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

26
firmware/src/Common.cpp Normal file
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#include "Common.h"
#include <SDL3/SDL.h>
auto CreateWindow(const char *title, const int width, const int height) -> Window *
{
constexpr uint32_t window_flag = SDL_WINDOW_HIDDEN;
const auto window = SDL_CreateWindow(title, width, height, window_flag);
if (window == nullptr)
{
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create window", SDL_GetError(), nullptr);
return nullptr;
}
const SDL_PropertiesID props = SDL_CreateProperties();
SDL_SetPointerProperty(props, SDL_PROP_RENDERER_CREATE_WINDOW_POINTER, window);
SDL_SetNumberProperty(props, SDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER, SDL_COLORSPACE_SRGB_LINEAR);
if (const auto renderer = SDL_CreateRendererWithProperties(props); renderer == nullptr)
{
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create renderer", SDL_GetError(), nullptr);
return nullptr;
}
return new Window(window);
}

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firmware/src/Common.h Normal file
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/**
* @file Common.h
* @brief Common utility functions and window management for application framework
* @details This header defines common utility functions that are shared across
* the application framework. It provides essential functionality for
* window creation and management, serving as a bridge between the
* application layer and the underlying windowing system.
* @author System Control Team
* @date 2025-06-20
*/
#pragma once
#include "model/Window.h"
/**
* @brief Creates a new window with specified title and dimensions
* @param title Null-terminated string containing the window title text
* @param width Window width in pixels
* @param height Window height in pixels
* @return Pointer to the newly created Window object, or nullptr on failure
*
* @pre title must not be nullptr and should contain valid display text
* @pre width and height must be positive values within system display limits
* @post A new Window object is allocated and initialized with the specified parameters
* @post The returned Window pointer is ready for use with window management functions
*
* @details This function creates a new Window instance with the specified
* title and dimensions. It handles the underlying window system
* initialization, memory allocation, and setup required to create
* a functional window object.
*
* The window creation process includes:
* - Memory allocation for the Window structure
* - Initialization of window properties (title, dimensions, state)
* - Registration with the window management system
* - Setup of default window behavior and event handling
*
* The returned window pointer can be used with other window management
* functions to display content, handle events, and manage the window
* lifecycle. The caller is responsible for properly managing the window
* lifetime and ensuring proper cleanup when the window is no longer needed.
*
* @note The returned pointer must be properly managed by the caller
* @note Window resources should be freed when no longer needed
* @note The title string is copied internally and can be safely modified
* or freed after this function returns
*
* @see Window class for window object interface and methods
*
* Example usage:
* @code
* auto* window = CreateWindow("System Control", 800, 600);
* if (window != nullptr) {
* // Use the window...
* // Clean up when done
* }
* @endcode
*/
auto CreateWindow(const char *title, int width, int height) -> Window *;

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firmware/src/Version.h Normal file
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#pragma once
#include "string"
const std::string MyProject = "system_control";
const std::string MyProjectVersion = "0.0.1";
constexpr uint8_t MyProjectVersionMajor = 0;
constexpr uint8_t MyProjectVersionMinor = 0;
constexpr uint8_t MyProjectVersionPatch = 1;
const std::string MyProjectBuildDate = "";

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firmware/src/Version.h.in Normal file
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#pragma once
#include "string"
const std::string MyProject = "@PROJECT_NAME@";
const std::string MyProjectVersion = "@PROJECT_VERSION@";
constexpr uint8_t MyProjectVersionMajor = @PROJECT_VERSION_MAJOR@;
constexpr uint8_t MyProjectVersionMinor = @PROJECT_VERSION_MINOR@;
constexpr uint8_t MyProjectVersionPatch = @PROJECT_VERSION_PATCH@;
const std::string MyProjectBuildDate = "@PROJECT_BUILD_DATE@";

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#include "debug/debug_overlay.h"
#include "Common.h"
#include "Matrix.h"
#include "Version.h"
#include "imgui.h"
#include "imgui_impl_sdl3.h"
#include <imgui_impl_sdlrenderer3.h>
namespace DebugOverlay
{
void Init(const AppContext *context)
{
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO &io{ImGui::GetIO()};
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
ImGui::StyleColorsDark();
ImGui_ImplSDL3_InitForSDLRenderer(context->MainWindow(), context->MainRenderer());
ImGui_ImplSDLRenderer3_Init(context->MainRenderer());
}
void Update(AppContext *context, const SDL_Event *event)
{
ImGui_ImplSDL3_ProcessEvent(event);
if (show_led_matrix)
{
if (!context->LedMatrixRenderer())
{
const auto win = CreateWindow("LED Matrix", width * 50, height * 50);
SDL_SetWindowFocusable(win->window(), false);
SDL_SetRenderVSync(win->renderer(), SDL_RENDERER_VSYNC_ADAPTIVE);
SDL_SetWindowPosition(win->window(), 0, 0);
SDL_ShowWindow(win->window());
const auto windowId = SDL_GetWindowID(win->window());
context->SetMatrix(new Matrix(windowId, win->renderer(), width, height));
}
}
else
{
if (context->LedMatrixRenderer())
{
int window_count = 0;
if (SDL_Window **windows = SDL_GetWindows(&window_count))
{
for (int i = 0; i < window_count; ++i)
{
if (SDL_Window *window = windows[i]; context->LedMatrixId() == SDL_GetWindowID(window))
{
SDL_DestroyRenderer(context->LedMatrixRenderer());
SDL_DestroyWindow(window);
break;
}
}
SDL_free(windows);
}
SDL_DestroyRenderer(context->LedMatrixRenderer());
context->SetMatrix(nullptr);
}
}
}
void Render(const AppContext *context)
{
ImGui_ImplSDLRenderer3_NewFrame();
ImGui_ImplSDL3_NewFrame();
ImGui::NewFrame();
if (show_debug_window && ImGui::BeginMainMenuBar())
{
if (ImGui::BeginMenu("Config"))
{
ImGui::Checkbox("Show LED Matrix", &show_led_matrix);
ImGui::Checkbox("Show Unhandled Events", &show_unhandled_events);
ImGui::EndMenu();
}
if (ImGui::BeginMenu("Help"))
{
ImGui::Text("FPS: %.2f", ImGui::GetIO().Framerate);
ImGui::SeparatorText("App Info");
ImGui::Text("Project: %s", MyProject.c_str());
ImGui::Text("Version: %s", MyProjectVersion.c_str());
ImGui::Text("Build Date: %s", MyProjectBuildDate.c_str());
ImGui::Text("ImGui Version: %s", ImGui::GetVersion());
ImGui::EndMenu();
}
ImGui::EndMainMenuBar();
}
// Rendering
ImGui::Render();
ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData(), context->MainRenderer());
}
void Cleanup()
{
ImGui_ImplSDLRenderer3_Shutdown();
ImGui_ImplSDL3_Shutdown();
ImGui::DestroyContext();
}
} // namespace DebugOverlay

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#pragma once
#include <SDL3/SDL.h>
#include "model/AppContext.h"
namespace DebugOverlay
{
inline bool show_debug_window = false;
inline bool show_unhandled_events = false;
inline bool show_led_matrix = false;
constexpr auto width = 8;
constexpr auto height = 8;
void Init(const AppContext *context);
void Update(AppContext *context, const SDL_Event *event);
void Render(const AppContext *context);
void Cleanup();
} // namespace DebugOverlay

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#pragma once
#include "u8g2.h"
#define U8G2_SCREEN_WIDTH (128)
#define U8G2_SCREEN_HEIGHT (64)
#define U8G2_SCREEN_FACTOR (3)
#define U8G2_SCREEN_PADDING (25)
uint8_t u8x8_byte_sdl_hw_spi(u8x8_t *u8x8, uint8_t msg, uint8_t arg_int, void *arg_ptr);
uint8_t u8x8_gpio_and_delay_sdl(u8x8_t *u8x8, uint8_t msg, uint8_t arg_int, void *arg_ptr);

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#include "hal/u8g2_hal_sdl.h"
#include <SDL3/SDL.h>
#include <cstdint>
uint8_t u8x8_byte_sdl_hw_spi(u8x8_t *u8x8, uint8_t msg, uint8_t arg_int, void *arg_ptr)
{
switch (msg)
{
case U8X8_MSG_BYTE_SEND:
case U8X8_MSG_BYTE_INIT:
case U8X8_MSG_BYTE_SET_DC:
case U8X8_MSG_BYTE_START_TRANSFER:
case U8X8_MSG_BYTE_END_TRANSFER:
break;
default:
return 0;
}
return 1;
}
uint8_t u8x8_gpio_and_delay_sdl(u8x8_t *u8x8, uint8_t msg, uint8_t arg_int, void *arg_ptr)
{
switch (msg)
{
case U8X8_MSG_DELAY_MILLI:
SDL_Delay(arg_int);
break;
case U8X8_MSG_DELAY_10MICRO:
SDL_Delay((arg_int + 99) / 100);
break;
case U8X8_MSG_DELAY_100NANO:
case U8X8_MSG_DELAY_NANO:
SDL_Delay(1);
break;
case U8X8_MSG_GPIO_AND_DELAY_INIT:
case U8X8_MSG_GPIO_RESET:
case U8X8_MSG_GPIO_CS:
case U8X8_MSG_GPIO_DC:
break;
default:
break;
}
return 1;
}

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firmware/src/main.cpp Normal file
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#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <vector>
#include <u8g2.h>
#include "Common.h"
#include "common/Common.h"
#include "debug/debug_overlay.h"
#include "hal/u8g2_hal_sdl.h"
#include "model/AppContext.h"
#include "ui/Device.h"
#include "ui/UIWidget.h"
#include "ui/widgets/Button.h"
#include "ui/widgets/D_Pad.h"
constexpr unsigned int WINDOW_WIDTH = (U8G2_SCREEN_WIDTH * U8G2_SCREEN_FACTOR + 3 * U8G2_SCREEN_PADDING +
2 * BUTTON_WIDTH + DPAD_WIDTH + 2 * U8G2_SCREEN_PADDING);
constexpr unsigned int WINDOW_HEIGHT = (U8G2_SCREEN_HEIGHT * U8G2_SCREEN_FACTOR + 50);
std::shared_ptr<Device> device;
std::vector<std::shared_ptr<UIWidget>> widgets;
static uint64_t lastFrameTime = 0;
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
{
if (SDL_Init(SDL_INIT_VIDEO) == false)
{
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL! -> %s", SDL_GetError());
return SDL_APP_FAILURE;
}
if (TTF_Init() == false)
{
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize TTF! -> %s", SDL_GetError());
return SDL_APP_FAILURE;
}
const auto win = CreateWindow("System Control (Simulator)", WINDOW_WIDTH, WINDOW_HEIGHT);
if (!win)
{
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window! -> %s", SDL_GetError());
return SDL_APP_FAILURE;
}
SDL_SetRenderVSync(win->renderer(), SDL_RENDERER_VSYNC_ADAPTIVE);
SDL_SetWindowPosition(win->window(), SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
SDL_ShowWindow(win->window());
const auto context = new AppContext(win);
*appstate = context;
device = std::make_shared<Device>(context);
widgets.push_back(device);
DebugOverlay::Init(context);
return SDL_APP_CONTINUE;
}
SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
{
const auto context = static_cast<AppContext *>(appstate);
DebugOverlay::Update(context, event);
switch (event->type)
{
case SDL_EVENT_WINDOW_CLOSE_REQUESTED:
/// multi window
if (SDL_GetWindowID(context->MainWindow()) == event->window.windowID)
{
return SDL_APP_SUCCESS;
}
break;
case SDL_EVENT_QUIT:
/// single window application
return SDL_APP_SUCCESS;
case SDL_EVENT_KEY_DOWN:
switch (event->key.key)
{
case SDLK_ESCAPE:
return SDL_APP_SUCCESS;
case SDLK_UP:
device->OnButtonClicked(ButtonType::UP);
break;
case SDLK_DOWN:
device->OnButtonClicked(ButtonType::DOWN);
break;
case SDLK_LEFT:
device->OnButtonClicked(ButtonType::LEFT);
break;
case SDLK_RIGHT:
device->OnButtonClicked(ButtonType::RIGHT);
break;
case SDLK_RETURN:
device->OnButtonClicked(ButtonType::SELECT);
break;
case SDLK_BACKSPACE:
device->OnButtonClicked(ButtonType::BACK);
break;
default:
break;
}
break;
case SDL_EVENT_KEY_UP:
if (event->key.key == SDLK_LSHIFT)
{
DebugOverlay::show_debug_window = !DebugOverlay::show_debug_window;
}
break;
case SDL_EVENT_MOUSE_MOTION:
break;
case SDL_EVENT_MOUSE_BUTTON_DOWN:
if (event->button.button == SDL_BUTTON_LEFT)
{
device->HandleTap(&event->button);
}
break;
case SDL_EVENT_MOUSE_BUTTON_UP:
if (event->button.button == SDL_BUTTON_LEFT)
{
device->ReleaseTap(&event->button);
}
default: {
if (DebugOverlay::show_unhandled_events)
{
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Unused event: %d", event->type);
}
}
break;
}
// return continue to continue
return SDL_APP_CONTINUE;
}
SDL_AppResult SDL_AppIterate(void *appstate)
{
const auto context = static_cast<AppContext *>(appstate);
/// render main window
SDL_SetRenderDrawColor(context->MainRenderer(), 0, 0, 0, 255);
SDL_RenderClear(context->MainRenderer());
const uint64_t currentTime = SDL_GetTicks();
uint64_t dt = 0;
if (lastFrameTime > 0) {
dt = currentTime - lastFrameTime;
}
lastFrameTime = currentTime;
for (const auto &widget : widgets)
{
widget->Render(dt);
}
DebugOverlay::Render(context);
SDL_RenderPresent(context->MainRenderer());
/// render led matrix
context->Render();
return SDL_APP_CONTINUE;
}
void SDL_AppQuit(void *appstate, SDL_AppResult result)
{
DebugOverlay::Cleanup();
free(appstate);
// SDL will clean up the window/renderer for us.
TTF_Quit();
}

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#include "ResourceManager.h"
#include <SDL3_image/SDL_image.h>
#include <memory>
#include <ranges>
ResourceManager &ResourceManager::Instance()
{
static ResourceManager instance;
return instance;
}
ResourceManager::ResourceManager()
{
SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION, "ResourceManager instance created.");
}
/**
* @brief Destructor for the ResourceManager
* Cleans up all loaded textures and frees memory
*/
ResourceManager::~ResourceManager()
{
for (const auto &texture : m_textures | std::views::values)
{
if (texture != nullptr)
{
SDL_DestroyTexture(texture);
}
}
m_textures.clear();
}
std::string ResourceManager::GetResourcePath(const std::string &fileName)
{
const auto basePath_c = SDL_GetBasePath();
if (!basePath_c)
{
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error retrieving base path: %s", SDL_GetError());
// Fallback to relative path as a last resort
// Warning: This only works reliably if the working directory is correct
// (e.g., when debugging from IDE)
return fileName; // Fallback (unsafe)
}
const std::string basePath(basePath_c);
std::string fullPath = basePath;
#ifdef __APPLE__
// Special handling for macOS bundle structure
// Navigate from /Contents/MacOS/ to /Contents/Resources/
size_t lastSlash = fullPath.find_last_of('/');
if (lastSlash != std::string::npos)
{
fullPath = fullPath.substr(0, lastSlash); // Remove executable name
lastSlash = fullPath.find_last_of('/');
if (lastSlash != std::string::npos)
{
fullPath = fullPath.substr(0, lastSlash + 1); // Go to Contents folder
fullPath += "Resources/";
}
else
{
// Fallback if structure is unexpected
fullPath = basePath; // Use original base path
fullPath += "Resources/"; // And try with this
}
}
else
{
// Fallback for unexpected path structure
fullPath = basePath;
fullPath += "Resources/";
}
#else
// For other platforms (Windows, Linux, etc.)
// Use standard assets folder
fullPath += "assets/";
#endif
return fullPath + fileName;
}
SDL_Texture *ResourceManager::GetTextureByName(SDL_Renderer *renderer, const std::string &path)
{
std::lock_guard lock(m_mutex);
// Check if texture is already in cache
if (const auto search = m_textures.find(GetResourcePath(path)); search != m_textures.end())
{
return search->second;
}
// Load new texture
SDL_Texture *texture = IMG_LoadTexture(renderer, GetResourcePath(path).c_str());
if (!texture)
{
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Could not load %s -> %s", GetResourcePath(path).c_str(),
SDL_GetError());
return nullptr;
}
// Store texture in cache
m_textures[path] = texture;
return texture;
}

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#pragma once
#include <mutex>
#include <string>
#include <unordered_map>
#include <SDL3/SDL.h>
class ResourceManager
{
public:
/**
* @brief Returns the singleton instance of the ResourceManager
* @return Reference to the ResourceManager instance
*/
static ResourceManager &Instance();
ResourceManager(const ResourceManager &) = delete;
ResourceManager &operator=(const ResourceManager &) = delete;
ResourceManager(ResourceManager &&) = delete;
ResourceManager &operator=(ResourceManager &&) = delete;
~ResourceManager();
/**
* @brief Loads a texture or returns an already loaded texture
* @param renderer The SDL_Renderer used to load the texture
* @param path Path to the texture file (relative to resource directory)
* @return Pointer to the loaded SDL_Texture or nullptr on error
*
* This function implements a caching system for textures. If a texture
* has already been loaded, it returns it from the cache. Otherwise,
* it loads the texture and stores it in the cache. Access is thread-safe
* through mutex protection.
*/
SDL_Texture *GetTextureByName(SDL_Renderer *renderer, const std::string &path);
private:
/**
* @brief Constructor for the ResourceManager
* Initializes a new instance and logs its creation
*/
ResourceManager();
/**
* @brief Determines the full resource path for a file
* @param fileName Name of the resource file
* @return Complete path to the resource
*
* This function handles platform-specific paths (especially macOS) and
* constructs the correct path to resources. For macOS, it considers the
* bundle structure (.app/Contents/Resources/).
*/
static std::string GetResourcePath(const std::string &fileName);
std::unordered_map<std::string, SDL_Texture *> m_textures;
mutable std::mutex m_mutex;
};

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#include "model/AppContext.h"
#include "Matrix.h"
auto AppContext::MainWindow() const -> SDL_Window *
{
return m_window->window();
}
auto AppContext::MainRenderer() const -> SDL_Renderer *
{
return m_window->renderer();
}
auto AppContext::MainSurface() const -> SDL_Surface *
{
return SDL_GetWindowSurface(m_window->window());
}
void AppContext::SetMatrix(Matrix *matrix)
{
m_matrix = matrix;
}
auto AppContext::LedMatrix() const -> Matrix *
{
return m_matrix;
}
auto AppContext::LedMatrixId() const -> SDL_WindowID
{
if (m_matrix)
{
return m_matrix->windowId();
}
return 0;
}
auto AppContext::LedMatrixRenderer() const -> SDL_Renderer *
{
if (m_matrix && m_matrix->renderer())
{
return m_matrix->renderer();
}
return nullptr;
}
void AppContext::Render() const
{
if (m_matrix && m_matrix->renderer())
{
m_matrix->Render();
}
}

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#pragma once
#include "SDL3_ttf/SDL_ttf.h"
#include "Window.h"
class Matrix;
class AppContext
{
public:
explicit AppContext(const Window *window) : m_window(window)
{
m_font_default = TTF_OpenFont("haxrcorp-4089.otf", 21);
m_font_text = TTF_OpenFont("Helvetica-Bold.otf", 21);
}
~AppContext()
{
TTF_CloseFont(m_font_default);
TTF_CloseFont(m_font_text);
}
[[nodiscard]] auto MainWindow() const -> SDL_Window *;
[[nodiscard]] auto MainRenderer() const -> SDL_Renderer *;
[[nodiscard]] auto MainSurface() const -> SDL_Surface *;
void SetMatrix(Matrix *matrix);
[[nodiscard]] auto LedMatrix() const -> Matrix *;
[[nodiscard]] auto LedMatrixId() const -> SDL_WindowID;
[[nodiscard]] auto LedMatrixRenderer() const -> SDL_Renderer *;
void Render() const;
TTF_Font *m_font_default = nullptr;
private:
const Window *m_window;
Matrix *m_matrix = nullptr;
TTF_Font *m_font_text = nullptr;
};

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#include "model/Window.h"
auto Window::window() const -> SDL_Window *
{
return m_window;
}
auto Window::renderer() const -> SDL_Renderer *
{
return SDL_GetRenderer(m_window);
}

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#pragma once
#include "SDL3/SDL.h"
class Window
{
public:
explicit Window(SDL_Window *window) : m_window(window)
{
}
[[nodiscard]] auto window() const -> SDL_Window *;
[[nodiscard]] auto renderer() const -> SDL_Renderer *;
private:
SDL_Window *m_window = nullptr;
};

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firmware/src/ui/Device.cpp Normal file
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#include "ui/Device.h"
#include <hal/u8g2_hal_sdl.h>
#include <u8g2.h>
#include "MenuOptions.h"
#include "common/InactivityTracker.h"
#include "hal_native/PersistenceManager.h"
#include "ui/ScreenSaver.h"
#include "ui/SplashScreen.h"
#include "ui/widgets/Button.h"
#include "ui/widgets/D_Pad.h"
u8g2_t u8g2;
menu_options_t options;
std::unique_ptr<InactivityTracker> m_inactivityTracker;
static void set_pixel_rgba(const SDL_Surface *surface, const int x, const int y, const uint32_t pixel_color)
{
if (!surface || x < 0 || x >= surface->w || y < 0 || y >= surface->h)
{
return;
}
const auto p = static_cast<uint8_t *>(surface->pixels) + y * surface->pitch + x * sizeof(uint32_t);
*reinterpret_cast<uint32_t *>(p) = pixel_color;
}
Device::Device(void *appstate) : UIWidget(appstate)
{
auto dpad_callback = [](const D_Pad::Direction direction) {
SDL_Keycode key = 0;
switch (direction)
{
case D_Pad::Direction::UP:
key = SDLK_UP;
break;
case D_Pad::Direction::DOWN:
key = SDLK_DOWN;
break;
case D_Pad::Direction::LEFT:
key = SDLK_LEFT;
break;
case D_Pad::Direction::RIGHT:
key = SDLK_RIGHT;
break;
case D_Pad::Direction::NONE: // Fallthrough oder keine Aktion
default:
break;
}
if (key != 0)
{
PushKey(key);
}
};
m_children.push_back(std::make_shared<Button>(
GetContext(), U8G2_SCREEN_WIDTH * U8G2_SCREEN_FACTOR + 3 * U8G2_SCREEN_PADDING + DPAD_WIDTH,
U8G2_SCREEN_HEIGHT * U8G2_SCREEN_FACTOR + U8G2_SCREEN_PADDING - BUTTON_WIDTH, BUTTON_WIDTH,
[]() {
PushKey(SDLK_RETURN);
}));
m_children.push_back(std::make_shared<Button>(
GetContext(), U8G2_SCREEN_WIDTH * U8G2_SCREEN_FACTOR + 4 * U8G2_SCREEN_PADDING + DPAD_WIDTH + BUTTON_WIDTH,
U8G2_SCREEN_HEIGHT * U8G2_SCREEN_FACTOR + U8G2_SCREEN_PADDING - 2 * BUTTON_WIDTH, BUTTON_WIDTH,
[]() {
PushKey(SDLK_BACKSPACE);
}));
m_children.push_back(std::make_shared<D_Pad>(
GetContext(), U8G2_SCREEN_WIDTH * U8G2_SCREEN_FACTOR + 2 * U8G2_SCREEN_PADDING,
U8G2_SCREEN_HEIGHT * U8G2_SCREEN_FACTOR + U8G2_SCREEN_PADDING - DPAD_WIDTH, DPAD_WIDTH, dpad_callback));
u8g2_Setup_sh1106_128x64_noname_f(&u8g2, U8G2_R0, u8x8_byte_sdl_hw_spi, u8x8_gpio_and_delay_sdl);
u8x8_InitDisplay(u8g2_GetU8x8(&u8g2));
options = {
.u8g2 = &u8g2,
.setScreen = [this](const std::shared_ptr<Widget> &screen) {
this->SetScreen(screen);
},
.pushScreen = [this](const std::shared_ptr<Widget> &screen) {
this->PushScreen(screen);
},
.popScreen = [this]() {
this->PopScreen();
},
.persistenceManager = std::make_shared<PersistenceManager>(),
};
options.persistenceManager->Load();
m_widget = std::make_shared<SplashScreen>(&options);
m_inactivityTracker = std::make_unique<InactivityTracker>(60000, []() {
const auto screensaver = std::make_shared<ScreenSaver>(&options);
options.pushScreen(screensaver);
});
}
void Device::SetScreen(const std::shared_ptr<Widget> &screen)
{
if (screen != nullptr)
{
m_widget = screen;
m_history.clear();
m_history.emplace_back(m_widget);
m_widget->enter();
}
}
void Device::PushScreen(const std::shared_ptr<Widget> &screen)
{
if (screen != nullptr)
{
if (m_widget)
{
m_widget->pause();
}
m_widget = screen;
m_history.emplace_back(m_widget);
m_widget->enter();
}
}
void Device::PopScreen()
{
if (m_history.size() >= 2)
{
if (m_widget)
{
m_widget->exit();
}
m_history.pop_back();
m_widget = m_history.back();
m_widget->resume();
}
}
void Device::PushKey(const SDL_Keycode key)
{
SDL_Event ev;
ev.type = SDL_EVENT_KEY_DOWN;
ev.key.key = key;
SDL_PushEvent(&ev);
}
void Device::RenderU8G2() const
{
SDL_Surface *u8g2_surface = nullptr;
SDL_Texture *u8g2_texture = nullptr;
u8g2_surface = SDL_CreateSurface(U8G2_SCREEN_WIDTH, U8G2_SCREEN_HEIGHT, SDL_PIXELFORMAT_RGBA8888);
if (!u8g2_surface)
{
SDL_Log("SDL_CreateSurfaceFrom Error: %s\n", SDL_GetError());
}
else
{
const auto color_black = SDL_MapSurfaceRGBA(u8g2_surface, 0, 0, 0, 255);
const auto color_white = SDL_MapSurfaceRGBA(u8g2_surface, 255, 255, 255, 255);
const auto u8g2_buf = u8g2_GetBufferPtr(&u8g2);
for (auto y = 0; y < U8G2_SCREEN_HEIGHT; ++y)
{
for (auto x = 0; x < U8G2_SCREEN_WIDTH; ++x)
{
const auto page = y / 8;
const auto bit_index = y % 8;
const auto byte_ptr = u8g2_buf + page * U8G2_SCREEN_WIDTH + x;
const auto pixel_is_set = (*byte_ptr >> bit_index) & 0x01;
set_pixel_rgba(u8g2_surface, x, y, pixel_is_set ? color_white : color_black);
}
}
u8g2_texture = SDL_CreateTextureFromSurface(GetContext()->MainRenderer(), u8g2_surface);
if (!u8g2_texture)
{
SDL_Log("SDL_CreateTextureFromSurface Error: %s\n", SDL_GetError());
}
if (!SDL_SetTextureScaleMode(u8g2_texture, SDL_SCALEMODE_NEAREST))
{
SDL_Log("SDL_SetTextureScaleMode Error: %s\n", SDL_GetError());
}
SDL_DestroySurface(u8g2_surface);
}
if (u8g2_texture)
{
SDL_FRect destRect;
destRect.x = U8G2_SCREEN_PADDING;
destRect.y = U8G2_SCREEN_PADDING;
destRect.w = U8G2_SCREEN_WIDTH * U8G2_SCREEN_FACTOR;
destRect.h = U8G2_SCREEN_HEIGHT * U8G2_SCREEN_FACTOR;
SDL_RenderTexture(GetContext()->MainRenderer(), u8g2_texture, nullptr, &destRect);
SDL_DestroyTexture(u8g2_texture);
}
}
void Device::DrawBackground() const
{
int windowWidth = 0;
int windowHeight = 0;
if (!SDL_GetWindowSize(GetContext()->MainWindow(), &windowWidth, &windowHeight))
{
SDL_Log("SDL_GetWindowSize Error: %s\n", SDL_GetError());
}
const auto rect = SDL_FRect{0.0f, 0.0f, static_cast<float>(windowWidth), static_cast<float>(windowHeight)};
SDL_SetRenderDrawColor(GetContext()->MainRenderer(), 193, 46, 31, 255);
SDL_RenderFillRect(GetContext()->MainRenderer(), &rect);
}
void Device::DrawScreen(const uint64_t dt) const
{
u8g2_ClearBuffer(&u8g2);
if (m_widget != nullptr)
{
m_widget->update(dt);
m_widget->render();
}
RenderU8G2();
}
void Device::Render(const uint64_t dt) const
{
DrawBackground();
DrawScreen(dt);
for (const auto &child : m_children)
{
child->Render(dt);
}
m_inactivityTracker->update(dt);
}
void Device::HandleTap(const SDL_MouseButtonEvent *event) const
{
// SDL_Log("HandleTap: x=%f, y=%f, button=%d", event->x, event->y, event->button);
for (const auto &child : m_children)
{
if (child->IsHit(static_cast<int>(event->x), static_cast<int>(event->y)))
{
child->OnTap(static_cast<int>(event->x), static_cast<int>(event->y));
break;
}
}
}
void Device::ReleaseTap(const SDL_MouseButtonEvent *event) const
{
// SDL_Log("ReleaseTap: x=%f, y=%f, button=%d", event->x, event->y, event->button);
m_inactivityTracker->reset();
for (const auto &child : m_children)
{
child->ReleaseTap(static_cast<int>(event->x), static_cast<int>(event->y));
}
}
void Device::OnButtonClicked(const ButtonType button) const
{
m_inactivityTracker->reset();
if (m_widget != nullptr)
{
m_widget->onButtonClicked(button);
}
}
bool Device::IsHit(int mouse_x, int mouse_y) const
{
return false;
}
void Device::OnTap(int mouse_x, int mouse_y)
{
////
}
void Device::ReleaseTap(int mouse_x, int mouse_y)
{
///
}

49
firmware/src/ui/Device.h Normal file
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#pragma once
#include <functional>
#include <memory>
#include <vector>
#include "UIWidget.h"
#include "common/Common.h"
#include "common/Widget.h"
#include "model/AppContext.h"
class Device final : public UIWidget
{
public:
explicit Device(void *appstate);
void Render(uint64_t dt) const override;
void HandleTap(const SDL_MouseButtonEvent *event) const;
void ReleaseTap(const SDL_MouseButtonEvent *event) const;
void OnButtonClicked(ButtonType button) const;
[[nodiscard]] bool IsHit(int mouse_x, int mouse_y) const override;
void OnTap(int mouse_x, int mouse_y) override;
void ReleaseTap(int mouse_x, int mouse_y) override;
private:
void DrawBackground() const;
void DrawScreen(uint64_t dt) const;
void RenderU8G2() const;
void SetScreen(const std::shared_ptr<Widget> &screen);
void PushScreen(const std::shared_ptr<Widget> &screen);
void PopScreen();
static void PushKey(SDL_Keycode key);
std::vector<std::shared_ptr<UIWidget>> m_children{};
std::shared_ptr<Widget> m_widget;
std::vector<std::shared_ptr<Widget>> m_history;
};

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#include "ui/UIWidget.h"
UIWidget::UIWidget(void *appstate) : m_context(static_cast<AppContext *>(appstate))
{
}
UIWidget::~UIWidget() = default;
auto UIWidget::GetContext() const -> AppContext *
{
return m_context;
}

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#pragma once
#include "model/AppContext.h"
class UIWidget
{
public:
explicit UIWidget(void *appstate);
virtual ~UIWidget();
virtual void Render(uint64_t dt) const = 0;
[[nodiscard]] virtual bool IsHit(int mouse_x, int mouse_y) const = 0;
virtual void OnTap(int mouse_x, int mouse_y) = 0;
virtual void ReleaseTap(int mouse_x, int mouse_y) = 0;
[[nodiscard]] AppContext *GetContext() const;
private:
AppContext *m_context{};
};

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#include "ui/widgets/Button.h"
#include "../../manager/ResourceManager.h"
#include <functional>
#include <utility>
Button::Button(void *appState, const float x, const float y, const float width, std::function<void()> callback)
: UIWidget(appState), m_x(x), m_y(y), m_width(width), m_callback(std::move(callback))
{
}
void Button::Render(const uint64_t dt) const
{
const auto button =
ResourceManager::Instance().GetTextureByName(GetContext()->MainRenderer(), "button_normal.png");
const auto dst = SDL_FRect(m_x, m_y, m_width, m_width);
SDL_RenderTexture(GetContext()->MainRenderer(), button, nullptr, &dst);
SDL_DestroyTexture(button);
if (m_isPressed)
{
const auto overlay =
ResourceManager::Instance().GetTextureByName(GetContext()->MainRenderer(), "button_pressed_overlay.png");
SDL_RenderTexture(GetContext()->MainRenderer(), overlay, nullptr, &dst);
SDL_DestroyTexture(overlay);
}
}
bool Button::IsHit(const int mouse_x, const int mouse_y) const
{
const auto fx = static_cast<float>(mouse_x);
const auto fy = static_cast<float>(mouse_y);
return (fx >= m_x && fx <= (m_x + m_width) &&
fy >= m_y && fy <= (m_y + m_width)) || m_isPressed;
}
void Button::OnTap(int mouse_x, int mouse_y)
{
if (m_callback)
{
m_isPressed = true;
m_callback();
}
}
void Button::ReleaseTap(int mouse_x, int mouse_y)
{
m_isPressed = false;
}

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#pragma once
#include "ui/UIWidget.h"
#include <functional>
#define BUTTON_WIDTH (35)
class Button final : public UIWidget
{
public:
Button(void *appState, float x, float y, float width, std::function<void()> callback);
void Render(uint64_t dt) const override;
[[nodiscard]] bool IsHit(int mouse_x, int mouse_y) const override;
void OnTap(int mouse_x, int mouse_y) override;
void ReleaseTap(int mouse_x, int mouse_y) override;
private:
float m_x;
float m_y;
float m_width;
std::function<void()> m_callback;
bool m_isPressed = false;
};

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#include "D_Pad.h"
#include "ui/widgets/D_Pad.h"
#include "../../manager/ResourceManager.h"
D_Pad::D_Pad(void *appState, const float x, const float y, const float width, std::function<void(Direction)> callback)
: UIWidget(appState), m_x(x), m_y(y), m_width(width), m_callback(std::move(callback))
{
}
void D_Pad::Render(const uint64_t dt) const
{
const auto dPad =
ResourceManager::Instance().GetTextureByName(GetContext()->MainRenderer(), "d-pad_normal.png");
auto dst = SDL_FRect(m_x, m_y, m_width, m_width);
SDL_RenderTexture(GetContext()->MainRenderer(), dPad, nullptr, &dst);
SDL_DestroyTexture(dPad);
if (m_isPressed != Direction::NONE)
{
const auto overlay =
ResourceManager::Instance().GetTextureByName(GetContext()->MainRenderer(), "button_pressed_overlay.png");
switch (m_isPressed)
{
case Direction::UP:
dst = SDL_FRect(m_x + m_width / 3.0f, m_y, m_width / 3.0f, m_width / 3.0f);
break;
case Direction::DOWN:
dst = SDL_FRect(m_x + m_width / 3.0f, m_y + 2 * m_width / 3.0f, m_width / 3.0f, m_width / 3.0f);
break;
case Direction::LEFT:
dst = SDL_FRect(m_x, m_y + m_width / 3.0f, m_width / 3.0f, m_width / 3.0f);
break;
case Direction::RIGHT:
dst = SDL_FRect(m_x + 2 * m_width / 3.0f, m_y + m_width / 3.0f, m_width / 3.0f, m_width / 3.0f);
break;
case Direction::NONE:
break;
}
SDL_RenderTexture(GetContext()->MainRenderer(), overlay, nullptr, &dst);
SDL_DestroyTexture(overlay);
}
}
bool D_Pad::IsHit(const int mouse_x, const int mouse_y) const
{
const auto fx = static_cast<float>(mouse_x);
const auto fy = static_cast<float>(mouse_y);
return (fx >= m_x && fx <= (m_x + m_width) &&
fy >= m_y && fy <= (m_y + m_width));
}
D_Pad::Direction D_Pad::GetDirectionFromTap(const float local_x, const float local_y) const
{
const float segment = m_width / 3.0f;
int col = -1;
if (local_x < segment)
col = 0;
else if (local_x < 2 * segment)
col = 1;
else if (local_x <= m_width)
col = 2;
else
return Direction::NONE;
int row = -1;
if (local_y < segment)
row = 0;
else if (local_y < 2 * segment)
row = 1;
else if (local_y <= m_width)
row = 2;
else
return Direction::NONE;
if (col == 1 && row == 0)
return Direction::UP;
if (col == 1 && row == 2)
return Direction::DOWN;
if (col == 0 && row == 1)
return Direction::LEFT;
if (col == 2 && row == 1)
return Direction::RIGHT;
return Direction::NONE;
}
void D_Pad::OnTap(const int mouse_x, const int mouse_y)
{
if (m_callback)
{
const auto local_x = static_cast<float>(mouse_x) - m_x;
if (const auto local_y = static_cast<float>(mouse_y) - m_y;
local_x >= 0 && local_x <= m_width && local_y >= 0 && local_y <= m_width)
{
m_isPressed = GetDirectionFromTap(local_x, local_y);
m_callback(m_isPressed);
}
}
}
void D_Pad::ReleaseTap(const int mouse_x, const int mouse_y)
{
m_isPressed = Direction::NONE;
}

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#pragma once
#include "functional"
#include "ui/UIWidget.h"
#define DPAD_WIDTH (105)
class D_Pad final : public UIWidget
{
public:
enum class Direction { NONE, UP, DOWN, LEFT, RIGHT };
D_Pad(void *appState, float x, float y, float width, std::function<void(Direction)> callback);
void Render(uint64_t dt) const override;
[[nodiscard]] bool IsHit(int mouse_x, int mouse_y) const override;
void OnTap(int mouse_x, int mouse_y) override;
void ReleaseTap(int mouse_x, int mouse_y) override;
private:
float m_x, m_y, m_width;
std::function<void(Direction)> m_callback;
Direction m_isPressed = Direction::NONE;
[[nodiscard]] Direction GetDirectionFromTap(float local_x, float local_y) const;
};