Move modules beyond the clock in navigation

This commit is contained in:
Jason P
2025-06-24 17:24:20 -05:00
parent 7a285cf221
commit 653f6c2a85
3 changed files with 37 additions and 30 deletions

View File

@@ -776,32 +776,6 @@ void Screen::setFrames(FrameFocus focus)
indicatorIcons.clear();
size_t numframes = 0;
moduleFrames = MeshModule::GetMeshModulesWithUIFrames();
LOG_DEBUG("Show %d module frames", moduleFrames.size());
// put all of the module frames first.
// this is a little bit of a dirty hack; since we're going to call
// the same drawModuleFrame handler here for all of these module frames
// and then we'll just assume that the state->currentFrame value
// is the same offset into the moduleFrames vector
// so that we can invoke the module's callback
for (auto i = moduleFrames.begin(); i != moduleFrames.end(); ++i) {
// Draw the module frame, using the hack described above
normalFrames[numframes] = drawModuleFrame;
// Check if the module being drawn has requested focus
// We will honor this request later, if setFrames was triggered by a UIFrameEvent
MeshModule *m = *i;
if (m->isRequestingFocus())
fsi.positions.focusedModule = numframes;
if (m == waypointModule)
fsi.positions.waypoint = numframes;
indicatorIcons.push_back(icon_module);
numframes++;
}
LOG_DEBUG("Added modules. numframes: %d", numframes);
// If we have a critical fault, show it first
fsi.positions.fault = numframes;
@@ -875,6 +849,35 @@ void Screen::setFrames(FrameFocus focus)
indicatorIcons.push_back(digital_icon_clock);
#endif
moduleFrames = MeshModule::GetMeshModulesWithUIFrames(numframes);
LOG_DEBUG("Show %d module frames", moduleFrames.size());
// put all of the module frames first.
// this is a little bit of a dirty hack; since we're going to call
// the same drawModuleFrame handler here for all of these module frames
// and then we'll just assume that the state->currentFrame value
// is the same offset into the moduleFrames vector
// so that we can invoke the module's callback
for (auto i = moduleFrames.begin(); i != moduleFrames.end(); ++i) {
// Draw the module frame, using the hack described above
if (*i != nullptr) {
normalFrames[numframes] = drawModuleFrame;
// Check if the module being drawn has requested focus
// We will honor this request later, if setFrames was triggered by a UIFrameEvent
MeshModule *m = *i;
if (m && m->isRequestingFocus())
fsi.positions.focusedModule = numframes;
if (m && m == waypointModule)
fsi.positions.waypoint = numframes;
indicatorIcons.push_back(icon_module);
numframes++;
}
}
LOG_DEBUG("Added modules. numframes: %d", numframes);
// We don't show the node info of our node (if we have it yet - we should)
size_t numMeshNodes = nodeDB->getNumMeshNodes();
if (numMeshNodes > 0)
@@ -1250,7 +1253,7 @@ int Screen::handleInputEvent(const InputEvent *event)
// Ask any MeshModules if they're handling keyboard input right now
bool inputIntercepted = false;
for (MeshModule *module : moduleFrames) {
if (module->interceptingKeyboardInput())
if (module && module->interceptingKeyboardInput())
inputIntercepted = true;
}