firmware/src/graphics/niche/InkHUD/WindowManager.cpp
2025-02-12 09:39:25 -06:00

1128 lines
41 KiB
C++

#ifdef MESHTASTIC_INCLUDE_INKHUD
#include "./WindowManager.h"
#include "RTC.h"
#include "mesh/NodeDB.h"
// System applets
// Must be defined in .cpp to prevent a circular dependency with Applet base class
#include "./Applets/System/BatteryIcon/BatteryIconApplet.h"
#include "./Applets/System/Logo/LogoApplet.h"
#include "./Applets/System/Menu/MenuApplet.h"
#include "./Applets/System/Notification/NotificationApplet.h"
#include "./Applets/System/Pairing/PairingApplet.h"
#include "./Applets/System/Placeholder/PlaceholderApplet.h"
#include "./Applets/System/Tips/TipsApplet.h"
using namespace NicheGraphics;
InkHUD::WindowManager::WindowManager() : concurrency::OSThread("InkHUD WM")
{
// Nothing for the timer to do just yet
OSThread::disable();
}
// Get or create the WindowManager singleton
InkHUD::WindowManager *InkHUD::WindowManager::getInstance()
{
// Create the singleton instance of our class, if not yet done
static InkHUD::WindowManager *instance = new InkHUD::WindowManager();
return instance;
}
// Connect the driver, which is created independently is setupNicheGraphics()
void InkHUD::WindowManager::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];
}
// Sets the ideal ratio of FAST updates to FULL updates
// We want as many FAST updates as possible, without causing gradual degradation of the display
// If explicitly requested, number of FAST updates may exceed fastPerFull value.
// In this case, the stressMultiplier is applied, causing the "FULL update debt" to increase by more than normal
// The stressMultplier helps the display recover from particularly taxing periods of use
// (Default arguments of 5,2 are very conservative values)
void InkHUD::WindowManager::setDisplayResilience(uint8_t fastPerFull = 5, float stressMultiplier = 2.0)
{
mediator.fastPerFull = fastPerFull;
mediator.stressMultiplier = stressMultiplier;
}
// Register a user applet with the WindowManager
// This is called in setupNicheGraphics()
// This should be the only time that specific user applets are mentioned in the code
// If a user applet is not added with this method, its code should not be built
void InkHUD::WindowManager::addApplet(const char *name, Applet *a, bool defaultActive, bool defaultAutoshow, uint8_t onTile)
{
userApplets.push_back(a);
// If requested, mark in settings that this applet should be active by default
// This means that it will be available for the user to cycle to with short-press of the button
// This is the default state only: user can activate or deactive applets through the menu.
// User's choice of active applets is stored in settings, and will be honored instead of these defaults, if present
if (defaultActive)
settings.userApplets.active[userApplets.size() - 1] = true;
// If requested, mark in settings that this applet should "autoshow" by default
// This means that the applet will be automatically brought to foreground when it has new data to show
// This is the default state only: user can select which applets have this behavior through the menu
// User's selection is stored in settings, and will be honored instead of these defaults, if present
if (defaultAutoshow)
settings.userApplets.autoshow[userApplets.size() - 1] = true;
// If specified, mark this as the default applet for a given tile index
// Used only to avoid placeholder applet "out of the box", when default settings have more than one tile
if (onTile != (uint8_t)-1)
settings.userTiles.displayedUserApplet[onTile] = userApplets.size() - 1;
// The label that will be show in the applet selection menu, on the device
a->name = name;
}
// Perform initial setup, and begin responding to incoming events
// First task once init is to show the boot screen
void InkHUD::WindowManager::begin()
{
// Make sure we have set a driver
if (!this->driver) {
LOG_ERROR("Driver not set");
delay(2000); // Wait for native serial..
assert(false);
}
loadDataFromFlash();
createSystemApplets();
createSystemTiles();
placeSystemTiles();
assignSystemAppletsToTiles();
createUserApplets();
createUserTiles();
placeUserTiles();
assignUserAppletsToTiles();
refocusTile();
logoApplet->showBootScreen();
forceUpdate(Drivers::EInk::FULL, false); // Update now, and wait here until complete
deepSleepObserver.observe(&notifyDeepSleep);
rebootObserver.observe(&notifyReboot);
textMessageObserver.observe(textMessageModule);
#ifdef ARCH_ESP32
lightSleepObserver.observe(&notifyLightSleep);
#endif
}
// Set-up special "system applets"
// These handle things like bootscreen, pop-up notifications etc
// They are processed separately from the user applets, because they might need to do "weird things"
// They also won't be activated or deactivated
void InkHUD::WindowManager::createSystemApplets()
{
logoApplet = new LogoApplet;
pairingApplet = new PairingApplet;
tipsApplet = new TipsApplet;
notificationApplet = new NotificationApplet;
batteryIconApplet = new BatteryIconApplet;
menuApplet = new MenuApplet;
placeholderApplet = new PlaceholderApplet;
// System applets are always active
logoApplet->activate();
pairingApplet->activate();
tipsApplet->activate();
notificationApplet->activate();
batteryIconApplet->activate();
menuApplet->activate();
placeholderApplet->activate();
// Add to the systemApplets vector
// Although system applets often need special handling, sometimes we can process them en-masse with this vector
// e.g. rendering, raising events
// Order of these entries determines Z-Index when rendering
systemApplets.push_back(logoApplet);
systemApplets.push_back(pairingApplet);
systemApplets.push_back(tipsApplet);
systemApplets.push_back(batteryIconApplet);
systemApplets.push_back(menuApplet);
systemApplets.push_back(notificationApplet);
// Note: placeholder applet is technically a system applet, but it renders in WindowManager::renderPlaceholders
}
void InkHUD::WindowManager::createSystemTiles()
{
fullscreenTile = new Tile;
notificationTile = new Tile;
batteryIconTile = new Tile;
}
void InkHUD::WindowManager::placeSystemTiles()
{
fullscreenTile->placeSystemTile(0, 0, getWidth(), getHeight());
notificationTile->placeSystemTile(0, 0, getWidth(), 20); // Testing only: constant value
// Todo: appropriate sizing for the battery icon
const uint16_t batteryIconHeight = Applet::getHeaderHeight() - (2 * 2);
uint16_t batteryIconWidth = batteryIconHeight * 1.8;
batteryIconTile->placeSystemTile(getWidth() - batteryIconWidth, 2, batteryIconWidth, batteryIconHeight);
}
// Assign a system applet to the fullscreen tile
// Rendering of user tiles is suspended when the fullscreen tile is occupied
void InkHUD::WindowManager::claimFullscreen(InkHUD::Applet *a)
{
// Make sure that only system applets use the fullscreen tile
bool isSystemApplet = false;
for (Applet *sa : systemApplets) {
if (sa == a) {
isSystemApplet = true;
break;
}
}
assert(isSystemApplet);
fullscreenTile->assignApplet(a);
}
// Clear the fullscreen tile, unlinking whichever system applet is assigned
// This allows the normal rendering of user tiles to resume
void InkHUD::WindowManager::releaseFullscreen()
{
// Make sure the applet is ready to release the tile
assert(!fullscreenTile->getAssignedApplet()->isForeground());
// Break the link between the applet and the fullscreen tile
fullscreenTile->assignApplet(nullptr);
}
// Some system applets can be assigned to a tile at boot
// These are applets which do have their own tile, and whose assignment never changes
// Applets which:
// - share the fullscreen tile (e.g. logoApplet, pairingApplet),
// - render on user tiles (e.g. menuApplet, placeholderApplet),
// are assigned to the tile only when needed
void InkHUD::WindowManager::assignSystemAppletsToTiles()
{
notificationTile->assignApplet(notificationApplet);
batteryIconTile->assignApplet(batteryIconApplet);
}
// Activate or deactivate user applets, to match settings
// Called at boot, or after run-time config changes via menu
// Note: this method does not instantiate the applets;
// this is done in setupNicheGraphics, with WindowManager::addApplet
void InkHUD::WindowManager::createUserApplets()
{
// Deactivate and remove any no-longer-needed applets
for (uint8_t i = 0; i < userApplets.size(); i++) {
Applet *a = userApplets.at(i);
// If the applet is active, but settings say it shouldn't be:
// - run applet's custom deactivation code
// - mark applet as inactive (internally)
if (a->isActive() && !settings.userApplets.active[i])
a->deactivate();
}
// Activate and add any new applets
for (uint8_t i = 0; i < userApplets.size() && i < MAX_USERAPPLETS_GLOBAL; i++) {
// If not activated, but it now should be:
// - run applet's custom activation code
// - mark applet as active (internally)
if (!userApplets.at(i)->isActive() && settings.userApplets.active[i])
userApplets.at(i)->activate();
}
}
void InkHUD::WindowManager::createUserTiles()
{
// Delete any tiles which currently exist
for (Tile *t : userTiles)
delete t;
userTiles.clear();
// Create new tiles
for (uint8_t i = 0; i < settings.userTiles.count; i++) {
Tile *t = new Tile;
userTiles.push_back(t);
}
}
void InkHUD::WindowManager::placeUserTiles()
{
// Calculate the display region occupied by each tile
// This determines how pixels are translated from applet-space to windowmanager-space
for (uint8_t i = 0; i < userTiles.size(); i++)
userTiles.at(i)->placeUserTile(settings.userTiles.count, i);
}
void InkHUD::WindowManager::assignUserAppletsToTiles()
{
// Set "assignedApplet" property
// Which applet should be initially shown on a tile?
// This is preserved between reboots, but the value needs validating at startup
for (uint8_t i = 0; i < userTiles.size(); i++) {
Tile *t = userTiles.at(i);
// Check whether tile can display the previously shown applet again
uint8_t oldIndex = settings.userTiles.displayedUserApplet[i]; // Previous index in WindowManager::userApplets
bool canRestore = true;
if (oldIndex > userApplets.size() - 1) // Check if old index is now out of bounds
canRestore = false;
else if (!settings.userApplets.active[oldIndex]) // Check that old applet is still activated
canRestore = false;
else { // Check that the old applet isn't now shown already on a different tile
for (uint8_t i2 = 0; i2 < i; i2++) {
if (settings.userTiles.displayedUserApplet[i2] == oldIndex) {
canRestore = false;
break;
}
}
}
// Restore previously shown applet if possible,
// otherwise assign nullptr, which will render specially using placeholderApplet
if (canRestore) {
Applet *a = userApplets.at(oldIndex);
t->assignApplet(a);
a->bringToForeground();
} else {
t->assignApplet(nullptr);
settings.userTiles.displayedUserApplet[i] = -1; // Update settings: current tile has no valid applet
}
}
}
void InkHUD::WindowManager::refocusTile()
{
// Validate "focused tile" setting
// - info: focused tile responds to button presses: applet cycling, menu, etc
// - if number of tiles changed, might now be out of index
if (settings.userTiles.focused >= userTiles.size())
settings.userTiles.focused = 0;
// Give "focused tile" a valid applet
// - scan for another valid applet, which we can addSubstitution
// - reason: nextApplet() won't cycle if no applet is assigned
Tile *focusedTile = userTiles.at(settings.userTiles.focused);
if (!focusedTile->getAssignedApplet()) {
// Search for available applets
for (uint8_t i = 0; i < userApplets.size(); i++) {
Applet *a = userApplets.at(i);
if (a->isActive() && !a->isForeground()) {
// Found a suitable applet
// Assign it to the focused tile
focusedTile->assignApplet(a);
a->bringToForeground();
settings.userTiles.displayedUserApplet[settings.userTiles.focused] = i; // Record change: persist after reboot
break;
}
}
}
}
// Callback for deepSleepObserver
// Returns 0 to signal that we agree to sleep now
int InkHUD::WindowManager::beforeDeepSleep(void *unused)
{
// Notify all applets that we're shutting down
for (Applet *ua : userApplets) {
ua->onDeactivate();
ua->onShutdown();
}
for (Applet *sa : userApplets) {
// Note: no onDeactivate. System applets are always active.
sa->onShutdown();
}
// User has successfull executed a safe shutdown
// We don't need to nag at boot anymore
settings.tips.safeShutdownSeen = true;
saveDataToFlash();
// Display the shutdown screen, and wait here until the update is complete
logoApplet->showShutdownScreen();
forceUpdate(Drivers::EInk::UpdateTypes::FULL, false);
return 0; // We agree: deep sleep now
}
// Callback for rebootObserver
// Same as shutdown, without drawing the logoApplet
// Makes sure we don't lose message history / InkHUD config
int InkHUD::WindowManager::beforeReboot(void *unused)
{
// Notify all applets that we're "shutting down"
// They don't need to know that it's really a reboot
for (Applet *a : userApplets) {
a->onDeactivate();
a->onShutdown();
}
for (Applet *sa : userApplets) {
// Note: no onDeactivate. System applets are always active.
sa->onShutdown();
}
saveDataToFlash();
return 0; // No special status to report. Ignored anyway by this Observable
}
#ifdef ARCH_ESP32
// Callback for lightSleepObserver
// Make sure the display is not partway through an update when we begin light sleep
// This is because some displays require active input from us to terminate the update process, and protect the panel hardware
int InkHUD::WindowManager::beforeLightSleep(void *unused)
{
if (driver->busy()) {
LOG_INFO("Waiting for display");
driver->await(); // Wait here for update to complete
}
return 0; // No special status to report. Ignored anyway by this Observable
}
#endif
// Callback when a new text message is received
// Caches the most recently received message, for use by applets
// Rx does not trigger a save to flash, however the data *will* be saved alongside other during shutdown, etc.
// Note: this is different from devicestate.rx_text_message, which may contain an *outgoing* message
int InkHUD::WindowManager::onReceiveTextMessage(const meshtastic_MeshPacket *packet)
{
// Short circuit: don't store outgoing messages
if (getFrom(packet) == nodeDB->getNodeNum())
return 0;
// Short circuit: don't store "emoji reactions"
// Possibly some implemetation of this in future?
if (packet->decoded.emoji)
return 0;
// Determine whether the message is broadcast or a DM
// Store this info to prevent confusion after a reboot
// Avoids need to compare timestamps, because of situation where "future" messages block newly received, if time not set
latestMessage.wasBroadcast = isBroadcast(packet->to);
// Pick the appropriate variable to store the message in
MessageStore::Message *storedMessage = latestMessage.wasBroadcast ? &latestMessage.broadcast : &latestMessage.dm;
// Store nodenum of the sender
// Applets can use this to fetch user data from nodedb, if they want
storedMessage->sender = packet->from;
// Store the time (epoch seconds) when message received
storedMessage->timestamp = getValidTime(RTCQuality::RTCQualityDevice, true); // Current RTC time
// Store the channel
// - (potentially) used to determine whether notification shows
// - (potentially) used to determine which applet to focus
storedMessage->channelIndex = packet->channel;
// Store the text
// Need to specify manually how many bytes, because source not null-terminated
storedMessage->text =
std::string(&packet->decoded.payload.bytes[0], &packet->decoded.payload.bytes[packet->decoded.payload.size]);
return 0; // Tell caller to continue notifying other observers. (No reason to abort this event)
}
// Triggered by an input source when a short-press fires
// The input source is a separate component; not part of InkHUD
// It is connected in setupNicheGraphics()
void InkHUD::WindowManager::handleButtonShort()
{
// If notification is open: close it
if (notificationApplet->isForeground()) {
notificationApplet->dismiss();
forceUpdate(EInk::UpdateTypes::FULL); // Redraw everything, to clear the notification
}
// If window manager is locked: lock owner handles button
else if (lockOwner)
lockOwner->onButtonShortPress();
// Normally: next applet
else
nextApplet();
}
// Triggered by an input source when a long-press fires
// The input source is a separate component; not part of InkHUD
// It is connected in setupNicheGraphics()
// Note: input source should raise this while button still held
void InkHUD::WindowManager::handleButtonLong()
{
if (lockOwner)
lockOwner->onButtonLongPress();
else
menuApplet->show(userTiles.at(settings.userTiles.focused));
}
// On the currently focussed tile: cycle to the next available user applet
// Applets available for this must be activated, and not already displayed on another tile
void InkHUD::WindowManager::nextApplet()
{
Tile *t = userTiles.at(settings.userTiles.focused);
// Abort if zero applets available
// nullptr means WindowManager::refocusTile determined that there were no available applets
if (!t->getAssignedApplet())
return;
// Find the index of the applet currently shown on the tile
uint8_t appletIndex = -1;
for (uint8_t i = 0; i < userApplets.size(); i++) {
if (userApplets.at(i) == t->getAssignedApplet()) {
appletIndex = i;
break;
}
}
// Confirm that we did find the applet
assert(appletIndex != (uint8_t)-1);
// Iterate forward through the WindowManager::applets, looking for the next valid applet
Applet *nextValidApplet = nullptr;
// for (uint8_t i = (appletIndex + 1) % applets.size(); i != appletIndex; i = (i + 1) % applets.size()) {
for (uint8_t i = 1; i < userApplets.size(); i++) {
uint8_t newAppletIndex = (appletIndex + i) % userApplets.size();
Applet *a = userApplets.at(newAppletIndex);
// Looking for an applet which is active (enabled by user), but currently in background
if (a->isActive() && !a->isForeground()) {
nextValidApplet = a;
settings.userTiles.displayedUserApplet[settings.userTiles.focused] =
newAppletIndex; // Remember this setting between boots!
break;
}
}
// Confirm that we found another applet
if (!nextValidApplet)
return;
// Hide old applet, show new applet
t->getAssignedApplet()->sendToBackground();
t->assignApplet(nextValidApplet);
nextValidApplet->bringToForeground();
forceUpdate(EInk::UpdateTypes::FAST); // bringToForeground already requested, but we're manually forcing FAST
}
// Focus on a different tile
// The "focused tile" is the one which cycles applets on user button press,
// and the one where the menu will be displayed
// Note: this method is only used by an aux button
// The menuApplet manually performs a subset of these actions, to avoid disturbing the stale image on adjacent tiles
void InkHUD::WindowManager::nextTile()
{
// Close the menu applet if open
// We done *really* want to do this, but it simplifies handling *a lot*
if (menuApplet->isForeground())
menuApplet->sendToBackground();
// Seems like some system applet other than menu is open. Pairing? Booting?
if (!canRequestUpdate())
return;
// Swap to next tile
settings.userTiles.focused = (settings.userTiles.focused + 1) % settings.userTiles.count;
// Make sure that we don't get stuck on the placeholder tile
// changeLayout reassigns applets to tiles
changeLayout();
// Ask the tile to draw an indicator showing which tile is now focused
// Requests a render
userTiles.at(settings.userTiles.focused)->requestHighlight();
}
// Perform necessary reconfiguration when user changes number of tiles (or rotation) at run-time
// Call after changing settings.tiles.count
void InkHUD::WindowManager::changeLayout()
{
// Recreate tiles
// - correct number created, from settings.userTiles.count
// - set dimension and position of tiles, according to layout
createUserTiles();
placeUserTiles();
placeSystemTiles();
// Handle fewer tiles
// - background any applets which have lost their tile
findOrphanApplets();
// Handle more tiles
// - create extra applets
// - assign them to the new extra tiles
createUserApplets();
assignUserAppletsToTiles();
// Focus a valid tile
// - info: focused tile is the one which cycles applets when user button pressed
// - may now be out of bounds if tile count has decreased
refocusTile();
// Restore menu
// - its tile was just destroyed and recreated (createUserTiles)
// - its assignment was cleared (assignUserAppletsToTiles)
if (menuApplet->isForeground()) {
Tile *ft = userTiles.at(settings.userTiles.focused);
menuApplet->show(ft);
}
// Force-render
// - redraw all applets
forceUpdate(EInk::UpdateTypes::FAST);
}
// Perform necessary reconfiguration when user activates or deactivates applets at run-time
// Call after changing settings.userApplets.active
void InkHUD::WindowManager::changeActivatedApplets()
{
assert(menuApplet->isForeground());
// Activate or deactivate applets
// - to match value of settings.userApplets.active
createUserApplets();
// Assign the placeholder applet
// - if applet was foreground on a tile when deactivated, swap it with a placeholder
// - placeholder applet may be assigned to multiple tiles, if needed
assignUserAppletsToTiles();
// Ensure focused tile has a valid applet
// - if focused tile's old applet was deactivated, give it a real applet, instead of placeholder
// - reason: nextApplet() won't cycle applets if placeholder is shown
refocusTile();
// Restore menu
// - its assignment was cleared (assignUserAppletsToTiles)
if (menuApplet->isForeground()) {
Tile *ft = userTiles.at(settings.userTiles.focused);
menuApplet->show(ft);
}
// Force-render
// - redraw all applets
forceUpdate(EInk::UpdateTypes::FAST);
}
// Change whether the battery icon is displayed (top left corner)
// Don't toggle the OptionalFeatures value before calling this, our method handles it internally
void InkHUD::WindowManager::toggleBatteryIcon()
{
assert(batteryIconApplet->isActive());
settings.optionalFeatures.batteryIcon = !settings.optionalFeatures.batteryIcon; // Preserve the change between boots
// Show or hide the applet
if (settings.optionalFeatures.batteryIcon)
batteryIconApplet->bringToForeground();
else
batteryIconApplet->sendToBackground();
// Force-render
// - redraw all applets
forceUpdate(EInk::UpdateTypes::FAST);
}
// Allow applets to suppress notifications
// Applets will be asked whether they approve, before a notification is shown via the NotificationApplet
// An applet might want to suppress a notification if the applet itself already displays this info
// Example: AllMessageApplet should not approve notifications for messages, if it is in foreground
bool InkHUD::WindowManager::approveNotification(InkHUD::Notification &n)
{
// Ask all currently displayed applets
for (Tile *ut : userTiles) {
Applet *ua = ut->getAssignedApplet();
if (ua && !ua->approveNotification(n))
return false;
}
// Nobody objected
return true;
}
// 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::WindowManager::requestUpdate()
{
requestingUpdate = 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 absense of any sort of applet event
// Display health, for example.
// In these situations, we use forceUpdate
void InkHUD::WindowManager::forceUpdate(EInk::UpdateTypes type, bool async)
{
requestingUpdate = true;
forcingUpdate = true;
forcedUpdateType = 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);
}
// Receives rendered image data from an Applet, via a tile
// When applets render, they output pixel data relative to their own left / top edges
// They pass this pixel data to tile, which offsets the pixels, making them relative to the display left / top edges
// That data is then passed to this method, which applies any rotation, then places the pixels into the image buffer
// That image buffer is the fully-formatted data handed off to the driver
void InkHUD::WindowManager::handleTilePixel(int16_t x, int16_t y, Color c)
{
rotatePixelCoords(&x, &y);
setBufferPixel(x, y, c);
}
// Width of the display, relative to rotation
uint16_t InkHUD::WindowManager::getWidth()
{
if (settings.rotation % 2)
return driver->height;
else
return driver->width;
}
// Height of the display, relative to rotation
uint16_t InkHUD::WindowManager::getHeight()
{
if (settings.rotation % 2)
return driver->width;
else
return driver->height;
}
// How many user applets have been built? Includes applets which have been inactivated by user config
uint8_t InkHUD::WindowManager::getAppletCount()
{
return userApplets.size();
}
// A tidy title for applets: used on-display in some situations
// Index is the order in the WindowManager::userApplets vector
// This is the same order that applets were added in setupNicheGraphics
const char *InkHUD::WindowManager::getAppletName(uint8_t index)
{
return userApplets.at(index)->name;
}
// Allows a system applet to prevent other applets from temporarily requesting updates
// All user applets will honor this. Some system applets might not, although they probably should
// WindowManager::forceUpdate will ignore this lock
void InkHUD::WindowManager::lock(Applet *owner)
{
// Only one system applet may lock render at once
assert(!lockOwner);
// Only system applets may lock rendering
for (Applet *a : userApplets)
assert(owner != a);
lockOwner = owner;
}
// Remove a lock placed by a system applet, which prevents other applets from rendering
void InkHUD::WindowManager::unlock(Applet *owner)
{
assert(lockOwner = owner);
lockOwner = nullptr;
// Raise this as an event (system applets only)
// - in case applet waiting for lock
// - in case applet relinquished its lock earlier, and wants it back
for (Applet *sa : systemApplets) {
// Don't raise event for the applet which is calling unlock
// - avoid loop of unlock->lock (some implementations of Applet::onLockAvailable)
if (sa != owner)
sa->onLockAvailable();
}
}
// Is an applet blocked from requesting update by a current lock?
// Applets are allowed to request updates if there is no lock, or if they are the owner of the lock
// If a == nullptr, checks permission "for everyone and anyone"
bool InkHUD::WindowManager::canRequestUpdate(Applet *a)
{
if (!lockOwner)
return true;
else if (lockOwner == a)
return true;
else
return false;
}
// Get the applet which is currently locking rendering
// We might be able to convince it release its lock, if we want it instead
InkHUD::Applet *InkHUD::WindowManager::whoLocked()
{
return WindowManager::lockOwner;
}
// Runs at regular intervals
// WindowManager's uses of this include:
// - 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::WindowManager::runOnce()
{
// If an applet asked to render, and hardware is able, lets try now
if (requestingUpdate && !driver->busy()) {
render();
}
// If our render() call failed, try again shortly
// otherwise, stop our thread until next update due
if (requestingUpdate)
return 250UL;
else
return OSThread::disable();
}
// Some applets may be permitted to bring themselved to foreground, to show new data
// User selects which applets have this permission via on-screen menu
// Priority is determined by the order which applets were added to WindowManager in setupNicheGraphics
// We will only autoshow one applet
void InkHUD::WindowManager::autoshow()
{
for (uint8_t i = 0; i < userApplets.size(); i++) {
Applet *a = userApplets.at(i);
if (a->wantsToAutoshow() // Applet wants to become foreground
&& !a->isForeground() // Not yet foreground
&& settings.userApplets.autoshow[i] // User permits this applet to autoshow
&& canRequestUpdate()) // Updates not currently blocked by system applet
{
Tile *t = userTiles.at(settings.userTiles.focused); // Get focused tile
t->getAssignedApplet()->sendToBackground(); // Background whichever applet is already on the tile
t->assignApplet(a); // Assign our new applet to tile
a->bringToForeground(); // Foreground our new applet
// Check if autoshown applet shows the same information as notification intended to
// In this case, we can dismiss the notification before it is shown
// Note: we are re-running the approval process. This normally occurs when the notification is initially triggered.
if (notificationApplet->isForeground() && !notificationApplet->isApproved())
notificationApplet->dismiss();
break; // One autoshow only! Avoid conflicts
}
}
}
// Check whether an update is justified
// We usually require that a foreground applet requested the update,
// but forceUpdate call will bypass these checks.
// Abstraction for WindowManager::render only
bool InkHUD::WindowManager::shouldUpdate()
{
bool should = false;
// via forceUpdate
should |= forcingUpdate;
// via user applet
for (Tile *ut : userTiles) {
Applet *ua = ut->getAssignedApplet();
if (ua // Tile has valid applet
&& ua->wantsToRender() // This applet requested display update
&& ua->isForeground() // This applet is currently shown
&& canRequestUpdate()) // Requests are not currently locked
{
should = true;
break;
}
}
// via system applet
for (Applet *sa : systemApplets) {
if (sa->wantsToRender() // This applet requested
&& sa->isForeground() // This applet is currently shown
&& canRequestUpdate(sa)) // Requests are not currently locked, or this applet owns the lock
{
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.
// Abstraction for WindowManager::render only
Drivers::EInk::UpdateTypes InkHUD::WindowManager::selectUpdateType()
{
// Ask applets which update type they would prefer
// Some update types take priority over others
EInk::UpdateTypes type = EInk::UpdateTypes::UNSPECIFIED;
if (forcingUpdate) {
// Update type was manually specified via forceUpdate
type = forcedUpdateType;
} else {
// User applets
for (Tile *ut : userTiles) {
Applet *ua = ut->getAssignedApplet();
if (ua && ua->isForeground() && canRequestUpdate())
type = mediator.prioritize(type, ua->wantsUpdateType());
}
// System Applets
for (Applet *sa : systemApplets) {
if (sa->isForeground() && canRequestUpdate(sa))
type = mediator.prioritize(type, sa->wantsUpdateType());
}
}
// Tell the mediator what update type the applets deciced on,
// find out what update type the mediator will actually allow us to have
type = mediator.evaluate(type);
return type;
}
// 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
// Abstraction for WindowManager::render only
void InkHUD::WindowManager::renderUserApplets()
{
// Don't render any user applets if the screen is covered by a system applet using the fullscreen tile
if (fullscreenTile->getAssignedApplet())
return;
// For each tile
for (Tile *ut : userTiles) {
Applet *ua = ut->getAssignedApplet(); // Get the applet on the tile
// Don't render if tile has no applet. Handled in renderPlaceholders
if (!ua)
continue;
// Don't render the menu applet, Handled by renderSystemApplets
if (ua == menuApplet)
continue;
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
// Abstraction for WindowManager::render only
void InkHUD::WindowManager::renderSystemApplets()
{
// Each system applet
for (Applet *sa : systemApplets) {
// Skip if not shown
if (!sa->isForeground())
continue;
// Don't draw the battery overtop the menu
// Todo: smarter way to handle this
if (sa == batteryIconApplet && menuApplet->isForeground())
continue;
// Skip applet if fullscreen tile is in use, but not used by this applet
// Applet is "obscured"
if (fullscreenTile->getAssignedApplet() && fullscreenTile->getAssignedApplet() != sa)
continue;
// uint32_t start = millis(); // Debugging only: runtime
sa->render(); // Draw!
// uint32_t stop = millis(); // Debugging only: runtime
// LOG_DEBUG("%s (system) took %dms to render", (sa->name == nullptr) ? "Unnamed" : 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::WindowManager::renderPlaceholders()
{
// Don't draw if obscured by the fullscreen tile
if (fullscreenTile->getAssignedApplet())
return;
for (Tile *ut : userTiles) {
// If no applet assigned
if (!ut->getAssignedApplet()) {
ut->assignApplet(placeholderApplet);
placeholderApplet->render();
ut->assignApplet(nullptr);
}
}
}
// 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::WindowManager::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();
}
// (Potentially) change applet to display new info,
// then check if this newly displayed applet makes a pending notification redundant
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
EInk::UpdateTypes updateType = selectUpdateType();
// Render the new image
clearBuffer();
renderUserApplets();
renderSystemApplets();
renderPlaceholders();
// 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();
} else
LOG_DEBUG("Not updating display");
// 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
requestingUpdate = false;
forcingUpdate = false;
forcedUpdateType = EInk::UpdateTypes::UNSPECIFIED;
}
// 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::WindowManager::setBufferPixel(int16_t x, int16_t y, Color c)
{
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);
}
// 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::WindowManager::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;
}
// Manually fill the image buffer with WHITE
// Clears any old drawing
void InkHUD::WindowManager::clearBuffer()
{
memset(imageBuffer, 0xFF, imageBufferHeight * imageBufferWidth);
}
// Seach for any applets which believe they are foreground, but no longer have a valid tile
// Tidies up after layout changes at runtime
void InkHUD::WindowManager::findOrphanApplets()
{
for (uint8_t ia = 0; ia < userApplets.size(); ia++) {
Applet *a = userApplets.at(ia);
// Applet doesn't believe it is displayed: not orphaned
if (!a->isForeground())
continue;
// Check each tile, to see if anyone claims this applet
bool foundOwner = false;
for (uint8_t it = 0; it < userTiles.size(); it++) {
Tile *t = userTiles.at(it);
// A tile claims this applet: not orphaned
if (t->getAssignedApplet() == a) {
foundOwner = true;
break;
}
}
// Orphan found
// Tell the applet that no tile is currently displaying it
// This allows the focussed tile to cycle to this applet again by pressing user button
if (!foundOwner)
a->sendToBackground();
}
}
#endif