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Add sim status window background and make it pretty

Instead of drawing just circles use a background image to show status
symbols what the respective status means (not just the color of the
dots).

Furthermore draw a rectangle for the battery status instead of bubbles.
This commit is contained in:
Brod8362 2023-02-28 16:21:03 -06:00 committed by Reinhold Gschweicher
parent e416f2cf74
commit 1c479a2875
3 changed files with 52 additions and 18 deletions

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@ -426,6 +426,16 @@ public:
init_NRF_WDT(); init_NRF_WDT();
init_NRF_POWER(); init_NRF_POWER();
// Attempt to load background PNG for the status display window
SDL_Surface* simDisplayBgRaw = SDL_LoadBMP("img/sim_background.bmp");
if (simDisplayBgRaw == NULL) {
printf("Failed to load sim background image: %s\n", SDL_GetError());
} else {
// convert the loaded image into a texture
simDisplayTexture = SDL_CreateTextureFromSurface(renderer, simDisplayBgRaw);
SDL_FreeSurface(simDisplayBgRaw);
simDisplayBgRaw = NULL;
}
motorController.Init(); motorController.Init();
settingsController.Init(); settingsController.Init();
@ -444,6 +454,9 @@ public:
// Destructor // Destructor
~Framework(){ ~Framework(){
if (simDisplayTexture != NULL) {
SDL_DestroyTexture(simDisplayTexture);
}
SDL_DestroyRenderer(renderer); SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window); SDL_DestroyWindow(window);
SDL_Quit(); SDL_Quit();
@ -486,6 +499,8 @@ public:
} }
void refresh() { void refresh() {
// left edge for all "bubbles" (circles)
constexpr const int bubbleLeftEdge = 65;
// always refresh the LVGL screen // always refresh the LVGL screen
this->refresh_screen(); this->refresh_screen();
@ -494,9 +509,13 @@ public:
} }
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0); SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
SDL_RenderClear(renderer); SDL_RenderClear(renderer);
// Render the background if it was able to be loaded
if (simDisplayTexture != NULL) {
SDL_RenderCopy(renderer, simDisplayTexture, NULL, NULL);
}
{ // motorController.motor_is_running { // motorController.motor_is_running
constexpr const int center_x = 45; constexpr const int center_x = bubbleLeftEdge;
constexpr const int center_y = 15; constexpr const int center_y = 216;
bool motor_is_running = nrf_gpio_pin_read(Pinetime::PinMap::Motor); bool motor_is_running = nrf_gpio_pin_read(Pinetime::PinMap::Motor);
if (motor_is_running) { if (motor_is_running) {
draw_circle_red(center_x, center_y, 15); draw_circle_red(center_x, center_y, 15);
@ -505,8 +524,8 @@ public:
} }
} }
{ // ble.motor_is_running { // ble.motor_is_running
constexpr const int center_x = 75; constexpr const int center_x = bubbleLeftEdge;
constexpr const int center_y = 15; constexpr const int center_y = 24;
if (bleController.IsConnected()) { if (bleController.IsConnected()) {
draw_circle_blue(center_x, center_y, 15); draw_circle_blue(center_x, center_y, 15);
} else { } else {
@ -514,18 +533,31 @@ public:
} }
} }
// batteryController.percentRemaining // batteryController.percentRemaining
for (uint8_t percent=0; percent<=10; percent++) { {
const int center_x = 15+15*percent; const int center_x = bubbleLeftEdge;
const int center_y = 60; const int center_y = 164;
if (batteryController.percentRemaining < percent*10) { const int max_bar_length = 150;
draw_circle_grey(center_x, center_y, 15); const int filled_bar_length = max_bar_length * (batteryController.percentRemaining/100.0);
} else { const int rect_height = 14;
draw_circle_green(center_x, center_y, 15); SDL_Rect rect {
} .x = center_x - rect_height/2,
.y = center_y,
.w = max_bar_length,
.h = rect_height
};
SDL_SetRenderDrawColor(renderer, 128, 128, 128, 255);
SDL_RenderDrawRect(renderer, &rect);
rect.w = filled_bar_length;
rect.h++;
rect.h-=2;
SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
SDL_RenderFillRect(renderer, &rect);
//set color and new x pos, draw again
} }
{ // batteryController.isCharging { // batteryController.isCharging
constexpr const int center_x = 15; constexpr const int center_x = bubbleLeftEdge;
constexpr const int center_y = 90; constexpr const int center_y = 120;
if (batteryController.isCharging) { if (batteryController.isCharging) {
draw_circle_yellow(center_x, center_y, 15); draw_circle_yellow(center_x, center_y, 15);
} else } else
@ -534,7 +566,7 @@ public:
} }
} }
{ // brightnessController.Level { // brightnessController.Level
constexpr const int center_y = 15; constexpr const int center_y = 72;
const Pinetime::Controllers::BrightnessController::Levels level = brightnessController.Level(); const Pinetime::Controllers::BrightnessController::Levels level = brightnessController.Level();
uint8_t level_idx = 0; uint8_t level_idx = 0;
if (level == Pinetime::Controllers::BrightnessController::Levels::Low) if (level == Pinetime::Controllers::BrightnessController::Levels::Low)
@ -548,11 +580,12 @@ public:
level_idx = 3; level_idx = 3;
} }
for (uint8_t i=0; i<4; i++) { for (uint8_t i=0; i<4; i++) {
const int center_x = 115+15*i; const int bubble_size = (i*2) + 5;
const int center_x = bubbleLeftEdge + ((bubble_size+10) * i) - 5;
if (i <= level_idx) { if (i <= level_idx) {
draw_circle_white(center_x, center_y, 15); draw_circle_white(center_x, center_y, bubble_size);
} else { } else {
draw_circle_grey(center_x, center_y, 15); draw_circle_grey(center_x, center_y, bubble_size);
} }
} }
} }
@ -943,6 +976,7 @@ private:
int width; // Width of the window int width; // Width of the window
SDL_Renderer *renderer = NULL; // Pointer for the renderer SDL_Renderer *renderer = NULL; // Pointer for the renderer
SDL_Window *window = NULL; // Pointer for the window SDL_Window *window = NULL; // Pointer for the window
SDL_Texture* simDisplayTexture = NULL; // Background for the sim status window
bool left_release_sent = true; // make sure to send one mouse button release event bool left_release_sent = true; // make sure to send one mouse button release event
bool right_last_state = false; // varable used to send message only on changing state bool right_last_state = false; // varable used to send message only on changing state