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* Update Favorite Node Message Options to unify against other screens * Rebuild Horizontal Battery, Resolve overlap concerns * Update positioning on Message frame and fix drawCommonHeader overlay * Beginnings of creating isHighResolution bool * Fixup determineResolution() * Implement isHighResolution in place of SCREEN_WIDTH > 128 checks * Line Spacing bound to isHighResolution * Analog Clock for all * Add AM/PM to Analog Clock if isHighResolution and not TWatch * Simple Menu Queue, and add time menu * Fix prompt string for 12/24 hour picker * More menu banners into functions * Fix Action Menu on Home frame * Correct pop-up calculation size and continue to leverage isHighResolution * Move menu bits to MenuHandler * Plumb in the digital/analog picker * Correct Clock Face Picker title * Clock picker fixes * Migrate the rest of the menus to MenuHandler.* * Add compass menu and needle point option * Minor fix for compass point menu * Correct Home menu into typical format * Fix emoji bounce, overlap, and missing commonHeader * Sanitize long_names and removed unused variables * Slightly better sanitizeString variation * Resolved apostrophe being shown as upside down question mark * Gotta keep height and width in expected order * Remove Second Hand for Analog Clock on EInk displays * Fix Clock menu option decision tree * Improvements to Eink Navigation * Pause Banner for Eink moved to bottom * Updated working for 12-/24-hour menu and Added US/Arizona to timezone picker * Add Adhoc Ping and resolve error with std::string sanitized * Hide quick toggle as option is available within Action Menu, commented out for the moment * Remove old battery icon and option, use drawCommonHeader throughout, re-add battery to Clock frames * fix misc build warnings. NFC * Update Analog Clock on EInk to show more digits * Establish Action Menu on all node list screens, add NodeDB reset (with confirmation) option * Add Toggle Backlight for EInk Displays * Suppress action screen Full refresh for Eink * Adjust drawBluetoothConnectedIcon on TWatch * Maintain clock frame when switching between Clock Faces * Move modules beyond the clock in navigation * addressed the conflicts, and changed target branch to 2.7-MiscFixes-Week1 * cleanup, cheers * Add AM/PM to low resolution clock also * Small adjustments to AM/PM replacement across various devices * Resolve dangling pointer issues with sanitize code * Update comments for Screen.cpp related to module load change * Trunk runs * Update message caching to correct aged timestamp * Menu wording adjustments * Time Format wording * Use all the rows on EInk since with autohide the navigation bar * Finalize Time Format picker word change * Retired drawFunctionOverlay code No longer being used * Actually honor the points-north setting * Trunk * Compressed action list * Update no-op showOverlayBanner function * trunk * Correct T_Watch_S3 specific line * Autosized Action menu per screen * Finalize Autosized Action menu per screen * Unify Message Titles * Reorder Timezones to match expectations * Adjust text location for pop-ups * Revert "Actually honor the points-north setting" This reverts commit20988aa4fa
. * Make NodeDB sort its internal vector when lastheard is updated. Don't sort in NodeListRenderer * Update src/graphics/draw/NodeListRenderer.cpp Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> * Update src/mesh/NodeDB.cpp Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> * Pass by reference -- Thanks Copilot! * Throttle sorting just a touch * Check more carefully for own node * Eliminate some now-unneeded sorting * Move function after include * Putting Modules back to position 0 and some trunk checks found * Add Scrollbar for Action menus * Second attempt to move modules down the navigation bar * Continue effort of moving modules in the navigation * Canned Messages tweak * Replicate Function + Space through the Menu System * Move init button parameters into config struct (#7145) * Remove bundling of web-ui from ESP32 devices (#7143) * Fixed triple click GPS toggle bungle * Move init button parameters into config struct * Reapply "Actually honor the points-north setting" This reverts commit42c1967e7b
. * Actually do compass pointings correctly * Tweak to node bearings * Menu wording tweaks * Get the compass_north_top logic right * Don't jump frames after setting Compass * Get rid of the extra bearingTo functions * Don't blink Mail on EInk Clock Screens * Actually set lat and long * Calibrate * Convert Radians to Degrees * More degree vs radians fixes * De-duplicate draw arrow function * Don't advertise compass calibration without an accell thread. --------- Co-authored-by: Ben Meadors <benmmeadors@gmail.com> Co-authored-by: Jonathan Bennett <jbennett@incomsystems.biz> Co-authored-by: HarukiToreda <116696711+HarukiToreda@users.noreply.github.com> Co-authored-by: Thomas Göttgens <tgoettgens@gmail.com> Co-authored-by: csrutil <keming.cao@gmail.com> Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
228 lines
9.4 KiB
C++
228 lines
9.4 KiB
C++
#pragma once
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#include "mesh/Channels.h"
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#include "mesh/MeshTypes.h"
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#include <vector>
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#if HAS_SCREEN
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#include <OLEDDisplay.h>
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#include <OLEDDisplayUi.h>
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#endif
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#define MESHMODULE_MIN_BROADCAST_DELAY_MS 30 * 1000 // Min. delay after boot before sending first broadcast by any module
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#define MESHMODULE_BROADCAST_SPACING_MS 15 * 1000 // Initial spacing between broadcasts of different modules
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/** handleReceived return enumeration
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*
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* Use ProcessMessage::CONTINUE to allows other modules to process a message.
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*
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* Use ProcessMessage::STOP to stop further message processing.
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*/
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enum class ProcessMessage {
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CONTINUE = 0,
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STOP = 1,
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};
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/**
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* Used by modules to return the result of the AdminMessage handling.
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* If request is handled, then module should return HANDLED,
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* If response is also prepared for the request, then HANDLED_WITH_RESPONSE
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* should be returned.
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*/
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enum class AdminMessageHandleResult {
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NOT_HANDLED = 0,
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HANDLED = 1,
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HANDLED_WITH_RESPONSE = 2,
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};
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/*
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* This struct is used by Screen to figure out whether screen frame should be updated.
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*/
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struct UIFrameEvent {
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// What do we actually want to happen?
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enum Action {
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REDRAW_ONLY, // Don't change which frames are show, just redraw, asap
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REGENERATE_FRAMESET, // Regenerate (change? add? remove?) screen frames, honoring requestFocus()
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REGENERATE_FRAMESET_BACKGROUND, // Regenerate screen frames, Attempt to remain on the same frame throughout
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} action = REDRAW_ONLY;
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// We might want to pass additional data inside this struct at some point
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};
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/** A baseclass for any mesh "module".
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*
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* A module allows you to add new features to meshtastic device code, without needing to know messaging details.
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*
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* A key concept for this is that your module should use a particular "portnum" for each message type you want to receive
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* and handle.
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*
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* Internally we use modules to implement the core meshtastic text messaging and gps position sharing features. You
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* can use these classes as examples for how to write your own custom module. See here: (FIXME)
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*/
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class MeshModule
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{
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static std::vector<MeshModule *> *modules;
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public:
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/** Constructor
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* name is for debugging output
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*/
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MeshModule(const char *_name);
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virtual ~MeshModule();
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/** For use only by MeshService
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*/
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static void callModules(meshtastic_MeshPacket &mp, RxSource src = RX_SRC_RADIO);
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static std::vector<MeshModule *> GetMeshModulesWithUIFrames(int startIndex);
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static void observeUIEvents(Observer<const UIFrameEvent *> *observer);
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static AdminMessageHandleResult handleAdminMessageForAllModules(const meshtastic_MeshPacket &mp,
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meshtastic_AdminMessage *request,
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meshtastic_AdminMessage *response);
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#if HAS_SCREEN
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virtual void drawFrame(OLEDDisplay *display, OLEDDisplayUiState *state, int16_t x, int16_t y) { return; }
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virtual bool isRequestingFocus(); // Checked by screen, when regenerating frameset
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virtual bool interceptingKeyboardInput() { return false; } // Can screen use keyboard for nav, or is module handling input?
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#endif
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protected:
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const char *name;
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/** Most modules only care about packets that are destined for their node (i.e. broadcasts or has their node as the specific
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recipient) But some plugs might want to 'sniff' packets that are merely being routed (passing through the current node). Those
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modules can set this to true and their handleReceived() will be called for every packet.
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*/
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bool isPromiscuous = false;
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/** Also receive a copy of LOCALLY GENERATED messages - most modules should leave
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* this setting disabled - see issue #877 */
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bool loopbackOk = false;
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/** Most modules only understand decrypted packets. For modules that also want to see encrypted packets, they should set this
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* flag */
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bool encryptedOk = false;
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/* We allow modules to ignore a request without sending an error if they have a specific reason for it. */
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bool ignoreRequest = false;
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/** If a bound channel name is set, we will only accept received packets that come in on that channel.
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* A special exception (FIXME, not sure if this is a good idea) - packets that arrive on the local interface
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* are allowed on any channel (this lets the local user do anything).
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*
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* We will send responses on the same channel that the request arrived on.
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*/
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const char *boundChannel = NULL;
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/**
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* If this module is currently handling a request currentRequest will be preset
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* to the packet with the request. This is mostly useful for reply handlers.
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*
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* Note: this can be static because we are guaranteed to be processing only one
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* plumodulegin at a time.
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*/
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static const meshtastic_MeshPacket *currentRequest;
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// We keep track of the number of modules that send a periodic broadcast to schedule them spaced out over time
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static uint8_t numPeriodicModules;
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// Set the start delay for module that broadcasts periodically
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int32_t setStartDelay();
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/**
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* If your handler wants to send a response, simply set currentReply and it will be sent at the end of response handling.
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*/
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meshtastic_MeshPacket *myReply = NULL;
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/**
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* Initialize your module. This setup function is called once after all hardware and mesh protocol layers have
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* been initialized
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*/
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virtual void setup();
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/**
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* @return true if you want to receive the specified portnum
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*/
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virtual bool wantPacket(const meshtastic_MeshPacket *p) = 0;
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/** Called to handle a particular incoming message
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@return ProcessMessage::STOP if you've guaranteed you've handled this message and no other handlers should be considered for
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it
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*/
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virtual ProcessMessage handleReceived(const meshtastic_MeshPacket &mp) { return ProcessMessage::CONTINUE; }
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/** Called to change a particular incoming message
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This allows the module to change the message before it is passed through the rest of the call-chain.
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*/
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virtual void alterReceived(meshtastic_MeshPacket &mp) {}
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/** Messages can be received that have the want_response bit set. If set, this callback will be invoked
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* so that subclasses can (optionally) send a response back to the original sender.
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*
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* Note: most implementers don't need to override this, instead: If while handling a request you have a reply, just set
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* the protected reply field in this instance.
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* */
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virtual meshtastic_MeshPacket *allocReply();
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/***
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* @return true if you want to be alloced a UI screen frame
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*/
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virtual bool wantUIFrame() { return false; }
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virtual Observable<const UIFrameEvent *> *getUIFrameObservable() { return NULL; }
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meshtastic_MeshPacket *allocAckNak(meshtastic_Routing_Error err, NodeNum to, PacketId idFrom, ChannelIndex chIndex,
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uint8_t hopLimit = 0);
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/// Send an error response for the specified packet.
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meshtastic_MeshPacket *allocErrorResponse(meshtastic_Routing_Error err, const meshtastic_MeshPacket *p);
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/**
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* @brief An admin message arrived to AdminModule. Module was asked whether it want to handle the request.
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*
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* @param mp The mesh packet arrived.
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* @param request The AdminMessage request extracted from the packet.
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* @param response The prepared response
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* @return AdminMessageHandleResult
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* HANDLED if message was handled
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* HANDLED_WITH_RESPONSE if a response is also prepared and to be sent.
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*/
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virtual AdminMessageHandleResult handleAdminMessageForModule(const meshtastic_MeshPacket &mp,
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meshtastic_AdminMessage *request,
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meshtastic_AdminMessage *response)
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{
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return AdminMessageHandleResult::NOT_HANDLED;
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};
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#if HAS_SCREEN
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/** Request that our module's screen frame be focused when Screen::setFrames runs
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* Only considered if Screen::setFrames is triggered via a UIFrameEvent
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*
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* Having this as a separate call, instead of part of the UIFrameEvent, allows the module to delay decision
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* until drawFrame() is called. This required less restructuring.
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*/
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bool _requestingFocus = false;
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void requestFocus() { _requestingFocus = true; }
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#else
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void requestFocus(){}; // No-op
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#endif
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private:
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/**
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* If any of the current chain of modules has already sent a reply, it will be here. This is useful to allow
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* the RoutingModule to avoid sending redundant acks
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*/
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static meshtastic_MeshPacket *currentReply;
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friend class ReliableRouter;
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/** Messages can be received that have the want_response bit set. If set, this callback will be invoked
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* so that subclasses can (optionally) send a response back to the original sender. This method calls allocReply()
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* to generate the reply message, and if !NULL that message will be delivered to whoever sent req
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*/
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void sendResponse(const meshtastic_MeshPacket &req);
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};
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/** set the destination and packet parameters of packet p intended as a reply to a particular "to" packet
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* This ensures that if the request packet was sent reliably, the reply is sent that way as well.
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*/
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void setReplyTo(meshtastic_MeshPacket *p, const meshtastic_MeshPacket &to); |