Modules and favorite screen fix (#7264)

* T-watch screen misalignment fix

* Trunk fix

* Fix for favorite frame when module screen is enabled
This commit is contained in:
HarukiToreda 2025-07-08 07:22:57 -04:00 committed by GitHub
parent 19af2d9e3b
commit 88b299dd41
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@ -944,22 +944,6 @@ void Screen::setFrames(FrameFocus focus)
indicatorIcons.push_back(digital_icon_clock);
#endif
// 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)
numMeshNodes--;
for (size_t i = 0; i < nodeDB->getNumMeshNodes(); i++) {
const meshtastic_NodeInfoLite *n = nodeDB->getMeshNodeByIndex(i);
if (n && n->num != nodeDB->getNodeNum() && n->is_favorite) {
if (fsi.positions.firstFavorite == 255)
fsi.positions.firstFavorite = numframes;
fsi.positions.lastFavorite = numframes;
normalFrames[numframes++] = graphics::UIRenderer::drawNodeInfo;
indicatorIcons.push_back(icon_node);
}
}
#if HAS_WIFI && !defined(ARCH_PORTDUINO)
if (!dismissedFrames.wifi && isWifiAvailable()) {
fsi.positions.wifi = numframes;
@ -969,7 +953,7 @@ void Screen::setFrames(FrameFocus focus)
#endif
// Beware of what changes you make in this code!
// We pass numfames into GetMeshModulesWithUIFrames() which is highly important!
// We pass numframes into GetMeshModulesWithUIFrames() which is highly important!
// Inside of that callback, goes over to MeshModule.cpp and we run
// modulesWithUIFrames.resize(startIndex, nullptr), to insert nullptr
// entries until we're ready to start building the matching entries.
@ -998,6 +982,34 @@ void Screen::setFrames(FrameFocus focus)
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)
numMeshNodes--;
// Temporary array to hold favorite node frames
std::vector<FrameCallback> favoriteFrames;
for (size_t i = 0; i < nodeDB->getNumMeshNodes(); i++) {
const meshtastic_NodeInfoLite *n = nodeDB->getMeshNodeByIndex(i);
if (n && n->num != nodeDB->getNodeNum() && n->is_favorite) {
favoriteFrames.push_back(graphics::UIRenderer::drawNodeInfo);
}
}
// Insert favorite frames *after* collecting them all
if (!favoriteFrames.empty()) {
fsi.positions.firstFavorite = numframes;
for (auto &f : favoriteFrames) {
normalFrames[numframes++] = f;
indicatorIcons.push_back(icon_node);
}
fsi.positions.lastFavorite = numframes - 1;
} else {
fsi.positions.firstFavorite = 255;
fsi.positions.lastFavorite = 255;
}
fsi.frameCount = numframes; // Total framecount is used to apply FOCUS_PRESERVE
this->frameCount = numframes; // ✅ Save frame count for use in custom overlay
LOG_DEBUG("Finished build frames. numframes: %d", numframes);
@ -1009,8 +1021,7 @@ void Screen::setFrames(FrameFocus focus)
static OverlayCallback overlays[] = {graphics::UIRenderer::drawNavigationBar, NotificationRenderer::drawBannercallback};
ui->setOverlays(overlays, sizeof(overlays) / sizeof(overlays[0]));
prevFrame = -1; // Force drawNodeInfo to pick a new node (because our list
// just changed)
prevFrame = -1; // Force drawNodeInfo to pick a new node (because our list just changed)
// Focus on a specific frame, in the frame set we just created
switch (focus) {