Files
RP2350_MIDI_Lighter/Firmware/Screens_Display/Screen_Settings_Reboot.c
Chris 89c875e38f - First complete version of firmware. Currently being tested in the rehearsal room
- Added bunch of screens, fonts and images
 - Added script to read out frame buffer (function currently disabled in Firmware)
2025-10-26 20:57:58 +01:00

207 lines
6.7 KiB
C

/*
* File: Screen_Settings_Reboot.c
*
* Created: Created: Tuesday September 2025 20:36:48
* Author: Chris
*/
// ============================================================================================
// Includes
#include "../Screens.h"
#include "../UI_Control.h"
#include "../Display.h"
#include "../Display_Objects.h"
#include "../Display_Render_Complex.h"
#include "../Display_Default_Configurations.h"
#include "hardware/watchdog.h"
// ============================================================================================
// Defines
#define COLOR_DOT_ACTIVE 0xFFFF // Pure White #FFFFFF
#define COLOR_DOT_INACTIVE 0x0842 // Dark Gray #404450
#define DOT_ANIMATION_SPEED 8
// ============================================================================================
// Variables
extern const uint8_t _Font_DejaVu_Sans_Mono_Bold_15x26[];
static Object_ID _Object_YesNo;
static Object_ID _Object_Text;
static Object_ID _Object_Dots[3];
static const Hierarchical_Menu* _Return_Menu = NULL;
static const Menu_List* _Return_List = NULL;
static int32_t _Return_Selected_Item;
static bool _Bool_Value;
static bool _Decision_Made;
static uint32_t _Counter;
static int32_t _Dot_Animation_Phase;
// ============================================================================================
// Function Declarations
void Screen_Setup_Settings_Reboot(Screen_Transition_Direction direction_out, Screen_Transition_Direction direction_in, Easing type, uint32_t frame_duration, const Hierarchical_Menu* return_menu, const Menu_List* return_list, int32_t return_selected_item);
static void Update_Dot_Animation(void);
static void Screen_Init (Screen_Transition_Direction direction_out, Screen_Transition_Direction direction_in, Easing type, uint32_t frame_duration);
static void Screen_Tick (void);
static void Screen_Click (uint button_return_value);
static void Screen_Touch_Event (int16_t x, int16_t y);
static void Screen_Action_CW (Object_ID object_id);
static void Screen_Action_CCW (Object_ID object_id);
static void Screen_On_Object_Focused (Object_ID object_id);
static void Screen_On_Object_Defocused (Object_ID object_id);
static void Screen_On_Object_Select (Object_ID object_id);
static void Screen_On_Object_Deselect (Object_ID object_id);
/*******************************************************************
Functions
*******************************************************************/
void Screen_Setup_Settings_Reboot(Screen_Transition_Direction direction_out, Screen_Transition_Direction direction_in, Easing type, uint32_t frame_duration, const Hierarchical_Menu* return_menu, const Menu_List* return_list, int32_t return_selected_item)
{
_Bool_Value = false;
Screen_Init(direction_out, direction_in, type, frame_duration);
_Return_Menu = return_menu;
_Return_List = return_list;
_Return_Selected_Item = return_selected_item;
_Counter = 0;
_Dot_Animation_Phase = 0;
_Decision_Made = false;
}
void Screen_Init(Screen_Transition_Direction direction_out, Screen_Transition_Direction direction_in, Easing type, uint32_t frame_duration)
{
_Screen_Last = Screen_Init;
_Screen_Tick = Screen_Tick;
_Screen_Click = Screen_Click;
_Screen_Touch_Event = Screen_Touch_Event;
_Screen_Action_CW = Screen_Action_CW;
_Screen_Action_CCW = Screen_Action_CCW;
_Screen_On_Objects_Focused = Screen_On_Object_Focused;
_Screen_On_Objects_Defocused = Screen_On_Object_Defocused;
_Screen_On_Object_Select = Screen_On_Object_Select;
_Screen_On_Object_Deselect = Screen_On_Object_Deselect;
Display_Objects_Clear();
Display_Screen_Transition_Start(direction_out, direction_in, type, frame_duration);
//////////////////////////////
// Add Display Objects here //
//////////////////////////////
Font_ID Font_Text = Display_Objects_Add_Font(_Font_DejaVu_Sans_Mono_Bold_15x26, 0);
Display_Render_Complex_Select_YesNo_Set(_Bool_Value, &_Configuration_Default_Select_YesNo);
_Object_YesNo = Display_Objects_Add_Select_YesNo("Reboot Device", 13, &_Bool_Value, &_Configuration_Default_Select_YesNo);
_Object_Text = Display_Objects_Add_Text(CENTER_BOTTOM, BOTH_IN_PERCENT, 50, 50, NOT_SELECTABLE, "Rebooting", Font_Text, DISPLAY_COLOR_LIGHTGREY, NO_STYLE, NO_ANIMATION);
Display_Objects_Update_Enabled(_Object_Text, false);
for(int i = 0; i < 3; i++) {
_Object_Dots[i] = Display_Objects_Add_Circle_Frame(CENTER_MIDDLE, BOTH_IN_PERCENT, 50 + (i-1) * 6, 60, NOT_SELECTABLE, COLOR_DOT_INACTIVE, 4, 1, NO_STYLE, NO_ANIMATION);
Display_Objects_Update_Enabled(_Object_Dots[i], false);
}
Display_Select_Object();
}
void Screen_Tick(void)
{
if(_Decision_Made && _Bool_Value) {
Update_Dot_Animation();
}
}
void Screen_Click(uint button_return_value)
{
}
void Screen_Touch_Event(int16_t x, int16_t y)
{
}
void Screen_Action_CW(Object_ID object_id)
{
if(_Decision_Made) {
return;
}
_Bool_Value = !_Bool_Value;
}
void Screen_Action_CCW(Object_ID object_id)
{
Screen_Action_CW(object_id);
}
void Screen_On_Object_Focused(Object_ID object_id)
{
}
void Screen_On_Object_Defocused(Object_ID object_id)
{
}
void Screen_On_Object_Select(Object_ID object_id)
{
}
void Screen_On_Object_Deselect(Object_ID object_id)
{
if(!_Decision_Made) {
_Decision_Made = true;
if(_Bool_Value == false) {
Screen_Setup_Settings_Hierarchical_Menu(TRANSITION_DOWN, TRANSITION_RIGHT, SCREEN_TRANSITION_DEFAULT_EASING, SCREEN_TRANSITION_DEFAULT_FRAMES, _Return_Menu, _Return_List, _Return_Selected_Item);
return;
}
Display_Objects_Update_Enabled(_Object_YesNo, false);
Display_Objects_Update_Enabled(_Object_Text, true);
for(int i = 0; i < 3; i++) {
Display_Objects_Update_Enabled(_Object_Dots[i], true);
}
watchdog_reboot(0, 0, 5000);
}
}
/*******************************************************************
Internal Functions
*******************************************************************/
void Update_Dot_Animation(void)
{
_Dot_Animation_Phase++;
if(_Dot_Animation_Phase >= (DOT_ANIMATION_SPEED * 3)) {
_Dot_Animation_Phase = 0;
}
// Determine which dot should be active
int Active_Dot = _Dot_Animation_Phase / DOT_ANIMATION_SPEED;
// Update dot colors
for(int i = 0; i < 3; i++) {
Display_Color Dot_Color = (i == Active_Dot) ? COLOR_DOT_ACTIVE : COLOR_DOT_INACTIVE;
Display_Objects_Update_Color(_Object_Dots[i], Dot_Color);
}
}