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https://github.com/meshtastic/firmware.git
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eink display improvements
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@@ -681,7 +681,8 @@ int32_t Screen::runOnce()
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// Show boot screen for first 3 seconds, then switch to normal operation.
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static bool showingBootScreen = true;
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if (showingBootScreen && (millis() > 3000)) {
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if (showingBootScreen && (millis() > 5000)) {
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DEBUG_MSG("Done with boot screen...\n");
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stopBootScreen();
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showingBootScreen = false;
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}
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@@ -727,6 +728,10 @@ int32_t Screen::runOnce()
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return 0;
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}
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// this must be before the frameState == FIXED check, because we always
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// want to draw at least one FIXED frame before doing forceDisplay
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ui.update();
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// Switch to a low framerate (to save CPU) when we are not in transition
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// but we should only call setTargetFPS when framestate changes, because
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// otherwise that breaks animations.
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@@ -744,8 +749,6 @@ int32_t Screen::runOnce()
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// standard screen loop handling here
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}
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ui.update();
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// DEBUG_MSG("want fps %d, fixed=%d\n", targetFramerate,
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// ui.getUiState()->frameState); If we are scrolling we need to be called
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// soon, otherwise just 1 fps (to save CPU) We also ask to be called twice
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@@ -812,6 +815,8 @@ void Screen::setFrames()
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prevFrame = -1; // Force drawNodeInfo to pick a new node (because our list
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// just changed)
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setFastFramerate(); // Draw ASAP
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}
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void Screen::handleStartBluetoothPinScreen(uint32_t pin)
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@@ -825,12 +830,13 @@ void Screen::handleStartBluetoothPinScreen(uint32_t pin)
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ui.disableAllIndicators();
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ui.setFrames(btFrames, 1);
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setFastFramerate();
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}
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void Screen::handlePrint(const char *text)
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{
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DEBUG_MSG("Screen: %s", text);
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if (!useDisplay)
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if (!useDisplay || !showingNormalScreen)
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return;
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dispdev.print(text);
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@@ -841,17 +847,22 @@ void Screen::handleOnPress()
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// If screen was off, just wake it, otherwise advance to next frame
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// If we are in a transition, the press must have bounced, drop it.
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if (ui.getUiState()->frameState == FIXED) {
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setInterval(0); // redraw ASAP
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ui.nextFrame();
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DEBUG_MSG("Setting fast framerate\n");
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// We are about to start a transition so speed up fps
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targetFramerate = TRANSITION_FRAMERATE;
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ui.setTargetFPS(targetFramerate);
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setFastFramerate();
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}
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}
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void Screen::setFastFramerate()
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{
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DEBUG_MSG("Setting fast framerate\n");
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// We are about to start a transition so speed up fps
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targetFramerate = TRANSITION_FRAMERATE;
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ui.setTargetFPS(targetFramerate);
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setInterval(0); // redraw ASAP
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}
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void DebugInfo::drawFrame(OLEDDisplay *display, OLEDDisplayUiState *state, int16_t x, int16_t y)
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{
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displayedNodeNum = 0; // Not currently showing a node pane
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@@ -1100,9 +1111,7 @@ int Screen::handleStatusUpdate(const meshtastic::Status *arg)
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switch (arg->getStatusType()) {
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case STATUS_TYPE_NODE:
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if (nodeDB.updateTextMessage || nodeStatus->getLastNumTotal() != nodeStatus->getNumTotal()) {
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setFrames(); // Regen the list of screens
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prevFrame = -1; // Force a GUI update
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setInterval(0); // Update the screen right away
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setFrames(); // Regen the list of screens
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}
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nodeDB.updateGUI = false;
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nodeDB.updateTextMessage = false;
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