Merge pull request #91 from Brod8362/simdisplay
Improve UI for the status window
This commit is contained in:
commit
80cacdd97a
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@ -325,6 +325,10 @@ endif()
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target_include_directories(infinisim PRIVATE "${CMAKE_CURRENT_SOURCE_DIR}/gif-h")
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target_include_directories(infinisim PRIVATE "${CMAKE_CURRENT_SOURCE_DIR}/gif-h")
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# embedd background image for the status window to use
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add_subdirectory(img)
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add_dependencies(infinisim infinisim_img_background)
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install(TARGETS infinisim DESTINATION bin)
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install(TARGETS infinisim DESTINATION bin)
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# helper library to manipulate littlefs raw image
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# helper library to manipulate littlefs raw image
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26
img/CMakeLists.txt
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26
img/CMakeLists.txt
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@ -0,0 +1,26 @@
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message(STATUS "folder img: converting background.bmp to C file to include in binary")
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if(CMAKE_VERSION VERSION_GREATER_EQUAL 3.12)
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# FindPython3 module introduces with CMake 3.12
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# https://cmake.org/cmake/help/latest/module/FindPython3.html
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find_package(Python3 REQUIRED)
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else()
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set(Python3_EXECUTABLE "python")
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endif()
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set(bmp_file ${CMAKE_CURRENT_SOURCE_DIR}/sim_background.bmp)
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set(out_file ${CMAKE_CURRENT_BINARY_DIR}/sim_background.h)
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# call python script to convert image to c file
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add_custom_command(
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OUTPUT ${out_file}
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COMMAND "${Python3_EXECUTABLE}" ${CMAKE_CURRENT_SOURCE_DIR}/convert_bmp_to_header.py
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${bmp_file}
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--var-name "SIM_BACKGROUND"
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--output ${out_file}
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DEPENDS ${bmp_file}
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WORKING_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR}
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)
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# add target that can be added as dependency to infinisim target to trigger creation of C-file
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add_custom_target(infinisim_img_background
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DEPENDS ${out_file}
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)
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21
img/convert_bmp_to_header.py
Executable file
21
img/convert_bmp_to_header.py
Executable file
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@ -0,0 +1,21 @@
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#!/usr/bin/env python3
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import argparse
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parser = argparse.ArgumentParser()
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parser.add_argument("bmp",
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help="Path to bmp to convert to C header file")
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parser.add_argument("--var-name",
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help="name of the variable to make the bmp data available",
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default="IMAGE_DATA")
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parser.add_argument("-o", "--output",
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help="Path where to create C header file",
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required=True)
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args = parser.parse_args()
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with open(args.output, "w", encoding="utf-8") as f:
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# conversion script based on:
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# https://stackoverflow.com/questions/18422123/sdl-embed-image-inside-program-executable
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f.write("static const unsigned char {:s}[] = {{{:s}}};".format(
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args.var_name,
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",".join(str(b) for b in open(args.bmp, "rb").read())))
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BIN
img/sim_background.bmp
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BIN
img/sim_background.bmp
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Binary file not shown.
After Width: | Height: | Size: 225 KiB |
BIN
img/sim_background.xcf
Normal file
BIN
img/sim_background.xcf
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Binary file not shown.
74
main.cpp
74
main.cpp
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@ -69,6 +69,8 @@
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#endif
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#endif
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#include <gif.h>
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#include <gif.h>
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#include "img/sim_background.h" // provides variable SIM_BACKGROUND
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/*********************
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/*********************
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* DEFINES
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* DEFINES
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*********************/
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*********************/
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@ -426,6 +428,18 @@ public:
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init_NRF_WDT();
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init_NRF_WDT();
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init_NRF_POWER();
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init_NRF_POWER();
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// Attempt to load background BMP from memory for the status display window
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const size_t SIM_BACKGROUND_size = sizeof(SIM_BACKGROUND);
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SDL_RWops *rw = SDL_RWFromMem((void*)SIM_BACKGROUND, SIM_BACKGROUND_size);
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SDL_Surface* simDisplayBgRaw = SDL_LoadBMP_RW(rw, 1);
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if (simDisplayBgRaw == NULL) {
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printf("Failed to load sim background image: %s\n", SDL_GetError());
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} else {
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// convert the loaded image into a texture
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simDisplayTexture = SDL_CreateTextureFromSurface(renderer, simDisplayBgRaw);
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SDL_FreeSurface(simDisplayBgRaw);
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simDisplayBgRaw = NULL;
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}
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motorController.Init();
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motorController.Init();
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settingsController.Init();
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settingsController.Init();
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@ -444,6 +458,9 @@ public:
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// Destructor
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// Destructor
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~Framework(){
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~Framework(){
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if (simDisplayTexture != NULL) {
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SDL_DestroyTexture(simDisplayTexture);
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}
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SDL_DestroyRenderer(renderer);
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDL_DestroyWindow(window);
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SDL_Quit();
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SDL_Quit();
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@ -486,6 +503,8 @@ public:
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}
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}
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void refresh() {
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void refresh() {
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// left edge for all "bubbles" (circles)
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constexpr const int bubbleLeftEdge = 65;
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// always refresh the LVGL screen
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// always refresh the LVGL screen
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this->refresh_screen();
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this->refresh_screen();
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@ -494,9 +513,13 @@ public:
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}
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}
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
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SDL_RenderClear(renderer);
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SDL_RenderClear(renderer);
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// Render the background if it was able to be loaded
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if (simDisplayTexture != NULL) {
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SDL_RenderCopy(renderer, simDisplayTexture, NULL, NULL);
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}
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{ // motorController.motor_is_running
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{ // motorController.motor_is_running
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constexpr const int center_x = 45;
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constexpr const int center_x = bubbleLeftEdge;
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constexpr const int center_y = 15;
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constexpr const int center_y = 216;
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bool motor_is_running = nrf_gpio_pin_read(Pinetime::PinMap::Motor);
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bool motor_is_running = nrf_gpio_pin_read(Pinetime::PinMap::Motor);
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if (motor_is_running) {
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if (motor_is_running) {
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draw_circle_red(center_x, center_y, 15);
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draw_circle_red(center_x, center_y, 15);
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@ -505,8 +528,8 @@ public:
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}
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}
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}
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}
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{ // ble.motor_is_running
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{ // ble.motor_is_running
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constexpr const int center_x = 75;
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constexpr const int center_x = bubbleLeftEdge;
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constexpr const int center_y = 15;
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constexpr const int center_y = 24;
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if (bleController.IsConnected()) {
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if (bleController.IsConnected()) {
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draw_circle_blue(center_x, center_y, 15);
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draw_circle_blue(center_x, center_y, 15);
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} else {
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} else {
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@ -514,18 +537,31 @@ public:
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}
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}
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}
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}
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// batteryController.percentRemaining
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// batteryController.percentRemaining
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for (uint8_t percent=0; percent<=10; percent++) {
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{
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const int center_x = 15+15*percent;
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const int center_x = bubbleLeftEdge;
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const int center_y = 60;
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const int center_y = 164;
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if (batteryController.percentRemaining < percent*10) {
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const int max_bar_length = 150;
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draw_circle_grey(center_x, center_y, 15);
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const int filled_bar_length = max_bar_length * (batteryController.percentRemaining/100.0);
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} else {
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const int rect_height = 14;
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draw_circle_green(center_x, center_y, 15);
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SDL_Rect rect {
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}
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.x = center_x - rect_height/2,
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.y = center_y,
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.w = max_bar_length,
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.h = rect_height
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};
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SDL_SetRenderDrawColor(renderer, 128, 128, 128, 255);
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SDL_RenderDrawRect(renderer, &rect);
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rect.w = filled_bar_length;
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rect.h++;
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rect.h-=2;
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SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
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SDL_RenderFillRect(renderer, &rect);
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//set color and new x pos, draw again
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}
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}
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{ // batteryController.isCharging
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{ // batteryController.isCharging
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constexpr const int center_x = 15;
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constexpr const int center_x = bubbleLeftEdge;
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constexpr const int center_y = 90;
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constexpr const int center_y = 120;
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if (batteryController.isCharging) {
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if (batteryController.isCharging) {
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draw_circle_yellow(center_x, center_y, 15);
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draw_circle_yellow(center_x, center_y, 15);
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} else
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} else
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@ -534,7 +570,7 @@ public:
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}
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}
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}
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}
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{ // brightnessController.Level
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{ // brightnessController.Level
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constexpr const int center_y = 15;
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constexpr const int center_y = 72;
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const Pinetime::Controllers::BrightnessController::Levels level = brightnessController.Level();
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const Pinetime::Controllers::BrightnessController::Levels level = brightnessController.Level();
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uint8_t level_idx = 0;
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uint8_t level_idx = 0;
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if (level == Pinetime::Controllers::BrightnessController::Levels::Low)
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if (level == Pinetime::Controllers::BrightnessController::Levels::Low)
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@ -548,11 +584,12 @@ public:
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level_idx = 3;
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level_idx = 3;
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}
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}
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for (uint8_t i=0; i<4; i++) {
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for (uint8_t i=0; i<4; i++) {
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const int center_x = 115+15*i;
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const int bubble_size = (i*2) + 5;
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const int center_x = bubbleLeftEdge + ((bubble_size+10) * i) - 5;
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if (i <= level_idx) {
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if (i <= level_idx) {
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draw_circle_white(center_x, center_y, 15);
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draw_circle_white(center_x, center_y, bubble_size);
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} else {
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} else {
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draw_circle_grey(center_x, center_y, 15);
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draw_circle_grey(center_x, center_y, bubble_size);
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}
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}
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}
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}
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}
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}
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@ -943,6 +980,7 @@ private:
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int width; // Width of the window
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int width; // Width of the window
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SDL_Renderer *renderer = NULL; // Pointer for the renderer
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SDL_Renderer *renderer = NULL; // Pointer for the renderer
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SDL_Window *window = NULL; // Pointer for the window
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SDL_Window *window = NULL; // Pointer for the window
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SDL_Texture* simDisplayTexture = NULL; // Background for the sim status window
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bool left_release_sent = true; // make sure to send one mouse button release event
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bool left_release_sent = true; // make sure to send one mouse button release event
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bool right_last_state = false; // varable used to send message only on changing state
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bool right_last_state = false; // varable used to send message only on changing state
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