Merge branch 'main' into wb/wadokei-merge
This commit is contained in:
+140
-42
@@ -83,7 +83,8 @@ DisplayApp::DisplayApp(Drivers::St7789& lcd,
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Pinetime::Controllers::AlarmController& alarmController,
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Pinetime::Controllers::BrightnessController& brightnessController,
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Pinetime::Controllers::TouchHandler& touchHandler,
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Pinetime::Controllers::FS& filesystem)
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Pinetime::Controllers::FS& filesystem,
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Pinetime::Drivers::SpiNorFlash& spiNorFlash)
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: lcd {lcd},
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touchPanel {touchPanel},
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batteryController {batteryController},
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@@ -99,6 +100,7 @@ DisplayApp::DisplayApp(Drivers::St7789& lcd,
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brightnessController {brightnessController},
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touchHandler {touchHandler},
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filesystem {filesystem},
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spiNorFlash {spiNorFlash},
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lvgl {lcd, filesystem},
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timer(this, TimerCallback),
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controllers {batteryController,
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@@ -156,6 +158,44 @@ void DisplayApp::InitHw() {
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lcd.Init();
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}
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TickType_t DisplayApp::CalculateSleepTime() {
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// Calculates how many system ticks DisplayApp should sleep before rendering the next AOD frame
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// Next frame time is frame count * refresh period (ms) * tick rate
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auto RoundedDiv = [](uint32_t a, uint32_t b) {
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return ((a + (b / 2)) / b);
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};
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// RoundedDiv overflows when numerator + (denominator floordiv 2) > uint32 max
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// in this case around 9 hours (=overflow frame count / always on refresh period)
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constexpr TickType_t overflowFrameCount = (UINT32_MAX - (1000 / 16)) / ((configTICK_RATE_HZ / 8) * alwaysOnRefreshPeriod);
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TickType_t ticksElapsed = xTaskGetTickCount() - alwaysOnStartTime;
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// Divide both the numerator and denominator by 8 (=GCD(1000,1024))
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// to increase the number of ticks (frames) before the overflow tick is reached
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TickType_t targetRenderTick = RoundedDiv((configTICK_RATE_HZ / 8) * alwaysOnFrameCount * alwaysOnRefreshPeriod, 1000 / 8);
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// Assumptions
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// Tick rate is multiple of 8
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// Needed for division trick above
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static_assert(configTICK_RATE_HZ % 8 == 0);
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// Frame count must always wraparound more often than the system tick count does
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// Always on overflow time (ms) < system tick overflow time (ms)
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// Using 64bit ints here to avoid overflow
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static_assert((uint64_t) overflowFrameCount * (uint64_t) alwaysOnRefreshPeriod < (uint64_t) UINT32_MAX * 1000ULL / configTICK_RATE_HZ);
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if (alwaysOnFrameCount == overflowFrameCount) {
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alwaysOnFrameCount = 0;
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alwaysOnStartTime = xTaskGetTickCount();
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}
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if (targetRenderTick > ticksElapsed) {
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return targetRenderTick - ticksElapsed;
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} else {
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return 0;
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}
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}
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void DisplayApp::Refresh() {
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auto LoadPreviousScreen = [this]() {
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FullRefreshDirections returnDirection;
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@@ -179,21 +219,6 @@ void DisplayApp::Refresh() {
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LoadScreen(returnAppStack.Pop(), returnDirection);
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};
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auto DimScreen = [this]() {
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if (brightnessController.Level() != Controllers::BrightnessController::Levels::Off) {
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isDimmed = true;
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brightnessController.Set(Controllers::BrightnessController::Levels::Low);
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}
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};
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auto RestoreBrightness = [this]() {
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if (brightnessController.Level() != Controllers::BrightnessController::Levels::Off) {
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isDimmed = false;
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lv_disp_trig_activity(nullptr);
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ApplyBrightness();
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}
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};
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auto IsPastDimTime = [this]() -> bool {
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return lv_disp_get_inactive_time(nullptr) >= pdMS_TO_TICKS(settingsController.GetScreenTimeOut() - 2000);
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};
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@@ -207,6 +232,27 @@ void DisplayApp::Refresh() {
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case States::Idle:
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queueTimeout = portMAX_DELAY;
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break;
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case States::AOD:
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if (!currentScreen->IsRunning()) {
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LoadPreviousScreen();
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}
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// Check we've slept long enough
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// Might not be true if the loop received an event
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// If not true, then wait that amount of time
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queueTimeout = CalculateSleepTime();
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if (queueTimeout == 0) {
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// Only advance the tick count when LVGL is done
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// Otherwise keep running the task handler while it still has things to draw
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// Note: under high graphics load, LVGL will always have more work to do
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if (lv_task_handler() > 0) {
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// Drop frames that we've missed if drawing/event handling took way longer than expected
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while (queueTimeout == 0) {
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alwaysOnFrameCount += 1;
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queueTimeout = CalculateSleepTime();
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}
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}
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}
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break;
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case States::Running:
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if (!currentScreen->IsRunning()) {
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LoadPreviousScreen();
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@@ -215,14 +261,27 @@ void DisplayApp::Refresh() {
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if (!systemTask->IsSleepDisabled() && IsPastDimTime()) {
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if (!isDimmed) {
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DimScreen();
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isDimmed = true;
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brightnessController.Set(Controllers::BrightnessController::Levels::Low);
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}
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if (IsPastSleepTime()) {
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systemTask->PushMessage(System::Messages::GoToSleep);
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state = States::Idle;
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if (IsPastSleepTime() && uxQueueMessagesWaiting(msgQueue) == 0) {
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PushMessageToSystemTask(System::Messages::GoToSleep);
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// Can't set state to Idle here, something may send
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// DisableSleeping before this GoToSleep arrives
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// Instead we check we have no messages queued before sending GoToSleep
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// This works as the SystemTask is higher priority than DisplayApp
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// As soon as we send GoToSleep, SystemTask pre-empts DisplayApp
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// Whenever DisplayApp is running again, it is guaranteed that
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// SystemTask has handled the message
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// If it responded, we will have a GoToSleep waiting in the queue
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// By checking that there are no messages in the queue, we avoid
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// resending GoToSleep when we already have a response
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// SystemTask is resilient to duplicate messages, this is an
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// optimisation to reduce pressure on the message queues
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}
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} else if (isDimmed) {
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RestoreBrightness();
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isDimmed = false;
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ApplyBrightness();
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}
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break;
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default:
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@@ -238,30 +297,73 @@ void DisplayApp::Refresh() {
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uint8_t myChimes = 9-(((int)floor(myHour/2))%6);
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switch (msg) {
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case Messages::DimScreen:
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DimScreen();
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break;
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case Messages::RestoreBrightness:
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RestoreBrightness();
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break;
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case Messages::GoToSleep:
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while (brightnessController.Level() != Controllers::BrightnessController::Levels::Off) {
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case Messages::GoToAOD:
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// Checking if SystemTask is sleeping is purely an optimisation.
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// If it's no longer sleeping since it sent GoToSleep, it has
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// cancelled the sleep and transitioned directly from
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// GoingToSleep->Running, so we are about to receive GoToRunning
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// and can ignore this message. If it wasn't ignored, DisplayApp
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// would go to sleep and then immediately re-wake
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if (state != States::Running || !systemTask->IsSleeping()) {
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break;
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}
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while (brightnessController.Level() != Controllers::BrightnessController::Levels::Low) {
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brightnessController.Lower();
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vTaskDelay(100);
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}
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lcd.Sleep();
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PushMessageToSystemTask(Pinetime::System::Messages::OnDisplayTaskSleeping);
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state = States::Idle;
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// Turn brightness down (or set to AlwaysOn mode)
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if (msg == Messages::GoToAOD) {
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brightnessController.Set(Controllers::BrightnessController::Levels::AlwaysOn);
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} else {
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brightnessController.Set(Controllers::BrightnessController::Levels::Off);
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}
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// Since the active screen is not really an app, go back to Clock.
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if (currentApp == Apps::Launcher || currentApp == Apps::Notifications || currentApp == Apps::QuickSettings ||
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currentApp == Apps::Settings) {
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LoadScreen(Apps::Clock, DisplayApp::FullRefreshDirections::None);
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// Wait for the clock app to load before moving on.
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while (!lv_task_handler()) {
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};
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}
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// Clear any ongoing touch pressed events
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// Without this LVGL gets stuck in the pressed state and will keep refreshing the
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// display activity timer causing the screen to never sleep after timeout
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lvgl.ClearTouchState();
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if (msg == Messages::GoToAOD) {
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lcd.LowPowerOn();
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// Record idle entry time
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alwaysOnFrameCount = 0;
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alwaysOnStartTime = xTaskGetTickCount();
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PushMessageToSystemTask(Pinetime::System::Messages::OnDisplayTaskAOD);
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state = States::AOD;
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} else {
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lcd.Sleep();
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PushMessageToSystemTask(Pinetime::System::Messages::OnDisplayTaskSleeping);
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state = States::Idle;
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}
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break;
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case Messages::NotifyDeviceActivity:
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lv_disp_trig_activity(nullptr);
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break;
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case Messages::GoToRunning:
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lcd.Wakeup();
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// If SystemTask is sleeping, the GoToRunning message is old
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// and must be ignored. Otherwise DisplayApp will use SPI
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// that is powered down and cause bad behaviour
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if (state == States::Running || systemTask->IsSleeping()) {
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break;
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}
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if (state == States::AOD) {
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lcd.LowPowerOff();
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} else {
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lcd.Wakeup();
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}
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lv_disp_trig_activity(nullptr);
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ApplyBrightness();
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state = States::Running;
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break;
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case Messages::UpdateBleConnection:
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// clockScreen.SetBleConnectionState(bleController.IsConnected() ? Screens::Clock::BleConnectionStates::Connected :
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// Screens::Clock::BleConnectionStates::NotConnected);
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// Only used for recovery firmware
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break;
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case Messages::NewNotification:
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LoadNewScreen(Apps::NotificationsPreview, DisplayApp::FullRefreshDirections::Down);
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@@ -376,10 +478,6 @@ void DisplayApp::Refresh() {
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case Messages::BleRadioEnableToggle:
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PushMessageToSystemTask(System::Messages::BleRadioEnableToggle);
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break;
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case Messages::UpdateDateTime:
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// Added to remove warning
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// What should happen here?
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break;
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case Messages::Chime:
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LoadNewScreen(Apps::Clock, DisplayApp::FullRefreshDirections::None);
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@@ -417,13 +515,12 @@ void DisplayApp::Refresh() {
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}
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break;
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case Messages::OnChargingEvent:
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RestoreBrightness();
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motorController.RunForDuration(15);
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break;
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}
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}
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if (touchHandler.IsTouching()) {
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if (state == States::Running && touchHandler.IsTouching()) {
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currentScreen->OnTouchEvent(touchHandler.GetX(), touchHandler.GetY());
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}
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@@ -546,7 +643,7 @@ void DisplayApp::LoadScreen(Apps app, DisplayApp::FullRefreshDirections directio
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currentScreen = std::make_unique<Screens::SettingWakeUp>(settingsController);
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break;
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case Apps::SettingDisplay:
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currentScreen = std::make_unique<Screens::SettingDisplay>(this, settingsController);
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currentScreen = std::make_unique<Screens::SettingDisplay>(settingsController);
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break;
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case Apps::SettingSteps:
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currentScreen = std::make_unique<Screens::SettingSteps>(settingsController);
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@@ -577,7 +674,8 @@ void DisplayApp::LoadScreen(Apps app, DisplayApp::FullRefreshDirections directio
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bleController,
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watchdog,
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motionController,
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touchPanel);
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touchPanel,
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spiNorFlash);
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break;
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case Apps::FlashLight:
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currentScreen = std::make_unique<Screens::FlashLight>(*systemTask, brightnessController);
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