#pragma once #include <lvgl/lvgl.h> #include <cstdint> #include <algorithm> // std::fill #include "displayapp/screens/Screen.h" #include "components/motor/MotorController.h" #include "Symbols.h" #include <displayapp/Apps.h> #include <displayapp/Controllers.h> namespace Pinetime { namespace Components { class LittleVgl; } namespace Applications { namespace Screens { class InfiniPaint : public Screen { public: InfiniPaint(Pinetime::Components::LittleVgl& lvgl, Controllers::MotorController& motor); ~InfiniPaint() override; bool OnTouchEvent(TouchEvents event) override; bool OnTouchEvent(uint16_t x, uint16_t y) override; private: Pinetime::Components::LittleVgl& lvgl; Controllers::MotorController& motor; static constexpr uint16_t width = 10; static constexpr uint16_t height = 10; static constexpr uint16_t bufferSize = width * height; lv_color_t b[bufferSize]; lv_color_t selectColor = LV_COLOR_WHITE; uint8_t color = 2; }; } template <> struct AppTraits<Apps::Paint> { static constexpr Apps app = Apps::Paint; static constexpr const char* icon = Screens::Symbols::paintbrush; static Screens::Screen* Create(AppControllers& controllers) { return new Screens::InfiniPaint(controllers.lvgl, controllers.motorController); }; }; } }