move into firmware subfolder

Signed-off-by: Peter Siegmund <developer@mars3142.org>
This commit is contained in:
2025-08-20 10:27:03 +02:00
parent d316bb9f2c
commit 5a08c2e09d
117 changed files with 0 additions and 0 deletions

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# Definiere die Quelldateien in einer Variable
set(SOURCE_FILES
src/common/InactivityTracker.cpp
src/common/Menu.cpp
src/common/ScrollBar.cpp
src/common/Widget.cpp
src/data/MenuItem.cpp
src/ui/LightMenu.cpp
src/ui/LightSettingsMenu.cpp
src/ui/MainMenu.cpp
src/ui/ScreenSaver.cpp
src/ui/SettingsMenu.cpp
src/ui/SplashScreen.cpp
)
if (DEFINED ENV{IDF_PATH})
idf_component_register(SRCS
${SOURCE_FILES}
INCLUDE_DIRS "include"
PRIV_REQUIRES
u8g2
led-manager
persistence-manager
)
return()
endif ()
cmake_minimum_required(VERSION 3.30)
project(insa)
add_library(${PROJECT_NAME} STATIC
${SOURCE_FILES}
)
include_directories(include)
target_include_directories(${PROJECT_NAME} PUBLIC include)
target_link_libraries(${PROJECT_NAME} PRIVATE
u8g2
led-manager
persistence-manager
)

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/**
* @file MenuOptions.h
* @brief Menu configuration structure and callback definitions
* @details This header defines the menu_options_t structure which contains all
* necessary configuration options and callback functions for menu widgets.
* It provides the interface between menu widgets and the application's
* screen management system, display context, and input handling.
* @author System Control Team
* @date 2025-06-14
*/
#pragma once
// Standard libraries for function objects and smart pointers
#include <functional>
#include <memory>
// Project-specific headers
#include "common/Widget.h"
#include "IPersistenceManager.h"
#include "u8g2.h"
class MenuItem;
/**
* @struct menu_options_t
* @brief Configuration structure for menu widgets containing display context and callbacks
* @details This structure serves as a configuration container that provides menu widgets
* with access to the display system, screen management functions, input
* handling callbacks, and persistent storage.
*
* @see Widget
* @see ButtonType
* @see IPersistenceManager
*/
typedef struct
{
/**
* @brief Pointer to u8g2 display context for graphics output operations
*/
u8g2_t *u8g2;
/**
* @brief Callback function to set the current active screen
*/
std::function<void(std::shared_ptr<Widget>)> setScreen;
/**
* @brief Callback function to add a new screen to the navigation stack
*/
std::function<void(std::shared_ptr<Widget>)> pushScreen;
/**
* @brief Callback function to remove the top screen from the navigation stack
*/
std::function<void()> popScreen;
/**
* @brief Callback function to handle button press events
*/
std::function<void(ButtonType button)> onButtonClicked;
/**
* @brief Shared pointer to platform-independent persistence manager
* @details This provides access to persistent key-value storage across different
* platforms. The actual implementation (SDL3 or ESP32/NVS) is determined
* at compile time based on the target platform.
*
* @note The persistence manager is shared across all menu widgets and maintains
* its state throughout the application lifecycle.
*/
std::shared_ptr<IPersistenceManager> persistenceManager;
} menu_options_t;

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/**
* @file Common.h
* @brief Common definitions and types for the INSA component
* @details This header file contains shared enumerations, type definitions, and
* callback function types used throughout the INSA component system.
* It provides the foundation for button handling and event management.
* @author System Control Team
* @date 2025-06-14
*/
#pragma once
#include <functional>
/**
* @enum ButtonType
* @brief Enumeration defining the different types of buttons available in the system
* @details This enumeration represents all possible button types that can be handled
* by the system's input management. NONE represents no button pressed or
* an invalid button state, while the other values correspond to specific
* directional and action buttons.
*/
enum class ButtonType
{
NONE, ///< No button pressed or invalid button state
UP, ///< Up directional button for navigation
DOWN, ///< Down directional button for navigation
LEFT, ///< Left directional button for navigation
RIGHT, ///< Right directional button for navigation
SELECT, ///< Select/confirm button for accepting choices
BACK ///< Back/cancel button for returning to previous state
};
// Forward declaration of MenuItem to avoid circular dependency
class MenuItem;
/**
* @typedef ButtonCallback
* @brief Type alias for button event callback function
* @details This function type is used to define callback functions that handle
* button press events. The callback receives information about which
* button was pressed and any additional context data.
*
* @param MenuItem menu item for the specific action
* @param ButtonType The type of button that was pressed
*
* @note The first parameter can be used to distinguish between multiple instances
* of the same button type or to pass additional event-specific data.
*
* @example
* @code
* ButtonCallback myCallback = [](const MenuItem& item, ButtonType type) {
* if (type == ButtonType::SELECT) {
* // Handle select button press
* processSelection(item);
* }
* };
* @endcode
*/
typedef std::function<void(MenuItem, ButtonType)> ButtonCallback;
// Include MenuItem.h after the typedef to avoid circular dependency
#include "data/MenuItem.h"

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/**
* @file InactivityTracker.h
* @brief Inactivity tracking system for monitoring user interaction timeouts
* @details This header defines the InactivityTracker class which monitors user
* activity and triggers timeout callbacks when the system remains inactive
* for a specified duration. It provides essential functionality for power
* management, screen savers, and automatic system state transitions.
* @author System Control Team
* @date 2025-06-20
*/
#pragma once
#include <functional>
#include <stdint.h>
/**
* @class InactivityTracker
* @brief Activity monitoring class for detecting user inactivity periods
* @details This class provides a robust mechanism for tracking user activity and
* triggering automatic actions when the system remains inactive for a
* configured timeout period. It is commonly used for implementing power
* saving features, automatic screen savers, session timeouts, and other
* time-based system behaviors.
*
* The InactivityTracker operates by:
* - Continuously tracking elapsed time since the last user activity
* - Comparing elapsed time against a configurable timeout threshold
* - Executing a callback function when the timeout is reached
* - Providing methods to reset the timer when activity is detected
* - Supporting enable/disable functionality for dynamic control
*
* Key features include:
* - Configurable timeout duration in milliseconds
* - Custom callback function execution on timeout
* - Activity reset capability for responsive user interaction
* - Enable/disable control for conditional monitoring
* - High-resolution timing support using 64-bit millisecond precision
*
* Common use cases:
* - Screen saver activation after idle periods
* - Automatic screen dimming or shutdown
* - Session timeout management
* - Power management and battery conservation
* - User interface state transitions
* - Security lockout after inactivity
*
* The class is designed to be lightweight and efficient, suitable for
* real-time applications where precise timing and minimal overhead are important.
*
* @note This class requires regular update calls to function properly.
* @note The timeout callback is executed once per timeout period and will
* not repeat until the tracker is reset and times out again.
*
* @see Widget for integration with UI components
* @see Menu for menu timeout implementations
*/
class InactivityTracker
{
public:
/**
* @brief Constructs an InactivityTracker with specified timeout and callback
* @param timeoutMs Timeout duration in milliseconds before triggering callback
* @param onTimeout Callback function to execute when timeout is reached
*
* @pre timeoutMs must be greater than 0 for meaningful timeout behavior
* @pre onTimeout must be a valid callable function object
* @post InactivityTracker is initialized, enabled, and ready for activity monitoring
*
* @details The constructor initializes the inactivity tracker with the specified
* timeout duration and callback function. The tracker starts in an enabled
* state with zero elapsed time, ready to begin monitoring user activity.
*
* The timeout callback function can perform any necessary actions when inactivity
* is detected, such as:
* - Activating screen savers or power saving modes
* - Transitioning to different application states
* - Logging inactivity events
* - Triggering security lockouts
* - Initiating automatic save operations
*
* @note The tracker begins monitoring immediately upon construction.
* @note The callback function should be lightweight to avoid blocking
* the main application thread during timeout processing.
*
* Example usage:
* @code
* auto tracker = InactivityTracker(30000, []() {
* // Activate screen saver after 30 seconds of inactivity
* activateScreenSaver();
* });
* @endcode
*/
InactivityTracker(uint64_t timeoutMs, const std::function<void()> &onTimeout);
/**
* @brief Updates the inactivity timer and checks for timeout conditions
* @param dt Delta time in milliseconds since the last update call
*
* @details This method must be called regularly (typically every frame) to
* maintain accurate timing and timeout detection. It increments the
* elapsed time counter and triggers the timeout callback when the
* configured timeout duration is reached.
*
* The update process:
* - Adds the delta time to the elapsed time counter (if enabled)
* - Compares elapsed time against the configured timeout threshold
* - Executes the timeout callback if the threshold is exceeded
* - Continues monitoring until reset or disabled
*
* @note This method should be called consistently from the main application
* loop to ensure accurate timing behavior.
* @note The timeout callback is executed only once per timeout period.
* @note If the tracker is disabled, elapsed time is not updated.
*
* @see reset() to restart the inactivity timer
* @see setEnabled() to control monitoring state
*/
void update(uint64_t dt);
/**
* @brief Resets the inactivity timer to indicate recent user activity
*
* @details This method should be called whenever user activity is detected
* to restart the inactivity timeout period. It resets the elapsed
* time counter to zero, effectively extending the timeout deadline
* and preventing timeout callback execution until the full timeout
* duration elapses again without further resets.
*
* Common scenarios for calling reset():
* - Button presses or key events
* - Mouse movement or touch input
* - Menu navigation or selection actions
* - Any user interface interaction
* - System activity that should extend the timeout
*
* @post Elapsed time is reset to zero, restarting the timeout period
*
* @note This method can be called at any time, even when the tracker
* is disabled, to prepare for future monitoring.
* @note Frequent reset calls from active user interaction will prevent
* timeout callback execution, which is the intended behavior.
*
* Example usage:
* @code
* void onButtonPress() {
* tracker.reset(); // User activity detected, restart timeout
* // Handle button press...
* }
* @endcode
*/
void reset();
/**
* @brief Enables or disables inactivity monitoring
* @param enabled True to enable monitoring, false to disable
*
* @details This method controls whether the inactivity tracker actively
* monitors for timeouts. When disabled, the elapsed time counter
* is not updated during update() calls, effectively pausing the
* timeout detection without losing the current elapsed time state.
*
* Use cases for disabling:
* - Temporary suspension during system operations
* - Context-sensitive monitoring (disable in certain application states)
* - Power management control (disable during low-power modes)
* - User preference settings (allow users to disable timeouts)
* - Development and debugging (disable for testing)
*
* When re-enabled, monitoring resumes from the current elapsed time state,
* allowing for seamless pause/resume functionality.
*
* @post Monitoring state is updated according to the enabled parameter
*
* @note Disabling the tracker does not reset the elapsed time counter.
* @note The timeout callback will not be executed while disabled, even
* if the timeout threshold would otherwise be exceeded.
* @note Enabling/disabling can be done at any time during operation.
*
* Example usage:
* @code
* tracker.setEnabled(false); // Pause monitoring during critical operation
* performCriticalOperation();
* tracker.setEnabled(true); // Resume monitoring after completion
* @endcode
*/
void setEnabled(bool enabled);
private:
uint64_t m_timeoutMs; ///< Timeout duration in milliseconds before callback execution
uint64_t m_elapsedTime; ///< Current elapsed time since last reset in milliseconds
bool m_enabled; ///< Flag indicating whether monitoring is currently active
std::function<void()> m_onTimeout; ///< Callback function executed when timeout threshold is reached
};

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/**
* @file Menu.h
* @brief Menu widget class for creating interactive menu systems
* @details This header defines the Menu class which extends the Widget base class
* to provide a comprehensive, customizable menu system supporting various
* types of interactive menu items including text buttons, selections,
* number inputs, and toggles. The menu supports navigation with directional
* input and provides visual feedback through selection highlighting and scrollbars.
* @author System Control Team
* @date 2025-06-14
*/
#pragma once
#include "Common.h"
#include "MenuOptions.h"
#include "Widget.h"
#include "data/MenuItem.h"
/**
* @class Menu
* @brief A comprehensive menu widget class for interactive user interfaces
* @details This class extends the Widget base class to provide a customizable menu system
* with support for various types of interactive menu items. It handles user input
* through directional navigation and action buttons, provides visual feedback
* through selection highlighting, and supports scrolling for long menu lists.
*
* The menu system supports four types of menu items:
* - Text buttons: Simple selectable text items
* - Selection items: Dropdown/list selection with multiple options
* - Number inputs: Numeric value adjustment controls
* - Toggle items: Boolean on/off switches
*
* @note Menu items are identified by unique IDs and can be dynamically added
* after menu creation.
*
* @see Widget
* @see MenuItem
* @see menu_options_t
*/
class Menu : public Widget
{
public:
/**
* @brief Constructs a new Menu instance with the specified configuration
* @param options Pointer to menu configuration options structure
*
* @pre options must not be nullptr and must remain valid for the menu's lifetime
* @post Menu is initialized with the provided configuration and ready for item addition
*
* @note The menu does not take ownership of the options structure and assumes
* it remains valid throughout the menu's lifetime.
*/
explicit Menu(menu_options_t *options);
/**
* @brief Destructor - Cleans up resources when menu is destroyed
* @details Properly releases any allocated resources and ensures clean shutdown
* of the menu system.
*/
~Menu() override;
/**
* @brief Adds a text-based menu item (button) to the menu
* @param id Unique identifier for this menu item (must be unique within the menu)
* @param text Display text shown on the menu item
*
* @pre id must be unique within this menu instance
* @post A new text menu item is added to the menu's item collection
*
* @note Text items act as buttons and generate selection events when activated
*/
void addText(uint8_t id, const std::string &text);
void addTextCounter(uint8_t id, const std::string &text, const uint8_t value);
/**
* @brief Adds a selection menu item (dropdown/list selection) to the menu
* @param id Unique identifier for this menu item (must be unique within the menu)
* @param text Display text/label for the selection item
* @param values Vector of all available options to choose from
* @param index Reference to current selected value (will be modified by user interaction)
*
* @pre id must be unique within this menu instance
* @pre values vector must not be empty
* @pre value must be one of the strings in the values vector
* @post A new selection menu item is added with the specified options
*
* @note The value parameter is modified directly when the user changes the selection
*/
void addSelection(uint8_t id, const std::string &text, const std::vector<std::string> &values, int index);
/**
* @brief Adds a toggle/checkbox menu item to the menu
* @param id Unique identifier for this menu item (must be unique within the menu)
* @param text Display text/label for the toggle item
* @param selected Current state of the toggle (true = on/enabled, false = off/disabled)
*
* @pre id must be unique within this menu instance
* @post A new toggle menu item is added with the specified initial state
*
* @note Toggle state can be changed through user interaction with select button
*/
void addToggle(uint8_t id, const std::string &text, bool selected);
protected:
/**
* @brief Virtual callback method for handling button press events on specific menu items
* @param item The menu item that received the button press
* @param button The type of button that was pressed
*
* @details This method can be overridden by derived classes to implement custom
* button handling logic for specific menu items. The base implementation
* is empty, allowing derived classes to selectively handle events.
*
* @note Override this method in derived classes to implement custom menu item
* interaction behavior beyond the standard navigation and value modification.
*/
virtual void onButtonPressed(const MenuItem &item, const ButtonType button)
{
// Base implementation intentionally empty - override in derived classes as needed
}
/**
* @brief Retrieves a menu item by its index position
* @param index Zero-based index of the menu item to retrieve
* @return MenuItem object at the specified index
*
* @pre index must be within valid range [0, getItemCount()-1]
* @post Returns a copy of the menu item at the specified position
*
* @throws std::out_of_range if index is invalid
*
* @note This method returns a copy of the menu item, not a reference
*/
MenuItem getItem(int index);
/**
* @brief Gets the total number of menu items in the menu
* @return Size of the menu items collection
*
* @post Returns current count of menu items (>= 0)
*
* @note This count includes all types of menu items (text, selection, toggle)
*/
[[nodiscard]] size_t getItemCount() const;
/**
* @brief Dynamically adjusts the number of menu items to the specified size
* @param size Target number of menu items the menu should contain
*
* @details If the target size is larger than current item count, new selection
* items are added using the first item's values as template. If the
* target size is smaller, excess items are removed from the end.
*
* @pre size must be > 0 and at least one menu item must exist as template
* @post Menu contains exactly 'size' number of items
*
* @note New items are created as selection items with auto-generated names
* in the format "Section X" where X is the item number
*/
void setItemSize(size_t size);
/**
* @brief Toggles the boolean state of a toggle menu item
* @param menuItem The toggle menu item whose state should be flipped
*
* @pre menuItem must be of type TOGGLE
* @post The menu item's value is switched between "true" and "false"
*
* @details Changes "true" to "false" and "false" to "true" for toggle items.
* The modified item replaces the original in the menu's item collection.
*
* @note This method directly modifies the menu's internal state
*/
void toggle(const MenuItem &menuItem);
/**
* @brief Changes the selected value of a selection menu item based on button input
* @param menuItem The selection menu item to modify
* @param button The directional button pressed (LEFT or RIGHT)
*
* @pre menuItem must be of type SELECTION with valid values array
* @post The menu item's selected index is adjusted based on button direction
*
* @details LEFT button moves to previous option (wraps to end if at beginning),
* RIGHT button moves to next option (wraps to beginning if at end).
* Other button types are ignored.
*
* @note The modified item replaces the original in the menu's item collection
*/
MenuItem switchValue(const MenuItem &menuItem, ButtonType button);
private:
MenuItem replaceItem(int index, const MenuItem &item);
void render() override;
void onButtonClicked(ButtonType button) override;
void onPressedDown();
void onPressedUp();
void onPressedLeft() const;
void onPressedRight() const;
void onPressedSelect() const;
void onPressedBack() const;
void drawScrollBar() const;
void drawSelectionBox() const;
void renderWidget(const MenuItem *item, const uint8_t *font, int x, int y) const;
// Member variables
size_t m_selected_item = 0;
std::vector<MenuItem> m_items;
menu_options_t *m_options;
};

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/**
* @file ScrollBar.h
* @brief Vertical scrollbar widget for indicating scroll position in long content
* @details This header defines the ScrollBar class which provides a visual scrollbar
* widget for indicating the current position within scrollable content.
* The scrollbar displays a thumb that moves proportionally to represent
* the current scroll position and visible area relative to the total content.
* @author System Control Team
* @date 2025-06-14
*/
#pragma once
#include "MenuOptions.h"
#include "Widget.h"
/**
* @class ScrollBar
* @brief A vertical scrollbar widget that represents scroll position and range
* @details This final class inherits from Widget and provides visual feedback for
* scrollable content. It displays a vertical track with a movable thumb
* that indicates the current position within a scrollable range. The thumb
* size is proportional to the visible area relative to the total content,
* and its position reflects the current scroll offset.
*
* The scrollbar automatically calculates thumb dimensions and position based on
* the provided scroll values (current, minimum, maximum). It is designed to be
* used alongside scrollable content like menus or lists to provide visual
* feedback about scroll state.
*
* @note This class is marked as final and cannot be inherited from.
*
* @see Widget
* @see menu_options_t
*/
class ScrollBar final : public Widget
{
public:
/**
* @brief Constructs a ScrollBar with specified position and dimensions
* @param options Pointer to menu options configuration structure
* @param x X coordinate position of the scrollbar on screen
* @param y Y coordinate position of the scrollbar on screen
* @param width Width of the scrollbar in pixels
* @param height Height of the scrollbar in pixels
*
* @pre options must not be nullptr and must remain valid for the scrollbar's lifetime
* @pre width and height must be greater than 0
* @pre x and y must be valid screen coordinates
* @post ScrollBar is initialized with the specified geometry and ready for use
*
* @note The scrollbar does not take ownership of the options structure and
* assumes it remains valid throughout the scrollbar's lifetime.
*/
ScrollBar(const menu_options_t *options, size_t x, size_t y, size_t width, size_t height);
/**
* @brief Renders the scrollbar to the screen
* @details Overrides the base Widget render method to draw the scrollbar track
* and thumb. The appearance is determined by the current scroll state
* and the menu options configuration.
*
* @pre u8g2 display context must be initialized and ready for drawing
* @post Scrollbar's visual representation is drawn to the display buffer
*
* @note This method is called during each frame's render cycle. The scrollbar
* track and thumb are drawn based on the current scroll values set by refresh().
*/
void render() override;
/**
* @brief Updates the scrollbar state with new scroll values
* @param value Current scroll position value (must be between min and max)
* @param max Maximum scroll value (total content size)
* @param min Minimum scroll value (default: 0, typically the start of content)
*
* @pre value must be between min and max (inclusive)
* @pre max must be greater than or equal to min
* @post Scrollbar thumb position and size are recalculated based on new values
*
* @details This method recalculates the thumb's height and vertical position
* based on the provided scroll range and current position. The thumb
* height represents the proportion of visible content to total content,
* while its position represents the current scroll offset within the range.
*
* @note Call this method whenever the scroll state changes to keep the
* scrollbar visualization synchronized with the actual content position.
*/
void refresh(size_t value, size_t max, size_t min = 0);
private:
// Position and dimensions
size_t m_x; ///< X coordinate of the scrollbar's left edge
size_t m_y; ///< Y coordinate of the scrollbar's top edge
size_t m_width; ///< Width of the scrollbar track in pixels
size_t m_height; ///< Height of the scrollbar track in pixels
// Scroll state values
size_t m_value; ///< Current scroll position within the range [m_min, m_max]
size_t m_max; ///< Maximum scroll value representing the end of content
size_t m_min; ///< Minimum scroll value representing the start of content
// Calculated thumb properties (updated by refresh())
size_t m_thumbHeight; ///< Calculated height of the scroll thumb in pixels
size_t m_thumbY; ///< Calculated Y position of the scroll thumb relative to track
};

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/**
* @file Widget.h
* @brief Base widget class for UI components in the INSA system
* @details This header defines the Widget base class that serves as the foundation
* for all UI components in the system. It provides a standardized interface
* for rendering, updating, and handling user input using the u8g2 graphics library.
* @author System Control Team
* @date 2025-06-14
*/
#pragma once
#include "u8g2.h"
#include "common/Common.h"
/**
* @class Widget
* @brief Base class for UI widgets that can be rendered and interact with user input
* @details This abstract base class provides a common interface for all widgets in the system.
* It manages the u8g2 display context and defines the core methods that all widgets
* must implement or can override. The class follows the template method pattern,
* allowing derived classes to customize behavior while maintaining a consistent
* interface for the UI system.
*
* @note All widgets should inherit from this class to ensure compatibility with
* the UI management system.
*
* @see u8g2_t
* @see ButtonType
*/
class Widget
{
public:
/**
* @brief Constructs a widget with the given u8g2 display context
* @param u8g2 Pointer to the u8g2 display context used for rendering operations
*
* @pre u8g2 must not be nullptr
* @post Widget is initialized with the provided display context
*
* @note The widget does not take ownership of the u8g2 context and assumes
* it remains valid for the lifetime of the widget.
*/
explicit Widget(u8g2_t *u8g2);
/**
* @brief Virtual destructor to ensure proper cleanup of derived classes
* @details Ensures that derived class destructors are called correctly when
* a widget is destroyed through a base class pointer.
*/
virtual ~Widget() = default;
/**
* @brief Called when the widget becomes active or enters the foreground
* @details This method is invoked when the widget transitions from inactive
* to active state, such as when it becomes the current screen or
* gains focus. Derived classes can override this method to perform
* initialization tasks, reset state, or prepare for user interaction.
*
* @note The base implementation is empty, allowing derived classes to override
* only if entry behavior is needed.
* @note This method is typically called by the UI management system during
* screen transitions or focus changes.
*/
virtual void enter();
/**
* @brief Called when the widget is temporarily paused or loses focus
* @details This method is invoked when the widget needs to suspend its
* operations temporarily, such as when another widget takes focus
* or the system enters a paused state. Derived classes can override
* this method to pause animations, save state, or reduce resource usage.
*
* @note The base implementation is empty, allowing derived classes to override
* only if pause behavior is needed.
* @note The widget should be prepared to resume from this state when resume() is called.
*/
virtual void pause();
/**
* @brief Called when the widget resumes from a paused state
* @details This method is invoked when the widget transitions from paused
* to active state, typically after a previous pause() call. Derived
* classes can override this method to restore animations, reload
* resources, or continue interrupted operations.
*
* @note The base implementation is empty, allowing derived classes to override
* only if resume behavior is needed.
* @note This method should restore the widget to the state it was in before pause() was called.
*/
virtual void resume();
/**
* @brief Called when the widget is being destroyed or exits the system
* @details This method is invoked when the widget is about to be removed
* from the system or transitions to an inactive state permanently.
* Derived classes can override this method to perform cleanup tasks,
* save final state, or release resources that are not automatically freed.
*
* @note The base implementation is empty, allowing derived classes to override
* only if exit behavior is needed.
* @note This method is called before the widget's destructor and provides
* an opportunity for controlled shutdown of widget-specific resources.
*/
virtual void exit();
/**
* @brief Updates the widget's internal state based on elapsed time
* @param dt Delta time in milliseconds since the last update call
*
* @details This method is called once per frame by the UI system to handle
* animations, timers, state transitions, or other time-dependent behavior.
* The base implementation is empty, allowing derived classes to override
* only if time-based updates are needed.
*
* @note Override this method in derived classes to implement time-based behavior
* such as animations, blinking effects, or timeout handling.
*/
virtual void update(uint64_t dt);
/**
* @brief Renders the widget to the display
* @details This method should be overridden by derived classes to implement
* their specific rendering logic using the u8g2 display context.
* The base implementation is empty, requiring derived classes to
* provide their own rendering code.
*
* @pre u8g2 context must be initialized and ready for drawing operations
* @post Widget's visual representation is drawn to the display buffer
*
* @note This method is called during the rendering phase of each frame.
* Derived classes should use the u8g2 member variable to perform
* drawing operations.
*/
virtual void render();
/**
* @brief Handles button press events
* @param button The type of button that was pressed
*
* @details This method is called when a button press event occurs and allows
* the widget to respond to user input. The base implementation is empty,
* allowing derived classes to override only if input handling is needed.
*
* @note Override this method in derived classes to implement button-specific
* behavior such as navigation, selection, or state changes.
*
* @see ButtonType for available button types
*/
virtual void onButtonClicked(ButtonType button);
protected:
/**
* @brief Pointer to the u8g2 display context used for rendering operations
* @details This member provides access to the u8g2 graphics library functions
* for drawing text, shapes, bitmaps, and other UI elements. It is
* initialized during construction and remains valid for the widget's lifetime.
*
* @note This member is protected to allow derived classes direct access while
* preventing external modification. Derived classes should use this
* context for all rendering operations.
*
* @warning Do not modify or delete this pointer. The widget does not own
* the u8g2 context and assumes it is managed externally.
*/
u8g2_t *u8g2;
};

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/**
* @file MenuItem.h
* @brief Menu item data structure for user interface menu systems
* @details This header defines the MenuItem class which represents individual menu
* items that can be displayed and interacted with in user interface menus.
* It supports various types of menu items including simple buttons, toggles,
* value selectors, and multi-option selections with flexible callback handling.
* @author System Control Team
* @date 2025-06-14
*/
#pragma once
#include <functional>
#include <string>
#include <vector>
#include "common/Common.h"
/**
* @class MenuItem
* @brief Flexible menu item class supporting various interaction types and behaviors
* @details This class represents individual menu items that can be displayed in user
* interface menus. It provides a flexible foundation for different types of
* menu interactions including simple navigation buttons, toggle switches,
* value adjustments, and multi-option selections.
*
* The MenuItem class supports multiple interaction patterns:
* - **Simple Actions**: Basic menu items that execute a function when activated
* - **Value Display**: Items that show a current value (read-only or editable)
* - **Selection Lists**: Items that cycle through multiple predefined values
* - **Toggle States**: Boolean items that can be switched on/off
* - **Custom Behaviors**: Flexible callback system for specialized interactions
*
* Each menu item is identified by a unique ID and has a type that defines its
* visual appearance and interaction behavior. The callback system allows for
* flexible event handling while maintaining type safety through std::function.
*
* Key features include:
* - Multiple constructor overloads for different menu item types
* - Type-safe callback system with ButtonCallback function objects
* - Support for both single values and value lists
* - Flexible text and value management
* - Efficient state management and validation
*
* @note This class is designed to be lightweight and efficient for embedded
* systems while providing rich functionality for complex user interfaces.
*
* @see ButtonCallback for callback function signature
* @see ButtonType for available button types
* @see Menu for menu container functionality
*/
class MenuItem
{
public:
/**
* @brief Constructs a simple action menu item with text and callback
* @param id Unique identifier for this menu item within its parent menu
* @param type Type identifier defining the item's behavior and visual appearance
* @param text Display text shown to the user for this menu item
* @param callback Function to call when the item is activated
*
* @pre id must be unique within the parent menu context
* @pre text should not be empty for proper user interface display
* @pre callback should be a valid callable object
* @post MenuItem is initialized as a simple action item ready for display
*
* @details Creates a basic menu item that displays text and executes a callback
* when activated. This is the most common type of menu item used for
* navigation, simple actions, and command execution.
*
* Typical use cases include:
* - Navigation items (e.g., "Settings", "Back", "Exit")
* - Action items (e.g., "Save", "Reset", "Start")
* - Sub-menu entries (e.g., "Light Control", "System Info")
*
* @note The callback is stored as a std::function and can be a lambda,
* function pointer, or any callable object matching the ButtonCallback signature.
*/
MenuItem(uint8_t id, uint8_t type, std::string text, ButtonCallback callback);
/**
* @brief Constructs a value-displaying menu item with text, value, and callback
* @param id Unique identifier for this menu item within its parent menu
* @param type Type identifier defining the item's behavior and visual appearance
* @param text Display text shown to the user for this menu item
* @param value Current value associated with this item (displayed to user)
* @param callback Function to call when the item is activated
*
* @pre id must be unique within the parent menu context
* @pre text should not be empty for proper user interface display
* @pre callback should be a valid callable object
* @post MenuItem is initialized with text and value display capabilities
*
* @details Creates a menu item that displays both text and a current value.
* This type is commonly used for settings display, status information,
* or items where the current state needs to be visible to the user.
*
* Typical use cases include:
* - Setting displays (e.g., "Brightness: 75%")
* - Status information (e.g., "Connection: WiFi")
* - Editable values (e.g., "Timeout: 30s")
* - Current selections (e.g., "Mode: Auto")
*
* @note The value can be updated later using setValue() to reflect changes
* in the underlying system state.
*/
MenuItem(uint8_t id, uint8_t type, std::string text, std::string value, ButtonCallback callback);
/**
* @brief Constructs a multi-selection menu item with selectable values
* @param id Unique identifier for this menu item within its parent menu
* @param type Type identifier defining the item's behavior and visual appearance
* @param text Display text shown to the user for this menu item
* @param values List of all available values that can be selected
* @param index Currently selected value from the available options
* @param callback Function to call when the item is activated
*
* @pre id must be unique within the parent menu context
* @pre text should not be empty for proper user interface display
* @pre value should be present in the values vector
* @pre values should not be empty and should contain valid options
* @pre callback should be a valid callable object
* @post MenuItem is initialized with multiple selectable values
*
* @details Creates a menu item that allows selection from multiple predefined
* values. This type enables cycling through options or displaying
* selection dialogs, making it ideal for configuration settings
* with discrete choices.
*
* Typical use cases include:
* - Mode selection (e.g., "Display Mode: [Day, Night, Auto]")
* - Configuration options (e.g., "Language: [English, Deutsch, Français]")
* - Preset selection (e.g., "Profile: [Home, Office, Travel]")
* - Format selection (e.g., "Time Format: [12H, 24H]")
*
* @note The callback can implement cycling logic to move through the values
* or open a selection dialog for user choice.
* @note The values vector is stored by copy, so modifications to the original
* vector after construction do not affect the menu item.
*/
MenuItem(uint8_t id, uint8_t type, std::string text, std::vector<std::string> values, int index,
ButtonCallback callback);
/**
* @brief Gets the unique identifier of this menu item
* @return The menu item's unique ID as assigned during construction
*
* @details Returns the unique identifier that distinguishes this menu item
* from others within the same menu context. This ID is used by
* menu systems for item identification, event routing, and state management.
*
* @note The ID is immutable after construction and guaranteed to be unique
* within the menu context where this item is used.
*/
[[nodiscard]] uint8_t getId() const;
/**
* @brief Gets the type identifier of this menu item
* @return The menu item's type identifier defining its behavior
*
* @details Returns the type identifier that defines how this menu item
* behaves and appears in the user interface. The type determines
* rendering style, interaction patterns, and event handling behavior.
*
* @note The type is immutable after construction and should correspond
* to predefined menu item type constants defined in the system.
*/
[[nodiscard]] uint8_t getType() const;
/**
* @brief Gets the display text of this menu item
* @return Const reference to the menu item's display text
*
* @details Returns the text that is displayed to the user for this menu item.
* This text serves as the primary label and should be descriptive
* enough for users to understand the item's purpose.
*
* @note Returns a const reference for efficiency while preventing
* accidental modification of the text content.
*/
[[nodiscard]] const std::string &getText() const;
/**
* @brief Gets the current value of this menu item
* @return Const reference to the menu item's current value
*
* @details Returns the current value associated with this menu item.
* For simple action items, this may be empty. For value-based
* items, this represents the current state, selection, or setting.
*
* @note Returns a const reference for efficiency while preventing
* accidental modification through the getter.
* @note For boolean items, the value is typically "true"/"false" or similar.
*/
[[nodiscard]] const std::string &getValue() const;
/**
* @brief Sets a new value for this menu item
* @param value The new value to assign to this menu item
*
* @details Updates the current value of this menu item. This is commonly
* used to reflect changes in system state, user selections, or
* configuration updates. The new value should be appropriate
* for the menu item's type and purpose.
*
* @note For multi-selection items, the value should be one of the
* predefined values in the values vector.
* @note For boolean items, typical values are "true"/"false", "ON"/"OFF",
* or other boolean representations.
* @note The value update does not automatically trigger the callback;
* this is purely for state management.
*/
void setValue(const std::string &value);
/**
* @brief Handles button press events for this menu item
* @param button The type of button that was pressed
*
* @details Processes button press events by invoking the associated callback
* function if one exists. This method serves as the event handler
* that connects user interactions to the menu item's functionality.
*
* The method performs the following actions:
* - Validates that the ID matches this menu item
* - Checks if a callback function is available
* - Invokes the callback with the provided button type
* - Handles any callback-related error conditions gracefully
*
* @note This method is typically called by the parent menu system when
* user interaction occurs on this menu item.
* @note If no callback is set, the method returns without error.
* @note The callback is responsible for implementing the specific behavior
* for the button press (navigation, value changes, actions, etc.).
*/
void onButtonPressed(ButtonType button) const;
/**
* @brief Checks if this menu item has an associated callback function
* @return true if a callback function is set, false otherwise
*
* @details Determines whether this menu item has a valid callback function
* that can be invoked when the item is activated. This is useful
* for menu systems that need to distinguish between interactive
* and non-interactive items.
*
* @note Menu items without callbacks are typically used for display-only
* purposes such as headers, separators, or status information.
* @note Interactive menu items should always have callbacks to provide
* meaningful user interaction.
*/
[[nodiscard]] bool hasCallback() const;
[[nodiscard]] int getIndex() const;
[[nodiscard]] std::vector<std::string> getValues() const;
[[nodiscard]] size_t getItemCount() const;
[[nodiscard]] MenuItem copyWith(const std::string &value) const;
[[nodiscard]] MenuItem copyWith(size_t index) const;
private:
/**
* @brief Unique identifier for this menu item
* @details Stores the unique ID that distinguishes this menu item from others
* within the same menu context. Used for event routing and item identification.
*/
uint8_t m_id;
/**
* @brief Type identifier defining the item's behavior and appearance
* @details Stores the type that determines how this menu item behaves,
* how it's rendered, and what interaction patterns it supports.
*/
uint8_t m_type;
/**
* @brief Display text shown to the user
* @details Stores the primary text label that is displayed to users,
* serving as the main identifier and description of the menu item's purpose.
*/
std::string m_text;
/**
* @brief Current value associated with this menu item
* @details Stores the current value for value-based menu items, representing
* the current state, selection, or setting that should be displayed to the user.
*/
std::string m_value;
/**
* @brief Available values for selection-based menu items
* @details Stores the list of all possible values that can be selected for
* multi-option menu items. Used for cycling through options or
* displaying selection dialogs.
*/
std::vector<std::string> m_values;
int m_index = -1;
/**
* @brief Callback function invoked when the menu item is activated
* @details Stores the function object that implements the menu item's behavior
* when activated by user interaction. Uses std::function for flexibility
* and type safety.
*/
ButtonCallback m_callback;
};

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#define road_horizontal_width 16
#define road_horizontal_height 16
static unsigned char road_horizontal_bits[] = {0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x8c, 0xc7, 0x8c, 0xc7, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00};
#define road_vertical_width 16
#define road_vertical_height 16
static unsigned char road_vertical_bits[] = {0x80, 0x01, 0x80, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80,
0x01, 0x80, 0x01, 0x80, 0x01, 0x80, 0x01, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x80, 0x01, 0x80, 0x01, 0x00, 0x00, 0x00, 0x00};
#define road_t_up_width 16
#define road_t_up_height 16
static unsigned char road_t_up_bits[] = {0x00, 0x03, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00,
0x03, 0xcc, 0xcf, 0xcc, 0xcc, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00};
#define road_t_crossing_width 16
#define road_t_crossing_height 16
static unsigned char road_t_crossing_bits[] = {0x80, 0x01, 0x80, 0x01, 0x00, 0x00, 0x00, 0x00, 0x80, 0x01, 0x80,
0x01, 0xe6, 0x67, 0xe6, 0x67, 0x80, 0x01, 0x80, 0x01, 0x00, 0x00,
0x00, 0x00, 0x80, 0x01, 0x80, 0x01, 0x00, 0x00, 0x00, 0x00};

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#pragma once
#define car_width 16
#define car_height 16
const unsigned char car_left_bits [] = {
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xe0, 0x07, 0xf0, 0x0f, 0xee, 0x77, 0xee, 0x77, 0xee, 0x77,
0x2e, 0x74, 0xde, 0x78, 0x02, 0x40, 0x3c, 0x3c, 0x42, 0x42, 0xda, 0x5b, 0x18, 0x18, 0x00, 0x00
};
const unsigned char car_right_bits [] = {
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xe0, 0x07, 0xf0, 0x0f, 0xee, 0x77, 0xee, 0x77, 0xee, 0x77,
0x2e, 0x74, 0x1e, 0x7b, 0x02, 0x40, 0x3c, 0x3c, 0x42, 0x42, 0xda, 0x5b, 0x18, 0x18, 0x00, 0x00
};
#define convertable_width 16
#define convertable_height 16
static unsigned char convertable_left_bits[] = {0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x20, 0x00, 0x30, 0x0c, 0xee,
0x77, 0x2e, 0x74, 0xae, 0x75, 0xae, 0x75, 0xfe, 0x7f, 0x82, 0x41,
0x3c, 0x3c, 0x42, 0x42, 0xda, 0x5b, 0x18, 0x18, 0x00, 0x00};
static unsigned char convertable_right_bits[] = {0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x30, 0x0c, 0xee,
0x77, 0x2e, 0x74, 0xae, 0x75, 0xae, 0x75, 0xfe, 0x7f, 0x82, 0x41,
0x3c, 0x3c, 0x42, 0x42, 0xda, 0x5b, 0x18, 0x18, 0x00, 0x00};
#define lorry_width 32
#define lorry_height 16
const unsigned char lorry_left_bits[] = {0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0e, 0x00, 0x00, 0xe0,
0x0b, 0x00, 0x00, 0xf0, 0x0b, 0x00, 0x00, 0xee, 0x0b, 0x00, 0x00, 0xee, 0x0f,
0xbc, 0x07, 0x2e, 0xfa, 0xff, 0x7f, 0xae, 0xfa, 0xff, 0x7f, 0xbe, 0x0a, 0x00,
0x60, 0x02, 0x0a, 0x00, 0x60, 0x3c, 0x0a, 0xbc, 0x67, 0x42, 0xfe, 0x43, 0x78,
0xda, 0xff, 0x5b, 0x7b, 0x18, 0x00, 0x18, 0x03, 0x00, 0x00, 0x00, 0x00};
const unsigned char lorry_right_bits[] = {0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x70, 0x00, 0x00,
0x00, 0xd0, 0x07, 0x00, 0x00, 0xd0, 0x0f, 0x00, 0x00, 0xd0, 0x77, 0xe0, 0x3d,
0xf0, 0x77, 0xfe, 0xff, 0x5f, 0x74, 0xfe, 0xff, 0x5f, 0x75, 0x06, 0x00, 0x50,
0x7d, 0x06, 0x00, 0x50, 0x40, 0xe6, 0x3d, 0x50, 0x3c, 0x1e, 0xc2, 0x7f, 0x42,
0xde, 0xda, 0xff, 0x5b, 0xc0, 0x18, 0x00, 0x18, 0x00, 0x00, 0x00, 0x00};
#define suv_width 16
#define suv_height 16
const unsigned char suv_left_bits[] = {0x00, 0x00, 0x00, 0x00, 0xe0, 0x07, 0xf0, 0x0f, 0xee, 0x77, 0xee,
0x77, 0xee, 0x77, 0x2e, 0x74, 0xde, 0x78, 0x02, 0x40, 0x02, 0x40,
0x3c, 0x3c, 0x42, 0x42, 0xda, 0x5b, 0x18, 0x18, 0x00, 0x00};
const unsigned char suv_right_bits[] = {0x00, 0x00, 0x00, 0x00, 0xe0, 0x07, 0xf0, 0x0f, 0xee, 0x77, 0xee,
0x77, 0xee, 0x77, 0x2e, 0x74, 0x1e, 0x7b, 0x02, 0x40, 0x02, 0x40,
0x3c, 0x3c, 0x42, 0x42, 0xda, 0x5b, 0x18, 0x18, 0x00, 0x00};
#define truck_width 32
#define truck_height 16
const unsigned char truck_left_bits[] = {0x00, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0x3f, 0x00, 0xff, 0xff, 0x7f, 0xe0,
0xff, 0xff, 0x7f, 0xf0, 0xff, 0xff, 0x7f, 0xee, 0xff, 0xff, 0x7f, 0xee, 0x03,
0x00, 0x60, 0x2e, 0x02, 0x00, 0x40, 0xae, 0x02, 0x00, 0x40, 0xbe, 0x02, 0x00,
0x40, 0x02, 0x02, 0x00, 0x40, 0x3c, 0x02, 0xbc, 0x47, 0x42, 0x02, 0x42, 0x48,
0xda, 0xff, 0x5b, 0x7b, 0x18, 0x38, 0x18, 0x03, 0x00, 0x00, 0x00, 0x00};
const unsigned char truck_right_bits[] = {0x00, 0x00, 0x00, 0x00, 0xfc, 0xff, 0xff, 0x00, 0xfe, 0xff, 0xff, 0x00, 0xfe,
0xff, 0xff, 0x07, 0xfe, 0xff, 0xff, 0x0f, 0xfe, 0xff, 0xff, 0x77, 0x06, 0x00,
0xc0, 0x77, 0x02, 0x00, 0x40, 0x74, 0x02, 0x00, 0x40, 0x75, 0x02, 0x00, 0x40,
0x7d, 0x02, 0x00, 0x40, 0x40, 0xe2, 0x3d, 0x40, 0x3c, 0x12, 0x42, 0x40, 0x42,
0xde, 0xda, 0xff, 0x5b, 0xc0, 0x18, 0x1c, 0x18, 0x00, 0x00, 0x00, 0x00};

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/**
* @file LightMenu.h
* @brief Light control menu implementation for lighting system management
* @details This header defines the LightMenu class which provides a specialized
* user interface for controlling lighting systems and illumination features.
* It extends the Menu base class to offer comprehensive light control
* functionality including brightness adjustment, color selection, and
* lighting mode configuration.
* @author System Control Team
* @date 2025-06-14
*/
#pragma once
#include "common/Menu.h"
/**
* @class LightMenu
* @brief Light control menu interface class for illumination system management
* @details This final class inherits from Menu and provides a comprehensive interface
* for controlling various aspects of the lighting system. It allows users to
* adjust brightness levels, select colors, configure lighting modes, and
* manage automated lighting behaviors.
*
* The LightMenu class extends the base Menu functionality by:
* - Providing light-specific control options (brightness, color, modes)
* - Implementing real-time lighting preview and feedback
* - Managing lighting presets and custom configurations
* - Handling immediate lighting adjustments and scheduled operations
*
* Typical lighting control features include:
* - Brightness adjustment (0-100% or similar range)
* - Color selection (RGB, HSV, or predefined colors)
* - Lighting modes (solid, fade, strobe, custom patterns)
* - Timer-based automation (on/off schedules)
* - Preset management (save/load favorite configurations)
* - Zone-based control (if multiple light zones are supported)
*
* The menu provides immediate visual feedback by applying changes to the
* connected lighting hardware in real-time as users navigate through options.
*
* @note This class is marked as final and cannot be inherited from.
* @note Lighting changes are typically applied immediately for instant feedback,
* with the option to save configurations as presets.
*
* @see Menu for base menu functionality
* @see menu_options_t for configuration structure
* @see MainMenu for navigation back to main interface
*/
class LightMenu final : public Menu
{
public:
/**
* @brief Constructs the light control menu with the specified configuration
* @param options Pointer to menu options configuration structure
*
* @pre options must not be nullptr and must remain valid for the menu's lifetime
* @pre options->u8g2 must be initialized and ready for graphics operations
* @pre All callback functions in options must be properly configured
* @pre Lighting hardware must be initialized and responsive
* @post LightMenu is initialized with current lighting state and ready for user interaction
*
* @details The constructor initializes the light control menu by:
* - Reading current lighting system state and parameters
* - Creating appropriate menu items for available lighting features
* - Setting up real-time preview capabilities
* - Loading saved lighting presets and configurations
* - Configuring value ranges and validation for lighting parameters
*
* The menu automatically detects available lighting capabilities and presents
* only the controls that are supported by the connected hardware. This ensures
* a consistent user experience across different lighting system configurations.
*
* @note The menu does not take ownership of the options structure and assumes
* it remains valid throughout the menu's lifetime.
* @note Current lighting state is preserved and can be restored if the user
* exits without saving changes.
*
* @see Menu::Menu for base class construction details
*/
explicit LightMenu(menu_options_t *options);
private:
/**
* @brief Handles button press events specific to light control menu items
* @param menuItem
* @param button Type of button that was pressed
*
* @details Overrides the base Menu class method to provide light control-specific
* button handling logic. This method processes user interactions with
* lighting control items and performs appropriate actions such as:
* - Adjusting brightness levels (increment/decrement)
* - Changing color values or selecting predefined colors
* - Switching between lighting modes and patterns
* - Saving/loading lighting presets
* - Toggling lighting zones on/off
* - Applying lighting changes immediately to hardware
*
* The method provides real-time feedback by immediately applying lighting
* changes to the connected hardware, allowing users to see the effects of
* their adjustments instantly. It also handles validation to ensure that
* lighting parameters remain within safe and supported ranges.
*
* Special handling includes:
* - Smooth transitions for brightness adjustments
* - Color wheel navigation for color selection
* - Mode cycling for lighting patterns
* - Confirmation prompts for preset operations
*
* @note This method is called by the base Menu class when a button press
* occurs on a menu item, after the base class has handled standard
* navigation operations.
* @note Changes are applied immediately to provide instant visual feedback,
* but can be reverted if the user cancels or exits without saving.
*
* @see Menu::onButtonPressed for the base implementation
* @see ButtonType for available button types
*/
void onButtonPressed(const MenuItem& menuItem, ButtonType button) override;
/**
* @brief Pointer to menu options configuration structure
* @details Stores a reference to the menu configuration passed during construction.
* This pointer provides access to the display context and callback functions
* needed for menu operations, screen transitions, and lighting control
* communication with the hardware subsystem.
*
* The configuration enables:
* - Display context for rendering lighting control interface
* - Screen management callbacks for navigation to other menus
* - Hardware communication for real-time lighting control
* - System callbacks for lighting state persistence
*
* @note This pointer is not owned by the LightMenu and must remain valid
* throughout the menu's lifetime. It is managed by the application framework.
*
* @warning Must not be modified after construction as it may be shared
* with other components and contains critical system callbacks.
*/
menu_options_t *m_options;
};

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#pragma once
#include "common/Menu.h"
/**
* @class LightSettingsMenu
* @brief Menu for configuring light system settings including sections and LED parameters
* @details This menu extends the base Menu class to provide specialized functionality
* for managing light system configurations. It handles dynamic section management
* and provides persistence for user settings.
*/
class LightSettingsMenu final : public Menu
{
public:
/**
* @brief Constructs a LightSettingsMenu with the specified options
* @param options Pointer to menu configuration options structure
* @details Initializes the menu with section counter and default section settings
*/
explicit LightSettingsMenu(menu_options_t *options);
private:
/**
* @brief Handles button press events for light settings menu items
* @param menuItem The menu item that received the button press
* @param button The type of button that was pressed
* @details Manages value switching, dynamic section list updates, and
* persistence of section values when settings are modified
*/
void onButtonPressed(const MenuItem& menuItem, ButtonType button) override;
static std::string CreateKey(int index);
menu_options_t *m_options; ///< Pointer to menu configuration options
};

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/**
* @file MainMenu.h
* @brief Main menu implementation for the application's primary interface
* @details This header defines the MainMenu class which serves as the primary
* user interface entry point for the application. It extends the Menu
* base class to provide a customized main menu experience with
* application-specific menu items and navigation behavior.
* @author System Control Team
* @date 2025-06-14
*/
#pragma once
#include "common/Menu.h"
/**
* @class MainMenu
* @brief Main menu interface class providing the primary application navigation
* @details This final class inherits from Menu and represents the main menu interface
* of the application. It serves as the primary entry point for user interaction
* and provides navigation to all major application features and sub-menus.
*
* The MainMenu class customizes the base Menu functionality by:
* - Defining application-specific menu items during construction
* - Implementing custom button handling for main menu navigation
* - Managing transitions to sub-menus and application features
*
* This class is typically the first screen presented to users after the splash
* screen and serves as the central hub for all application functionality.
*
* @note This class is marked as final and cannot be inherited from.
*
* @see Menu for base menu functionality
* @see menu_options_t for configuration structure
*/
class MainMenu final : public Menu
{
public:
/**
* @brief Constructs the main menu with the specified configuration
* @param options Pointer to menu options configuration structure
*
* @pre options must not be nullptr and must remain valid for the menu's lifetime
* @pre options->u8g2 must be initialized and ready for graphics operations
* @pre All callback functions in options must be properly configured
* @post MainMenu is initialized with application-specific menu items and ready for use
*
* @details The constructor initializes the main menu by setting up all the
* primary application menu items such as:
* - Settings access
* - Feature-specific menus
* - System controls
* - Application exit options
*
* @note The menu does not take ownership of the options structure and assumes
* it remains valid throughout the menu's lifetime.
*/
explicit MainMenu(menu_options_t *options);
private:
/**
* @brief Handles button press events specific to main menu items
* @param menuItem
* @param button Type of button that was pressed
*
* @details Overrides the base Menu class method to provide main menu-specific
* button handling logic. This method processes user interactions with
* main menu items and initiates appropriate actions such as:
* - Navigation to sub-menus (Settings, Light Control, etc.)
* - Direct feature activation
* - System operations
*
* The method uses the menu item ID to determine which action to take and
* utilizes the callback functions provided in m_options to perform screen
* transitions or other application-level operations.
*
* @note This method is called by the base Menu class when a button press
* occurs on a menu item, after the base class has handled standard
* navigation operations.
*
* @see Menu::onButtonPressed for the base implementation
* @see ButtonType for available button types
*/
void onButtonPressed(const MenuItem& menuItem, ButtonType button) override;
/**
* @brief Pointer to menu options configuration structure
* @details Stores a reference to the menu configuration passed during construction.
* This pointer provides access to the display context and callback functions
* needed for menu operations, screen transitions, and user interaction handling.
*
* The configuration includes:
* - Display context for rendering operations
* - Screen management callbacks for navigation
* - Input handling callbacks for button events
*
* @note This pointer is not owned by the MainMenu and must remain valid
* throughout the menu's lifetime. It is managed by the application framework.
*
* @warning Must not be modified after construction as it may be shared
* with other components.
*/
menu_options_t *m_options;
};

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/**
* @file ScreenSaver.h
* @brief Animated screensaver implementation with vehicle effect
* @details This header defines the ScreenSaver class which provides an animated
* vehicle screensaver that activates during periods of user inactivity.
* The screensaver displays moving vehicles to prevent screen burn-in while
* providing visual feedback that the system is still active and responsive.
* @author System Control Team
* @date 2025-06-14
*/
#pragma once
#include "MenuOptions.h"
#include "common/Widget.h"
#include <vector>
/**
* @class ScreenSaver
* @brief Animated vehicle screensaver widget for system idle periods
*/
class ScreenSaver final : public Widget
{
public:
explicit ScreenSaver(menu_options_t *options);
void update(uint64_t dt) override;
void render() override;
void onButtonClicked(ButtonType button) override;
private:
/**
* @enum VehicleType
* @brief Types of available vehicles
*/
enum class VehicleType
{
CAR,
CONVERTABLE,
SUV,
LORRY,
TRUCK
};
/**
* @enum Direction
* @brief Movement direction for vehicles
*/
enum class Direction
{
LEFT,
RIGHT
};
/**
* @struct Vehicle
* @brief Individual vehicle object for animation
*/
struct Vehicle
{
int x; // X position on screen
int y; // Y position on screen
float speed; // Movement speed
VehicleType type; // Type of vehicle
Direction direction; // Movement direction
bool active; // Whether a vehicle is currently active
};
static constexpr int MAX_LEFT_VEHICLES = 2;
static constexpr int MAX_RIGHT_VEHICLES = 2;
static constexpr int MAX_VEHICLES = MAX_LEFT_VEHICLES + MAX_RIGHT_VEHICLES;
static constexpr int VEHICLE_SPAWN_DELAY = 2500; // milliseconds
static constexpr float MIN_SPEED = 1.0f;
static constexpr float MAX_SPEED = 2.0f;
static constexpr int MIN_SAME_DIRECTION_DISTANCE = 48; // 32 + 16 pixels
static constexpr int MAX_SAME_DIRECTION_DISTANCE = 64; // 32 + 32 pixels
menu_options_t *m_options;
uint64_t m_animationCounter;
uint64_t m_lastSpawnTime;
std::vector<Vehicle> m_vehicles;
int m_leftVehicleCount;
int m_rightVehicleCount;
int m_sceneOffsetX = 0;
int m_sceneOffsetY = 0;
uint64_t m_sceneShiftTimer = 0;
/**
* @brief Initialize vehicle system
*/
void initVehicles();
/**
* @brief Spawn a new vehicle if conditions are met
*/
void trySpawnVehicle();
/**
* @brief Get a random vehicle type
* @return Random VehicleType
*/
static VehicleType getRandomVehicleType();
/**
* @brief Get a random direction with constraint checking
* @return Direction for new vehicle
*/
static Direction getRandomDirection();
/**
* @brief Draw a vehicle at a specified position
* @param vehicle Vehicle to draw
*/
void drawVehicle(const Vehicle &vehicle) const;
/**
* @brief Draw a bitmap with transparency (black pixels are transparent)
* @param x X position
* @param y Y position
* @param width Bitmap width
* @param height Bitmap height
* @param bitmap Bitmap data
*/
void drawTransparentBitmap(int x, int y, int width, int height, const unsigned char *bitmap) const;
/**
* @brief Get vehicle bitmap data
* @param type Vehicle type
* @param direction Movement direction
* @param width Output parameter for bitmap width
* @param height Output parameter for bitmap height
* @return Pointer to bitmap data
*/
static const unsigned char *getVehicleBitmap(VehicleType type, Direction direction, int &width, int &height);
/**
* @brief Check if there's enough distance to spawn a vehicle in a specific direction
* @param direction Direction to check
* @return true if spawning is allowed
*/
bool canSpawnInDirection(Direction direction) const;
};

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/**
* @file SettingsMenu.h
* @brief Settings menu implementation for application configuration
* @details This header defines the SettingsMenu class which provides a user interface
* for configuring application settings and preferences. It extends the Menu
* base class to offer a specialized settings management interface with
* various configuration options and system parameters.
* @author System Control Team
* @date 2025-06-14
*/
#pragma once
#include "common/Menu.h"
/**
* @class SettingsMenu
* @brief Settings menu interface class for application configuration management
* @details This final class inherits from Menu and provides a comprehensive settings
* interface for the application. It allows users to configure various aspects
* of the system including display preferences, system behavior, network
* settings, and other configurable parameters.
*
* The SettingsMenu class extends the base Menu functionality by:
* - Providing settings-specific menu items (toggles, selections, number inputs)
* - Managing configuration persistence and validation
* - Organizing settings into logical categories and sections
* - Implementing real-time preview of setting changes where applicable
*
* Typical settings categories include:
* - Display settings (brightness, contrast, theme)
* - System preferences (timeouts, auto-save, etc.)
* - Network configuration (if applicable)
* - User interface preferences
* - Hardware-specific parameters
*
* @note This class is marked as final and cannot be inherited from.
* @note Settings changes are typically applied immediately or after confirmation,
* depending on the specific setting type and system requirements.
*
* @see Menu for base menu functionality
* @see menu_options_t for configuration structure
* @see MainMenu for navigation back to main interface
*/
class SettingsMenu final : public Menu
{
public:
/**
* @brief Constructs the settings menu with the specified configuration
* @param options Pointer to menu options configuration structure
*
* @pre options must not be nullptr and must remain valid for the menu's lifetime
* @pre options->u8g2 must be initialized and ready for graphics operations
* @pre All callback functions in options must be properly configured
* @post SettingsMenu is initialized with all available configuration options and ready for use
*
* @details The constructor initializes the settings menu by creating all the
* configuration menu items based on the current system state and
* available options. This includes:
* - Loading current setting values from persistent storage
* - Creating appropriate menu items (toggles, selections, number inputs)
* - Setting up validation ranges and allowed values
* - Organizing items in a logical, user-friendly order
*
* The menu automatically detects which settings are available based on
* hardware capabilities and system configuration, ensuring only relevant
* options are presented to the user.
*
* @note The menu does not take ownership of the options structure and assumes
* it remains valid throughout the menu's lifetime.
* @note Setting values are loaded from persistent storage during construction
* and changes are typically saved automatically or on confirmation.
*
* @see Menu::Menu for base class construction details
*/
explicit SettingsMenu(menu_options_t *options);
};

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/**
* @file SplashScreen.h
* @brief Application splash screen implementation for startup presentation
* @details This header defines the SplashScreen class which provides the initial
* visual presentation when the application starts. It serves as a loading
* screen that displays branding information, initialization progress, and
* provides visual feedback during the application startup sequence.
* @author System Control Team
* @date 2025-06-14
*/
#pragma once
#include "MenuOptions.h"
#include "common/Widget.h"
/**
* @class SplashScreen
* @brief Application startup screen widget with branding and initialization feedback
* @details This final class inherits from Widget and represents the initial screen
* displayed when the application starts. It serves multiple purposes including
* brand presentation, system initialization feedback, and smooth transition
* preparation to the main application interface.
*
* The SplashScreen class provides:
* - Brand identity display (logos, company information, product name)
* - System initialization progress indication
* - Smooth animations and visual effects for professional appearance
* - Automatic transition timing to main menu after initialization
* - Error indication if initialization fails
*
* Key features include:
* - Time-based automatic progression to main menu
* - Animated elements (fade-in effects, progress indicators)
* - Version information display
* - Loading status messages
* - Graceful handling of initialization delays
*
* The splash screen typically displays for a minimum duration to ensure users
* can read branding information, even if system initialization completes quickly.
* It automatically transitions to the main menu once both the minimum display
* time and system initialization are complete.
*
* @note This class is marked as final and cannot be inherited from.
* @note The splash screen does not handle user input - it operates on timing
* and system state rather than user interaction.
*
* @see Widget for base widget functionality
* @see menu_options_t for configuration structure
* @see MainMenu for the target transition screen
*/
class SplashScreen final : public Widget
{
public:
/**
* @brief Constructs the splash screen with specified configuration
* @param options Pointer to menu options configuration structure
*
* @pre options must not be nullptr and must remain valid for the splash screen's lifetime
* @pre options->u8g2 must be initialized and ready for graphics operations
* @pre Screen transition callbacks in options must be properly configured
* @post SplashScreen is initialized and ready to display startup sequence
*
* @details The constructor initializes the splash screen by:
* - Setting up the initial display state and animations
* - Preparing branding elements (logos, text, version info)
* - Initializing timing controls for minimum display duration
* - Configuring transition parameters for smooth progression
* - Loading any required graphics resources or assets
*
* The splash screen prepares all visual elements during construction to
* ensure smooth rendering performance during the critical startup phase.
* It also establishes the timing framework for controlling display duration
* and transition timing.
*
* @note The splash screen does not take ownership of the options structure
* and assumes it remains valid throughout the screen's lifetime.
* @note Graphics resources are loaded during construction, so any required
* assets must be available at initialization time.
*
* @see Widget::Widget for base class construction details
*/
explicit SplashScreen(menu_options_t *options);
/**
* @brief Updates the splash screen state, animations, and timing logic
* @param dt Delta time in milliseconds since the last update call
*
* @details Overrides the base Widget update method to handle splash screen-specific
* logic including:
* - Animation progression (fade effects, transitions, progress indicators)
* - Timing control for minimum display duration
* - System initialization status monitoring
* - Automatic transition preparation to main menu
* - Loading progress updates and status message changes
*
* The update method manages the splash screen's lifecycle by tracking
* elapsed time and system readiness state. It ensures the splash screen
* remains visible for a minimum duration while also monitoring system
* initialization completion. Once both conditions are met, it initiates
* the transition to the main application interface.
*
* Animation updates include:
* - Fade-in effects for branding elements
* - Progress bar or spinner animations
* - Text transitions for status messages
* - Smooth preparation for screen transition
*
* @note This method is called every frame during the splash screen display
* and must be efficient to maintain smooth visual presentation.
* @note The method automatically handles transition to the main menu when
* appropriate, using the callback functions provided in m_options.
*
* @see Widget::update for the base update interface
*/
void update(uint64_t dt) override;
/**
* @brief Renders the splash screen visual elements to the display
*
* @details Overrides the base Widget render method to draw all splash screen
* elements including branding, status information, and visual effects.
* The rendering includes:
* - Company/product logos and branding elements
* - Application name and version information
* - Loading progress indicators (progress bars, spinners, etc.)
* - Status messages indicating initialization progress
* - Background graphics and visual effects
*
* The render method creates a professional, polished appearance that
* reinforces brand identity while providing useful feedback about the
* application startup process. All elements are positioned and styled
* to create a cohesive, attractive presentation.
*
* Rendering features include:
* - Centered layout with balanced visual hierarchy
* - Smooth animations and transitions
* - Consistent typography and color scheme
* - Progress feedback elements
* - Error indication if initialization problems occur
*
* @pre u8g2 display context must be initialized and ready for drawing
* @post All splash screen visual elements are drawn to the display buffer
*
* @note This method is called every frame and must be efficient to maintain
* smooth visual presentation during the startup sequence.
* @note The visual design should be consistent with the overall application
* theme and branding guidelines.
*
* @see Widget::render for the base render interface
*/
void render() override;
private:
/**
* @brief Pointer to menu options configuration structure
* @details Stores a reference to the menu configuration passed during construction.
* This provides access to the display context for rendering operations
* and screen transition callbacks for automatic progression to the main menu.
*
* The configuration enables:
* - Display context (u8g2) for graphics rendering operations
* - Screen transition callbacks for automatic progression to main menu
* - System integration for initialization status monitoring
*
* The splash screen uses the setScreen callback to automatically transition
* to the main menu once the startup sequence is complete. This ensures a
* seamless user experience from application launch to main interface.
*
* @note This pointer is not owned by the SplashScreen and must remain valid
* throughout the screen's lifetime. It is managed by the application framework.
*
* @warning Must not be modified after construction as it contains critical
* system callbacks required for proper application flow.
*/
menu_options_t *m_options;
};

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#include "common/InactivityTracker.h"
InactivityTracker::InactivityTracker(const uint64_t timeoutMs, const std::function<void()> &onTimeout)
: m_timeoutMs(timeoutMs), m_elapsedTime(0), m_enabled(true), m_onTimeout(onTimeout)
{
}
void InactivityTracker::update(uint64_t dt)
{
if (!m_enabled)
return;
m_elapsedTime += dt;
if (m_elapsedTime >= m_timeoutMs && m_onTimeout)
{
m_onTimeout();
m_enabled = false;
}
}
void InactivityTracker::reset()
{
m_elapsedTime = 0;
m_enabled = true;
}
void InactivityTracker::setEnabled(bool enabled)
{
m_enabled = enabled;
if (enabled)
{
reset();
}
}

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#include "common/Menu.h"
#include "common/ScrollBar.h"
#include "u8g2.h"
// Menu item type constants for better readability
namespace MenuItemTypes
{
constexpr uint8_t TEXT = 0;
constexpr uint8_t SELECTION = 1;
constexpr uint8_t TOGGLE = 2;
constexpr uint8_t TEXT_COUNTER = 3;
} // namespace MenuItemTypes
// UI layout constants
namespace UIConstants
{
constexpr int LEFT_MARGIN = 8;
constexpr int RIGHT_PADDING = 8;
constexpr int SCROLLBAR_WIDTH = 3;
constexpr int FRAME_BOX_SIZE = 14;
constexpr int FRAME_OFFSET = 11;
constexpr int SELECTION_MARGIN = 10;
constexpr int CORNER_RADIUS = 3;
constexpr int LINE_SPACING = 14;
constexpr int BOTTOM_OFFSET = 10;
} // namespace UIConstants
Menu::Menu(menu_options_t *options) : Widget(options->u8g2), m_options(options)
{
// Set up button callback using lambda to forward to member function
m_options->onButtonClicked = [this](const ButtonType button) { onButtonClicked(button); };
}
Menu::~Menu()
{
// Clean up callback to prevent dangling pointer
if (m_options)
{
m_options->onButtonClicked = nullptr;
}
}
MenuItem Menu::getItem(const int index)
{
return m_items.at(index);
}
size_t Menu::getItemCount() const
{
return m_items.size();
}
void Menu::setItemSize(const size_t size)
{
if ((m_items.size() - 1) < size)
{
for (size_t i = m_items.size() - 1; i < size; i++)
{
auto caption = std::string("Bereich ") + std::to_string(i + 1);
auto index = 0;
if (m_options && m_options->persistenceManager)
{
constexpr int key_length = 20;
char key[key_length] = "";
snprintf(key, key_length, "section_%zu", i + 1);
index = m_options->persistenceManager->GetValue(key, index);
}
addSelection(i + 1, caption, m_items.at(0).getValues(), index);
}
}
else
{
m_items.erase(m_items.begin() + static_cast<int>(size + 1), m_items.end());
}
}
void Menu::toggle(const MenuItem &menuItem)
{
const auto item =
menuItem.copyWith(menuItem.getValue() == std::to_string(true) ? std::to_string(false) : std::to_string(true));
replaceItem(menuItem.getId(), item);
}
MenuItem Menu::switchValue(const MenuItem &menuItem, ButtonType button)
{
MenuItem result = menuItem;
switch (button)
{
case ButtonType::LEFT:
if (menuItem.getIndex() > 0)
{
const auto item = menuItem.copyWith(menuItem.getIndex() - 1);
result = replaceItem(menuItem.getId(), item);
}
else
{
const auto item = menuItem.copyWith(menuItem.getItemCount() - 1);
result = replaceItem(menuItem.getId(), item);
}
break;
case ButtonType::RIGHT:
if (menuItem.getIndex() < menuItem.getItemCount() - 1)
{
const auto item = menuItem.copyWith(menuItem.getIndex() + 1);
result = replaceItem(menuItem.getId(), item);
}
else
{
const auto item = menuItem.copyWith(0);
result = replaceItem(menuItem.getId(), item);
}
break;
default:
break;
}
return result;
}
MenuItem Menu::replaceItem(const int index, const MenuItem &item)
{
m_items.at(index) = item;
return item;
}
void Menu::render()
{
// Initialize selection if not set
if (m_selected_item >= m_items.size() && !m_items.empty())
{
m_selected_item = 0;
}
// Early return if no items to render
if (m_items.empty())
{
return;
}
// Clear screen with black background
u8g2_SetDrawColor(u8g2, 0);
u8g2_DrawBox(u8g2, 0, 0, u8g2->width, u8g2->height);
// Set white foreground color for drawing
u8g2_SetDrawColor(u8g2, 1);
// Draw UI components
drawScrollBar();
drawSelectionBox();
// Calculate center position for main item
const int centerY = u8g2->height / 2 + 3;
// Render the currently selected item (main/center item)
const auto &selectedItem = m_items[m_selected_item];
renderWidget(&selectedItem, u8g2_font_helvB08_tr, UIConstants::LEFT_MARGIN, centerY);
// Render previous item (above) if available
if (m_selected_item > 0)
{
const auto &prevItem = m_items[m_selected_item - 1];
renderWidget(&prevItem, u8g2_font_haxrcorp4089_tr, UIConstants::LEFT_MARGIN, UIConstants::LINE_SPACING);
}
// Render next item (below) if available
if (m_selected_item < m_items.size() - 1)
{
const auto &nextItem = m_items[m_selected_item + 1];
renderWidget(&nextItem, u8g2_font_haxrcorp4089_tr, UIConstants::LEFT_MARGIN,
u8g2->height - UIConstants::BOTTOM_OFFSET);
}
}
void Menu::renderWidget(const MenuItem *item, const uint8_t *font, const int x, const int y) const
{
// Set font and draw main text
u8g2_SetFont(u8g2, font);
u8g2_DrawStr(u8g2, x, y, item->getText().c_str());
// Render type-specific elements
switch (item->getType())
{
case MenuItemTypes::TEXT: {
const std::string formattedValue = ">";
const u8g2_uint_t textWidth = u8g2_GetStrWidth(u8g2, formattedValue.c_str());
u8g2_DrawStr(u8g2, u8g2->width - textWidth - UIConstants::SELECTION_MARGIN, y, formattedValue.c_str());
break;
}
case MenuItemTypes::TEXT_COUNTER: {
const std::string formattedValue = "(" + item->getValue() + ") >";
const u8g2_uint_t textWidth = u8g2_GetStrWidth(u8g2, formattedValue.c_str());
u8g2_DrawStr(u8g2, u8g2->width - textWidth - UIConstants::SELECTION_MARGIN, y, formattedValue.c_str());
break;
}
case MenuItemTypes::SELECTION: {
// Format selection value with angle brackets
const std::string formattedValue = "< " + item->getValue() + " >";
const u8g2_uint_t textWidth = u8g2_GetStrWidth(u8g2, formattedValue.c_str());
u8g2_DrawStr(u8g2, u8g2->width - textWidth - UIConstants::SELECTION_MARGIN, y, formattedValue.c_str());
break;
}
case MenuItemTypes::TOGGLE: {
// Draw checkbox frame
const int frameX = u8g2->width - UIConstants::FRAME_BOX_SIZE - UIConstants::SELECTION_MARGIN;
const int frameY = y - UIConstants::FRAME_OFFSET;
u8g2_DrawFrame(u8g2, frameX, frameY, UIConstants::FRAME_BOX_SIZE, UIConstants::FRAME_BOX_SIZE);
// Draw checkmark (X) if toggle is true
if (item->getValue() == std::to_string(true))
{
const int checkX1 = frameX + 2;
const int checkY1 = frameY + 2;
const int checkX2 = frameX + UIConstants::FRAME_BOX_SIZE - 3;
const int checkY2 = frameY + UIConstants::FRAME_BOX_SIZE - 3;
// Draw X pattern for checked state
u8g2_DrawLine(u8g2, checkX1, checkY1, checkX2, checkY2);
u8g2_DrawLine(u8g2, checkX1, checkY2, checkX2, checkY1);
}
break;
}
default:
// No additional rendering needed for text and number types
break;
}
}
void Menu::onButtonClicked(const ButtonType button)
{
// Map button input to navigation functions
switch (button)
{
case ButtonType::UP:
onPressedUp();
break;
case ButtonType::DOWN:
onPressedDown();
break;
case ButtonType::LEFT:
onPressedLeft();
break;
case ButtonType::RIGHT:
onPressedRight();
break;
case ButtonType::SELECT:
onPressedSelect();
break;
case ButtonType::BACK:
onPressedBack();
break;
default:
// Ignore unknown button inputs
break;
}
}
void Menu::onPressedDown()
{
if (m_items.empty())
return;
// Wrap around to first item when at the end
m_selected_item = (m_selected_item + 1) % m_items.size();
}
void Menu::onPressedUp()
{
if (m_items.empty())
return;
// Wrap around to last item when at the beginning
m_selected_item = (m_selected_item == 0) ? m_items.size() - 1 : m_selected_item - 1;
}
void Menu::onPressedLeft() const
{
if (m_selected_item < m_items.size())
{
const auto &item = m_items.at(m_selected_item);
item.onButtonPressed(ButtonType::LEFT);
}
}
void Menu::onPressedRight() const
{
if (m_selected_item < m_items.size())
{
const auto &item = m_items.at(m_selected_item);
item.onButtonPressed(ButtonType::RIGHT);
}
}
void Menu::onPressedSelect() const
{
if (m_selected_item < m_items.size())
{
const auto &item = m_items.at(m_selected_item);
item.onButtonPressed(ButtonType::SELECT);
}
}
void Menu::onPressedBack() const
{
// Navigate back to previous screen if callback is available
if (m_options && m_options->popScreen)
{
m_options->popScreen();
}
}
void Menu::addText(uint8_t id, const std::string &text)
{
addTextCounter(id, text, 0);
}
void Menu::addTextCounter(uint8_t id, const std::string &text, const uint8_t value)
{
auto callback = [this](const MenuItem &menuItem, const ButtonType button) -> void {
onButtonPressed(menuItem, button);
};
if (value > 0)
{
m_items.emplace_back(id, MenuItemTypes::TEXT_COUNTER, text, std::to_string(value), callback);
}
else
{
m_items.emplace_back(id, MenuItemTypes::TEXT, text, callback);
}
}
void Menu::addSelection(uint8_t id, const std::string &text, const std::vector<std::string> &values, const int index)
{
auto callback = [this](const MenuItem &menuItem, const ButtonType button) -> void {
onButtonPressed(menuItem, button);
};
m_items.emplace_back(id, MenuItemTypes::SELECTION, text, values, index, callback);
}
void Menu::addToggle(uint8_t id, const std::string &text, const bool selected)
{
auto callback = [this](const MenuItem &menuItem, const ButtonType button) -> void {
onButtonPressed(menuItem, button);
};
m_items.emplace_back(id, MenuItemTypes::TOGGLE, text, std::to_string(selected), callback);
}
void Menu::drawScrollBar() const
{
// Create scrollbar instance
ScrollBar scrollBar(m_options, u8g2->width - UIConstants::SCROLLBAR_WIDTH, 3, 1, u8g2->height - 6);
scrollBar.refresh(m_selected_item, m_items.size());
scrollBar.render();
}
void Menu::drawSelectionBox() const
{
// Calculate dimensions for the selection box
const auto displayHeight = u8g2->height;
const auto displayWidth = u8g2->width;
const auto boxHeight = displayHeight / 3;
const auto y = boxHeight * 2 - 2;
const auto x = displayWidth - UIConstants::RIGHT_PADDING;
// Draw the rounded frame for the selection box
u8g2_DrawRFrame(u8g2, 2, boxHeight, displayWidth - UIConstants::RIGHT_PADDING, boxHeight,
UIConstants::CORNER_RADIUS);
// Draw horizontal line separator
u8g2_DrawLine(u8g2, 4, y, displayWidth - UIConstants::RIGHT_PADDING, y);
// Draw vertical line on the right side
u8g2_DrawLine(u8g2, x, y - boxHeight + 3, x, y - 1);
}

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#include "common/ScrollBar.h"
ScrollBar::ScrollBar(const menu_options_t *options, const size_t x, const size_t y, const size_t width,
const size_t height)
: Widget(options->u8g2), m_x(x), m_y(y), m_width(width), m_height(height), m_value(0), m_max(0), m_min(0),
m_thumbHeight(0), m_thumbY(0)
{
}
void ScrollBar::render()
{
if (m_max <= 1)
{
return;
}
for (size_t y = m_y; y < m_y + m_height; y += 2)
{
u8g2_DrawPixel(u8g2, m_x, y);
}
u8g2_DrawBox(u8g2, u8g2->width - 4, m_thumbY, 3, m_thumbHeight);
}
void ScrollBar::refresh(const size_t value, const size_t max, const size_t min)
{
m_value = value;
m_max = max;
m_min = min;
if (m_max <= 1)
{
return;
}
m_thumbHeight = std::max(m_height / 4, static_cast<size_t>(3));
const size_t trackLength = m_height - m_thumbHeight;
m_thumbY = m_y + (m_value * trackLength) / (m_max - 1);
}

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#include "common/Widget.h"
Widget::Widget(u8g2_t *u8g2) : u8g2(u8g2)
{
}
void Widget::enter()
{
}
void Widget::pause()
{
}
void Widget::resume()
{
}
void Widget::exit()
{
}
void Widget::update(uint64_t dt)
{
}
void Widget::render()
{
}
void Widget::onButtonClicked(ButtonType button)
{
}

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#include "data/MenuItem.h"
// Constructor for basic menu items (text buttons)
MenuItem::MenuItem(const uint8_t id, const uint8_t type, std::string text, ButtonCallback callback)
: m_id(id), m_type(type), m_text(std::move(text)), m_callback(std::move(callback))
{
}
// Constructor for menu items with a single value (toggles)
MenuItem::MenuItem(const uint8_t id, const uint8_t type, std::string text, std::string value, ButtonCallback callback)
: m_id(id), m_type(type), m_text(std::move(text)), m_value(std::move(value)), m_callback(std::move(callback))
{
}
// Constructor for menu items with multiple values (selections)
MenuItem::MenuItem(const uint8_t id, const uint8_t type, std::string text, std::vector<std::string> values, int index,
ButtonCallback callback)
: m_id(id), m_type(type), m_text(std::move(text)), m_values(std::move(values)), m_index(index),
m_callback(std::move(callback))
{
}
uint8_t MenuItem::getId() const
{
return m_id;
}
uint8_t MenuItem::getType() const
{
return m_type;
}
const std::string &MenuItem::getText() const
{
return m_text;
}
const std::string &MenuItem::getValue() const
{
// Return the selected value from values array if available and index is valid
if (!m_values.empty() && m_index >= 0 && m_index < m_values.size())
{
return m_values.at(m_index);
}
// Otherwise return the direct value
return m_value;
}
void MenuItem::setValue(const std::string &value)
{
m_value = value;
}
void MenuItem::onButtonPressed(const ButtonType button) const
{
// Execute the callback function if one is registered
if (m_callback)
{
m_callback(*this, button);
}
}
bool MenuItem::hasCallback() const
{
return (m_callback != nullptr);
}
int MenuItem::getIndex() const
{
return m_index;
}
std::vector<std::string> MenuItem::getValues() const
{
return m_values;
}
size_t MenuItem::getItemCount() const
{
return m_values.size();
}
MenuItem MenuItem::copyWith(const std::string &value) const
{
// Create a copy of this menu item with a new value
MenuItem copy = *this;
copy.m_value = value;
return copy;
}
MenuItem MenuItem::copyWith(const size_t index) const
{
// Create a copy of this menu item with a new selected index
MenuItem copy = *this;
// Check for potential overflow when converting size_t to int
copy.m_index = static_cast<int>(index);
return copy;
}

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#include "ui/LightMenu.h"
#include "led_manager.h"
#include "ui/LightSettingsMenu.h"
/**
* @namespace LightMenuItem
* @brief Constants for light menu item identifiers
*/
namespace LightMenuItem
{
constexpr uint8_t ACTIVATE = 0; ///< ID for the light activation toggle
constexpr uint8_t MODE = 1; ///< ID for the light mode selection
constexpr uint8_t LED_SETTINGS = 2; ///< ID for the LED settings menu item
} // namespace LightMenuItem
namespace LightMenuOptions
{
constexpr std::string LIGHT_ACTIVE = "light_active";
constexpr std::string LIGHT_MODE = "light_mode";
} // namespace LightMenuOptions
LightMenu::LightMenu(menu_options_t *options) : Menu(options), m_options(options)
{
// Add toggle for enabling/disabling the light system
bool active = false;
if (m_options && m_options->persistenceManager)
{
active = m_options->persistenceManager->GetValue(LightMenuOptions::LIGHT_ACTIVE, active);
}
addToggle(LightMenuItem::ACTIVATE, "Einschalten", active);
// Create mode selection options (Day/Night modes)
std::vector<std::string> values;
values.emplace_back("Tag"); // Day mode
values.emplace_back("Nacht"); // Night mode
int mode_value = 0;
if (m_options && m_options->persistenceManager)
{
mode_value = m_options->persistenceManager->GetValue(LightMenuOptions::LIGHT_MODE, mode_value);
}
addSelection(LightMenuItem::MODE, "Modus", values, mode_value);
// Add menu item for accessing LED settings submenu
addText(LightMenuItem::LED_SETTINGS, "Einstellungen");
}
void LightMenu::onButtonPressed(const MenuItem &menuItem, const ButtonType button)
{
std::shared_ptr<Widget> widget;
// Handle different menu items based on their ID
switch (menuItem.getId())
{
case LightMenuItem::ACTIVATE: {
// Toggle the light activation state when SELECT is pressed
if (button == ButtonType::SELECT)
{
toggle(menuItem);
if (getItem(menuItem.getId()).getValue() == "1")
{
led_event_data_t payload = {.value = 42};
send_event(EVENT_LED_ON, &payload);
}
else
{
led_event_data_t payload = {.value = 0};
send_event(EVENT_LED_OFF, &payload);
}
if (m_options && m_options->persistenceManager)
{
const auto value = getItem(menuItem.getId()).getValue() == "1";
m_options->persistenceManager->SetValue(LightMenuOptions::LIGHT_ACTIVE, value);
m_options->persistenceManager->Save();
}
}
break;
}
case LightMenuItem::MODE: {
// Switch between day/night modes using left/right buttons
const auto item = switchValue(menuItem, button);
if (button == ButtonType::LEFT || button == ButtonType::RIGHT)
{
if (m_options && m_options->persistenceManager)
{
const auto value = getItem(item.getId()).getIndex();
m_options->persistenceManager->SetValue(LightMenuOptions::LIGHT_MODE, value);
m_options->persistenceManager->Save();
}
}
break;
}
case LightMenuItem::LED_SETTINGS: {
// Open the LED settings submenu when SELECT is pressed
if (button == ButtonType::SELECT)
{
widget = std::make_shared<LightSettingsMenu>(m_options);
}
break;
}
default:
// Handle unknown menu items (no action required)
break;
}
// Push the new widget to the screen stack if one was created
if (m_options && m_options->pushScreen)
{
m_options->pushScreen(widget);
}
}

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#include "ui/LightSettingsMenu.h"
/**
* @namespace LightSettingsMenuItem
* @brief Constants for light settings menu item identifiers
*/
namespace LightSettingsMenuItem
{
constexpr uint8_t SECTION_COUNTER = 0; ///< ID for the section counter menu item
}
std::string LightSettingsMenu::CreateKey(const int index)
{
constexpr int key_length = 20;
char key[key_length] = "";
snprintf(key, key_length, "section_%d", index);
return key;
}
LightSettingsMenu::LightSettingsMenu(menu_options_t *options) : Menu(options), m_options(options)
{
// Create values vector for section counts (1-99)
std::vector<std::string> values;
for (size_t i = 1; i <= 99; i++)
{
values.emplace_back(std::to_string(i));
}
// Add section counter selection (allows choosing number of sections)
auto value = 7;
if (m_options && m_options->persistenceManager)
{
value = m_options->persistenceManager->GetValue(CreateKey(0), value);
}
addSelection(LightSettingsMenuItem::SECTION_COUNTER, "Sektionen", values, value);
setItemSize(std::stoull(getItem(0).getValue()));
}
void LightSettingsMenu::onButtonPressed(const MenuItem &menuItem, const ButtonType button)
{
// Handle value switching for the current menu item
switchValue(menuItem, button);
// Update the section list size based on the section counter value
if (menuItem.getId() == 0)
{
setItemSize(std::stoull(getItem(0).getValue()));
}
// Persist the changed section values if persistence is available
if (m_options && m_options->persistenceManager)
{
const auto value = getItem(menuItem.getId()).getIndex();
m_options->persistenceManager->SetValue(CreateKey(menuItem.getId()), value);
}
}

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#include "ui/MainMenu.h"
#include "common/Widget.h"
#include "ui/LightMenu.h"
#include "ui/SettingsMenu.h"
namespace MainMenuItem
{
constexpr uint8_t LIGHT = 0;
constexpr uint8_t EXTERNAL_DEVICES = 1;
constexpr uint8_t SETTINGS = 2;
} // namespace MainMenuItem
MainMenu::MainMenu(menu_options_t *options) : Menu(options), m_options(options)
{
addText(MainMenuItem::LIGHT, "Lichtsteuerung");
addTextCounter(MainMenuItem::EXTERNAL_DEVICES, "ext. Geraete", 0);
addText(MainMenuItem::SETTINGS, "Einstellungen");
}
void MainMenu::onButtonPressed(const MenuItem &menuItem, const ButtonType button)
{
if (button == ButtonType::SELECT)
{
std::shared_ptr<Widget> widget;
switch (menuItem.getId())
{
case MainMenuItem::LIGHT:
widget = std::make_shared<LightMenu>(m_options);
break;
case MainMenuItem::SETTINGS:
widget = std::make_shared<SettingsMenu>(m_options);
break;
default:
break;
}
if (m_options && m_options->pushScreen)
{
m_options->pushScreen(widget);
}
}
}

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#include "ui/ScreenSaver.h"
#include "data/roads.h"
#include "data/vehicles.h"
#include <cstdlib>
ScreenSaver::ScreenSaver(menu_options_t *options)
: Widget(options->u8g2), m_options(options), m_animationCounter(0), m_lastSpawnTime(0), m_leftVehicleCount(0),
m_rightVehicleCount(0)
{
initVehicles();
}
void ScreenSaver::initVehicles()
{
m_vehicles.resize(MAX_VEHICLES);
for (auto &vehicle : m_vehicles)
{
vehicle.active = false;
}
}
void ScreenSaver::update(const uint64_t dt)
{
m_animationCounter += dt;
m_lastSpawnTime += dt;
m_sceneShiftTimer += dt;
// Shift entire scene every 30 seconds
if (m_sceneShiftTimer > 30000)
{
m_sceneOffsetX = (random() % 7) - 3; // -3 to +3 pixels
m_sceneOffsetY = (random() % 7) - 3; // -3 to +3 pixels
m_sceneShiftTimer = 0;
}
// Try to spawn a new vehicle every few seconds
if (m_lastSpawnTime > VEHICLE_SPAWN_DELAY)
{
trySpawnVehicle();
m_lastSpawnTime = 0;
}
// Update vehicle positions
if (m_animationCounter > 16) // ~60 FPS
{
m_animationCounter = 0;
for (auto &vehicle : m_vehicles)
{
if (!vehicle.active)
continue;
// Move vehicle
if (vehicle.direction == Direction::LEFT)
{
vehicle.x -= static_cast<int>(vehicle.speed);
// Remove the vehicle if it goes off-screen
if (vehicle.x <= -32) // Allow for largest vehicle width
{
vehicle.active = false;
m_leftVehicleCount--;
}
}
else // Direction::RIGHT
{
vehicle.x += static_cast<int>(vehicle.speed);
// Remove the vehicle if it goes off-screen
if (vehicle.x >= (u8g2->width + 32)) // Allow for largest vehicle width
{
vehicle.active = false;
m_rightVehicleCount--;
}
}
}
}
}
bool ScreenSaver::canSpawnInDirection(Direction direction) const
{
// Minimalen Abstand zwischen 48 und 64 Pixel zufällig wählen
int requiredDistance =
MIN_SAME_DIRECTION_DISTANCE + (random() % (MAX_SAME_DIRECTION_DISTANCE - MIN_SAME_DIRECTION_DISTANCE + 1));
for (const auto &vehicle : m_vehicles)
{
if (!vehicle.active || vehicle.direction != direction)
continue;
// Abstand zum nächsten Fahrzeug in gleicher Richtung prüfen
if (direction == Direction::LEFT)
{
// Fahrzeuge fahren von rechts nach links
// Neues Fahrzeug würde bei u8g2->width + 16 starten
int newVehicleX = u8g2->width + 16;
// Prüfen ob genug Abstand zum existierenden Fahrzeug
if (newVehicleX - vehicle.x < requiredDistance)
return false;
}
else // Direction::RIGHT
{
// Fahrzeuge fahren von links nach rechts
// Neues Fahrzeug würde bei -32 starten
int newVehicleX = -32;
// Prüfen ob genug Abstand zum existierenden Fahrzeug
if (vehicle.x - newVehicleX < requiredDistance)
return false;
}
}
return true;
}
void ScreenSaver::trySpawnVehicle()
{
// Check if we can spawn a new vehicle
int activeVehicles = 0;
int availableSlot = -1;
for (int i = 0; i < MAX_VEHICLES; i++)
{
if (m_vehicles[i].active)
{
activeVehicles++;
}
else if (availableSlot == -1)
{
availableSlot = i;
}
}
// Don't spawn if we're at max capacity or no slot available
if (activeVehicles >= MAX_VEHICLES || availableSlot == -1)
{
return;
}
Direction direction = getRandomDirection();
// Check direction constraints
if ((direction == Direction::LEFT && m_leftVehicleCount >= MAX_LEFT_VEHICLES) ||
(direction == Direction::RIGHT && m_rightVehicleCount >= MAX_RIGHT_VEHICLES))
{
return;
}
if (!canSpawnInDirection(direction))
{
return;
}
// Create new vehicle
Vehicle &newVehicle = m_vehicles[availableSlot];
newVehicle.type = getRandomVehicleType();
newVehicle.direction = direction;
newVehicle.speed = MIN_SPEED + (static_cast<float>(random()) / RAND_MAX) * (MAX_SPEED - MIN_SPEED);
// Set Y position based on a direction (simulate opposing traffic lanes)
const int halfHeight = u8g2->height / 2;
if (direction == Direction::RIGHT)
{
// Vehicles going LEFT use bottom half of screen
newVehicle.y = halfHeight + 8 + (random() % (halfHeight - 24));
m_rightVehicleCount++;
}
else // Direction::RIGHT
{
// Vehicles going RIGHT use top half of screen
newVehicle.y = 8 + (random() % (halfHeight - 24));
m_leftVehicleCount++;
}
// Set the starting X position based on the direction
if (direction == Direction::LEFT)
{
// Vehicles going LEFT (from right to left) start from RIGHT side of screen
newVehicle.x = u8g2->width + 16;
}
else // Direction::RIGHT
{
// Vehicles going RIGHT (from left to right) start from LEFT side of screen
newVehicle.x = -32; // Account for the largest vehicle width
}
newVehicle.active = true;
}
ScreenSaver::VehicleType ScreenSaver::getRandomVehicleType()
{
switch (random() % 5)
{
case 0:
return VehicleType::CAR;
case 1:
return VehicleType::CONVERTABLE;
case 2:
return VehicleType::SUV;
case 3:
return VehicleType::LORRY;
case 4:
return VehicleType::TRUCK;
default:
return VehicleType::CAR;
}
}
ScreenSaver::Direction ScreenSaver::getRandomDirection()
{
// Simple 50/50 chance for each direction
return (random() % 2 == 0) ? Direction::LEFT : Direction::RIGHT;
}
void ScreenSaver::render()
{
// Clear screen with a black background
u8g2_SetDrawColor(u8g2, 0);
u8g2_DrawBox(u8g2, 0, 0, u8g2->width, u8g2->height);
u8g2_SetDrawColor(u8g2, 1);
// Calculate offsets
const int roadOffset = (m_animationCounter / 100) % road_horizontal_width;
// Draw all active vehicles with a scene offset
for (const auto &vehicle : m_vehicles)
{
if (vehicle.active)
{
Vehicle offsetVehicle = vehicle;
offsetVehicle.x += m_sceneOffsetX;
offsetVehicle.y += m_sceneOffsetY;
drawVehicle(offsetVehicle);
}
}
// Draw road with offsets
const int y = u8g2->height / 2 - road_horizontal_height / 2 + m_sceneOffsetY;
for (int x = -road_horizontal_width + roadOffset + m_sceneOffsetX; x <= u8g2->width; x += road_horizontal_width)
{
drawTransparentBitmap(x, y, road_horizontal_width, road_horizontal_height, road_horizontal_bits);
}
}
void ScreenSaver::drawVehicle(const Vehicle &vehicle) const
{
int width, height;
if (const unsigned char *bitmap = getVehicleBitmap(vehicle.type, vehicle.direction, width, height))
{
drawTransparentBitmap(vehicle.x, vehicle.y, width, height, bitmap);
// u8g2_DrawXBM(u8g2, vehicle.x, vehicle.y, width, height, bitmap);
}
}
void ScreenSaver::drawTransparentBitmap(const int x, const int y, const int width, const int height,
const unsigned char *bitmap) const
{
for (int py = 0; py < height; py++)
{
for (int px = 0; px < width; px++)
{
// Calculate byte and a bit of position in bitmap
const int byteIndex = (py * ((width + 7) / 8)) + (px / 8);
// Check if the pixel is set (white)
if (const int bitIndex = px % 8; bitmap[byteIndex] & (1 << bitIndex))
{
// Only draw white pixels, skip black (transparent) pixels
const int screenX = x + px;
// Bounds checking
if (const int screenY = y + py;
screenX >= 0 && screenX < u8g2->width && screenY >= 0 && screenY < u8g2->height)
{
u8g2_DrawPixel(u8g2, screenX, screenY);
}
}
// Black pixels are simply not drawn (transparent)
}
}
}
const unsigned char *ScreenSaver::getVehicleBitmap(const VehicleType type, const Direction direction, int &width,
int &height)
{
switch (type)
{
case VehicleType::CAR:
width = car_width;
height = car_height;
return (direction == Direction::LEFT) ? car_left_bits : car_right_bits;
case VehicleType::CONVERTABLE:
width = convertable_width;
height = convertable_height;
return (direction == Direction::LEFT) ? convertable_left_bits : convertable_right_bits;
case VehicleType::SUV:
width = suv_width;
height = suv_height;
return (direction == Direction::LEFT) ? suv_left_bits : suv_right_bits;
case VehicleType::LORRY:
width = lorry_width;
height = lorry_height;
return (direction == Direction::LEFT) ? lorry_left_bits : lorry_right_bits;
case VehicleType::TRUCK:
width = truck_width;
height = truck_height;
return (direction == Direction::LEFT) ? truck_left_bits : truck_right_bits;
default:
width = car_width;
height = car_height;
return car_left_bits;
}
}
void ScreenSaver::onButtonClicked(ButtonType button)
{
if (m_options && m_options->popScreen)
{
m_options->popScreen();
}
}

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#include "ui/SettingsMenu.h"
namespace SettingsMenuItem
{
constexpr uint8_t OTA_UPLOAD = 0;
}
SettingsMenu::SettingsMenu(menu_options_t *options) : Menu(options)
{
addText(SettingsMenuItem::OTA_UPLOAD, "OTA Einspielen");
}

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#include "ui/SplashScreen.h"
#include "ui/MainMenu.h"
#ifndef ESP32
#include <chrono>
#include <thread>
#endif
uint64_t counter = 0;
SplashScreen::SplashScreen(menu_options_t *options) : Widget(options->u8g2), m_options(options)
{
}
void SplashScreen::update(const uint64_t dt)
{
counter += dt;
if (counter >= 3000)
{
counter = 0;
if (m_options && m_options->setScreen)
{
m_options->setScreen(std::make_shared<MainMenu>(m_options));
}
}
#ifndef ESP32
std::this_thread::sleep_for(std::chrono::milliseconds(1));
#endif
}
void SplashScreen::render()
{
u8g2_SetFont(u8g2, u8g2_font_DigitalDisco_tr);
u8g2_DrawStr(u8g2, 28, u8g2->height / 2 - 10, "HO Anlage");
u8g2_DrawStr(u8g2, 30, u8g2->height / 2 + 5, "Axel Janz");
u8g2_SetFont(u8g2, u8g2_font_haxrcorp4089_tr);
u8g2_DrawStr(u8g2, 35, 50, "Initialisierung...");
}