Minor formatting, diagnostic and documentation changes
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bb72712d37
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@ -552,7 +552,7 @@ link_directories(
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)
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set(COMMON_FLAGS -MP -MD -mthumb -mabi=aapcs -Wall -g3 -ffunction-sections -fdata-sections -fno-strict-aliasing -fno-builtin --short-enums -mcpu=cortex-m4 -mfloat-abi=hard -mfpu=fpv4-sp-d16 -Wreturn-type -Werror=return-type)
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set(COMMON_FLAGS -MP -MD -mthumb -mabi=aapcs -Wall -Wno-unknown-pragmas -g3 -ffunction-sections -fdata-sections -fno-strict-aliasing -fno-builtin --short-enums -mcpu=cortex-m4 -mfloat-abi=hard -mfpu=fpv4-sp-d16 -Wreturn-type -Werror=return-type)
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add_definitions(-DCONFIG_GPIO_AS_PINRESET)
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add_definitions(-DCONFIG_GPIO_AS_PINRESET)
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add_definitions(-DDEBUG)
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add_definitions(-DDEBUG)
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add_definitions(-DNIMBLE_CFG_CONTROLLER)
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add_definitions(-DNIMBLE_CFG_CONTROLLER)
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@ -12,13 +12,25 @@ namespace Pinetime {
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explicit Screen(DisplayApp* app) : app{app} {}
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explicit Screen(DisplayApp* app) : app{app} {}
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virtual ~Screen() = default;
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virtual ~Screen() = default;
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// Return false if the app can be closed, true if it must continue to run
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/**
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* Most of the time, apps only react to events (touch events, for example).
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* In this case you don't need to do anything in this method.
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*
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* For example, InfiniPaint does nothing in Refresh().
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* But, if you want to update your display periodically, draw an animation...
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* you cannot do it in a touch event handler because these handlers are not
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* called if the user does not touch the screen.
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*
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* That's why Refresh() is there: update the display periodically.
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*
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* @return false if the app can be closed, true if it must continue to run
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**/
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virtual bool Refresh() = 0;
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virtual bool Refresh() = 0;
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// Return false if the button hasn't been handled by the app, true if it has been handled
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/** @return false if the button hasn't been handled by the app, true if it has been handled */
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virtual bool OnButtonPushed() { return false; }
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virtual bool OnButtonPushed() { return false; }
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// Return false if the event hasn't been handled by the app, true if it has been handled
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/** @return false if the event hasn't been handled by the app, true if it has been handled */
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virtual bool OnTouchEvent(TouchEvents event) { return false; }
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virtual bool OnTouchEvent(TouchEvents event) { return false; }
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virtual bool OnTouchEvent(uint16_t x, uint16_t y) { return false; }
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virtual bool OnTouchEvent(uint16_t x, uint16_t y) { return false; }
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@ -19,10 +19,15 @@ void NrfLogger::Init() {
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void NrfLogger::Process(void*) {
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void NrfLogger::Process(void*) {
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NRF_LOG_INFO("Logger task started!");
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NRF_LOG_INFO("Logger task started!");
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// Suppress endless loop diagnostic
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#pragma clang diagnostic push
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#pragma ide diagnostic ignored "EndlessLoop"
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while (1) {
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while (1) {
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NRF_LOG_FLUSH();
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NRF_LOG_FLUSH();
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vTaskDelay(100); // Not good for power consumption, it will wake up every 100ms...
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vTaskDelay(100); // Not good for power consumption, it will wake up every 100ms...
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}
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}
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// Clear diagnostic suppression
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#pragma clang diagnostic pop
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}
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}
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void NrfLogger::Resume() {
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void NrfLogger::Resume() {
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@ -100,6 +100,9 @@ void SystemTask::Work() {
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idleTimer = xTimerCreate ("idleTimer", idleTime, pdFALSE, this, IdleTimerCallback);
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idleTimer = xTimerCreate ("idleTimer", idleTime, pdFALSE, this, IdleTimerCallback);
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xTimerStart(idleTimer, 0);
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xTimerStart(idleTimer, 0);
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// Suppress endless loop diagnostic
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#pragma clang diagnostic push
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#pragma ide diagnostic ignored "EndlessLoop"
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while(true) {
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while(true) {
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uint8_t msg;
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uint8_t msg;
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if (xQueueReceive(systemTasksMsgQueue, &msg, isSleeping ? 2500 : 1000)) {
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if (xQueueReceive(systemTasksMsgQueue, &msg, isSleeping ? 2500 : 1000)) {
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