coroutines: wip compiles but does not link

This commit is contained in:
Kevin Hester
2020-10-09 14:16:51 +08:00
parent 10f64590a9
commit 2044427e97
23 changed files with 132 additions and 299 deletions

View File

@@ -561,7 +561,7 @@ void _screen_header()
}
#endif
Screen::Screen(uint8_t address, int sda, int scl) : cmdQueue(32), dispdev(address, sda, scl), ui(&dispdev) {}
Screen::Screen(uint8_t address, int sda, int scl) : OSThread("Screen"), cmdQueue(32), dispdev(address, sda, scl), ui(&dispdev) {}
void Screen::handleSetOn(bool on)
{
@@ -573,9 +573,12 @@ void Screen::handleSetOn(bool on)
DEBUG_MSG("Turning on screen\n");
dispdev.displayOn();
dispdev.displayOn();
enabled = true;
setInterval(0); // Draw ASAP
} else {
DEBUG_MSG("Turning off screen\n");
dispdev.displayOff();
enabled = false;
}
screenOn = on;
}
@@ -583,8 +586,6 @@ void Screen::handleSetOn(bool on)
void Screen::setup()
{
concurrency::PeriodicTask::setup();
// We don't set useDisplay until setup() is called, because some boards have a declaration of this object but the device
// is never found when probing i2c and therefore we don't call setup and never want to do (invalid) accesses to this device.
useDisplay = true;
@@ -642,12 +643,12 @@ void Screen::setup()
nodeStatusObserver.observe(&nodeStatus->onNewStatus);
}
void Screen::doTask()
uint32_t Screen::runOnce()
{
// If we don't have a screen, don't ever spend any CPU for us.
if (!useDisplay) {
setPeriod(0);
return;
enabled = false;
return 0;
}
// Process incoming commands.
@@ -684,8 +685,8 @@ void Screen::doTask()
if (!screenOn) { // If we didn't just wake and the screen is still off, then
// stop updating until it is on again
setPeriod(0);
return;
enabled = false;
return 0;
}
// Switch to a low framerate (to save CPU) when we are not in transition
@@ -711,7 +712,7 @@ void Screen::doTask()
// soon, otherwise just 1 fps (to save CPU) We also ask to be called twice
// as fast as we really need so that any rounding errors still result with
// the correct framerate
setPeriod(1000 / targetFramerate);
return (1000 / targetFramerate);
}
void Screen::drawDebugInfoTrampoline(OLEDDisplay *display, OLEDDisplayUiState *state, int16_t x, int16_t y)
@@ -801,7 +802,7 @@ void Screen::handleOnPress()
// If screen was off, just wake it, otherwise advance to next frame
// If we are in a transition, the press must have bounced, drop it.
if (ui.getUiState()->frameState == FIXED) {
setPeriod(1); // redraw ASAP
setInterval(0); // redraw ASAP
ui.nextFrame();
DEBUG_MSG("Setting fast framerate\n");
@@ -1062,7 +1063,7 @@ int Screen::handleStatusUpdate(const meshtastic::Status *arg)
if (nodeDB.updateTextMessage || nodeStatus->getLastNumTotal() != nodeStatus->getNumTotal()) {
setFrames(); // Regen the list of screens
prevFrame = -1; // Force a GUI update
setPeriod(1); // Update the screen right away
setInterval(0); // Update the screen right away
}
nodeDB.updateGUI = false;
nodeDB.updateTextMessage = false;