Merge branch 'dev' into dev1.2

# Conflicts:
#	proto
#	src/mesh/generated/deviceonly.pb.h
#	src/mesh/generated/mesh.pb.h
#	src/plugins/esp32/EnvironmentalMeasurementPlugin.cpp
This commit is contained in:
Kevin Hester
2021-02-25 19:44:08 +08:00
7 changed files with 225 additions and 24 deletions

View File

@@ -65,6 +65,10 @@ uint8_t imgBattery[16] = {0xFF, 0x81, 0x81, 0x81, 0x81, 0x81, 0x81, 0x81, 0x81,
// Threshold values for the GPS lock accuracy bar display
uint32_t dopThresholds[5] = {2000, 1000, 500, 200, 100};
// At some point, we're going to ask all of the plugins if they would like to display a screen frame
// we'll need to hold onto pointers for the plugins that can draw a frame.
std::vector<MeshPlugin *> pluginFrames;
// Stores the last 4 of our hardware ID, to make finding the device for pairing easier
static char ourId[5];
@@ -145,6 +149,30 @@ static void drawSleepScreen(OLEDDisplay *display, OLEDDisplayUiState *state, int
drawIconScreen("Sleeping...", display, state, x, y);
}
static void drawPluginFrame(OLEDDisplay *display, OLEDDisplayUiState *state, int16_t x, int16_t y)
{
uint8_t plugin_frame;
// there's a little but in the UI transition code
// where it invokes the function at the correct offset
// in the array of "drawScreen" functions; however,
// the passed-state doesn't quite reflect the "current"
// screen, so we have to detect it.
if (state->frameState == IN_TRANSITION && state->transitionFrameRelationship == INCOMING) {
// if we're transitioning from the end of the frame list back around to the first
// frame, then we want this to be `0`
plugin_frame = state->transitionFrameTarget;
}
else {
// otherwise, just display the plugin frame that's aligned with the current frame
plugin_frame = state->currentFrame;
//DEBUG_MSG("Screen is not in transition. Frame: %d\n\n", plugin_frame);
}
//DEBUG_MSG("Drawing Plugin Frame %d\n\n", plugin_frame);
MeshPlugin &pi = *pluginFrames.at(plugin_frame);
pi.drawFrame(display,state,x,y);
}
static void drawFrameBluetooth(OLEDDisplay *display, OLEDDisplayUiState *state, int16_t x, int16_t y)
{
display->setTextAlignment(TEXT_ALIGN_CENTER);
@@ -884,6 +912,11 @@ void Screen::setFrames()
DEBUG_MSG("showing standard frames\n");
showingNormalScreen = true;
pluginFrames = MeshPlugin::GetMeshPluginsWithUIFrames();
DEBUG_MSG("Showing %d plugin frames\n", pluginFrames.size());
int totalFrameCount = MAX_NUM_NODES + NUM_EXTRA_FRAMES + pluginFrames.size();
DEBUG_MSG("Total frame count: %d\n", totalFrameCount);
// We don't show the node info our our node (if we have it yet - we should)
size_t numnodes = nodeStatus->getNumTotal();
if (numnodes > 0)
@@ -891,6 +924,18 @@ void Screen::setFrames()
size_t numframes = 0;
// put all of the plugin frames first.
// this is a little bit of a dirty hack; since we're going to call
// the same drawPluginFrame handler here for all of these plugin frames
// and then we'll just assume that the state->currentFrame value
// is the same offset into the pluginFrames vector
// so that we can invoke the plugin's callback
for (auto i = pluginFrames.begin(); i != pluginFrames.end(); ++i) {
normalFrames[numframes++] = drawPluginFrame;
}
DEBUG_MSG("Added plugins. numframes: %d\n", numframes);
// If we have a critical fault, show it first
if (myNodeInfo.error_code)
normalFrames[numframes++] = drawCriticalFaultFrame;
@@ -919,6 +964,8 @@ void Screen::setFrames()
}
#endif
DEBUG_MSG("Finished building frames. numframes: %d\n", numframes);
ui.setFrames(normalFrames, numframes);
ui.enableAllIndicators();