Adding support for InkHUD joystick navigation for the Seeed Wio Tracker L1 E-ink (#8678)

* TwoButtonExtened mirrors TwoButton but added joystick functionality

* basic ui navigation with a joystick

settings->joystick.enabled setting added and SETTINGS_VERSION
incremented by one in InkHUD/Persistence.h

in seeed_wio_tracker_L1_eink/nicheGraphics.h enable joystick and
disable "Next Tile" menu item in

implement prevTile and prevApplet functions in
InkHUD/WindowManager.h,cpp and InkHUD/InkHUD.h,cpp

onStickCenterShort, onStickCenterLong, onStickUp, onStickDown,
onStickLeft, and onStickRight functions added to:
- InkHUD/InkHUD.h,cpp
- InkHUD/Events.h,cpp
- InkHUD/Applet.h

change navigation actions in InkHUD/Events.cpp events based on
whether the joystick is enabled or not

in seeed_wio_tracker_L1_eink/nicheGraphics.h connect joystick events to
the new joystick handler functions

* handle joystick input in NotificationApplet and TipsApplet

Both the joystick center short press and the user button short press can
be used to advance through the Tips applet.

dismiss notifications with any joystick input

* MenuApplet controls
allows menu navigation including a back button

* add AlignStickApplet for aligning the joystick with the screen

add joystick.aligned and joystick.alignment to InkHUD/Persistence.h for
storing alignment status and relative angle

create AlignStick applet that prompts the user for a joystick input and
rotates the controls to align with the screen

AlignStick applet is run after the tips applet if the joystick is
enabled and not aligned

add menu item for opening the AlignStick applet

* update tips applet with joystick controls

* format InkHUD additions

* fix stroke consistency when resizing joystick graphic

* tweak button tips for order consistency

* increase joystick debounce

* fix comments

* remove unnecessary '+'

* remap joystick controls to match standard inkHUD behavior

Input with a joystick now behaves as follows

User Button (joystick center):
- short press in applet -> opens menu
- long press in applet -> opens menu
- short press in menu -> selects
- long press in menu -> selects

Exit Button:
- short press in applet -> switches tile
- long press in applet -> nothing for now
- short press in menu -> closes menu
- long press in menu -> nothing for now

---------

Co-authored-by: scobert <scobert57@gmail.com>
Co-authored-by: HarukiToreda <116696711+HarukiToreda@users.noreply.github.com>
This commit is contained in:
zeropt
2025-12-20 12:15:42 -08:00
committed by GitHub
parent d97e38bafc
commit 3371d3372c
20 changed files with 1523 additions and 28 deletions

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#ifdef MESHTASTIC_INCLUDE_NICHE_GRAPHICS
#include "./TwoButtonExtended.h"
#include "NodeDB.h" // For the helper function TwoButtonExtended::getUserButtonPin
#include "PowerFSM.h"
#include "sleep.h"
using namespace NicheGraphics::Inputs;
TwoButtonExtended::TwoButtonExtended() : concurrency::OSThread("TwoButtonExtended")
{
// Don't start polling buttons for release immediately
// Assume they are in a "released" state at boot
OSThread::disable();
#ifdef ARCH_ESP32
// Register callbacks for before and after lightsleep
lsObserver.observe(&notifyLightSleep);
lsEndObserver.observe(&notifyLightSleepEnd);
#endif
// Explicitly initialize these, just to keep cppcheck quiet..
buttons[0] = Button();
buttons[1] = Button();
joystick[Direction::UP] = SimpleButton();
joystick[Direction::DOWN] = SimpleButton();
joystick[Direction::LEFT] = SimpleButton();
joystick[Direction::RIGHT] = SimpleButton();
}
// Get access to (or create) the singleton instance of this class
// Accessible inside the ISRs, even though we maybe shouldn't
TwoButtonExtended *TwoButtonExtended::getInstance()
{
// Instantiate the class the first time this method is called
static TwoButtonExtended *const singletonInstance = new TwoButtonExtended;
return singletonInstance;
}
// Begin receiving button input
// We probably need to do this after sleep, as well as at boot
void TwoButtonExtended::start()
{
if (buttons[0].pin != 0xFF)
attachInterrupt(buttons[0].pin, TwoButtonExtended::isrPrimary, buttons[0].activeLogic == LOW ? FALLING : RISING);
if (buttons[1].pin != 0xFF)
attachInterrupt(buttons[1].pin, TwoButtonExtended::isrSecondary, buttons[1].activeLogic == LOW ? FALLING : RISING);
if (joystick[Direction::UP].pin != 0xFF)
attachInterrupt(joystick[Direction::UP].pin, TwoButtonExtended::isrJoystickUp,
joystickActiveLogic == LOW ? FALLING : RISING);
if (joystick[Direction::DOWN].pin != 0xFF)
attachInterrupt(joystick[Direction::DOWN].pin, TwoButtonExtended::isrJoystickDown,
joystickActiveLogic == LOW ? FALLING : RISING);
if (joystick[Direction::LEFT].pin != 0xFF)
attachInterrupt(joystick[Direction::LEFT].pin, TwoButtonExtended::isrJoystickLeft,
joystickActiveLogic == LOW ? FALLING : RISING);
if (joystick[Direction::RIGHT].pin != 0xFF)
attachInterrupt(joystick[Direction::RIGHT].pin, TwoButtonExtended::isrJoystickRight,
joystickActiveLogic == LOW ? FALLING : RISING);
}
// Stop receiving button input, and run custom sleep code
// Called before device sleeps. This might be power-off, or just ESP32 light sleep
// Some devices will want to attach interrupts here, for the user button to wake from sleep
void TwoButtonExtended::stop()
{
if (buttons[0].pin != 0xFF)
detachInterrupt(buttons[0].pin);
if (buttons[1].pin != 0xFF)
detachInterrupt(buttons[1].pin);
if (joystick[Direction::UP].pin != 0xFF)
detachInterrupt(joystick[Direction::UP].pin);
if (joystick[Direction::DOWN].pin != 0xFF)
detachInterrupt(joystick[Direction::DOWN].pin);
if (joystick[Direction::LEFT].pin != 0xFF)
detachInterrupt(joystick[Direction::LEFT].pin);
if (joystick[Direction::RIGHT].pin != 0xFF)
detachInterrupt(joystick[Direction::RIGHT].pin);
}
// Attempt to resolve a GPIO pin for the user button, honoring userPrefs.jsonc and device settings
// This helper method isn't used by the TwoButtonExtended class itself, it could be moved elsewhere.
// Intention is to pass this value to TwoButtonExtended::setWiring in the setupNicheGraphics method.
uint8_t TwoButtonExtended::getUserButtonPin()
{
uint8_t pin = 0xFF; // Unset
// Use default pin for variant, if no better source
#ifdef BUTTON_PIN
pin = BUTTON_PIN;
#endif
// From userPrefs.jsonc, if set
#ifdef USERPREFS_BUTTON_PIN
pin = USERPREFS_BUTTON_PIN;
#endif
// From user's override in device settings, if set
if (config.device.button_gpio)
pin = config.device.button_gpio;
return pin;
}
// Configures the wiring and logic of either button
// Called when outlining your NicheGraphics implementation, in variant/nicheGraphics.cpp
void TwoButtonExtended::setWiring(uint8_t whichButton, uint8_t pin, bool internalPullup)
{
// Prevent the same GPIO being assigned to multiple buttons
// Allows an edge case when the user remaps hardware buttons using device settings, due to a broken user button
for (uint8_t i = 0; i < whichButton; i++) {
if (buttons[i].pin == pin) {
LOG_WARN("Attempted reuse of GPIO %d. Ignoring assignment whichButton=%d", pin, whichButton);
return;
}
}
assert(whichButton < 2);
buttons[whichButton].pin = pin;
buttons[whichButton].activeLogic = LOW;
pinMode(buttons[whichButton].pin, internalPullup ? INPUT_PULLUP : INPUT);
}
// Configures the wiring and logic of the joystick buttons
// Called when outlining your NicheGraphics implementation, in variant/nicheGraphics.cpp
void TwoButtonExtended::setJoystickWiring(uint8_t uPin, uint8_t dPin, uint8_t lPin, uint8_t rPin, bool internalPullup)
{
if (joystick[Direction::UP].pin == uPin || joystick[Direction::DOWN].pin == dPin || joystick[Direction::LEFT].pin == lPin ||
joystick[Direction::RIGHT].pin == rPin) {
LOG_WARN("Attempted reuse of Joystick GPIO. Ignoring assignment");
return;
}
joystick[Direction::UP].pin = uPin;
joystick[Direction::DOWN].pin = dPin;
joystick[Direction::LEFT].pin = lPin;
joystick[Direction::RIGHT].pin = rPin;
joystickActiveLogic = LOW;
pinMode(joystick[Direction::UP].pin, internalPullup ? INPUT_PULLUP : INPUT);
pinMode(joystick[Direction::DOWN].pin, internalPullup ? INPUT_PULLUP : INPUT);
pinMode(joystick[Direction::LEFT].pin, internalPullup ? INPUT_PULLUP : INPUT);
pinMode(joystick[Direction::RIGHT].pin, internalPullup ? INPUT_PULLUP : INPUT);
}
void TwoButtonExtended::setTiming(uint8_t whichButton, uint32_t debounceMs, uint32_t longpressMs)
{
assert(whichButton < 2);
buttons[whichButton].debounceLength = debounceMs;
buttons[whichButton].longpressLength = longpressMs;
}
void TwoButtonExtended::setJoystickDebounce(uint32_t debounceMs)
{
joystickDebounceLength = debounceMs;
}
// Set what should happen when a button becomes pressed
// Use this to implement a "while held" behavior
void TwoButtonExtended::setHandlerDown(uint8_t whichButton, Callback onDown)
{
assert(whichButton < 2);
buttons[whichButton].onDown = onDown;
}
// Set what should happen when a button becomes unpressed
// Use this to implement a "While held" behavior
void TwoButtonExtended::setHandlerUp(uint8_t whichButton, Callback onUp)
{
assert(whichButton < 2);
buttons[whichButton].onUp = onUp;
}
// Set what should happen when a "short press" event has occurred
void TwoButtonExtended::setHandlerShortPress(uint8_t whichButton, Callback onPress)
{
assert(whichButton < 2);
buttons[whichButton].onPress = onPress;
}
// Set what should happen when a "long press" event has fired
// Note: this will occur while the button is still held
void TwoButtonExtended::setHandlerLongPress(uint8_t whichButton, Callback onLongPress)
{
assert(whichButton < 2);
buttons[whichButton].onLongPress = onLongPress;
}
// Set what should happen when a joystick button becomes pressed
// Use this to implement a "while held" behavior
void TwoButtonExtended::setJoystickDownHandlers(Callback uDown, Callback dDown, Callback lDown, Callback rDown)
{
joystick[Direction::UP].onDown = uDown;
joystick[Direction::DOWN].onDown = dDown;
joystick[Direction::LEFT].onDown = lDown;
joystick[Direction::RIGHT].onDown = rDown;
}
// Set what should happen when a joystick button becomes unpressed
// Use this to implement a "while held" behavior
void TwoButtonExtended::setJoystickUpHandlers(Callback uUp, Callback dUp, Callback lUp, Callback rUp)
{
joystick[Direction::UP].onUp = uUp;
joystick[Direction::DOWN].onUp = dUp;
joystick[Direction::LEFT].onUp = lUp;
joystick[Direction::RIGHT].onUp = rUp;
}
// Set what should happen when a "press" event has fired
// Note: this will occur while the joystick button is still held
void TwoButtonExtended::setJoystickPressHandlers(Callback uPress, Callback dPress, Callback lPress, Callback rPress)
{
joystick[Direction::UP].onPress = uPress;
joystick[Direction::DOWN].onPress = dPress;
joystick[Direction::LEFT].onPress = lPress;
joystick[Direction::RIGHT].onPress = rPress;
}
// Handle the start of a press to the primary button
// Wakes our button thread
void TwoButtonExtended::isrPrimary()
{
static volatile bool isrRunning = false;
if (!isrRunning) {
isrRunning = true;
TwoButtonExtended *b = TwoButtonExtended::getInstance();
if (b->buttons[0].state == State::REST) {
b->buttons[0].state = State::IRQ;
b->buttons[0].irqAtMillis = millis();
b->startThread();
}
isrRunning = false;
}
}
// Handle the start of a press to the secondary button
// Wakes our button thread
void TwoButtonExtended::isrSecondary()
{
static volatile bool isrRunning = false;
if (!isrRunning) {
isrRunning = true;
TwoButtonExtended *b = TwoButtonExtended::getInstance();
if (b->buttons[1].state == State::REST) {
b->buttons[1].state = State::IRQ;
b->buttons[1].irqAtMillis = millis();
b->startThread();
}
isrRunning = false;
}
}
// Handle the start of a press to the joystick buttons
// Also wakes our button thread
void TwoButtonExtended::isrJoystickUp()
{
static volatile bool isrRunning = false;
if (!isrRunning) {
isrRunning = true;
TwoButtonExtended *b = TwoButtonExtended::getInstance();
if (b->joystick[Direction::UP].state == State::REST) {
b->joystick[Direction::UP].state = State::IRQ;
b->joystick[Direction::UP].irqAtMillis = millis();
b->startThread();
}
isrRunning = false;
}
}
void TwoButtonExtended::isrJoystickDown()
{
static volatile bool isrRunning = false;
if (!isrRunning) {
isrRunning = true;
TwoButtonExtended *b = TwoButtonExtended::getInstance();
if (b->joystick[Direction::DOWN].state == State::REST) {
b->joystick[Direction::DOWN].state = State::IRQ;
b->joystick[Direction::DOWN].irqAtMillis = millis();
b->startThread();
}
isrRunning = false;
}
}
void TwoButtonExtended::isrJoystickLeft()
{
static volatile bool isrRunning = false;
if (!isrRunning) {
isrRunning = true;
TwoButtonExtended *b = TwoButtonExtended::getInstance();
if (b->joystick[Direction::LEFT].state == State::REST) {
b->joystick[Direction::LEFT].state = State::IRQ;
b->joystick[Direction::LEFT].irqAtMillis = millis();
b->startThread();
}
isrRunning = false;
}
}
void TwoButtonExtended::isrJoystickRight()
{
static volatile bool isrRunning = false;
if (!isrRunning) {
isrRunning = true;
TwoButtonExtended *b = TwoButtonExtended::getInstance();
if (b->joystick[Direction::RIGHT].state == State::REST) {
b->joystick[Direction::RIGHT].state = State::IRQ;
b->joystick[Direction::RIGHT].irqAtMillis = millis();
b->startThread();
}
isrRunning = false;
}
}
// Concise method to start our button thread
// Follows an ISR, listening for button release
void TwoButtonExtended::startThread()
{
if (!OSThread::enabled) {
OSThread::setInterval(10);
OSThread::enabled = true;
}
}
// Concise method to stop our button thread
// Called when we no longer need to poll for button release
void TwoButtonExtended::stopThread()
{
if (OSThread::enabled) {
OSThread::disable();
}
// Reset both buttons manually
// Just in case an IRQ fires during the process of resetting the system
// Can occur with super rapid presses?
buttons[0].state = REST;
buttons[1].state = REST;
joystick[Direction::UP].state = REST;
joystick[Direction::DOWN].state = REST;
joystick[Direction::LEFT].state = REST;
joystick[Direction::RIGHT].state = REST;
}
// Our button thread
// Started by an IRQ, on either button
// Polls for button releases
// Stops when both buttons released
int32_t TwoButtonExtended::runOnce()
{
constexpr uint8_t BUTTON_COUNT = sizeof(buttons) / sizeof(Button);
constexpr uint8_t JOYSTICK_COUNT = sizeof(joystick) / sizeof(SimpleButton);
// Allow either button to request that our thread should continue polling
bool awaitingRelease = false;
// Check both primary and secondary buttons
for (uint8_t i = 0; i < BUTTON_COUNT; i++) {
switch (buttons[i].state) {
// No action: button has not been pressed
case REST:
break;
// New press detected by interrupt
case IRQ:
powerFSM.trigger(EVENT_PRESS); // Tell PowerFSM that press occurred (resets sleep timer)
buttons[i].onDown(); // Run callback: press has begun (possible hold behavior)
buttons[i].state = State::POLLING_UNFIRED; // Mark that button-down has been handled
awaitingRelease = true; // Mark that polling-for-release should continue
break;
// An existing press continues
// Not held long enough to register as longpress
case POLLING_UNFIRED: {
uint32_t length = millis() - buttons[i].irqAtMillis;
// If button released since last thread tick,
if (digitalRead(buttons[i].pin) != buttons[i].activeLogic) {
buttons[i].onUp(); // Run callback: press has ended (possible release of a hold)
buttons[i].state = State::REST; // Mark that the button has reset
if (length > buttons[i].debounceLength && length < buttons[i].longpressLength) // If too short for longpress,
buttons[i].onPress(); // Run callback: press
}
// If button not yet released
else {
awaitingRelease = true; // Mark that polling-for-release should continue
if (length >= buttons[i].longpressLength) {
// Run callback: long press (once)
// Then continue waiting for release, to rearm
buttons[i].state = State::POLLING_FIRED;
buttons[i].onLongPress();
}
}
break;
}
// Button still held, but duration long enough that longpress event already fired
// Just waiting for release
case POLLING_FIRED:
// Release detected
if (digitalRead(buttons[i].pin) != buttons[i].activeLogic) {
buttons[i].state = State::REST;
buttons[i].onUp(); // Callback: release of hold (in this case: *after* longpress has fired)
}
// Not yet released, keep polling
else
awaitingRelease = true;
break;
}
}
// Check all the joystick directions
for (uint8_t i = 0; i < JOYSTICK_COUNT; i++) {
switch (joystick[i].state) {
// No action: button has not been pressed
case REST:
break;
// New press detected by interrupt
case IRQ:
powerFSM.trigger(EVENT_PRESS); // Tell PowerFSM that press occurred (resets sleep timer)
joystick[i].onDown(); // Run callback: press has begun (possible hold behavior)
joystick[i].state = State::POLLING_UNFIRED; // Mark that button-down has been handled
awaitingRelease = true; // Mark that polling-for-release should continue
break;
// An existing press continues
// Not held long enough to register as press
case POLLING_UNFIRED: {
uint32_t length = millis() - joystick[i].irqAtMillis;
// If button released since last thread tick,
if (digitalRead(joystick[i].pin) != joystickActiveLogic) {
joystick[i].onUp(); // Run callback: press has ended (possible release of a hold)
joystick[i].state = State::REST; // Mark that the button has reset
}
// If button not yet released
else {
awaitingRelease = true; // Mark that polling-for-release should continue
if (length >= joystickDebounceLength) {
// Run callback: long press (once)
// Then continue waiting for release, to rearm
joystick[i].state = State::POLLING_FIRED;
joystick[i].onPress();
}
}
break;
}
// Button still held after press
// Just waiting for release
case POLLING_FIRED:
// Release detected
if (digitalRead(joystick[i].pin) != joystickActiveLogic) {
joystick[i].state = State::REST;
joystick[i].onUp(); // Callback: release of hold
}
// Not yet released, keep polling
else
awaitingRelease = true;
break;
}
}
// If all buttons are now released
// we don't need to waste cpu resources polling
// IRQ will restart this thread when we next need it
if (!awaitingRelease)
stopThread();
// Run this method again, or don't..
// Use whatever behavior was previously set by stopThread() or startThread()
return OSThread::interval;
}
#ifdef ARCH_ESP32
// Detach our class' interrupts before lightsleep
// Allows sleep.cpp to configure its own interrupts, which wake the device on user-button press
int TwoButtonExtended::beforeLightSleep(void *unused)
{
stop();
return 0; // Indicates success
}
// Reconfigure our interrupts
// Our class' interrupts were disconnected during sleep, to allow the user button to wake the device from sleep
int TwoButtonExtended::afterLightSleep(esp_sleep_wakeup_cause_t cause)
{
start();
// Manually trigger the button-down ISR
// - during light sleep, our ISR is disabled
// - if light sleep ends by button press, pretend our own ISR caught it
// - need to manually confirm by reading pin ourselves, to avoid occasional false positives
// (false positive only when using internal pullup resistors?)
if (cause == ESP_SLEEP_WAKEUP_GPIO && digitalRead(buttons[0].pin) == buttons[0].activeLogic)
isrPrimary();
return 0; // Indicates success
}
#endif
#endif

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#ifdef MESHTASTIC_INCLUDE_NICHE_GRAPHICS
/*
Re-usable NicheGraphics input source
Short and Long press for up to two buttons
Interrupt driven
*/
/*
This expansion adds support for four more buttons
These buttons are single-action only, no long press
Interrupt driven
*/
#pragma once
#include "configuration.h"
#include "assert.h"
#include "functional"
#ifdef ARCH_ESP32
#include "esp_sleep.h" // For light-sleep handling
#endif
#include "Observer.h"
namespace NicheGraphics::Inputs
{
class TwoButtonExtended : protected concurrency::OSThread
{
public:
typedef std::function<void()> Callback;
static uint8_t getUserButtonPin(); // Resolve the GPIO, considering the various possible source of definition
static TwoButtonExtended *getInstance(); // Create or get the singleton instance
void start(); // Start handling button input
void stop(); // Stop handling button input (disconnect ISRs for sleep)
void setWiring(uint8_t whichButton, uint8_t pin, bool internalPullup = false);
void setJoystickWiring(uint8_t uPin, uint8_t dPin, uint8_t lPin, uint8_t rPin, bool internalPullup = false);
void setTiming(uint8_t whichButton, uint32_t debounceMs, uint32_t longpressMs);
void setJoystickDebounce(uint32_t debounceMs);
void setHandlerDown(uint8_t whichButton, Callback onDown);
void setHandlerUp(uint8_t whichButton, Callback onUp);
void setHandlerShortPress(uint8_t whichButton, Callback onShortPress);
void setHandlerLongPress(uint8_t whichButton, Callback onLongPress);
void setJoystickDownHandlers(Callback uDown, Callback dDown, Callback ldown, Callback rDown);
void setJoystickUpHandlers(Callback uUp, Callback dUp, Callback lUp, Callback rUp);
void setJoystickPressHandlers(Callback uPress, Callback dPress, Callback lPress, Callback rPress);
// Disconnect and reconnect interrupts for light sleep
#ifdef ARCH_ESP32
int beforeLightSleep(void *unused);
int afterLightSleep(esp_sleep_wakeup_cause_t cause);
#endif
private:
// Internal state of a specific button
enum State {
REST, // Up, no activity
IRQ, // Down detected, not yet handled
POLLING_UNFIRED, // Down handled, polling for release
POLLING_FIRED, // Longpress fired, button still held
};
// Joystick Directions
enum Direction { UP = 0, DOWN, LEFT, RIGHT };
// Data used for direction (single-action) buttons
class SimpleButton
{
public:
// Per-button config
uint8_t pin = 0xFF; // 0xFF: unset
volatile State state = State::REST; // Internal state
volatile uint32_t irqAtMillis; // millis() when button went down
// Per-button event callbacks
static void noop(){};
std::function<void()> onDown = noop;
std::function<void()> onUp = noop;
std::function<void()> onPress = noop;
};
// Data used for double-action buttons
class Button : public SimpleButton
{
public:
// Per-button extended config
bool activeLogic = LOW; // Active LOW by default.
uint32_t debounceLength = 50; // Minimum length for shortpress in ms
uint32_t longpressLength = 500; // Time until longpress in ms
// Per-button event callbacks
std::function<void()> onLongPress = noop;
};
#ifdef ARCH_ESP32
// Get notified when lightsleep begins and ends
CallbackObserver<TwoButtonExtended, void *> lsObserver =
CallbackObserver<TwoButtonExtended, void *>(this, &TwoButtonExtended::beforeLightSleep);
CallbackObserver<TwoButtonExtended, esp_sleep_wakeup_cause_t> lsEndObserver =
CallbackObserver<TwoButtonExtended, esp_sleep_wakeup_cause_t>(this, &TwoButtonExtended::afterLightSleep);
#endif
int32_t runOnce() override; // Timer method. Polls for button release
void startThread(); // Start polling for release
void stopThread(); // Stop polling for release
static void isrPrimary(); // User Button ISR
static void isrSecondary(); // optional aux button or joystick center
static void isrJoystickUp();
static void isrJoystickDown();
static void isrJoystickLeft();
static void isrJoystickRight();
TwoButtonExtended(); // Constructor made private: force use of Button::instance()
// Info about both buttons
Button buttons[2];
bool joystickActiveLogic = LOW; // Active LOW by default
uint32_t joystickDebounceLength = 50; // time until press in ms
SimpleButton joystick[4];
};
}; // namespace NicheGraphics::Inputs
#endif