,19 @@ uint16_t InkHUD::InkHUD::height()
// The renderer needs to know which regions (if any) are empty,
// in order to fill them with a "placeholder" pattern.
// -- There may be a tidier way to accomplish this --
std::vector<InkHUD::Tile *> InkHUD::InkHUD::getEmptyTiles()
{
return windowManager->getEmptyTiles();
}
std::vector<InkHUD::Tile *> InkHUD::InkHUD::getEmptyTiles() { return windowManager->getEmptyTiles(); }
// Get a system applet by its name
// This isn't particularly elegant, but it does avoid:
// - passing around a big set of references
// - having two sets of references (systemApplet vector for iteration)
InkHUD::SystemApplet *InkHUD::InkHUD::getSystemApplet(const char *name)
{
for (SystemApplet *sa : systemApplets) {
if (strcmp(name, sa->name) == 0)
return sa;
}
InkHUD::SystemApplet *InkHUD::InkHUD::getSystemApplet(const char *name) {
for (SystemApplet *sa : systemApplets) {
if (strcmp(name, sa->name) == 0)
return sa;
}
assert(false); // Invalid name
assert(false); // Invalid name
}
// Place a pixel into the image buffer
@@ -326,9 +250,6 @@ InkHUD::SystemApplet *InkHUD::InkHUD::getSystemApplet(const char *name)
// - Tiles pass translated pixels to this method
// - this methods (Renderer) places rotated pixels into the image buffer
// This method provides the final formatting step required. The image buffer is suitable for writing to display
void InkHUD::InkHUD::drawPixel(int16_t x, int16_t y, Color c)
{
renderer->handlePixel(x, y, c);
}
void InkHUD::InkHUD::drawPixel(int16_t x, int16_t y, Color c) { renderer->handlePixel(x, y, c); }
#endif