firmware/src/graphics/niche/InkHUD/Renderer.cpp
Razurac e505ec847e
Added option to invert screen on InkHUD (#7075)
* Added option to invert screen on InkHUD

* Rewrite to make use of existing config.display.displaymode

---------

Co-authored-by: Ben Meadors <benmmeadors@gmail.com>
2025-07-02 06:06:02 -05:00

419 lines
14 KiB
C++

#ifdef MESHTASTIC_INCLUDE_INKHUD
#include "./Renderer.h"
#include "main.h"
#include "./Applet.h"
#include "./SystemApplet.h"
#include "./Tile.h"
using namespace NicheGraphics;
InkHUD::Renderer::Renderer() : concurrency::OSThread("Renderer")
{
// Nothing for the timer to do just yet
OSThread::disable();
// Convenient references
inkhud = InkHUD::getInstance();
settings = &inkhud->persistence->settings;
}
// 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::Renderer::setDriver(Drivers::EInk *driver)
{
// Make sure not already set
if (this->driver) {
LOG_ERROR("Driver already set");
delay(2000); // Wait for native serial..
assert(false);
}
// Store the driver which was created in setupNicheGraphics()
this->driver = driver;
// Determine the dimensions of the image buffer, in bytes.
// Along rows, pixels are stored 8 per byte.
// Not all display widths are divisible by 8. Need to make sure bytecount accommodates padding for these.
imageBufferWidth = ((driver->width - 1) / 8) + 1;
imageBufferHeight = driver->height;
// Allocate the image buffer
imageBuffer = new uint8_t[imageBufferWidth * imageBufferHeight];
}
// 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::Renderer::setDisplayResilience(uint8_t fastPerFull, float stressMultiplier)
{
displayHealth.fastPerFull = fastPerFull;
displayHealth.stressMultiplier = stressMultiplier;
}
void InkHUD::Renderer::begin()
{
forceUpdate(Drivers::EInk::UpdateTypes::FULL, false);
}
// Set a flag, which will be picked up by runOnce, ASAP.
// Quite likely, multiple applets will all want to respond to one event (Observable, etc)
// Each affected applet can independently call requestUpdate(), and all share the one opportunity to render, at next runOnce
void InkHUD::Renderer::requestUpdate()
{
requested = true;
// We will run the thread as soon as we loop(),
// after all Applets have had a chance to observe whatever event set this off
OSThread::setIntervalFromNow(0);
OSThread::enabled = true;
runASAP = true;
}
// requestUpdate will not actually update if no requests were made by applets which are actually visible
// This can occur, because applets requestUpdate even from the background,
// in case the user's autoshow settings permit them to be moved to foreground.
// Sometimes, however, we will want to trigger a display update manually, in the absence of any sort of applet event
// Display health, for example.
// In these situations, we use forceUpdate
void InkHUD::Renderer::forceUpdate(Drivers::EInk::UpdateTypes type, bool async)
{
requested = true;
forced = true;
displayHealth.forceUpdateType(type);
// Normally, we need to start the timer, in case the display is busy and we briefly defer the update
if (async) {
// We will run the thread as soon as we loop(),
// after all Applets have had a chance to observe whatever event set this off
OSThread::setIntervalFromNow(0);
OSThread::enabled = true;
runASAP = true;
}
// If the update is *not* asynchronous, we begin the render process directly here
// so that it can block code flow while running
else
render(false);
}
// Wait for any in-progress display update to complete before continuing
void InkHUD::Renderer::awaitUpdate()
{
if (driver->busy()) {
LOG_INFO("Waiting for display");
driver->await(); // Wait here for update to complete
}
}
// Set a ready-to-draw pixel into the image buffer
// All rotations / translations have already taken place: this buffer data is formatted ready for the driver
void InkHUD::Renderer::handlePixel(int16_t x, int16_t y, Color c)
{
rotatePixelCoords(&x, &y);
uint32_t byteNum = (y * imageBufferWidth) + (x / 8); // X data is 8 pixels per byte
uint8_t bitNum = 7 - (x % 8); // Invert order: leftmost bit (most significant) is leftmost pixel of byte.
bitWrite(imageBuffer[byteNum], bitNum, c);
}
// Width of the display, relative to rotation
uint16_t InkHUD::Renderer::width()
{
if (settings->rotation % 2)
return driver->height;
else
return driver->width;
}
// Height of the display, relative to rotation
uint16_t InkHUD::Renderer::height()
{
if (settings->rotation % 2)
return driver->width;
else
return driver->height;
}
// Runs at regular intervals
// - postponing render: until next loop(), allowing all applets to be notified of some Mesh event before render
// - queuing another render: while one is already is progress
int32_t InkHUD::Renderer::runOnce()
{
// If an applet asked to render, and hardware is able, lets try now
if (requested && !driver->busy()) {
render();
}
// If our render() call failed, try again shortly
// otherwise, stop our thread until next update due
if (requested)
return 250UL;
else
return OSThread::disable();
}
// Applies the system-wide rotation to pixel positions
// This step is applied to image data which has already been translated by a Tile object
// This is the final step before the pixel is placed into the image buffer
// No return: values of the *x and *y parameters are modified by the method
void InkHUD::Renderer::rotatePixelCoords(int16_t *x, int16_t *y)
{
// Apply a global rotation to pixel locations
int16_t x1 = 0;
int16_t y1 = 0;
switch (settings->rotation) {
case 0:
x1 = *x;
y1 = *y;
break;
case 1:
x1 = (driver->width - 1) - *y;
y1 = *x;
break;
case 2:
x1 = (driver->width - 1) - *x;
y1 = (driver->height - 1) - *y;
break;
case 3:
x1 = *y;
y1 = (driver->height - 1) - *x;
break;
}
*x = x1;
*y = y1;
}
// Make an attempt to gather image data from some / all applets, and update the display
// Might not be possible right now, if update already is progress.
void InkHUD::Renderer::render(bool async)
{
// Make sure the display is ready for a new update
if (async) {
// Previous update still running, Will try again shortly, via runOnce()
if (driver->busy())
return;
} else {
// Wait here for previous update to complete
driver->await();
}
// Determine if a system applet has requested exclusive rights to request an update,
// or exclusive rights to render
checkLocks();
// (Potentially) change applet to display new info,
// then check if this newly displayed applet makes a pending notification redundant
inkhud->autoshow();
// If an update is justified.
// We don't know this until after autoshow has run, as new applets may now be in foreground
if (shouldUpdate()) {
// Decide which technique the display will use to change image
// Done early, as rendering resets the Applets' requested types
Drivers::EInk::UpdateTypes updateType = decideUpdateType();
// Render the new image
clearBuffer();
renderUserApplets();
renderPlaceholders();
renderSystemApplets();
// Invert Buffer if set by user
if (config.display.displaymode == meshtastic_Config_DisplayConfig_DisplayMode_INVERTED) {
for (size_t i = 0; i < imageBufferWidth * imageBufferHeight; ++i) {
imageBuffer[i] = ~imageBuffer[i];
}
}
// Tell display to begin process of drawing new image
LOG_INFO("Updating display");
driver->update(imageBuffer, updateType);
// If not async, wait here until the update is complete
if (!async)
driver->await();
}
// Our part is done now.
// If update is async, the display hardware is still performing the update process,
// but that's all handled by NicheGraphics::Drivers::EInk
// Tidy up, ready for a new request
requested = false;
forced = false;
}
// Manually fill the image buffer with WHITE
// Clears any old drawing
// Note: benchmarking revealed that this is *much* faster than setting pixels individually
// So much so that it's more efficient to re-render all applets,
// rather than rendering selectively, and manually blanking a portion of the display
void InkHUD::Renderer::clearBuffer()
{
memset(imageBuffer, 0xFF, imageBufferHeight * imageBufferWidth);
}
void InkHUD::Renderer::checkLocks()
{
lockRendering = nullptr;
lockRequests = nullptr;
for (SystemApplet *sa : inkhud->systemApplets) {
if (!lockRendering && sa->lockRendering && sa->isForeground()) {
lockRendering = sa;
}
if (!lockRequests && sa->lockRequests && sa->isForeground()) {
lockRequests = sa;
}
}
}
bool InkHUD::Renderer::shouldUpdate()
{
bool should = false;
// via forceUpdate
should |= forced;
// via a system applet (which has locked update requests)
if (lockRequests) {
should |= lockRequests->wantsToRender();
return should; // Early exit - no other requests considered
}
// via system applet (not locked)
for (SystemApplet *sa : inkhud->systemApplets) {
if (sa->wantsToRender() // This applet requested
&& sa->isForeground()) // This applet is currently shown
{
should = true;
break;
}
}
// via user applet
for (Applet *ua : inkhud->userApplets) {
if (ua // Tile has valid applet
&& ua->wantsToRender() // This applet requested display update
&& ua->isForeground()) // This applet is currently shown
{
should = true;
break;
}
}
return should;
}
// Determine which type of E-Ink update the display will perform, to change the image.
// Considers the needs of the various applets, then weighs against display health.
// An update type specified by forceUpdate will be granted with no further questioning.
Drivers::EInk::UpdateTypes InkHUD::Renderer::decideUpdateType()
{
// Ask applets which update type they would prefer
// Some update types take priority over others
// No need to consider the "requests" if somebody already forced an update
if (!forced) {
// User applets
for (Applet *ua : inkhud->userApplets) {
if (ua && ua->isForeground())
displayHealth.requestUpdateType(ua->wantsUpdateType());
}
// System Applets
for (SystemApplet *sa : inkhud->systemApplets) {
if (sa && sa->isForeground())
displayHealth.requestUpdateType(sa->wantsUpdateType());
}
}
return displayHealth.decideUpdateType();
}
// Run the drawing operations of any user applets which are currently displayed
// Pixel output is placed into the framebuffer, ready for handoff to the EInk driver
void InkHUD::Renderer::renderUserApplets()
{
// Don't render user applets if a system applet has demanded the whole display to itself
if (lockRendering)
return;
// Render any user applets which are currently visible
for (Applet *ua : inkhud->userApplets) {
if (ua && ua->isActive() && ua->isForeground()) {
uint32_t start = millis();
ua->render(); // Draw!
uint32_t stop = millis();
LOG_DEBUG("%s took %dms to render", ua->name, stop - start);
}
}
}
// Run the drawing operations of any system applets which are currently displayed
// Pixel output is placed into the framebuffer, ready for handoff to the EInk driver
void InkHUD::Renderer::renderSystemApplets()
{
SystemApplet *battery = inkhud->getSystemApplet("BatteryIcon");
SystemApplet *menu = inkhud->getSystemApplet("Menu");
SystemApplet *notifications = inkhud->getSystemApplet("Notification");
// Each system applet
for (SystemApplet *sa : inkhud->systemApplets) {
// Skip if not shown
if (!sa->isForeground())
continue;
// Skip if locked by another applet
if (lockRendering && lockRendering != sa)
continue;
// Don't draw the battery or notifications overtop the menu
// Todo: smarter way to handle this
if (menu->isForeground() && (sa == battery || sa == notifications))
continue;
assert(sa->getTile());
// uint32_t start = millis();
sa->render(); // Draw!
// uint32_t stop = millis();
// LOG_DEBUG("%s took %dms to render", sa->name, stop - start);
}
}
// In some situations (e.g. layout or applet selection changes),
// a user tile can end up without an assigned applet.
// In this case, we will fill the empty space with diagonal lines.
void InkHUD::Renderer::renderPlaceholders()
{
// Don't fill empty space with placeholders if a system applet wants exclusive use of the display
if (lockRendering)
return;
// Ask the window manager which tiles are empty
std::vector<Tile *> emptyTiles = inkhud->getEmptyTiles();
// No empty tiles
if (emptyTiles.size() == 0)
return;
SystemApplet *placeholder = inkhud->getSystemApplet("Placeholder");
// uint32_t start = millis();
for (Tile *t : emptyTiles) {
t->assignApplet(placeholder);
placeholder->render();
t->assignApplet(nullptr);
}
// uint32_t stop = millis();
// LOG_DEBUG("Placeholders took %dms to render", stop - start);
}
#endif