eink display improvements

This commit is contained in:
Kevin Hester
2020-10-16 10:53:55 +08:00
parent 9134faaed1
commit b0837c10c6
5 changed files with 51 additions and 18 deletions

View File

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