2021-10-13 20:08:35 +00:00
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#include "displayapp/screens/InfiniPaint.h"
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#include "displayapp/DisplayApp.h"
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#include "displayapp/LittleVgl.h"
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2022-08-16 05:21:23 +00:00
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#include "displayapp/InfiniTimeTheme.h"
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2020-08-21 09:55:59 +00:00
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2021-10-13 21:35:54 +00:00
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#include <algorithm> // std::fill
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2020-08-21 09:55:59 +00:00
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using namespace Pinetime::Applications::Screens;
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2021-11-01 10:46:27 +00:00
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InfiniPaint::InfiniPaint(Pinetime::Applications::DisplayApp* app,
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Pinetime::Components::LittleVgl& lvgl,
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Pinetime::Controllers::MotorController& motor)
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: Screen(app), lvgl {lvgl}, motor {motor} {
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2021-04-04 02:08:51 +00:00
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std::fill(b, b + bufferSize, selectColor);
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2020-08-21 09:55:59 +00:00
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}
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InfiniPaint::~InfiniPaint() {
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lv_obj_clean(lv_scr_act());
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}
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bool InfiniPaint::OnTouchEvent(Pinetime::Applications::TouchEvents event) {
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2021-04-18 17:28:14 +00:00
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switch (event) {
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case Pinetime::Applications::TouchEvents::LongTap:
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2021-11-01 10:46:27 +00:00
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color = (color + 1) % 8;
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2021-04-04 02:08:51 +00:00
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switch (color) {
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case 0:
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selectColor = LV_COLOR_MAGENTA;
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break;
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case 1:
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2022-08-16 05:21:23 +00:00
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selectColor = Colors::green;
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2021-04-04 02:08:51 +00:00
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break;
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case 2:
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selectColor = LV_COLOR_WHITE;
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break;
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case 3:
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selectColor = LV_COLOR_RED;
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break;
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case 4:
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selectColor = LV_COLOR_CYAN;
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break;
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case 5:
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selectColor = LV_COLOR_YELLOW;
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break;
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case 6:
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selectColor = LV_COLOR_BLUE;
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break;
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case 7:
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selectColor = LV_COLOR_BLACK;
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break;
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2021-04-18 17:28:14 +00:00
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2021-04-04 02:08:51 +00:00
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default:
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color = 0;
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break;
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}
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2021-04-18 17:28:14 +00:00
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std::fill(b, b + bufferSize, selectColor);
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2021-11-01 11:10:06 +00:00
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motor.RunForDuration(35);
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2021-04-04 02:08:51 +00:00
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return true;
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2021-04-04 12:51:22 +00:00
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default:
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return true;
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2021-04-04 02:08:51 +00:00
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}
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2020-08-21 09:55:59 +00:00
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return true;
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}
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bool InfiniPaint::OnTouchEvent(uint16_t x, uint16_t y) {
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lv_area_t area;
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2020-10-04 12:08:48 +00:00
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area.x1 = x - (width / 2);
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area.y1 = y - (height / 2);
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area.x2 = x + (width / 2) - 1;
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area.y2 = y + (height / 2) - 1;
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2020-08-21 09:55:59 +00:00
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lvgl.SetFullRefresh(Components::LittleVgl::FullRefreshDirections::None);
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lvgl.FlushDisplay(&area, b);
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return true;
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}
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