Files
firmware/src/graphics/niche/InkHUD/InkHUD.cpp
todd-herbert e6a98b1d6b InkHUD refactoring (#6216)
* chore: todo.txt
* chore: comments
* fix: no fast refresh on VME290
Reverts a line of code which was accidentally committed
* refactor: god class
Divide the behavior from the old WindowManager class into several subclasses which each have a clear role.
* refactor: cppcheck medium warnings
Enough to pass github CI for now
* refactor: updateType selection
* refactor: don't use a setter for the shared AppletFonts
* fix: update prioritization
forceUpdate calls weren't being prioritized
* refactor: remove unhelpful logging
getTimeString is used for parsing our own time, but also the timestamps of messages. The "one time only" log printing will likely fire in unhelpful situations.
* fix: " "
* refactor: get rid of types.h file for enums
* Keep that sneaky todo file out of commits
2025-03-06 11:25:41 +01:00

218 lines
7.4 KiB
C++

#ifdef MESHTASTIC_INCLUDE_INKHUD
#include "./InkHUD.h"
#include "./Applet.h"
#include "./Events.h"
#include "./Persistence.h"
#include "./Renderer.h"
#include "./SystemApplet.h"
#include "./Tile.h"
#include "./WindowManager.h"
using namespace NicheGraphics;
// Get or create the singleton
InkHUD::InkHUD *InkHUD::InkHUD::getInstance()
{
// Create the singleton instance of our class, if not yet done
static InkHUD *instance = nullptr;
if (!instance) {
instance = new InkHUD;
instance->persistence = new Persistence;
instance->windowManager = new WindowManager;
instance->renderer = new Renderer;
instance->events = new Events;
}
return instance;
}
// Connect the (fully set-up) E-Ink driver to InkHUD
// Should happen in your variant's nicheGraphics.h file, before InkHUD::begin is called
void InkHUD::InkHUD::setDriver(Drivers::EInk *driver)
{
renderer->setDriver(driver);
}
// Set the target number of FAST display updates in a row, before a FULL update is used for display health
// This value applies only to updates with an UNSPECIFIED update type
// If explicitly requested FAST updates exceed this target, the stressMultiplier parameter determines how many
// subsequent FULL updates will be performed, in an attempt to restore the display's health
void InkHUD::InkHUD::setDisplayResilience(uint8_t fastPerFull, float stressMultiplier)
{
renderer->setDisplayResilience(fastPerFull, stressMultiplier);
}
// Register a user applet with InkHUD
// A variant's nicheGraphics.h file should instantiate your chosen applets, then pass them to this method
// Passing an applet to this method is all that is required to make it available to the user in your InkHUD build
void InkHUD::InkHUD::addApplet(const char *name, Applet *a, bool defaultActive, bool defaultAutoshow, uint8_t onTile)
{
windowManager->addApplet(name, a, defaultActive, defaultAutoshow, onTile);
}
// Start InkHUD!
// Call this only after you have configured InkHUD
void InkHUD::InkHUD::begin()
{
persistence->loadSettings();
persistence->loadLatestMessage();
windowManager->begin();
events->begin();
renderer->begin();
// LogoApplet shows boot screen here
}
// Call this when your user button gets a short press
// Should be connected to an input source in nicheGraphics.h (NicheGraphics::Inputs::TwoButton?)
void InkHUD::InkHUD::shortpress()
{
events->onButtonShort();
}
// Call this when your user button gets a long press
// Should be connected to an input source in nicheGraphics.h (NicheGraphics::Inputs::TwoButton?)
void InkHUD::InkHUD::longpress()
{
events->onButtonLong();
}
// Cycle the next user applet to the foreground
// Only activated applets are cycled
// If user has a multi-applet layout, the applets will cycle on the "focused tile"
void InkHUD::InkHUD::nextApplet()
{
windowManager->nextApplet();
}
// Show the menu (on the the focused tile)
// The applet previously displayed there will be restored once the menu closes
void InkHUD::InkHUD::openMenu()
{
windowManager->openMenu();
}
// In layouts where multiple applets are shown at once, change which tile is focused
// The focused tile in the one which cycles applets on button short press, and displays menu on long press
void InkHUD::InkHUD::nextTile()
{
windowManager->nextTile();
}
// Rotate the display image by 90 degrees
void InkHUD::InkHUD::rotate()
{
windowManager->rotate();
}
// Show / hide the battery indicator in top-right
void InkHUD::InkHUD::toggleBatteryIcon()
{
windowManager->toggleBatteryIcon();
}
// An applet asking for the display to be updated
// This does not occur immediately
// Instead, rendering is scheduled ASAP, for the next Renderer::runOnce call
// This allows multiple applets to observe the same event, and then share the same opportunity to update
// Applets should requestUpdate, whether or not they are currently displayed ("foreground")
// This is because they *might* be automatically brought to foreground by WindowManager::autoshow
void InkHUD::InkHUD::requestUpdate()
{
renderer->requestUpdate();
}
// Demand that the display be updated
// Ignores all diplomacy:
// - the display *will* update
// - the specified update type *will* be used
// If the async parameter is false, code flow is blocked while the update takes place
void InkHUD::InkHUD::forceUpdate(EInk::UpdateTypes type, bool async)
{
renderer->forceUpdate(type, async);
}
// Wait for any in-progress display update to complete before continuing
void InkHUD::InkHUD::awaitUpdate()
{
renderer->awaitUpdate();
}
// Ask the window manager to potentially bring a different user applet to foreground
// An applet will be brought to foreground if it has just received new and relevant info
// For Example: AllMessagesApplet has just received a new text message
// Permission for this autoshow behavior is granted by the user, on an applet-by-applet basis
// If autoshow brings an applet to foreground, an InkHUD notification will not be generated for the same event
void InkHUD::InkHUD::autoshow()
{
windowManager->autoshow();
}
// Tell the window manager that the Persistence::Settings value for applet activation has changed,
// and that it should reconfigure accordingly.
// This is triggered at boot, or when the user enables / disabled applets via the on-screen menu
void InkHUD::InkHUD::updateAppletSelection()
{
windowManager->changeActivatedApplets();
}
// Tell the window manager that the Persistence::Settings value for layout or rotation has changed,
// and that it should reconfigure accordingly.
// This is triggered at boot, or by rotate / layout options in the on-screen menu
void InkHUD::InkHUD::updateLayout()
{
windowManager->changeLayout();
}
// Width of the display, in the context of the current rotation
uint16_t InkHUD::InkHUD::width()
{
return renderer->width();
}
// Height of the display, in the context of the current rotation
uint16_t InkHUD::InkHUD::height()
{
return renderer->height();
}
// A collection of any user tiles which do not have a valid user applet
// This can occur in various situations, such as when a user enables fewer applets than their layout has tiles
// The tiles (and which regions the occupy) are private information of the window manager
// The renderer needs to know which regions (if any) are empty,
// in order to fill them with a "placeholder" pattern.
// -- There may be a tidier way to accomplish this --
std::vector<InkHUD::Tile *> InkHUD::InkHUD::getEmptyTiles()
{
return windowManager->getEmptyTiles();
}
// Get a system applet by its name
// This isn't particularly elegant, but it does avoid:
// - passing around a big set of references
// - having two sets of references (systemApplet vector for iteration)
InkHUD::SystemApplet *InkHUD::InkHUD::getSystemApplet(const char *name)
{
for (SystemApplet *sa : systemApplets) {
if (strcmp(name, sa->name) == 0)
return sa;
}
assert(false); // Invalid name
}
// Place a pixel into the image buffer
// The x and y coordinates are in the context of the current display rotation
// - Applets pass "relative" pixels to tiles
// - Tiles pass translated pixels to this method
// - this methods (Renderer) places rotated pixels into the image buffer
// This method provides the final formatting step required. The image buffer is suitable for writing to display
void InkHUD::InkHUD::drawPixel(int16_t x, int16_t y, Color c)
{
renderer->handlePixel(x, y, c);
}
#endif