
Fix 'nScreens' calculation in ApplicationList so that we can build the project with zero user app selected.
48 lines
1.7 KiB
C++
48 lines
1.7 KiB
C++
#pragma once
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#include <array>
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#include <memory>
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#include "displayapp/Apps.h"
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#include "Screen.h"
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#include "ScreenList.h"
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#include "displayapp/Controllers.h"
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#include "Symbols.h"
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#include "Tile.h"
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namespace Pinetime {
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namespace Applications {
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namespace Screens {
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class ApplicationList : public Screen {
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public:
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explicit ApplicationList(DisplayApp* app,
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Pinetime::Controllers::Settings& settingsController,
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const Pinetime::Controllers::Battery& batteryController,
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const Pinetime::Controllers::Ble& bleController,
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Controllers::DateTime& dateTimeController,
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Pinetime::Controllers::FS& filesystem,
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std::array<Tile::Applications, UserAppTypes::Count>&& apps);
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~ApplicationList() override;
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bool OnTouchEvent(TouchEvents event) override;
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private:
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DisplayApp* app;
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auto CreateScreenList() const;
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std::unique_ptr<Screen> CreateScreen(unsigned int screenNum) const;
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Controllers::Settings& settingsController;
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const Pinetime::Controllers::Battery& batteryController;
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const Pinetime::Controllers::Ble& bleController;
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Controllers::DateTime& dateTimeController;
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Pinetime::Controllers::FS& filesystem;
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std::array<Tile::Applications, UserAppTypes::Count> apps;
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static constexpr int appsPerScreen = 6;
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static constexpr int nScreens = UserAppTypes::Count > 0 ? (UserAppTypes::Count - 1) / appsPerScreen + 1 : 1;
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ScreenList<nScreens> screens;
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};
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}
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}
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}
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