Compare commits

10 Commits

Author SHA1 Message Date
d316bb9f2c updated esp-idf version in github action
Some checks failed
ESP-IDF Build / build (esp32c3, latest) (push) Failing after 41s
ESP-IDF Build / build (esp32c3, release-v5.4) (push) Failing after 18s
ESP-IDF Build / build (esp32c3, release-v5.5) (push) Failing after 18s
ESP-IDF Build / build (esp32h2, latest) (push) Failing after 16s
ESP-IDF Build / build (esp32h2, release-v5.4) (push) Failing after 16s
ESP-IDF Build / build (esp32h2, release-v5.5) (push) Failing after 16s
ESP-IDF Build / build (esp32p4, latest) (push) Failing after 16s
ESP-IDF Build / build (esp32p4, release-v5.4) (push) Failing after 16s
ESP-IDF Build / build (esp32p4, release-v5.5) (push) Failing after 16s
ESP-IDF Build / build (esp32s3, latest) (push) Failing after 16s
ESP-IDF Build / build (esp32s3, release-v5.4) (push) Failing after 15s
ESP-IDF Build / build (esp32s3, release-v5.5) (push) Failing after 16s
Signed-off-by: Peter Siegmund <developer@mars3142.org>
2025-07-26 14:24:09 +02:00
ca996d1c13 use button component from espressif
Signed-off-by: Peter Siegmund <developer@mars3142.org>
2025-06-28 00:12:57 +02:00
f97f67422a better spawn delay for ESP32
Signed-off-by: Peter Siegmund <developer@mars3142.org>
2025-06-26 21:12:08 +02:00
ab14765750 auto load and dependency fix
Signed-off-by: Peter Siegmund <developer@mars3142.org>
2025-06-25 07:47:23 +02:00
00cfecf13a increase timeout time for screensaver
Signed-off-by: Peter Siegmund <developer@mars3142.org>
2025-06-25 07:19:23 +02:00
6260c7e62c new Screensaver
Signed-off-by: Peter Siegmund <developer@mars3142.org>
2025-06-24 21:24:55 +02:00
0c8c831eea new persistence manager component
Signed-off-by: Peter Siegmund <developer@mars3142.org>
2025-06-23 23:10:42 +02:00
c6f0c4572d new native matrix implementation
Signed-off-by: Peter Siegmund <developer@mars3142.org>
2025-06-23 00:10:32 +02:00
0b65ac198f starting with led-manager as esp32 and native component
Signed-off-by: Peter Siegmund <developer@mars3142.org>
2025-06-21 23:55:58 +02:00
5805d9ea14 move PersistenceManager into platform project
Signed-off-by: Peter Siegmund <developer@mars3142.org>
2025-06-20 23:45:01 +02:00
41 changed files with 1230 additions and 1063 deletions

View File

@@ -19,7 +19,7 @@ jobs:
build: build:
strategy: strategy:
matrix: matrix:
idf_ver: [release-v5.4, latest] idf_ver: [release-v5.4, release-v5.5, latest]
idf_target: [esp32c3, esp32h2, esp32s3, esp32p4] idf_target: [esp32c3, esp32h2, esp32s3, esp32p4]
runs-on: ubuntu-latest runs-on: ubuntu-latest

View File

@@ -58,14 +58,12 @@ else ()
WIN32 MACOSX_BUNDLE WIN32 MACOSX_BUNDLE
${CMAKE_SOURCE_DIR}/main.cpp ${CMAKE_SOURCE_DIR}/main.cpp
${CMAKE_SOURCE_DIR}/Common.cpp ${CMAKE_SOURCE_DIR}/Common.cpp
${CMAKE_SOURCE_DIR}/debug/DebugOverlay.cpp ${CMAKE_SOURCE_DIR}/debug/debug_overlay.cpp
${CMAKE_SOURCE_DIR}/hal/u8x8_hal_sdl.cpp ${CMAKE_SOURCE_DIR}/hal/u8x8_hal_sdl.cpp
${CMAKE_SOURCE_DIR}/manager/PersistenceManager.cpp
${CMAKE_SOURCE_DIR}/manager/ResourceManager.cpp ${CMAKE_SOURCE_DIR}/manager/ResourceManager.cpp
${CMAKE_SOURCE_DIR}/model/AppContext.cpp ${CMAKE_SOURCE_DIR}/model/AppContext.cpp
${CMAKE_SOURCE_DIR}/model/Window.cpp ${CMAKE_SOURCE_DIR}/model/Window.cpp
${CMAKE_SOURCE_DIR}/ui/Device.cpp ${CMAKE_SOURCE_DIR}/ui/Device.cpp
${CMAKE_SOURCE_DIR}/ui/Matrix.cpp
${CMAKE_SOURCE_DIR}/ui/UIWidget.cpp ${CMAKE_SOURCE_DIR}/ui/UIWidget.cpp
${CMAKE_SOURCE_DIR}/ui/widgets/Button.cpp ${CMAKE_SOURCE_DIR}/ui/widgets/Button.cpp
${CMAKE_SOURCE_DIR}/ui/widgets/D_Pad.cpp ${CMAKE_SOURCE_DIR}/ui/widgets/D_Pad.cpp
@@ -98,6 +96,8 @@ else ()
target_link_libraries(${PROJECT_NAME} PRIVATE target_link_libraries(${PROJECT_NAME} PRIVATE
ImGui ImGui
insa insa
led-manager
persistence-manager
SDL3::SDL3 SDL3::SDL3
SDL3_image::SDL3_image SDL3_image::SDL3_image
SDL3_ttf::SDL3_ttf SDL3_ttf::SDL3_ttf

View File

@@ -3,6 +3,8 @@ if (NOT DEFINED ENV{IDF_PATH})
add_subdirectory(imgui) add_subdirectory(imgui)
add_subdirectory(insa) add_subdirectory(insa)
add_subdirectory(led-manager)
add_subdirectory(persistence-manager)
target_link_libraries(components INTERFACE ImGui) target_link_libraries(components INTERFACE ImGui)
endif () endif ()

View File

@@ -16,12 +16,11 @@ set(SOURCE_FILES
if (DEFINED ENV{IDF_PATH}) if (DEFINED ENV{IDF_PATH})
idf_component_register(SRCS idf_component_register(SRCS
${SOURCE_FILES} ${SOURCE_FILES}
src/common/PersistenceManager.cpp
INCLUDE_DIRS "include" INCLUDE_DIRS "include"
REQUIRES
nvs_flash
PRIV_REQUIRES PRIV_REQUIRES
u8g2 u8g2
led-manager
persistence-manager
) )
return() return()
endif () endif ()
@@ -39,4 +38,6 @@ target_include_directories(${PROJECT_NAME} PUBLIC include)
target_link_libraries(${PROJECT_NAME} PRIVATE target_link_libraries(${PROJECT_NAME} PRIVATE
u8g2 u8g2
led-manager
persistence-manager
) )

View File

@@ -17,7 +17,7 @@
// Project-specific headers // Project-specific headers
#include "common/Widget.h" #include "common/Widget.h"
#include "common/IPersistenceManager.h" #include "IPersistenceManager.h"
#include "u8g2.h" #include "u8g2.h"
class MenuItem; class MenuItem;

View File

@@ -91,7 +91,7 @@ class InactivityTracker
* }); * });
* @endcode * @endcode
*/ */
InactivityTracker(uint64_t timeoutMs, std::function<void()> onTimeout); InactivityTracker(uint64_t timeoutMs, const std::function<void()> &onTimeout);
/** /**
* @brief Updates the inactivity timer and checks for timeout conditions * @brief Updates the inactivity timer and checks for timeout conditions

View File

@@ -0,0 +1,23 @@
#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};

View File

@@ -0,0 +1,55 @@
#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};

View File

@@ -1,9 +1,9 @@
/** /**
* @file ScreenSaver.h * @file ScreenSaver.h
* @brief Animated screensaver implementation with starfield effect * @brief Animated screensaver implementation with vehicle effect
* @details This header defines the ScreenSaver class which provides an animated * @details This header defines the ScreenSaver class which provides an animated
* starfield screensaver that activates during periods of user inactivity. * vehicle screensaver that activates during periods of user inactivity.
* The screensaver displays moving stars to prevent screen burn-in while * The screensaver displays moving vehicles to prevent screen burn-in while
* providing visual feedback that the system is still active and responsive. * providing visual feedback that the system is still active and responsive.
* @author System Control Team * @author System Control Team
* @date 2025-06-14 * @date 2025-06-14
@@ -17,381 +17,126 @@
/** /**
* @class ScreenSaver * @class ScreenSaver
* @brief Animated starfield screensaver widget for system idle periods * @brief Animated vehicle screensaver widget for system idle periods
* @details This final class inherits from Widget and implements an interactive
* screensaver featuring an animated starfield effect. The screensaver
* activates automatically during periods of user inactivity to prevent
* screen burn-in while maintaining visual indication of system activity.
*
* The ScreenSaver class provides:
* - Dynamic starfield animation with pseudo-3D depth effect
* - Configurable star count and animation speed parameters
* - Automatic activation during idle periods
* - Immediate deactivation on any user input
* - Smooth star movement and regeneration system
* - Memory-efficient star management with object pooling
*
* Key features include:
* - 3D-style starfield with depth-based speed variation
* - Continuous star recycling for infinite animation
* - Responsive user input handling for immediate exit
* - Optimized rendering for smooth animation performance
* - Configurable animation parameters for different visual effects
*
* The starfield effect simulates movement through space by moving stars
* from the center outward at speeds proportional to their depth (z-coordinate).
* Stars that move beyond the screen boundaries are automatically recycled
* to new random positions, creating an infinite scrolling effect.
*
* @note This class is marked as final and cannot be inherited from.
* @note The screensaver automatically exits on any button press, returning
* control to the previous screen or main menu interface.
*
* @see Widget for base widget functionality
* @see menu_options_t for configuration structure
* @see InactivityTracker for automatic screensaver activation
*/ */
class ScreenSaver final : public Widget class ScreenSaver final : public Widget
{ {
public: public:
/**
* @brief Constructs the screensaver with specified configuration
* @param options Pointer to menu options configuration structure
*
* @pre options must not be nullptr and must remain valid for the screensaver's lifetime
* @pre options->u8g2 must be initialized and ready for graphics operations
* @pre Screen transition callbacks in options must be properly configured
* @post ScreenSaver is initialized with starfield ready for animation
*
* @details The constructor initializes the screensaver by:
* - Setting up the star field with initial random positions
* - Configuring animation timing and speed parameters
* - Preparing graphics context for efficient rendering
* - Initializing the animation counter for smooth timing
* - Allocating and positioning all star objects
*
* During initialization, all stars are placed at random positions within
* the 3D space defined by Z_NEAR and Z_FAR constants. Each star receives
* random x, y coordinates and a z-depth that determines its movement speed
* and visual appearance. The animation system is prepared for immediate
* activation when the screensaver becomes active.
*
* @note The screensaver does not take ownership of the options structure
* and assumes it remains valid throughout the screensaver's lifetime.
* @note Initial star positions are randomized to create immediate visual
* interest when the screensaver first activates.
*
* @see Widget::Widget for base class construction details
* @see initStars for star field initialization process
*/
explicit ScreenSaver(menu_options_t *options); explicit ScreenSaver(menu_options_t *options);
/**
* @brief Updates the screensaver animation and star positions
* @param dt Delta time in milliseconds since the last update call
*
* @details Overrides the base Widget update method to handle screensaver-specific
* animation logic including:
* - Advancing the animation counter for smooth timing control
* - Updating individual star positions based on their speed and depth
* - Moving stars outward from center based on their z-coordinate
* - Recycling stars that move beyond screen boundaries
* - Maintaining consistent animation frame rate regardless of system load
*
* The update method implements the core starfield animation by:
* - Incrementing each star's position based on its depth-determined speed
* - Checking boundary conditions for stars moving off-screen
* - Resetting off-screen stars to new random positions near the center
* - Applying speed multipliers for smooth, consistent motion
* - Managing the animation counter for timing-dependent effects
*
* Star movement calculation:
* - Stars closer to the camera (smaller z values) move faster
* - Movement speed is inversely proportional to z-coordinate
* - Stars maintain consistent outward direction from screen center
* - Boundary checking ensures smooth recycling without visual gaps
*
* @note This method is called every frame while the screensaver is active
* and must be efficient to maintain smooth 60+ FPS animation.
* @note The animation continues indefinitely until user input is received.
*
* @see Widget::update for the base update interface
* @see resetStar for star recycling implementation
*/
void update(uint64_t dt) override; void update(uint64_t dt) override;
/**
* @brief Renders the animated starfield to the display
*
* @details Overrides the base Widget render method to draw the animated starfield
* effect. The rendering process includes:
* - Clearing the display buffer for clean animation frames
* - Calculating screen positions for each star based on 3D coordinates
* - Applying perspective projection to simulate depth
* - Drawing stars with size/brightness based on distance
* - Optimizing drawing operations for smooth frame rates
*
* The render method creates a convincing 3D starfield effect by:
* - Converting 3D star coordinates to 2D screen positions
* - Scaling star positions based on perspective projection
* - Varying star appearance (size, brightness) based on depth
* - Drawing only stars within the visible screen area
* - Using efficient drawing primitives for optimal performance
*
* Rendering optimizations include:
* - Culling stars outside the visible area
* - Using simple pixel/point drawing for maximum speed
* - Minimizing graphics context switches
* - Batching drawing operations where possible
*
* The visual effect simulates movement through a star field by:
* - Making distant stars appear smaller and dimmer
* - Scaling star positions relative to screen center
* - Creating smooth motion blur effects for fast-moving stars
*
* @pre u8g2 display context must be initialized and ready for drawing
* @post Starfield animation frame is drawn to the display buffer
*
* @note This method is called every frame and must be highly optimized
* to maintain smooth animation performance on embedded systems.
* @note The visual design provides an engaging screensaver that clearly
* indicates system activity while preventing screen burn-in.
*
* @see Widget::render for the base render interface
*/
void render() override; void render() override;
/**
* @brief Handles user input to exit the screensaver immediately
* @param button The type of button that was pressed by the user
*
* @details Overrides the base Widget button handling to provide immediate
* screensaver exit functionality. Any button press while the screensaver
* is active will:
* - Immediately terminate the screensaver animation
* - Return to the previous screen or main menu
* - Reset any inactivity timers to prevent immediate reactivation
* - Ensure responsive system behavior for user interaction
*
* The method handles all button types uniformly since the screensaver should
* exit on any user input regardless of the specific button pressed. This
* ensures maximum responsiveness and intuitive behavior - users expect any
* interaction to wake the system from screensaver mode.
*
* Button handling includes:
* - Immediate screensaver termination regardless of button type
* - Automatic transition back to the previous active screen
* - Inactivity timer reset to prevent immediate screensaver reactivation
* - Proper state cleanup to ensure system stability
*
* @note This method ensures the screensaver never interferes with normal
* system operation - any user input immediately restores full functionality.
* @note The screensaver exit process is designed to be instantaneous to
* provide the most responsive user experience possible.
*
* @see Widget::onButtonClicked for the base input handling interface
* @see ButtonType for available button input types
*/
void onButtonClicked(ButtonType button) override; void onButtonClicked(ButtonType button) override;
private: private:
/** /**
* @struct Star * @enum VehicleType
* @brief Individual star object structure for starfield animation * @brief Types of available vehicles
* @details Defines the properties and state of a single star in the animated
* starfield. Each star maintains its position in 3D space and movement
* characteristics needed for realistic animation and perspective effects.
*
* The Star structure contains:
* - 3D spatial coordinates (x, y, z) for position tracking
* - Individual speed multiplier for varied animation effects
* - All data needed for perspective projection and movement calculation
*
* Star coordinate system:
* - x, y: Screen-relative coordinates (can be negative for off-screen positioning)
* - z: Depth coordinate determining speed and perspective (Z_NEAR to Z_FAR range)
* - speed: Individual multiplier for varied star movement rates
*
* @note This structure is designed for efficient memory usage and fast
* mathematical operations during animation updates.
* @note All coordinates use float precision for smooth animation interpolation.
*/ */
struct Star enum class VehicleType
{ {
float x; ///< Horizontal position coordinate (screen-relative) CAR,
float y; ///< Vertical position coordinate (screen-relative) CONVERTABLE,
float z; ///< Depth coordinate (determines speed and perspective) SUV,
float speed; ///< Individual speed multiplier for animation variation LORRY,
TRUCK
}; };
/** /**
* @brief Pointer to menu options configuration structure * @enum Direction
* @details Stores a reference to the menu configuration passed during construction. * @brief Movement direction for vehicles
* Provides access to the display context for rendering operations and
* screen transition callbacks for exiting the screensaver on user input.
*
* The configuration enables:
* - Display context (u8g2) for starfield graphics rendering
* - Screen transition callbacks for returning to previous screen
* - System integration for proper screensaver lifecycle management
*
* @note This pointer is not owned by the ScreenSaver and must remain valid
* throughout the screensaver's lifetime.
*/ */
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; menu_options_t *m_options;
/**
* @brief Animation timing counter for smooth frame rate control
* @details Tracks elapsed time for animation timing and frame rate calculations.
* Used to ensure consistent star movement regardless of system load
* variations and to provide smooth interpolation between animation frames.
*
* The counter enables:
* - Frame rate independent animation timing
* - Smooth interpolation for fluid star movement
* - Consistent animation speed across different hardware platforms
* - Precise timing control for animation effects
*/
uint64_t m_animationCounter; uint64_t m_animationCounter;
uint64_t m_lastSpawnTime;
/**
* @brief Vector container for all star objects in the starfield std::vector<Vehicle> m_vehicles;
* @details Manages the collection of Star objects that comprise the animated int m_leftVehicleCount;
* starfield effect. The vector provides efficient storage and iteration int m_rightVehicleCount;
* for the star animation system while maintaining good cache locality int m_sceneOffsetX = 0;
* for optimal performance during update and render operations. int m_sceneOffsetY = 0;
* uint64_t m_sceneShiftTimer = 0;
* The vector contains:
* - Fixed number of Star objects (NUM_STARS) allocated at initialization
* - Contiguous memory layout for efficient iteration during animation
* - Dynamic management capabilities for potential future enhancements
*
* @note The vector size is fixed at construction to avoid memory allocations
* during animation, ensuring consistent frame timing performance.
*/
std::vector<Star> m_stars;
/** /**
* @brief Total number of stars in the animated starfield * @brief Initialize vehicle system
* @details Defines the constant number of star objects that will be created
* and animated in the starfield effect. This value balances visual
* richness with performance requirements for smooth animation.
*
* The star count affects:
* - Visual density and richness of the starfield effect
* - Performance requirements for update and rendering operations
* - Memory usage for star object storage
* - Overall visual impact of the screensaver
*
* @note This value is tuned for optimal performance on target hardware
* while providing an engaging visual effect.
*/ */
static constexpr int NUM_STARS = 10; void initVehicles();
/**
* @brief Global speed multiplier for star animation
* @details Controls the overall speed of star movement in the starfield animation.
* This multiplier is applied to all star movement calculations to provide
* consistent, smooth animation at an appropriate visual speed.
*
* The speed multiplier affects:
* - Overall pace of the starfield animation
* - Visual impact and engagement level of the screensaver
* - Performance requirements for smooth animation
* - User perception of system responsiveness
*
* @note This value is carefully tuned to provide engaging animation without
* being distracting or causing motion sickness effects.
*/
static constexpr float SPEED_MULTIPLIER = 0.02f;
/**
* @brief Near clipping plane for 3D starfield depth range
* @details Defines the closest distance (minimum z-coordinate) at which stars
* can exist in the 3D starfield space. Stars closer than this distance
* are considered too close to the viewer and are recycled to new positions.
*
* The near plane affects:
* - Minimum depth for star positioning and recycling
* - Perspective calculation range for realistic depth effects
* - Star recycling triggers for continuous animation
* - Visual depth range of the starfield effect
*
* @note This value works with Z_FAR to define the 3D space within which
* stars exist and animate, creating realistic depth perception.
*/
static constexpr float Z_NEAR = 0.1f;
/**
* @brief Far clipping plane for 3D starfield depth range
* @details Defines the farthest distance (maximum z-coordinate) at which stars
* can exist in the 3D starfield space. This establishes the back
* boundary of the starfield volume and affects initial star placement.
*
* The far plane affects:
* - Maximum depth for initial star positioning
* - Perspective calculation range for depth effects
* - Visual depth range and scale of the starfield
* - Initial star placement during system initialization
*
* @note This value works with Z_NEAR to create a realistic 3D space
* that provides convincing depth perception in the starfield animation.
*/
static constexpr float Z_FAR = 10.0f;
/** /**
* @brief Initializes all stars with random positions and properties * @brief Spawn a new vehicle if conditions are met
* @details Private helper method that sets up the initial starfield by placing
* all stars at random positions within the defined 3D space. Called
* during construction to prepare the starfield for immediate animation.
*
* The initialization process:
* - Assigns random x, y coordinates within screen boundaries
* - Sets random z-depth within the Z_NEAR to Z_FAR range
* - Configures individual speed multipliers for animation variation
* - Ensures even distribution of stars throughout the 3D volume
*
* Random placement creates:
* - Natural, non-uniform star distribution for realistic appearance
* - Varied star depths for convincing 3D perspective effects
* - Immediate visual interest when screensaver first activates
* - Foundation for smooth continuous animation
*
* @note This method is called only once during construction to establish
* the initial starfield state before animation begins.
*
* @see resetStar for individual star repositioning during animation
*/ */
void initStars(); void trySpawnVehicle();
/** /**
* @brief Resets a single star to a new random position for recycling * @brief Get a random vehicle type
* @param star Reference to the Star object to be reset and repositioned * @return Random VehicleType
*
* @details Private helper method that recycles individual stars that have
* moved beyond the visible screen boundaries. This enables infinite
* starfield animation by continuously introducing new stars while
* removing those that are no longer visible.
*
* The reset process:
* - Places the star at a new random position near the screen center
* - Assigns a new random depth (z-coordinate) for varied movement speed
* - Configures new speed multiplier for animation variation
* - Ensures smooth transition without visual discontinuities
*
* Star recycling maintains:
* - Continuous starfield animation without visual gaps
* - Consistent star count throughout animation lifecycle
* - Varied star properties for natural, non-repetitive effects
* - Efficient memory usage through object reuse
*
* @pre star parameter must be a valid Star object reference
* @post star object is repositioned with new random properties ready for animation
*
* @note This method is called frequently during animation as stars move
* off-screen and must be efficient to maintain smooth frame rates.
* @note The repositioning algorithm ensures stars appear to emerge naturally
* from the center of the starfield for convincing 3D movement effects.
*/ */
void resetStar(Star &star); 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;
}; };

View File

@@ -1,6 +1,6 @@
#include "common/InactivityTracker.h" #include "common/InactivityTracker.h"
InactivityTracker::InactivityTracker(uint64_t timeoutMs, std::function<void()> onTimeout) InactivityTracker::InactivityTracker(const uint64_t timeoutMs, const std::function<void()> &onTimeout)
: m_timeoutMs(timeoutMs), m_elapsedTime(0), m_enabled(true), m_onTimeout(onTimeout) : m_timeoutMs(timeoutMs), m_elapsedTime(0), m_enabled(true), m_onTimeout(onTimeout)
{ {
} }

View File

@@ -1,5 +1,6 @@
#include "ui/LightMenu.h" #include "ui/LightMenu.h"
#include "led_manager.h"
#include "ui/LightSettingsMenu.h" #include "ui/LightSettingsMenu.h"
/** /**
@@ -8,8 +9,8 @@
*/ */
namespace LightMenuItem namespace LightMenuItem
{ {
constexpr uint8_t ACTIVATE = 0; ///< ID for the light activation toggle 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 MODE = 1; ///< ID for the light mode selection
constexpr uint8_t LED_SETTINGS = 2; ///< ID for the LED settings menu item constexpr uint8_t LED_SETTINGS = 2; ///< ID for the LED settings menu item
} // namespace LightMenuItem } // namespace LightMenuItem
@@ -17,7 +18,7 @@ namespace LightMenuOptions
{ {
constexpr std::string LIGHT_ACTIVE = "light_active"; constexpr std::string LIGHT_ACTIVE = "light_active";
constexpr std::string LIGHT_MODE = "light_mode"; constexpr std::string LIGHT_MODE = "light_mode";
} } // namespace LightMenuOptions
LightMenu::LightMenu(menu_options_t *options) : Menu(options), m_options(options) LightMenu::LightMenu(menu_options_t *options) : Menu(options), m_options(options)
{ {
@@ -31,7 +32,7 @@ LightMenu::LightMenu(menu_options_t *options) : Menu(options), m_options(options
// Create mode selection options (Day/Night modes) // Create mode selection options (Day/Night modes)
std::vector<std::string> values; std::vector<std::string> values;
values.emplace_back("Tag"); // Day mode values.emplace_back("Tag"); // Day mode
values.emplace_back("Nacht"); // Night mode values.emplace_back("Nacht"); // Night mode
int mode_value = 0; int mode_value = 0;
if (m_options && m_options->persistenceManager) if (m_options && m_options->persistenceManager)
@@ -56,6 +57,16 @@ void LightMenu::onButtonPressed(const MenuItem &menuItem, const ButtonType butto
if (button == ButtonType::SELECT) if (button == ButtonType::SELECT)
{ {
toggle(menuItem); 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) if (m_options && m_options->persistenceManager)
{ {
const auto value = getItem(menuItem.getId()).getValue() == "1"; const auto value = getItem(menuItem.getId()).getValue() == "1";

View File

@@ -1,93 +1,329 @@
#include "ui/ScreenSaver.h" #include "ui/ScreenSaver.h"
#include <cmath> #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) ScreenSaver::ScreenSaver(menu_options_t *options)
: Widget(options->u8g2), m_options(options), m_animationCounter(0), m_lastSpawnTime(0), m_leftVehicleCount(0),
m_rightVehicleCount(0)
{ {
initStars(); initVehicles();
} }
void ScreenSaver::initStars() void ScreenSaver::initVehicles()
{ {
m_stars.resize(NUM_STARS); m_vehicles.resize(MAX_VEHICLES);
for (auto &star : m_stars) for (auto &vehicle : m_vehicles)
{ {
resetStar(star); vehicle.active = false;
star.z = Z_NEAR + (static_cast<float>(rand()) / RAND_MAX) * (Z_FAR - Z_NEAR);
} }
} }
void ScreenSaver::resetStar(Star &star)
{
star.x = (static_cast<float>(rand()) / RAND_MAX - 0.5f) * 2.0f;
star.y = (static_cast<float>(rand()) / RAND_MAX - 0.5f) * 2.0f;
star.z = Z_FAR;
star.speed = 0.5f + (static_cast<float>(rand()) / RAND_MAX) * 1.5f;
}
void ScreenSaver::update(const uint64_t dt) void ScreenSaver::update(const uint64_t dt)
{ {
m_animationCounter += dt; m_animationCounter += dt;
m_lastSpawnTime += dt;
m_sceneShiftTimer += dt;
if (m_animationCounter > 8) // 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; m_animationCounter = 0;
for (auto &star : m_stars) for (auto &vehicle : m_vehicles)
{ {
star.z -= star.speed * SPEED_MULTIPLIER; if (!vehicle.active)
continue;
if (star.z < Z_NEAR) // Move vehicle
if (vehicle.direction == Direction::LEFT)
{ {
resetStar(star); 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() void ScreenSaver::render()
{ {
// Verwende Page-Buffer Mode statt Full-Buffer für bessere Performance // Clear screen with a black background
// Schwarzer Hintergrund
u8g2_SetDrawColor(u8g2, 0); u8g2_SetDrawColor(u8g2, 0);
u8g2_DrawBox(u8g2, 0, 0, u8g2->width, u8g2->height); u8g2_DrawBox(u8g2, 0, 0, u8g2->width, u8g2->height);
u8g2_SetDrawColor(u8g2, 1); u8g2_SetDrawColor(u8g2, 1);
const int centerX = u8g2->width / 2; // Calculate offsets
const int centerY = u8g2->height / 2; const int roadOffset = (m_animationCounter / 100) % road_horizontal_width;
// Zeichne nur sichtbare Sterne (Clipping) // Draw all active vehicles with a scene offset
for (const auto &star : m_stars) for (const auto &vehicle : m_vehicles)
{ {
// 3D zu 2D Projektion if (vehicle.active)
int screenX = centerX + static_cast<int>((star.x / star.z) * centerX);
int screenY = centerY + static_cast<int>((star.y / star.z) * centerY);
// Frühe Prüfung für Performance
if (screenX < -5 || screenX >= u8g2->width + 5 || screenY < -5 || screenY >= u8g2->height + 5)
{ {
continue; Vehicle offsetVehicle = vehicle;
offsetVehicle.x += m_sceneOffsetX;
offsetVehicle.y += m_sceneOffsetY;
drawVehicle(offsetVehicle);
} }
}
// Vereinfachte Sterndarstellung für bessere Performance // Draw road with offsets
int size = static_cast<int>((1.0f - (star.z - Z_NEAR) / (Z_FAR - Z_NEAR)) * 2.0f); 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);
}
}
if (size <= 0) 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++)
{ {
u8g2_DrawPixel(u8g2, screenX, screenY); // Calculate byte and a bit of position in bitmap
} const int byteIndex = (py * ((width + 7) / 8)) + (px / 8);
else
{ // Check if the pixel is set (white)
// Verwende u8g2_DrawCircle für größere Sterne (schneller) if (const int bitIndex = px % 8; bitmap[byteIndex] & (1 << bitIndex))
u8g2_DrawCircle(u8g2, screenX, screenY, size, U8G2_DRAW_ALL); {
// 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) void ScreenSaver::onButtonClicked(ButtonType button)
{ {
if (m_options && m_options->popScreen) if (m_options && m_options->popScreen)
{ {
m_options->popScreen(); m_options->popScreen();
} }
} }

View File

@@ -0,0 +1,28 @@
if (DEFINED ENV{IDF_PATH})
idf_component_register(SRCS
src/hal_esp32/led_manager.cpp
INCLUDE_DIRS "include"
PRIV_REQUIRES
u8g2
esp_event
persistence-manager
)
return()
endif ()
cmake_minimum_required(VERSION 3.30)
project(led-manager)
add_library(${PROJECT_NAME} STATIC
src/hal_native/led_manager.cpp
src/hal_native/Matrix.cpp
)
include_directories(include)
target_include_directories(${PROJECT_NAME} PUBLIC include)
target_link_libraries(${PROJECT_NAME} PRIVATE
SDL3::SDL3
persistence-manager
)

View File

@@ -0,0 +1,2 @@
dependencies:
espressif/led_strip: '~3.0.1'

View File

@@ -0,0 +1,29 @@
#pragma once
#include "SDL3/SDL_render.h"
#include <cstdint>
class Matrix
{
public:
explicit Matrix(SDL_WindowID windowId, SDL_Renderer *renderer, uint8_t cols, uint8_t rows);
[[nodiscard]] SDL_Renderer *renderer() const;
void Render() const;
[[nodiscard]] SDL_WindowID windowId() const;
private:
void DrawColoredGrid() const;
SDL_WindowID m_windowId;
SDL_Renderer *m_renderer;
uint8_t m_cols;
uint8_t m_rows;
static constexpr float cellSize = 50.0f;
static constexpr float spacing = 1.0f;
};

View File

@@ -0,0 +1,22 @@
#pragma once
#include <cstdint>
enum
{
EVENT_LED_ON,
EVENT_LED_OFF,
EVENT_LED_DAY,
EVENT_LED_NIGHT,
};
typedef struct
{
int value;
} led_event_data_t;
uint64_t wled_init();
uint64_t register_handler();
uint64_t send_event(uint32_t event, led_event_data_t *payload);

View File

@@ -0,0 +1,92 @@
#include "led_manager.h"
#include "esp_event.h"
#include "esp_log.h"
#include "led_strip.h"
#include "sdkconfig.h"
led_strip_handle_t led_strip;
static const uint32_t value = 5;
ESP_EVENT_DECLARE_BASE(LED_EVENTS_BASE);
ESP_EVENT_DEFINE_BASE(LED_EVENTS_BASE);
esp_event_loop_handle_t loop_handle;
const char *TAG = "LED";
uint64_t wled_init(void)
{
led_strip_config_t strip_config = {.strip_gpio_num = CONFIG_WLED_DIN_PIN,
.max_leds = 64,
.led_model = LED_MODEL_WS2812,
.color_component_format = LED_STRIP_COLOR_COMPONENT_FMT_RGB,
.flags = {
.invert_out = false,
}};
led_strip_rmt_config_t rmt_config = {.clk_src = RMT_CLK_SRC_DEFAULT,
.resolution_hz = 0,
.mem_block_symbols = 0,
.flags = {
.with_dma = true,
}};
ESP_ERROR_CHECK(led_strip_new_rmt_device(&strip_config, &rmt_config, &led_strip));
for (uint32_t i = 0; i < 64; i++)
{
led_strip_set_pixel(led_strip, i, 0, 0, 0);
}
led_strip_refresh(led_strip);
return ESP_OK;
}
void event_handler(void *arg, esp_event_base_t base, int32_t id, void *event_data)
{
if (id == EVENT_LED_ON || id == EVENT_LED_OFF)
{
auto brightness = (id == EVENT_LED_ON) ? value : 0;
for (uint32_t i = 0; i < 64; i++)
{
led_strip_set_pixel(led_strip, i, brightness, brightness, brightness);
}
led_strip_refresh(led_strip);
}
}
uint64_t register_handler(void)
{
esp_event_loop_args_t loop_args = {
.queue_size = 2, .task_name = "led_manager", .task_priority = 5, .task_stack_size = 4096, .task_core_id = 1};
esp_event_loop_create(&loop_args, &loop_handle);
esp_event_handler_register_with(loop_handle, LED_EVENTS_BASE, ESP_EVENT_ANY_ID, event_handler, NULL);
return ESP_OK;
}
uint64_t send_event(uint32_t event, led_event_data_t *payload)
{
if (payload == nullptr)
{
return ESP_ERR_INVALID_ARG;
}
esp_err_t err = esp_event_post_to(loop_handle, // Event-Loop Handle
LED_EVENTS_BASE, // Event Base
event, // Event ID (EVENT_LED_ON, EVENT_LED_OFF, etc.)
payload, // Daten-Pointer
sizeof(led_event_data_t), // Datengröße
portMAX_DELAY // Wartezeit
);
if (err != ESP_OK)
{
ESP_LOGE("LED", "Failed to post event: %s", esp_err_to_name(err));
return err;
}
return ESP_OK;
}

View File

@@ -0,0 +1,64 @@
#include "Matrix.h"
#include "SDL3/SDL.h"
Matrix::Matrix(uint32_t windowID, SDL_Renderer *renderer, const uint8_t cols, const uint8_t rows)
: m_windowId(windowID), m_renderer(renderer), m_cols(cols), m_rows(rows)
{
}
SDL_Renderer *Matrix::renderer() const
{
return m_renderer;
}
SDL_WindowID Matrix::windowId() const
{
return m_windowId;
}
void Matrix::DrawColoredGrid() const
{
int i = 0;
for (int w = 0; w < m_cols; w++)
{
const auto phase = w % (2 * m_rows);
for (int h_raw = 0; h_raw < m_rows; h_raw++)
{
int h;
if (phase < m_rows)
{
h = h_raw;
}
else
{
h = m_rows - 1 - h_raw;
}
constexpr auto rectSize = cellSize - 2.0f * spacing;
const auto x = static_cast<float>(w) * cellSize + spacing;
const auto y = static_cast<float>(h) * cellSize + spacing;
auto rect = SDL_FRect{x, y, rectSize, rectSize};
i++;
const auto red = static_cast<Uint8>(static_cast<float>(i) * 255.0f);
const auto green = static_cast<Uint8>(static_cast<float>(i) * 255.0f);
const auto blue = static_cast<Uint8>(static_cast<float>(i) * 255.0f);
SDL_SetRenderDrawColor(m_renderer, red, green, blue, 255);
SDL_RenderFillRect(m_renderer, &rect);
}
}
}
void Matrix::Render() const
{
SDL_SetRenderDrawColor(m_renderer, 0, 0, 0, 255);
SDL_RenderClear(m_renderer);
DrawColoredGrid();
SDL_RenderPresent(m_renderer);
}

View File

@@ -0,0 +1,16 @@
#include "led_manager.h"
uint64_t wled_init(void)
{
return 0;
}
uint64_t register_handler(void)
{
return 0;
}
uint64_t send_event(uint32_t event, led_event_data_t *payload)
{
return 0;
}

View File

@@ -0,0 +1,24 @@
if (DEFINED ENV{IDF_PATH})
idf_component_register(SRCS
src/hal_esp32/PersistenceManager.cpp
INCLUDE_DIRS "include"
REQUIRES
nvs_flash
)
return()
endif ()
cmake_minimum_required(VERSION 3.30)
project(persistence-manager)
add_library(${PROJECT_NAME} STATIC
src/hal_native/PersistenceManager.cpp
)
include_directories(include)
target_include_directories(${PROJECT_NAME} PUBLIC include)
target_link_libraries(${PROJECT_NAME} PRIVATE
SDL3::SDL3
)

View File

@@ -35,49 +35,21 @@ public:
* @brief Template method for type-safe retrieval of values * @brief Template method for type-safe retrieval of values
* @tparam T The type of value to retrieve * @tparam T The type of value to retrieve
* @param key The key to look up * @param key The key to look up
* @param defaultValue The default value to return if key is not found * @param defaultValue The default value to return if the key is not found
* @return The stored value or default value if key doesn't exist * @return The stored value or default value if the key doesn't exist
*/ */
template<typename T> template<typename T>
T GetValue(const std::string& key, const T& defaultValue = T{}) const { [[nodiscard]] T GetValue(const std::string& key, const T& defaultValue = T{}) const {
return GetValueImpl<T>(key, defaultValue); return GetValueImpl<T>(key, defaultValue);
} }
/**
* @brief Convenience methods for setting specific types
*/
void SetBool(const std::string& key, bool value) { SetValue(key, value); }
void SetInt(const std::string& key, int value) { SetValue(key, value); }
void SetFloat(const std::string& key, float value) { SetValue(key, value); }
void SetDouble(const std::string& key, double value) { SetValue(key, value); }
void SetString(const std::string& key, const std::string& value) { SetValue(key, value); }
/**
* @brief Convenience methods for getting specific types with default values
*/
bool GetBool(const std::string& key, bool defaultValue = false) const {
return GetValue(key, defaultValue);
}
int GetInt(const std::string& key, int defaultValue = 0) const {
return GetValue(key, defaultValue);
}
float GetFloat(const std::string& key, float defaultValue = 0.0f) const {
return GetValue(key, defaultValue);
}
double GetDouble(const std::string& key, double defaultValue = 0.0) const {
return GetValue(key, defaultValue);
}
std::string GetString(const std::string& key, const std::string& defaultValue = "") const {
return GetValue(key, defaultValue);
}
/** /**
* @brief Utility methods for key management * @brief Utility methods for key management
*/ */
virtual bool HasKey(const std::string& key) const = 0; ///< Check if a key exists [[nodiscard]] virtual bool HasKey(const std::string& key) const = 0; ///< Check if a key exists
virtual void RemoveKey(const std::string& key) = 0; ///< Remove a key-value pair virtual void RemoveKey(const std::string& key) = 0; ///< Remove a key-value pair
virtual void Clear() = 0; ///< Clear all stored data virtual void Clear() = 0; ///< Clear all stored data
virtual size_t GetKeyCount() const = 0; ///< Get the number of stored keys [[nodiscard]] virtual size_t GetKeyCount() const = 0; ///< Get the number of stored keys
/** /**
* @brief Persistence operations * @brief Persistence operations
@@ -96,11 +68,11 @@ protected:
virtual void SetValueImpl(const std::string& key, double value) = 0; virtual void SetValueImpl(const std::string& key, double value) = 0;
virtual void SetValueImpl(const std::string& key, const std::string& value) = 0; virtual void SetValueImpl(const std::string& key, const std::string& value) = 0;
virtual bool GetValueImpl(const std::string& key, bool defaultValue) const = 0; [[nodiscard]] virtual bool GetValueImpl(const std::string& key, bool defaultValue) const = 0;
virtual int GetValueImpl(const std::string& key, int defaultValue) const = 0; [[nodiscard]] virtual int GetValueImpl(const std::string& key, int defaultValue) const = 0;
virtual float GetValueImpl(const std::string& key, float defaultValue) const = 0; [[nodiscard]] virtual float GetValueImpl(const std::string& key, float defaultValue) const = 0;
virtual double GetValueImpl(const std::string& key, double defaultValue) const = 0; [[nodiscard]] virtual double GetValueImpl(const std::string& key, double defaultValue) const = 0;
virtual std::string GetValueImpl(const std::string& key, const std::string& defaultValue) const = 0; [[nodiscard]] virtual std::string GetValueImpl(const std::string& key, const std::string& defaultValue) const = 0;
private: private:
/** /**
@@ -111,18 +83,18 @@ private:
* @return The retrieved value or default if not found * @return The retrieved value or default if not found
*/ */
template<typename T> template<typename T>
T GetValueImpl(const std::string& key, const T& defaultValue) const [[nodiscard]] T GetValueImpl(const std::string& key, const T& defaultValue) const
{ {
if constexpr (std::is_same_v<T, bool>) { if constexpr (std::is_same_v<T, bool>) {
return GetValueImpl(key, defaultValue); return GetValueImpl(key, static_cast<bool>(defaultValue));
} else if constexpr (std::is_same_v<T, int>) { } else if constexpr (std::is_same_v<T, int>) {
return GetValueImpl(key, defaultValue); return GetValueImpl(key, static_cast<int>(defaultValue));
} else if constexpr (std::is_same_v<T, float>) { } else if constexpr (std::is_same_v<T, float>) {
return GetValueImpl(key, defaultValue); return GetValueImpl(key, static_cast<float>(defaultValue));
} else if constexpr (std::is_same_v<T, double>) { } else if constexpr (std::is_same_v<T, double>) {
return GetValueImpl(key, defaultValue); return GetValueImpl(key, static_cast<double>(defaultValue));
} else if constexpr (std::is_same_v<T, std::string>) { } else if constexpr (std::is_same_v<T, std::string>) {
return GetValueImpl(key, defaultValue); return GetValueImpl(key, static_cast<const std::string&>(defaultValue));
} else { } else {
static_assert(std::is_same_v<T, bool> || static_assert(std::is_same_v<T, bool> ||
std::is_same_v<T, int> || std::is_same_v<T, int> ||
@@ -130,7 +102,7 @@ private:
std::is_same_v<T, double> || std::is_same_v<T, double> ||
std::is_same_v<T, std::string>, std::is_same_v<T, std::string>,
"Unsupported type for IPersistenceManager"); "Unsupported type for IPersistenceManager");
return defaultValue; // This line will never be reached, but satisfies compiler return defaultValue; // This line will never be reached, but satisfies the compiler
} }
} }
}; };

View File

@@ -14,7 +14,7 @@
* in flash memory, providing a platform-optimized solution for * in flash memory, providing a platform-optimized solution for
* embedded systems. * embedded systems.
*/ */
class PersistenceManager : public IPersistenceManager class PersistenceManager final : public IPersistenceManager
{ {
private: private:
nvs_handle_t nvs_handle_; nvs_handle_t nvs_handle_;
@@ -25,7 +25,6 @@ class PersistenceManager : public IPersistenceManager
explicit PersistenceManager(const std::string &nvs_namespace = "config"); explicit PersistenceManager(const std::string &nvs_namespace = "config");
~PersistenceManager() override; ~PersistenceManager() override;
// IPersistenceManager implementation
bool HasKey(const std::string &key) const override; bool HasKey(const std::string &key) const override;
void RemoveKey(const std::string &key) override; void RemoveKey(const std::string &key) override;
void Clear() override; void Clear() override;
@@ -34,7 +33,6 @@ class PersistenceManager : public IPersistenceManager
bool Save() override; bool Save() override;
bool Load() override; bool Load() override;
// ESP32-specific methods
bool Initialize(); bool Initialize();
void Deinitialize(); void Deinitialize();
bool IsInitialized() const bool IsInitialized() const
@@ -43,7 +41,6 @@ class PersistenceManager : public IPersistenceManager
} }
protected: protected:
// Template-spezifische Implementierungen
void SetValueImpl(const std::string &key, bool value) override; void SetValueImpl(const std::string &key, bool value) override;
void SetValueImpl(const std::string &key, int value) override; void SetValueImpl(const std::string &key, int value) override;
void SetValueImpl(const std::string &key, float value) override; void SetValueImpl(const std::string &key, float value) override;

View File

@@ -1,6 +1,6 @@
#pragma once #pragma once
#include "common/IPersistenceManager.h" #include "../IPersistenceManager.h"
#include <SDL3/SDL.h> #include <SDL3/SDL.h>
#include <unordered_map> #include <unordered_map>
#include <variant> #include <variant>
@@ -16,42 +16,38 @@ public:
>; >;
private: private:
std::unordered_map<std::string, ValueType> data_; std::unordered_map<std::string, ValueType> m_data;
std::string filename_; std::string m_filename;
public: public:
explicit PersistenceManager(std::string filename = "settings.dat"); explicit PersistenceManager(std::string filename = "settings.dat");
~PersistenceManager() override; ~PersistenceManager() override;
// IPersistenceManager implementation [[nodiscard]] bool HasKey(const std::string& key) const override;
bool HasKey(const std::string& key) const override;
void RemoveKey(const std::string& key) override; void RemoveKey(const std::string& key) override;
void Clear() override; void Clear() override;
size_t GetKeyCount() const override { return data_.size(); } [[nodiscard]] size_t GetKeyCount() const override { return m_data.size(); }
bool Save() override; bool Save() override;
bool Load() override; bool Load() override;
// Erweiterte SDL3-spezifische Methoden
bool SaveToFile(const std::string& filename); bool SaveToFile(const std::string& filename);
bool LoadFromFile(const std::string& filename); bool LoadFromFile(const std::string& filename);
protected: protected:
// Template-spezifische Implementierungen
void SetValueImpl(const std::string& key, bool value) override; void SetValueImpl(const std::string& key, bool value) override;
void SetValueImpl(const std::string& key, int value) override; void SetValueImpl(const std::string& key, int value) override;
void SetValueImpl(const std::string& key, float value) override; void SetValueImpl(const std::string& key, float value) override;
void SetValueImpl(const std::string& key, double value) override; void SetValueImpl(const std::string& key, double value) override;
void SetValueImpl(const std::string& key, const std::string& value) override; void SetValueImpl(const std::string& key, const std::string& value) override;
bool GetValueImpl(const std::string& key, bool defaultValue) const override; [[nodiscard]] bool GetValueImpl(const std::string& key, bool defaultValue) const override;
int GetValueImpl(const std::string& key, int defaultValue) const override; [[nodiscard]] int GetValueImpl(const std::string& key, int defaultValue) const override;
float GetValueImpl(const std::string& key, float defaultValue) const override; [[nodiscard]] float GetValueImpl(const std::string& key, float defaultValue) const override;
double GetValueImpl(const std::string& key, double defaultValue) const override; [[nodiscard]] double GetValueImpl(const std::string& key, double defaultValue) const override;
std::string GetValueImpl(const std::string& key, const std::string& defaultValue) const override; [[nodiscard]] std::string GetValueImpl(const std::string& key, const std::string& defaultValue) const override;
private: private:
// Interne Hilfsmethoden für Serialisierung
static bool WriteValueToStream(SDL_IOStream* stream, const ValueType& value) ; static bool WriteValueToStream(SDL_IOStream* stream, const ValueType& value) ;
static bool ReadValueFromStream(SDL_IOStream* stream, ValueType& value) ; static bool ReadValueFromStream(SDL_IOStream* stream, ValueType& value) ;

View File

@@ -1,5 +1,4 @@
#ifdef ESP_PLATFORM #include "hal_esp32/PersistenceManager.h"
#include "common/PersistenceManager.h"
#include <cstring> #include <cstring>
#include <esp_log.h> #include <esp_log.h>
@@ -9,6 +8,7 @@ PersistenceManager::PersistenceManager(const std::string &nvs_namespace)
: namespace_(nvs_namespace), initialized_(false) : namespace_(nvs_namespace), initialized_(false)
{ {
Initialize(); Initialize();
Load();
} }
PersistenceManager::~PersistenceManager() PersistenceManager::~PersistenceManager()
@@ -291,5 +291,3 @@ std::string PersistenceManager::GetValueImpl(const std::string &key, const std::
return value; return value;
} }
#endif // ESP32

View File

@@ -0,0 +1,338 @@
#include "hal_native/PersistenceManager.h"
#include <SDL3/SDL.h>
#include <utility>
PersistenceManager::PersistenceManager(std::string filename) : m_filename(std::move(filename))
{
if (!SDL_WasInit(SDL_INIT_EVENTS))
{
SDL_Init(SDL_INIT_EVENTS);
}
Load();
}
PersistenceManager::~PersistenceManager()
{
Save();
}
bool PersistenceManager::HasKey(const std::string &key) const
{
return m_data.contains(key);
}
void PersistenceManager::RemoveKey(const std::string &key)
{
m_data.erase(key);
}
void PersistenceManager::Clear()
{
m_data.clear();
}
bool PersistenceManager::Save()
{
return SaveToFile(m_filename);
}
bool PersistenceManager::Load()
{
return LoadFromFile(m_filename);
}
bool PersistenceManager::SaveToFile(const std::string &filename)
{
SDL_IOStream *stream = SDL_IOFromFile(filename.c_str(), "wb");
if (!stream)
{
SDL_Log("Error opening file for writing: %s", SDL_GetError());
return false;
}
const size_t count = m_data.size();
if (SDL_WriteIO(stream, &count, sizeof(count)) != sizeof(count))
{
SDL_Log("Error writing count: %s", SDL_GetError());
SDL_CloseIO(stream);
return false;
}
for (const auto &[key, value] : m_data)
{
size_t keyLength = key.length();
if (SDL_WriteIO(stream, &keyLength, sizeof(keyLength)) != sizeof(keyLength))
{
SDL_Log("Error writing key length: %s", SDL_GetError());
SDL_CloseIO(stream);
return false;
}
if (SDL_WriteIO(stream, key.c_str(), keyLength) != keyLength)
{
SDL_Log("Error writing key: %s", SDL_GetError());
SDL_CloseIO(stream);
return false;
}
if (!WriteValueToStream(stream, value))
{
SDL_CloseIO(stream);
return false;
}
}
SDL_CloseIO(stream);
return true;
}
bool PersistenceManager::LoadFromFile(const std::string &filename)
{
SDL_IOStream *stream = SDL_IOFromFile(filename.c_str(), "rb");
if (!stream)
{
SDL_Log("File not found or error opening: %s", SDL_GetError());
return false;
}
m_data.clear();
size_t count;
if (SDL_ReadIO(stream, &count, sizeof(count)) != sizeof(count))
{
SDL_Log("Error reading count: %s", SDL_GetError());
SDL_CloseIO(stream);
return false;
}
for (size_t i = 0; i < count; ++i)
{
size_t keyLength;
if (SDL_ReadIO(stream, &keyLength, sizeof(keyLength)) != sizeof(keyLength))
{
SDL_Log("Error reading key length: %s", SDL_GetError());
SDL_CloseIO(stream);
return false;
}
std::string key(keyLength, '\0');
if (SDL_ReadIO(stream, key.data(), keyLength) != keyLength)
{
SDL_Log("Error reading key: %s", SDL_GetError());
SDL_CloseIO(stream);
return false;
}
ValueType value;
if (!ReadValueFromStream(stream, value))
{
SDL_CloseIO(stream);
return false;
}
m_data[key] = value;
}
SDL_CloseIO(stream);
return true;
}
void PersistenceManager::SetValueImpl(const std::string &key, bool value)
{
m_data[key] = value;
}
void PersistenceManager::SetValueImpl(const std::string &key, int value)
{
m_data[key] = value;
}
void PersistenceManager::SetValueImpl(const std::string &key, float value)
{
m_data[key] = value;
}
void PersistenceManager::SetValueImpl(const std::string &key, double value)
{
m_data[key] = value;
}
void PersistenceManager::SetValueImpl(const std::string &key, const std::string &value)
{
m_data[key] = value;
}
bool PersistenceManager::GetValueImpl(const std::string &key, bool defaultValue) const
{
if (const auto it = m_data.find(key); it != m_data.end() && std::holds_alternative<bool>(it->second))
{
return std::get<bool>(it->second);
}
return defaultValue;
}
int PersistenceManager::GetValueImpl(const std::string &key, int defaultValue) const
{
if (const auto it = m_data.find(key); it != m_data.end() && std::holds_alternative<int>(it->second))
{
return std::get<int>(it->second);
}
return defaultValue;
}
float PersistenceManager::GetValueImpl(const std::string &key, float defaultValue) const
{
if (const auto it = m_data.find(key); it != m_data.end() && std::holds_alternative<float>(it->second))
{
return std::get<float>(it->second);
}
return defaultValue;
}
double PersistenceManager::GetValueImpl(const std::string &key, double defaultValue) const
{
if (const auto it = m_data.find(key); it != m_data.end() && std::holds_alternative<double>(it->second))
{
return std::get<double>(it->second);
}
return defaultValue;
}
std::string PersistenceManager::GetValueImpl(const std::string &key, const std::string &defaultValue) const
{
if (const auto it = m_data.find(key); it != m_data.end() && std::holds_alternative<std::string>(it->second))
{
return std::get<std::string>(it->second);
}
return defaultValue;
}
bool PersistenceManager::WriteValueToStream(SDL_IOStream *stream, const ValueType &value)
{
const TypeId typeId = GetTypeId(value);
if (SDL_WriteIO(stream, &typeId, sizeof(typeId)) != sizeof(typeId))
{
SDL_Log("Error writing type ID: %s", SDL_GetError());
return false;
}
switch (typeId)
{
case TypeId::BOOL: {
const bool val = std::get<bool>(value);
return SDL_WriteIO(stream, &val, sizeof(val)) == sizeof(val);
}
case TypeId::INT: {
const int val = std::get<int>(value);
return SDL_WriteIO(stream, &val, sizeof(val)) == sizeof(val);
}
case TypeId::FLOAT: {
const float val = std::get<float>(value);
return SDL_WriteIO(stream, &val, sizeof(val)) == sizeof(val);
}
case TypeId::DOUBLE: {
const double val = std::get<double>(value);
return SDL_WriteIO(stream, &val, sizeof(val)) == sizeof(val);
}
case TypeId::STRING: {
const auto &str = std::get<std::string>(value);
const size_t length = str.length();
if (SDL_WriteIO(stream, &length, sizeof(length)) != sizeof(length))
{
return false;
}
return SDL_WriteIO(stream, str.c_str(), length) == length;
}
}
return false;
}
bool PersistenceManager::ReadValueFromStream(SDL_IOStream *stream, ValueType &value)
{
TypeId typeId;
if (SDL_ReadIO(stream, &typeId, sizeof(typeId)) != sizeof(typeId))
{
SDL_Log("Error reading type ID: %s", SDL_GetError());
return false;
}
switch (typeId)
{
case TypeId::BOOL: {
bool val;
if (SDL_ReadIO(stream, &val, sizeof(val)) == sizeof(val))
{
value = val;
return true;
}
break;
}
case TypeId::INT: {
int val;
if (SDL_ReadIO(stream, &val, sizeof(val)) == sizeof(val))
{
value = val;
return true;
}
break;
}
case TypeId::FLOAT: {
float val;
if (SDL_ReadIO(stream, &val, sizeof(val)) == sizeof(val))
{
value = val;
return true;
}
break;
}
case TypeId::DOUBLE: {
double val;
if (SDL_ReadIO(stream, &val, sizeof(val)) == sizeof(val))
{
value = val;
return true;
}
break;
}
case TypeId::STRING: {
size_t length;
if (SDL_ReadIO(stream, &length, sizeof(length)) != sizeof(length))
{
return false;
}
std::string str(length, '\0');
if (SDL_ReadIO(stream, str.data(), length) == length)
{
value = str;
return true;
}
break;
}
}
SDL_Log("Error reading value: %s", SDL_GetError());
return false;
}
PersistenceManager::TypeId PersistenceManager::GetTypeId(const ValueType &value)
{
if (std::holds_alternative<bool>(value))
return TypeId::BOOL;
if (std::holds_alternative<int>(value))
return TypeId::INT;
if (std::holds_alternative<float>(value))
return TypeId::FLOAT;
if (std::holds_alternative<double>(value))
return TypeId::DOUBLE;
if (std::holds_alternative<std::string>(value))
return TypeId::STRING;
return TypeId::BOOL;
}

View File

@@ -1,12 +1,16 @@
idf_component_register(SRCS idf_component_register(SRCS
"main.cpp" main.cpp
"app_task.cpp" app_task.cpp
"button_handling.c" ../components/persistence-manager/src/hal_esp32/PersistenceManager.cpp
"hal/u8g2_esp32_hal.c" button_handling.c
hal/u8g2_esp32_hal.c
INCLUDE_DIRS "." INCLUDE_DIRS "."
PRIV_REQUIRES PRIV_REQUIRES
insa insa
led-manager
persistence-manager
u8g2 u8g2
driver driver
esp_timer esp_timer
esp_event
) )

7
main/Kconfig.projbuild Normal file
View File

@@ -0,0 +1,7 @@
menu "Warnemuende Lighthouse"
config WLED_DIN_PIN
int "WLED Data In Pin"
default 14
help
The number of the WLED data in pin.
endmenu

View File

@@ -7,7 +7,7 @@
#include "button_handling.h" #include "button_handling.h"
#include "common/InactivityTracker.h" #include "common/InactivityTracker.h"
#include "common/PersistenceManager.h" #include "hal_esp32/PersistenceManager.h"
#include "ui/ScreenSaver.h" #include "ui/ScreenSaver.h"
#include "ui/SplashScreen.h" #include "ui/SplashScreen.h"
@@ -101,7 +101,6 @@ static void init_ui(void)
.onButtonClicked = nullptr, .onButtonClicked = nullptr,
.persistenceManager = std::make_shared<PersistenceManager>(), .persistenceManager = std::make_shared<PersistenceManager>(),
}; };
options.persistenceManager->Load();
m_widget = std::make_shared<SplashScreen>(&options); m_widget = std::make_shared<SplashScreen>(&options);
m_inactivityTracker = std::make_unique<InactivityTracker>(60000, []() { m_inactivityTracker = std::make_unique<InactivityTracker>(60000, []() {
auto screensaver = std::make_shared<ScreenSaver>(&options); auto screensaver = std::make_shared<ScreenSaver>(&options);

View File

@@ -1,155 +1,86 @@
#include "button_handling.h" #include "button_handling.h"
#include "button_gpio.h"
#include "common.h"
#include "driver/gpio.h" #include "driver/gpio.h"
#include "driver/i2c.h"
#include "esp_err.h" #include "esp_err.h"
#include "esp_log.h" #include "esp_log.h"
#include "esp_mac.h" #include "esp_mac.h"
#include "esp_timer.h"
#include "freertos/FreeRTOS.h" #include "freertos/FreeRTOS.h"
#include "freertos/queue.h" #include "iot_button.h"
#include "freertos/task.h"
#include "sdkconfig.h" #include "sdkconfig.h"
#include <stdio.h> #include <stdio.h>
#include <string.h> #include <string.h>
#include "common.h"
static const char *TAG = "button_handling"; static const char *TAG = "button_handling";
#define DEBOUNCE_TIME_MS (50) // Shorter debounce time for timer-based debouncing const uint8_t gpios[] = {BUTTON_DOWN, BUTTON_UP, BUTTON_LEFT, BUTTON_RIGHT, BUTTON_SELECT, BUTTON_BACK};
#define BUTTON_QUEUE_LENGTH 5
#define BUTTON_QUEUE_ITEM_SIZE sizeof(uint8_t)
const uint8_t pins[] = {BUTTON_DOWN, BUTTON_UP, BUTTON_LEFT, BUTTON_RIGHT, BUTTON_SELECT, BUTTON_BACK}; typedef struct
{
uint8_t gpio;
} button_user_data_t;
static button_user_data_t button_data[6];
QueueHandle_t buttonQueue = NULL; QueueHandle_t buttonQueue = NULL;
// Structure for button state static void button_event_cb(void *arg, void *usr_data)
typedef struct
{ {
uint8_t pin; if (buttonQueue == NULL)
esp_timer_handle_t timer;
bool is_pressed;
int64_t last_interrupt_time;
} button_state_t;
// Array for button states
static button_state_t button_states[6];
// Timer callback for debouncing
static void button_timer_callback(void *arg)
{
button_state_t *button = (button_state_t *)arg;
// Check current GPIO state
int level = gpio_get_level(button->pin);
// Button is pressed (LOW) and was not pressed before
if (level == 0 && !button->is_pressed)
{ {
button->is_pressed = true; ESP_LOGE(TAG, "Button queue not initialized!");
return;
// Send button press to queue
uint8_t press_signal = button->pin;
xQueueSend(buttonQueue, &press_signal, 0);
ESP_LOGD(TAG, "Button %d pressed", button->pin);
} }
// Button is released (HIGH) and was pressed before button_user_data_t *data = (button_user_data_t *)usr_data;
else if (level == 1 && button->is_pressed) uint8_t gpio_num = data->gpio;
ESP_LOGI(TAG, "Button pressed on GPIO %d", gpio_num);
if (xQueueSend(buttonQueue, &gpio_num, 0) != pdTRUE)
{ {
button->is_pressed = false; ESP_LOGW(TAG, "Failed to send button press to queue");
ESP_LOGD(TAG, "Button %d released", button->pin);
} }
} }
// ISR Handler - only starts the timer static void create_button(uint8_t gpio, int index)
void IRAM_ATTR button_isr_handler(void *arg)
{ {
button_state_t *button = (button_state_t *)arg; const button_config_t btn_cfg = {0};
int64_t now = esp_timer_get_time(); const button_gpio_config_t btn_gpio_cfg = {
.gpio_num = gpio,
// Simple time-based debouncing in ISR .active_level = 0,
if ((now - button->last_interrupt_time) > (DEBOUNCE_TIME_MS * 1000)) .enable_power_save = true,
};
button_handle_t gpio_btn = NULL;
const esp_err_t ret = iot_button_new_gpio_device(&btn_cfg, &btn_gpio_cfg, &gpio_btn);
if (ret != ESP_OK)
{ {
button->last_interrupt_time = now; ESP_LOGE(TAG, "Button create failed");
// Start/restart the timer
esp_timer_stop(button->timer);
esp_timer_start_once(button->timer, DEBOUNCE_TIME_MS * 1000);
} }
button_data[index].gpio = gpio;
iot_button_register_cb(gpio_btn, BUTTON_SINGLE_CLICK, NULL, button_event_cb, &button_data[index]);
} }
void setup_buttons(void) void setup_buttons(void)
{ {
buttonQueue = xQueueCreate(BUTTON_QUEUE_LENGTH, BUTTON_QUEUE_ITEM_SIZE); buttonQueue = xQueueCreate(10, sizeof(uint8_t));
if (buttonQueue == NULL) if (buttonQueue == NULL)
{ {
ESP_LOGE(TAG, "Error while Queue creation!"); ESP_LOGE(TAG, "Failed to create button queue");
return; return;
} }
ESP_LOGI(TAG, "Button Queue created.");
esp_err_t isr_service_err = gpio_install_isr_service(ESP_INTR_FLAG_IRAM); ESP_LOGI(TAG, "Button queue created successfully");
if (isr_service_err != ESP_OK && isr_service_err != ESP_ERR_INVALID_STATE) for (int i = 0; i < sizeof(gpios) / sizeof(gpios[0]); i++)
{ {
ESP_LOGE(TAG, "Error in gpio_install_isr_service: %s", esp_err_to_name(isr_service_err)); create_button(gpios[i], i);
}
// Timer configuration
esp_timer_create_args_t timer_args = {.callback = button_timer_callback, .name = "button_debounce"};
for (int i = 0; i < sizeof(pins) / sizeof(pins[0]); i++)
{
const uint8_t pin = pins[i];
// Initialize button state
button_states[i].pin = pin;
button_states[i].is_pressed = false;
button_states[i].last_interrupt_time = 0;
// Create timer for this button
timer_args.arg = &button_states[i];
esp_err_t timer_err = esp_timer_create(&timer_args, &button_states[i].timer);
if (timer_err != ESP_OK)
{
ESP_LOGE(TAG, "Failed to create timer for button %d: %s", pin, esp_err_to_name(timer_err));
continue;
}
// GPIO configuration
gpio_config_t io_conf = {.intr_type = GPIO_INTR_ANYEDGE, // React to both edges
.pin_bit_mask = (1ULL << pin),
.mode = GPIO_MODE_INPUT,
.pull_up_en = GPIO_PULLUP_ENABLE,
.pull_down_en = GPIO_PULLDOWN_DISABLE};
gpio_config(&io_conf);
// Add ISR handler
esp_err_t add_isr_err = gpio_isr_handler_add(pin, button_isr_handler, &button_states[i]);
if (add_isr_err != ESP_OK)
{
ESP_LOGE(TAG, "Error in gpio_isr_handler_add: %s", esp_err_to_name(add_isr_err));
}
ESP_LOGD(TAG, "Button interrupt configured for GPIO %d", pin);
} }
} }
// Cleanup function (optional) // Cleanup function (optional)
void cleanup_buttons(void) void cleanup_buttons(void)
{ {
for (int i = 0; i < sizeof(pins) / sizeof(pins[0]); i++)
{
if (button_states[i].timer != NULL)
{
esp_timer_stop(button_states[i].timer);
esp_timer_delete(button_states[i].timer);
}
gpio_isr_handler_remove(button_states[i].pin);
}
if (buttonQueue != NULL) if (buttonQueue != NULL)
{ {
vQueueDelete(buttonQueue); vQueueDelete(buttonQueue);

View File

@@ -1,82 +1,10 @@
/**
* @file button_handling.h
* @brief Button input handling system for user interface interaction
* @details This header defines the button handling subsystem which manages
* hardware button inputs, debouncing, interrupt processing, and
* event queue management. It provides a robust foundation for
* reliable user input processing in embedded applications.
* @author System Control Team
* @date 2025-06-20
*/
#pragma once #pragma once
#ifdef __cplusplus #ifdef __cplusplus
extern "C" extern "C"
{ {
#endif #endif
/**
* @brief Initializes the button handling subsystem and configures hardware
*
* @details This function sets up the complete button handling infrastructure:
* - GPIO configuration for button input pins with pull-up resistors
* - Interrupt service routine installation for responsive input
* - Debouncing timer creation and configuration
* - FreeRTOS queue creation for button event buffering
* - Button state tracking structure initialization
*
* The function configures all defined button pins to trigger interrupts
* on both rising and falling edges, enabling detection of both press
* and release events. Each button uses a dedicated timer for debouncing
* to ensure reliable input processing even with mechanical switch bounce.
*
* Button events are queued using FreeRTOS queues to ensure no input
* events are lost during high system activity periods. The queue-based
* approach also decouples interrupt handling from application processing.
*
* @pre ESP32 GPIO and timer subsystems must be available and functional
* @pre FreeRTOS must be running and queue services available
* @post All button pins are configured and ready for input detection
* @post Button event queue is created and ready for event processing
* @post Interrupt handlers are installed and active
*
* @note This function must be called during system initialization before
* any button input processing is expected
* @note The function configures hardware-specific GPIO pins as defined
* in the project configuration
*
* @see cleanup_buttons() for proper resource cleanup
*/
void setup_buttons(void); void setup_buttons(void);
/**
* @brief Cleans up button handling resources and disables interrupts
*
* @details This function performs complete cleanup of the button handling
* subsystem by:
* - Stopping and deleting all debouncing timers
* - Removing GPIO interrupt handlers from all button pins
* - Deleting the button event queue and freeing associated memory
* - Resetting button state tracking structures
*
* This cleanup function ensures proper resource management and prevents
* memory leaks when the button handling subsystem is no longer needed.
* It can be called during system shutdown or when reconfiguring the
* input handling subsystem.
*
* @pre Button handling subsystem must have been previously initialized
* @post All button-related interrupts are disabled and handlers removed
* @post All timers are stopped and deleted, freeing system resources
* @post Button event queue is deleted and memory is released
* @post GPIO pins are returned to default state
*
* @note This function should be called during system shutdown or when
* button handling is no longer required
* @note After calling this function, setup_buttons() must be called
* again before button input can be processed
*
* @see setup_buttons() for initialization of the button handling system
*/
void cleanup_buttons(void); void cleanup_buttons(void);
#ifdef __cplusplus #ifdef __cplusplus
} }

View File

@@ -3,3 +3,4 @@ dependencies:
git: https://github.com/olikraus/u8g2.git git: https://github.com/olikraus/u8g2.git
# u8g2_hal: # u8g2_hal:
# git: https://github.com/mkfrey/u8g2-hal-esp-idf.git # git: https://github.com/mkfrey/u8g2-hal-esp-idf.git
espressif/button: ^4.1.3

View File

@@ -1,5 +1,7 @@
#include "app_task.h" #include "app_task.h"
#include "esp_event.h"
#include "freertos/FreeRTOS.h" #include "freertos/FreeRTOS.h"
#include "led_manager.h"
#include "sdkconfig.h" #include "sdkconfig.h"
#ifdef __cplusplus #ifdef __cplusplus
@@ -9,6 +11,9 @@ extern "C"
void app_main(void) void app_main(void)
{ {
xTaskCreatePinnedToCore(app_task, "main_loop", 4096, NULL, tskIDLE_PRIORITY + 1, NULL, portNUM_PROCESSORS - 1); xTaskCreatePinnedToCore(app_task, "main_loop", 4096, NULL, tskIDLE_PRIORITY + 1, NULL, portNUM_PROCESSORS - 1);
wled_init();
register_handler();
} }
#ifdef __cplusplus #ifdef __cplusplus
} }

View File

@@ -1,10 +1,10 @@
#include "debug/DebugOverlay.h" #include "debug/debug_overlay.h"
#include "Common.h" #include "Common.h"
#include "Matrix.h"
#include "Version.h" #include "Version.h"
#include "imgui.h" #include "imgui.h"
#include "imgui_impl_sdl3.h" #include "imgui_impl_sdl3.h"
#include "ui/Matrix.h"
#include <imgui_impl_sdlrenderer3.h> #include <imgui_impl_sdlrenderer3.h>
namespace DebugOverlay namespace DebugOverlay
@@ -29,22 +29,38 @@ void Update(AppContext *context, const SDL_Event *event)
if (show_led_matrix) if (show_led_matrix)
{ {
if (context->LedMatrixWindow() == nullptr) if (!context->LedMatrixRenderer())
{ {
const auto win = CreateWindow("LED Matrix", 32 * 50, 8 * 50); const auto win = CreateWindow("LED Matrix", width * 50, height * 50);
SDL_SetWindowFocusable(win->window(), false); SDL_SetWindowFocusable(win->window(), false);
SDL_SetRenderVSync(win->renderer(), SDL_RENDERER_VSYNC_ADAPTIVE); SDL_SetRenderVSync(win->renderer(), SDL_RENDERER_VSYNC_ADAPTIVE);
SDL_SetWindowPosition(win->window(), 0, 0); SDL_SetWindowPosition(win->window(), 0, 0);
SDL_ShowWindow(win->window()); SDL_ShowWindow(win->window());
context->SetMatrix(new Matrix(win)); const auto windowId = SDL_GetWindowID(win->window());
context->SetMatrix(new Matrix(windowId, win->renderer(), width, height));
} }
} }
else else
{ {
if (context->LedMatrixWindow() != nullptr) if (context->LedMatrixRenderer())
{ {
SDL_DestroyWindow(context->LedMatrixWindow()); 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); context->SetMatrix(nullptr);
} }

View File

@@ -10,6 +10,9 @@ inline bool show_debug_window = false;
inline bool show_unhandled_events = false; inline bool show_unhandled_events = false;
inline bool show_led_matrix = false; inline bool show_led_matrix = false;
constexpr auto width = 8;
constexpr auto height = 8;
void Init(const AppContext *context); void Init(const AppContext *context);
void Update(AppContext *context, const SDL_Event *event); void Update(AppContext *context, const SDL_Event *event);
@@ -17,4 +20,4 @@ void Update(AppContext *context, const SDL_Event *event);
void Render(const AppContext *context); void Render(const AppContext *context);
void Cleanup(); void Cleanup();
} } // namespace DebugOverlay

View File

@@ -5,10 +5,10 @@
#include <u8g2.h> #include <u8g2.h>
#include "Common.h" #include "Common.h"
#include "debug/DebugOverlay.h" #include "common/Common.h"
#include "debug/debug_overlay.h"
#include "hal/u8g2_hal_sdl.h" #include "hal/u8g2_hal_sdl.h"
#include "model/AppContext.h" #include "model/AppContext.h"
#include "common/Common.h"
#include "ui/Device.h" #include "ui/Device.h"
#include "ui/UIWidget.h" #include "ui/UIWidget.h"
#include "ui/widgets/Button.h" #include "ui/widgets/Button.h"

View File

@@ -1,304 +0,0 @@
#include "PersistenceManager.h"
#include <SDL3/SDL.h>
#include <utility>
#ifndef ESP_PLATFORM
PersistenceManager::PersistenceManager(std::string filename)
: filename_(std::move(filename)) {
// Initialize SDL3 if not already done
if (!SDL_WasInit(SDL_INIT_EVENTS)) {
SDL_Init(SDL_INIT_EVENTS);
}
}
PersistenceManager::~PersistenceManager() {
Save(); // Automatically save on destruction
}
bool PersistenceManager::HasKey(const std::string& key) const {
return data_.contains(key);
}
void PersistenceManager::RemoveKey(const std::string& key) {
data_.erase(key);
}
void PersistenceManager::Clear() {
data_.clear();
}
bool PersistenceManager::Save() {
return SaveToFile(filename_);
}
bool PersistenceManager::Load() {
return LoadFromFile(filename_);
}
bool PersistenceManager::SaveToFile(const std::string& filename) {
SDL_IOStream* stream = SDL_IOFromFile(filename.c_str(), "wb");
if (!stream) {
SDL_Log("Error opening file for writing: %s", SDL_GetError());
return false;
}
// Write number of entries
const size_t count = data_.size();
if (SDL_WriteIO(stream, &count, sizeof(count)) != sizeof(count)) {
SDL_Log("Error writing count: %s", SDL_GetError());
SDL_CloseIO(stream);
return false;
}
// Write each entry
for (const auto& [key, value] : data_) {
// Write key length
size_t keyLength = key.length();
if (SDL_WriteIO(stream, &keyLength, sizeof(keyLength)) != sizeof(keyLength)) {
SDL_Log("Error writing key length: %s", SDL_GetError());
SDL_CloseIO(stream);
return false;
}
// Write key
if (SDL_WriteIO(stream, key.c_str(), keyLength) != keyLength) {
SDL_Log("Error writing key: %s", SDL_GetError());
SDL_CloseIO(stream);
return false;
}
// Write value
if (!WriteValueToStream(stream, value)) {
SDL_CloseIO(stream);
return false;
}
}
SDL_CloseIO(stream);
return true;
}
bool PersistenceManager::LoadFromFile(const std::string& filename) {
SDL_IOStream* stream = SDL_IOFromFile(filename.c_str(), "rb");
if (!stream) {
SDL_Log("File not found or error opening: %s", SDL_GetError());
return false;
}
data_.clear();
// Read number of entries
size_t count;
if (SDL_ReadIO(stream, &count, sizeof(count)) != sizeof(count)) {
SDL_Log("Error reading count: %s", SDL_GetError());
SDL_CloseIO(stream);
return false;
}
// Read each entry
for (size_t i = 0; i < count; ++i) {
// Read key length
size_t keyLength;
if (SDL_ReadIO(stream, &keyLength, sizeof(keyLength)) != sizeof(keyLength)) {
SDL_Log("Error reading key length: %s", SDL_GetError());
SDL_CloseIO(stream);
return false;
}
// Read key
std::string key(keyLength, '\0');
if (SDL_ReadIO(stream, key.data(), keyLength) != keyLength) {
SDL_Log("Error reading key: %s", SDL_GetError());
SDL_CloseIO(stream);
return false;
}
// Read value
ValueType value;
if (!ReadValueFromStream(stream, value)) {
SDL_CloseIO(stream);
return false;
}
data_[key] = value;
}
SDL_CloseIO(stream);
return true;
}
// Template-specific implementations
void PersistenceManager::SetValueImpl(const std::string& key, bool value) {
data_[key] = value;
}
void PersistenceManager::SetValueImpl(const std::string& key, int value) {
data_[key] = value;
}
void PersistenceManager::SetValueImpl(const std::string& key, float value) {
data_[key] = value;
}
void PersistenceManager::SetValueImpl(const std::string& key, double value) {
data_[key] = value;
}
void PersistenceManager::SetValueImpl(const std::string& key, const std::string& value) {
data_[key] = value;
}
bool PersistenceManager::GetValueImpl(const std::string& key, bool defaultValue) const {
if (const auto it = data_.find(key); it != data_.end() && std::holds_alternative<bool>(it->second)) {
return std::get<bool>(it->second);
}
return defaultValue;
}
int PersistenceManager::GetValueImpl(const std::string& key, int defaultValue) const {
if (const auto it = data_.find(key); it != data_.end() && std::holds_alternative<int>(it->second)) {
return std::get<int>(it->second);
}
return defaultValue;
}
float PersistenceManager::GetValueImpl(const std::string& key, float defaultValue) const {
if (const auto it = data_.find(key); it != data_.end() && std::holds_alternative<float>(it->second)) {
return std::get<float>(it->second);
}
return defaultValue;
}
double PersistenceManager::GetValueImpl(const std::string& key, double defaultValue) const {
if (const auto it = data_.find(key); it != data_.end() && std::holds_alternative<double>(it->second)) {
return std::get<double>(it->second);
}
return defaultValue;
}
std::string PersistenceManager::GetValueImpl(const std::string& key, const std::string& defaultValue) const {
if (const auto it = data_.find(key); it != data_.end() && std::holds_alternative<std::string>(it->second)) {
return std::get<std::string>(it->second);
}
return defaultValue;
}
// Private helper methods
bool PersistenceManager::WriteValueToStream(SDL_IOStream* stream, const ValueType& value) {
const TypeId typeId = GetTypeId(value);
// Write type ID
if (SDL_WriteIO(stream, &typeId, sizeof(typeId)) != sizeof(typeId)) {
SDL_Log("Error writing type ID: %s", SDL_GetError());
return false;
}
// Write value based on type
switch (typeId) {
case TypeId::BOOL: {
const bool val = std::get<bool>(value);
return SDL_WriteIO(stream, &val, sizeof(val)) == sizeof(val);
}
case TypeId::INT: {
const int val = std::get<int>(value);
return SDL_WriteIO(stream, &val, sizeof(val)) == sizeof(val);
}
case TypeId::FLOAT: {
const float val = std::get<float>(value);
return SDL_WriteIO(stream, &val, sizeof(val)) == sizeof(val);
}
case TypeId::DOUBLE: {
const double val = std::get<double>(value);
return SDL_WriteIO(stream, &val, sizeof(val)) == sizeof(val);
}
case TypeId::STRING: {
const auto& str = std::get<std::string>(value);
const size_t length = str.length();
// Write string length
if (SDL_WriteIO(stream, &length, sizeof(length)) != sizeof(length)) {
return false;
}
// Write string data
return SDL_WriteIO(stream, str.c_str(), length) == length;
}
}
return false;
}
bool PersistenceManager::ReadValueFromStream(SDL_IOStream* stream, ValueType& value) {
TypeId typeId;
// Read type ID
if (SDL_ReadIO(stream, &typeId, sizeof(typeId)) != sizeof(typeId)) {
SDL_Log("Error reading type ID: %s", SDL_GetError());
return false;
}
// Read value based on type
switch (typeId) {
case TypeId::BOOL: {
bool val;
if (SDL_ReadIO(stream, &val, sizeof(val)) == sizeof(val)) {
value = val;
return true;
}
break;
}
case TypeId::INT: {
int val;
if (SDL_ReadIO(stream, &val, sizeof(val)) == sizeof(val)) {
value = val;
return true;
}
break;
}
case TypeId::FLOAT: {
float val;
if (SDL_ReadIO(stream, &val, sizeof(val)) == sizeof(val)) {
value = val;
return true;
}
break;
}
case TypeId::DOUBLE: {
double val;
if (SDL_ReadIO(stream, &val, sizeof(val)) == sizeof(val)) {
value = val;
return true;
}
break;
}
case TypeId::STRING: {
size_t length;
if (SDL_ReadIO(stream, &length, sizeof(length)) != sizeof(length)) {
return false;
}
std::string str(length, '\0');
if (SDL_ReadIO(stream, str.data(), length) == length) {
value = str;
return true;
}
break;
}
}
SDL_Log("Error reading value: %s", SDL_GetError());
return false;
}
PersistenceManager::TypeId PersistenceManager::GetTypeId(const ValueType& value)
{
if (std::holds_alternative<bool>(value)) return TypeId::BOOL;
if (std::holds_alternative<int>(value)) return TypeId::INT;
if (std::holds_alternative<float>(value)) return TypeId::FLOAT;
if (std::holds_alternative<double>(value)) return TypeId::DOUBLE;
if (std::holds_alternative<std::string>(value)) return TypeId::STRING;
// Should never be reached
return TypeId::BOOL;
}
#endif // !ESP_PLATFORM

View File

@@ -1,6 +1,6 @@
#include "model/AppContext.h" #include "model/AppContext.h"
#include "ui/Matrix.h" #include "Matrix.h"
auto AppContext::MainWindow() const -> SDL_Window * auto AppContext::MainWindow() const -> SDL_Window *
{ {
@@ -27,27 +27,27 @@ auto AppContext::LedMatrix() const -> Matrix *
return m_matrix; return m_matrix;
} }
auto AppContext::LedMatrixWindow() const -> SDL_Window * auto AppContext::LedMatrixId() const -> SDL_WindowID
{ {
if (m_matrix && m_matrix->window()) if (m_matrix)
{ {
return m_matrix->window()->window(); return m_matrix->windowId();
} }
return nullptr; return 0;
} }
auto AppContext::LedMatrixRenderer() const -> SDL_Renderer * auto AppContext::LedMatrixRenderer() const -> SDL_Renderer *
{ {
if (m_matrix && m_matrix->window()) if (m_matrix && m_matrix->renderer())
{ {
return m_matrix->window()->renderer(); return m_matrix->renderer();
} }
return nullptr; return nullptr;
} }
void AppContext::Render() const void AppContext::Render() const
{ {
if (m_matrix && m_matrix->window()) if (m_matrix && m_matrix->renderer())
{ {
m_matrix->Render(); m_matrix->Render();
} }

View File

@@ -30,7 +30,7 @@ class AppContext
[[nodiscard]] auto LedMatrix() const -> Matrix *; [[nodiscard]] auto LedMatrix() const -> Matrix *;
[[nodiscard]] auto LedMatrixWindow() const -> SDL_Window *; [[nodiscard]] auto LedMatrixId() const -> SDL_WindowID;
[[nodiscard]] auto LedMatrixRenderer() const -> SDL_Renderer *; [[nodiscard]] auto LedMatrixRenderer() const -> SDL_Renderer *;

View File

@@ -5,7 +5,7 @@
#include "MenuOptions.h" #include "MenuOptions.h"
#include "common/InactivityTracker.h" #include "common/InactivityTracker.h"
#include "manager/PersistenceManager.h" #include "hal_native/PersistenceManager.h"
#include "ui/ScreenSaver.h" #include "ui/ScreenSaver.h"
#include "ui/SplashScreen.h" #include "ui/SplashScreen.h"
#include "ui/widgets/Button.h" #include "ui/widgets/Button.h"

View File

@@ -1,56 +0,0 @@
#include "ui/Matrix.h"
Matrix::Matrix(Window *window) : m_window(window)
{
}
Window *Matrix::window() const
{
return m_window;
}
void Matrix::DrawColoredGrid(const int rows, const int cols, const float cellSize, const float spacing) const
{
int i = 0;
for (int w = 0; w < cols; w++)
{
const auto phase = w % (2 * rows);
for (int h_raw = 0; h_raw < rows; h_raw++)
{
int h;
if (phase < rows)
{
h = h_raw;
}
else
{
h = rows - 1 - h_raw;
}
const auto rectSize = cellSize - 2.0f * spacing;
const auto x = static_cast<float>(w) * cellSize + spacing;
const auto y = static_cast<float>(h) * cellSize + spacing;
auto rect = SDL_FRect{x, y, rectSize, rectSize};
i++;
const auto red = static_cast<Uint8>(static_cast<float>(i) * 255.0f);
const auto green = static_cast<Uint8>(static_cast<float>(i) * 255.0f);
const auto blue = static_cast<Uint8>(static_cast<float>(i) * 255.0f);
SDL_SetRenderDrawColor(m_window->renderer(), red, green, blue, 255);
SDL_RenderFillRect(m_window->renderer(), &rect);
}
}
}
void Matrix::Render() const
{
SDL_SetRenderDrawColor(m_window->renderer(), 0, 0, 0, 255);
SDL_RenderClear(m_window->renderer());
DrawColoredGrid(8, 32, 50.0f, 1.0f);
SDL_RenderPresent(m_window->renderer());
}

View File

@@ -1,18 +0,0 @@
#pragma once
#include "model/Window.h"
class Matrix
{
public:
explicit Matrix(Window *window);
[[nodiscard]] Window *window() const;
void Render() const;
private:
void DrawColoredGrid(int rows, int cols, float cellSize, float spacing) const;
Window *m_window;
};