Transitions
Update SolderingProfile.cpp Hook in transistions
This commit is contained in:
@@ -18,7 +18,6 @@ extern "C" {
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#include "Settings.h"
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#include "TipThermoModel.h"
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#include "Translation.h"
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#include "bflb_platform.h"
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#include "cmsis_os.h"
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#include "configuration.h"
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#include "history.hpp"
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@@ -40,31 +39,29 @@ OperatingMode currentOperatingMode = OperatingMode::InitialisationDone; // Curre
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guiContext context; // Context passed to functions to aid in state during render passes
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OperatingMode handle_post_init_state();
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void guiRenderLoop(void) {
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OperatingMode guiHandleDraw(void) {
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OLED::clearScreen(); // Clear ready for render pass
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// Read button state
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ButtonState buttons = getButtonState();
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// Enforce screen on if buttons pressed, movement, hot tip etc
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if (buttons != BUTTON_NONE) {
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OLED::setDisplayState(OLED::DisplayState::ON);
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} else {
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// Buttons are none; check if we can sleep display
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uint32_t tipTemp = TipThermoModel::getTipInC();
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if ((tipTemp < 50) && getSettingValue(SettingsOptions::Sensitivity)
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&& (((xTaskGetTickCount() - lastMovementTime) > MOVEMENT_INACTIVITY_TIME) && ((xTaskGetTickCount() - lastButtonTime) > BUTTON_INACTIVITY_TIME))) {
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OLED::setDisplayState(OLED::DisplayState::OFF);
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setStatusLED(LED_OFF);
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} else {
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OLED::setDisplayState(OLED::DisplayState::ON);
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if (tipTemp > 55) {
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setStatusLED(LED_COOLING_STILL_HOT);
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} else {
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setStatusLED(LED_STANDBY);
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}
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}
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}
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MSG("Run GUI %d - %d\r\n", (int)currentOperatingMode, (int)buttons);
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// if (buttons != BUTTON_NONE) {
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// OLED::setDisplayState(OLED::DisplayState::ON);
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// } else {
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// // Buttons are none; check if we can sleep display
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// uint32_t tipTemp = TipThermoModel::getTipInC();
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// if ((tipTemp < 50) && getSettingValue(SettingsOptions::Sensitivity)
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// && (((xTaskGetTickCount() - lastMovementTime) > MOVEMENT_INACTIVITY_TIME) && ((xTaskGetTickCount() - lastButtonTime) > BUTTON_INACTIVITY_TIME))) {
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// OLED::setDisplayState(OLED::DisplayState::OFF);
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// setStatusLED(LED_OFF);
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// } else {
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// OLED::setDisplayState(OLED::DisplayState::ON);
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// if (tipTemp > 55) {
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// setStatusLED(LED_COOLING_STILL_HOT);
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// } else {
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// setStatusLED(LED_STANDBY);
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// }
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// }
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// }
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// Dispatch button state to gui mode
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OperatingMode newMode = currentOperatingMode;
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switch (currentOperatingMode) {
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@@ -116,36 +113,43 @@ void guiRenderLoop(void) {
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case OperatingMode::ThermalRunaway:
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break;
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};
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// Update state holders
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return newMode;
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}
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void guiRenderLoop(void) {
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OperatingMode newMode = guiHandleDraw(); // This does the screen drawing
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// Post draw we handle any state transitions
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if (newMode != currentOperatingMode) {
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context.viewEnterTime = xTaskGetTickCount();
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context.previousMode = currentOperatingMode;
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memset(&context.scratch_state, 0, sizeof(context.scratch_state));
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currentOperatingMode = newMode;
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// If the transition marker is set, we need to make the next draw occur to the secondary buffer so we have something to transition to
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if (context.transitionMode != TransitionAnimation::None) {
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OLED::refresh();
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OLED::useSecondaryFramebuffer(true);
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return; // Exit early to avoid refresh with new framebuffer
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}
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} else if (context.transitionMode != TransitionAnimation::None) {
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// We haven't changed mode but transition is set, so we are at the other side of a transition
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// We now want to transition from old contents (main buffer) to new contents (secondary buffer)
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}
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// If the transition marker is set, we need to make the next draw occur to the secondary buffer so we have something to transition to
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if (context.transitionMode != TransitionAnimation::None) {
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OLED::useSecondaryFramebuffer(true);
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// Now we need to fill the secondary buffer with the _next_ frame to transistion to
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guiHandleDraw();
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OLED::useSecondaryFramebuffer(false);
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// Now dispatch the transition
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switch (context.transitionMode) {
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case TransitionAnimation::Down:
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OLED::transitionScrollDown();
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break;
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case TransitionAnimation::Left:
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OLED::transitionSecondaryFramebuffer(false);
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break;
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case TransitionAnimation::Right:
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OLED::transitionSecondaryFramebuffer(true);
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break;
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case TransitionAnimation::None:
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default:
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break; // Do nothing on unknown
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}
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OLED::useSecondaryFramebuffer(false);
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context.transitionMode = TransitionAnimation::None; // Clear transition flag
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}
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MSG("Post GUI %d - %d\r\n", (int)currentOperatingMode, (int)buttons);
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// Render done, draw it out
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OLED::refresh();
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}
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@@ -211,6 +215,6 @@ void startGUITask(void const *argument) {
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for (;;) {
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guiRenderLoop();
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resetWatchdog();
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vTaskDelayUntil(&startRender, TICKS_100MS / 2); // Try and maintain 20fps ish update rate, way to fast but if we can its nice
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vTaskDelayUntil(&startRender, TICKS_100MS * 4 / 10); // Try and maintain 20-25fps ish update rate, way to fast but if we can its nice
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}
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}
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@@ -86,9 +86,10 @@ OperatingMode showDebugMenu(const ButtonState buttons, guiContext *cxt) {
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break;
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}
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if (buttons == BUTTON_B_SHORT)
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if (buttons == BUTTON_B_SHORT) {
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cxt->transitionMode = TransitionAnimation::Up;
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return OperatingMode::InitialisationDone;
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else if (buttons == BUTTON_F_SHORT) {
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} else if (buttons == BUTTON_F_SHORT) {
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cxt->scratch_state.state1++;
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#ifdef HALL_SENSOR
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cxt->scratch_state.state1 = cxt->scratch_state.state1 % 17;
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@@ -34,9 +34,11 @@ OperatingMode handleHomeButtons(const ButtonState buttons, guiContext *cxt) {
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break;
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case BUTTON_B_LONG:
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cxt->transitionMode = TransitionAnimation::Down;
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return OperatingMode::DebugMenuReadout;
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break;
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case BUTTON_F_LONG:
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cxt->transitionMode = TransitionAnimation::Left;
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#ifdef PROFILE_SUPPORT
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if (!isTipDisconnected()) {
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return OperatingMode::SolderingProfile;
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@@ -46,11 +48,13 @@ OperatingMode handleHomeButtons(const ButtonState buttons, guiContext *cxt) {
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#endif
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break;
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case BUTTON_F_SHORT:
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cxt->transitionMode = TransitionAnimation::Left;
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if (!isTipDisconnected()) {
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return OperatingMode::Soldering;
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}
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break;
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case BUTTON_B_SHORT:
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cxt->transitionMode = TransitionAnimation::Right;
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return OperatingMode::SettingsMenu;
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break;
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default:
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@@ -41,7 +41,13 @@ enum class OperatingMode {
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ThermalRunaway, // Thermal Runaway warning state.
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};
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enum class TransitionAnimation { None = 0, Right, Left, Down };
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enum class TransitionAnimation {
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None = 0,
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Right = 1,
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Left = 2,
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Down = 3,
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Up = 4,
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};
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// Generic context struct used for gui functions to be able to retain state
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struct guiContext {
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@@ -1,6 +1,5 @@
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#include "OperatingModes.h"
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#include "ScrollMessage.hpp"
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#include "bflb_platform.h"
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#define HELP_TEXT_TIMEOUT_TICKS (TICKS_SECOND * 3)
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/*
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@@ -138,6 +137,7 @@ OperatingMode gui_SettingsMenu(const ButtonState buttons, guiContext *cxt) {
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currentMenu[currentScreen].incrementHandler();
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} else {
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(*subEntry) += 1;
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cxt->transitionMode = TransitionAnimation::Right;
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}
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} else {
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callIncrementHandler();
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@@ -152,6 +152,7 @@ OperatingMode gui_SettingsMenu(const ButtonState buttons, guiContext *cxt) {
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// Scroll down
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if (currentScreen < (*currentMenuLength) - 1) {
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// We can increment freely
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cxt->transitionMode = TransitionAnimation::Down;
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if (*subEntry == 0) {
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(*mainEntry) += 1;
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} else {
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@@ -161,11 +162,14 @@ OperatingMode gui_SettingsMenu(const ButtonState buttons, guiContext *cxt) {
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// We are at an end somewhere, increment as appropriate
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if (*subEntry == 0) {
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// This is end of the list
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cxt->transitionMode = TransitionAnimation::Left;
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return OperatingMode::HomeScreen;
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} else {
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(*subEntry) = 0;
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(*mainEntry) += 1;
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}
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// When we exit a list we want to animate to the left
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cxt->transitionMode = TransitionAnimation::Left;
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}
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}
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break;
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@@ -30,6 +30,7 @@ OperatingMode handleSolderingButtons(const ButtonState buttons, guiContext *cxt)
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break;
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case BUTTON_BOTH:
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case BUTTON_B_LONG:
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cxt->transitionMode = TransitionAnimation::Right;
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return OperatingMode::HomeScreen;
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case BUTTON_F_LONG:
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// if boost mode is enabled turn it on
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@@ -39,6 +40,7 @@ OperatingMode handleSolderingButtons(const ButtonState buttons, guiContext *cxt)
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break;
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case BUTTON_F_SHORT:
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case BUTTON_B_SHORT: {
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cxt->transitionMode = TransitionAnimation::Left;
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return OperatingMode::TemperatureAdjust;
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case BUTTON_BOTH_LONG:
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if (getSettingValue(SettingsOptions::LockingMode) != 0) {
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@@ -80,6 +82,7 @@ OperatingMode gui_solderingMode(const ButtonState buttons, guiContext *cxt) {
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// Check if we should bail due to undervoltage for example
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if (checkExitSoldering()) {
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setBuzzer(false);
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cxt->transitionMode = TransitionAnimation::Right;
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return OperatingMode::HomeScreen;
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}
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#ifdef NO_SLEEP_MODE
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@@ -175,4 +178,5 @@ OperatingMode gui_solderingMode(const ButtonState buttons, guiContext *cxt) {
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} else {
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basicSolderingStatus(cxt->scratch_state.state2);
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}
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return OperatingMode::Soldering; // Stay put
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}
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@@ -22,6 +22,7 @@ OperatingMode gui_solderingProfileMode(const ButtonState buttons, guiContext *cx
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switch (buttons) {
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case BUTTON_BOTH:
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case BUTTON_B_LONG:
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cxt->transitionMode = TransitionAnimation::Right;
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return OperatingMode::HomeScreen; // exit on back long hold
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case BUTTON_F_LONG:
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case BUTTON_F_SHORT:
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@@ -207,4 +208,5 @@ OperatingMode gui_solderingProfileMode(const ButtonState buttons, guiContext *cx
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} else {
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setStatusLED(LED_HOT);
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}
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return OperatingMode::SolderingProfile;
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}
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@@ -77,6 +77,7 @@ OperatingMode gui_solderingTempAdjust(const ButtonState buttons, guiContext *cxt
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setSettingValue(SettingsOptions::SolderingTemp, (uint16_t)newTemp);
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}
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if (xTaskGetTickCount() - cxt->viewEnterTime > (TICKS_SECOND * 2)) {
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cxt->transitionMode = TransitionAnimation::Right;
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return cxt->previousMode; // exit if user just doesn't press anything for a bit
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}
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if (OLED::getRotation()) {
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