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DisplayApp.cpp
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DisplayApp.cpp
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#include "displayapp/DisplayApp.h"
#include <libraries/log/nrf_log.h>
#include "displayapp/screens/HeartRate.h"
#include "displayapp/screens/Motion.h"
#include "displayapp/screens/Timer.h"
#include "displayapp/screens/Alarm.h"
#include "components/battery/BatteryController.h"
#include "components/ble/BleController.h"
#include "components/datetime/DateTimeController.h"
#include "components/ble/NotificationManager.h"
#include "components/motion/MotionController.h"
#include "components/motor/MotorController.h"
#include "displayapp/screens/ApplicationList.h"
#include "displayapp/screens/FirmwareUpdate.h"
#include "displayapp/screens/FirmwareValidation.h"
#include "displayapp/screens/InfiniPaint.h"
#include "displayapp/screens/Paddle.h"
#include "displayapp/screens/StopWatch.h"
#include "displayapp/screens/Metronome.h"
#include "displayapp/screens/Music.h"
#include "displayapp/screens/Navigation.h"
#include "displayapp/screens/Notifications.h"
#include "displayapp/screens/SystemInfo.h"
#include "displayapp/screens/Tile.h"
#include "displayapp/screens/Twos.h"
#include "displayapp/screens/FlashLight.h"
#include "displayapp/screens/BatteryInfo.h"
#include "displayapp/screens/Steps.h"
#include "displayapp/screens/Dice.h"
#include "displayapp/screens/Weather.h"
#include "displayapp/screens/PassKey.h"
#include "displayapp/screens/Error.h"
#include "drivers/Cst816s.h"
#include "drivers/St7789.h"
#include "drivers/Watchdog.h"
#include "systemtask/SystemTask.h"
#include "systemtask/Messages.h"
#include "displayapp/screens/settings/QuickSettings.h"
#include "displayapp/screens/settings/Settings.h"
#include "displayapp/screens/settings/SettingWatchFace.h"
#include "displayapp/screens/settings/SettingTimeFormat.h"
#include "displayapp/screens/settings/SettingWeatherFormat.h"
#include "displayapp/screens/settings/SettingWakeUp.h"
#include "displayapp/screens/settings/SettingDisplay.h"
#include "displayapp/screens/settings/SettingSteps.h"
#include "displayapp/screens/settings/SettingSetDateTime.h"
#include "displayapp/screens/settings/SettingChimes.h"
#include "displayapp/screens/settings/SettingShakeThreshold.h"
#include "displayapp/screens/settings/SettingBluetooth.h"
#include "libs/lv_conf.h"
#include "UserApps.h"
using namespace Pinetime::Applications;
using namespace Pinetime::Applications::Display;
namespace {
inline bool in_isr() {
return (SCB->ICSR & SCB_ICSR_VECTACTIVE_Msk) != 0;
}
void TimerCallback(TimerHandle_t xTimer) {
auto* dispApp = static_cast<DisplayApp*>(pvTimerGetTimerID(xTimer));
dispApp->PushMessage(Display::Messages::TimerDone);
}
}
DisplayApp::DisplayApp(Drivers::St7789& lcd,
const Drivers::Cst816S& touchPanel,
const Controllers::Battery& batteryController,
const Controllers::Ble& bleController,
Controllers::DateTime& dateTimeController,
const Drivers::Watchdog& watchdog,
Pinetime::Controllers::NotificationManager& notificationManager,
Pinetime::Controllers::HeartRateController& heartRateController,
Controllers::Settings& settingsController,
Pinetime::Controllers::MotorController& motorController,
Pinetime::Controllers::MotionController& motionController,
Pinetime::Controllers::AlarmController& alarmController,
Pinetime::Controllers::BrightnessController& brightnessController,
Pinetime::Controllers::TouchHandler& touchHandler,
Pinetime::Controllers::FS& filesystem,
Pinetime::Drivers::SpiNorFlash& spiNorFlash)
: lcd {lcd},
touchPanel {touchPanel},
batteryController {batteryController},
bleController {bleController},
dateTimeController {dateTimeController},
watchdog {watchdog},
notificationManager {notificationManager},
heartRateController {heartRateController},
settingsController {settingsController},
motorController {motorController},
motionController {motionController},
alarmController {alarmController},
brightnessController {brightnessController},
touchHandler {touchHandler},
filesystem {filesystem},
spiNorFlash {spiNorFlash},
lvgl {lcd, filesystem},
timer(this, TimerCallback),
controllers {batteryController,
bleController,
dateTimeController,
notificationManager,
heartRateController,
settingsController,
motorController,
motionController,
alarmController,
brightnessController,
nullptr,
filesystem,
timer,
nullptr,
this,
lvgl,
nullptr,
nullptr} {
}
void DisplayApp::Start(System::BootErrors error) {
msgQueue = xQueueCreate(queueSize, itemSize);
bootError = error;
lvgl.Init();
motorController.Init();
if (error == System::BootErrors::TouchController) {
LoadNewScreen(Apps::Error, DisplayApp::FullRefreshDirections::None);
} else {
LoadNewScreen(Apps::Clock, DisplayApp::FullRefreshDirections::None);
}
if (pdPASS != xTaskCreate(DisplayApp::Process, "displayapp", 800, this, 0, &taskHandle)) {
APP_ERROR_HANDLER(NRF_ERROR_NO_MEM);
}
}
void DisplayApp::Process(void* instance) {
auto* app = static_cast<DisplayApp*>(instance);
NRF_LOG_INFO("displayapp task started!");
app->InitHw();
while (true) {
app->Refresh();
}
}
void DisplayApp::InitHw() {
brightnessController.Init();
ApplyBrightness();
lcd.Init();
}
TickType_t DisplayApp::CalculateSleepTime() {
// Calculates how many system ticks DisplayApp should sleep before rendering the next AOD frame
// Next frame time is frame count * refresh period (ms) * tick rate
auto RoundedDiv = [](uint32_t a, uint32_t b) {
return ((a + (b / 2)) / b);
};
// RoundedDiv overflows when numerator + (denominator floordiv 2) > uint32 max
// in this case around 9 hours (=overflow frame count / always on refresh period)
constexpr TickType_t overflowFrameCount = (UINT32_MAX - (1000 / 16)) / ((configTICK_RATE_HZ / 8) * alwaysOnRefreshPeriod);
TickType_t ticksElapsed = xTaskGetTickCount() - alwaysOnStartTime;
// Divide both the numerator and denominator by 8 (=GCD(1000,1024))
// to increase the number of ticks (frames) before the overflow tick is reached
TickType_t targetRenderTick = RoundedDiv((configTICK_RATE_HZ / 8) * alwaysOnFrameCount * alwaysOnRefreshPeriod, 1000 / 8);
// Assumptions
// Tick rate is multiple of 8
// Needed for division trick above
static_assert(configTICK_RATE_HZ % 8 == 0);
// Frame count must always wraparound more often than the system tick count does
// Always on overflow time (ms) < system tick overflow time (ms)
// Using 64bit ints here to avoid overflow
static_assert((uint64_t) overflowFrameCount * (uint64_t) alwaysOnRefreshPeriod < (uint64_t) UINT32_MAX * 1000ULL / configTICK_RATE_HZ);
if (alwaysOnFrameCount == overflowFrameCount) {
alwaysOnFrameCount = 0;
alwaysOnStartTime = xTaskGetTickCount();
}
if (targetRenderTick > ticksElapsed) {
return targetRenderTick - ticksElapsed;
} else {
return 0;
}
}
void DisplayApp::Refresh() {
auto LoadPreviousScreen = [this]() {
FullRefreshDirections returnDirection;
switch (appStackDirections.Pop()) {
case FullRefreshDirections::Up:
returnDirection = FullRefreshDirections::Down;
break;
case FullRefreshDirections::Down:
returnDirection = FullRefreshDirections::Up;
break;
case FullRefreshDirections::LeftAnim:
returnDirection = FullRefreshDirections::RightAnim;
break;
case FullRefreshDirections::RightAnim:
returnDirection = FullRefreshDirections::LeftAnim;
break;
default:
returnDirection = FullRefreshDirections::None;
break;
}
LoadScreen(returnAppStack.Pop(), returnDirection);
};
auto IsPastDimTime = [this]() -> bool {
return lv_disp_get_inactive_time(nullptr) >= pdMS_TO_TICKS(settingsController.GetScreenTimeOut() - 2000);
};
auto IsPastSleepTime = [this]() -> bool {
return lv_disp_get_inactive_time(nullptr) >= pdMS_TO_TICKS(settingsController.GetScreenTimeOut());
};
TickType_t queueTimeout;
switch (state) {
case States::Idle:
queueTimeout = portMAX_DELAY;
break;
case States::AOD:
if (!currentScreen->IsRunning()) {
LoadPreviousScreen();
}
// Check we've slept long enough
// Might not be true if the loop received an event
// If not true, then wait that amount of time
queueTimeout = CalculateSleepTime();
if (queueTimeout == 0) {
// Only advance the tick count when LVGL is done
// Otherwise keep running the task handler while it still has things to draw
// Note: under high graphics load, LVGL will always have more work to do
if (lv_task_handler() > 0) {
// Drop frames that we've missed if drawing/event handling took way longer than expected
while (queueTimeout == 0) {
alwaysOnFrameCount += 1;
queueTimeout = CalculateSleepTime();
}
}
}
break;
case States::Running:
if (!currentScreen->IsRunning()) {
LoadPreviousScreen();
}
queueTimeout = lv_task_handler();
if (!systemTask->IsSleepDisabled() && IsPastDimTime()) {
if (!isDimmed) {
isDimmed = true;
brightnessController.Set(Controllers::BrightnessController::Levels::Low);
}
if (IsPastSleepTime() && uxQueueMessagesWaiting(msgQueue) == 0) {
PushMessageToSystemTask(System::Messages::GoToSleep);
// Can't set state to Idle here, something may send
// DisableSleeping before this GoToSleep arrives
// Instead we check we have no messages queued before sending GoToSleep
// This works as the SystemTask is higher priority than DisplayApp
// As soon as we send GoToSleep, SystemTask pre-empts DisplayApp
// Whenever DisplayApp is running again, it is guaranteed that
// SystemTask has handled the message
// If it responded, we will have a GoToSleep waiting in the queue
// By checking that there are no messages in the queue, we avoid
// resending GoToSleep when we already have a response
// SystemTask is resilient to duplicate messages, this is an
// optimisation to reduce pressure on the message queues
}
} else if (isDimmed) {
isDimmed = false;
ApplyBrightness();
}
break;
default:
queueTimeout = portMAX_DELAY;
break;
}
Messages msg;
if (xQueueReceive(msgQueue, &msg, queueTimeout) == pdTRUE) {
switch (msg) {
case Messages::GoToSleep:
case Messages::GoToAOD:
// Checking if SystemTask is sleeping is purely an optimisation.
// If it's no longer sleeping since it sent GoToSleep, it has
// cancelled the sleep and transitioned directly from
// GoingToSleep->Running, so we are about to receive GoToRunning
// and can ignore this message. If it wasn't ignored, DisplayApp
// would go to sleep and then immediately re-wake
if (state != States::Running || !systemTask->IsSleeping()) {
break;
}
while (brightnessController.Level() != Controllers::BrightnessController::Levels::Low) {
brightnessController.Lower();
vTaskDelay(100);
}
// Turn brightness down (or set to AlwaysOn mode)
if (msg == Messages::GoToAOD) {
brightnessController.Set(Controllers::BrightnessController::Levels::AlwaysOn);
} else {
brightnessController.Set(Controllers::BrightnessController::Levels::Off);
}
// Since the active screen is not really an app, go back to Clock.
if (currentApp == Apps::Launcher || currentApp == Apps::Notifications || currentApp == Apps::QuickSettings ||
currentApp == Apps::Settings) {
LoadScreen(Apps::Clock, DisplayApp::FullRefreshDirections::None);
// Wait for the clock app to load before moving on.
while (!lv_task_handler()) {
};
}
// Clear any ongoing touch pressed events
// Without this LVGL gets stuck in the pressed state and will keep refreshing the
// display activity timer causing the screen to never sleep after timeout
lvgl.ClearTouchState();
if (msg == Messages::GoToAOD) {
lcd.LowPowerOn();
// Record idle entry time
alwaysOnFrameCount = 0;
alwaysOnStartTime = xTaskGetTickCount();
PushMessageToSystemTask(Pinetime::System::Messages::OnDisplayTaskAOD);
state = States::AOD;
} else {
lcd.Sleep();
PushMessageToSystemTask(Pinetime::System::Messages::OnDisplayTaskSleeping);
state = States::Idle;
}
break;
case Messages::NotifyDeviceActivity:
lv_disp_trig_activity(nullptr);
break;
case Messages::GoToRunning:
// If SystemTask is sleeping, the GoToRunning message is old
// and must be ignored. Otherwise DisplayApp will use SPI
// that is powered down and cause bad behaviour
if (state == States::Running || systemTask->IsSleeping()) {
break;
}
if (state == States::AOD) {
lcd.LowPowerOff();
} else {
lcd.Wakeup();
}
lv_disp_trig_activity(nullptr);
ApplyBrightness();
state = States::Running;
break;
case Messages::UpdateBleConnection:
// Only used for recovery firmware
break;
case Messages::NewNotification:
LoadNewScreen(Apps::NotificationsPreview, DisplayApp::FullRefreshDirections::Down);
break;
case Messages::TimerDone:
if (state != States::Running) {
PushMessageToSystemTask(System::Messages::GoToRunning);
}
if (currentApp == Apps::Timer) {
lv_disp_trig_activity(nullptr);
auto* timer = static_cast<Screens::Timer*>(currentScreen.get());
timer->Reset();
} else {
LoadNewScreen(Apps::Timer, DisplayApp::FullRefreshDirections::Up);
}
motorController.RunForDuration(35);
break;
case Messages::AlarmTriggered:
if (currentApp == Apps::Alarm) {
auto* alarm = static_cast<Screens::Alarm*>(currentScreen.get());
alarm->SetAlerting();
} else {
LoadNewScreen(Apps::Alarm, DisplayApp::FullRefreshDirections::None);
}
break;
case Messages::ShowPairingKey:
LoadNewScreen(Apps::PassKey, DisplayApp::FullRefreshDirections::Up);
motorController.RunForDuration(35);
break;
case Messages::TouchEvent: {
if (state != States::Running) {
break;
}
lvgl.SetNewTouchPoint(touchHandler.GetX(), touchHandler.GetY(), touchHandler.IsTouching());
auto gesture = touchHandler.GestureGet();
if (gesture == TouchEvents::None) {
break;
}
auto LoadDirToReturnSwipe = [](DisplayApp::FullRefreshDirections refreshDirection) {
switch (refreshDirection) {
default:
case DisplayApp::FullRefreshDirections::Up:
return TouchEvents::SwipeDown;
case DisplayApp::FullRefreshDirections::Down:
return TouchEvents::SwipeUp;
case DisplayApp::FullRefreshDirections::LeftAnim:
return TouchEvents::SwipeRight;
case DisplayApp::FullRefreshDirections::RightAnim:
return TouchEvents::SwipeLeft;
}
};
if (!currentScreen->OnTouchEvent(gesture)) {
if (currentApp == Apps::Clock) {
switch (gesture) {
case TouchEvents::SwipeUp:
LoadNewScreen(Apps::Launcher, DisplayApp::FullRefreshDirections::Up);
break;
case TouchEvents::SwipeDown:
LoadNewScreen(Apps::Notifications, DisplayApp::FullRefreshDirections::Down);
break;
case TouchEvents::SwipeRight:
LoadNewScreen(Apps::QuickSettings, DisplayApp::FullRefreshDirections::RightAnim);
break;
case TouchEvents::DoubleTap:
PushMessageToSystemTask(System::Messages::GoToSleep);
break;
default:
break;
}
} else if (gesture == LoadDirToReturnSwipe(appStackDirections.Top())) {
LoadPreviousScreen();
}
} else {
lvgl.CancelTap();
}
} break;
case Messages::ButtonPushed:
if (!currentScreen->OnButtonPushed()) {
if (currentApp == Apps::Clock) {
PushMessageToSystemTask(System::Messages::GoToSleep);
} else {
LoadPreviousScreen();
}
}
break;
case Messages::ButtonLongPressed:
if (currentApp != Apps::Clock) {
if (currentApp == Apps::Notifications) {
LoadNewScreen(Apps::Clock, DisplayApp::FullRefreshDirections::Up);
} else if (currentApp == Apps::QuickSettings) {
LoadNewScreen(Apps::Clock, DisplayApp::FullRefreshDirections::LeftAnim);
} else {
LoadNewScreen(Apps::Clock, DisplayApp::FullRefreshDirections::Down);
}
appStackDirections.Reset();
returnAppStack.Reset();
}
break;
case Messages::ButtonLongerPressed:
// Create reboot app and open it instead
LoadNewScreen(Apps::SysInfo, DisplayApp::FullRefreshDirections::Up);
break;
case Messages::ButtonDoubleClicked:
if (currentApp != Apps::Notifications && currentApp != Apps::NotificationsPreview) {
LoadNewScreen(Apps::Notifications, DisplayApp::FullRefreshDirections::Down);
}
break;
case Messages::BleFirmwareUpdateStarted:
LoadNewScreen(Apps::FirmwareUpdate, DisplayApp::FullRefreshDirections::Down);
break;
case Messages::BleRadioEnableToggle:
PushMessageToSystemTask(System::Messages::BleRadioEnableToggle);
break;
case Messages::Chime:
LoadNewScreen(Apps::Clock, DisplayApp::FullRefreshDirections::None);
motorController.RunForDuration(35);
break;
case Messages::OnChargingEvent:
motorController.RunForDuration(15);
break;
}
}
if (state == States::Running && touchHandler.IsTouching()) {
currentScreen->OnTouchEvent(touchHandler.GetX(), touchHandler.GetY());
}
if (nextApp != Apps::None) {
LoadNewScreen(nextApp, nextDirection);
nextApp = Apps::None;
}
}
void DisplayApp::StartApp(Apps app, DisplayApp::FullRefreshDirections direction) {
nextApp = app;
nextDirection = direction;
}
void DisplayApp::LoadNewScreen(Apps app, DisplayApp::FullRefreshDirections direction) {
// Don't add the same screen to the stack back to back.
// This is mainly to fix an issue with receiving two notifications at the same time
// and shouldn't happen otherwise.
if (app != currentApp) {
returnAppStack.Push(currentApp);
appStackDirections.Push(direction);
}
LoadScreen(app, direction);
}
void DisplayApp::LoadScreen(Apps app, DisplayApp::FullRefreshDirections direction) {
lvgl.CancelTap();
lv_disp_trig_activity(nullptr);
motorController.StopRinging();
currentScreen.reset(nullptr);
SetFullRefresh(direction);
switch (app) {
case Apps::Launcher: {
std::array<Screens::Tile::Applications, UserAppTypes::Count> apps;
int i = 0;
for (const auto& userApp : userApps) {
apps[i++] = Screens::Tile::Applications {userApp.icon, userApp.app, true};
}
currentScreen = std::make_unique<Screens::ApplicationList>(this,
settingsController,
batteryController,
bleController,
dateTimeController,
filesystem,
std::move(apps));
} break;
case Apps::Clock: {
const auto* watchFace =
std::find_if(userWatchFaces.begin(), userWatchFaces.end(), [this](const WatchFaceDescription& watchfaceDescription) {
return watchfaceDescription.watchFace == settingsController.GetWatchFace();
});
if (watchFace != userWatchFaces.end())
currentScreen.reset(watchFace->create(controllers));
else {
currentScreen.reset(userWatchFaces[0].create(controllers));
}
settingsController.SetAppMenu(0);
} break;
case Apps::Error:
currentScreen = std::make_unique<Screens::Error>(bootError);
break;
case Apps::FirmwareValidation:
currentScreen = std::make_unique<Screens::FirmwareValidation>(validator);
break;
case Apps::FirmwareUpdate:
currentScreen = std::make_unique<Screens::FirmwareUpdate>(bleController);
break;
case Apps::PassKey:
currentScreen = std::make_unique<Screens::PassKey>(bleController.GetPairingKey());
break;
case Apps::Notifications:
currentScreen = std::make_unique<Screens::Notifications>(this,
notificationManager,
systemTask->nimble().alertService(),
motorController,
*systemTask,
Screens::Notifications::Modes::Normal);
break;
case Apps::NotificationsPreview:
currentScreen = std::make_unique<Screens::Notifications>(this,
notificationManager,
systemTask->nimble().alertService(),
motorController,
*systemTask,
Screens::Notifications::Modes::Preview);
break;
case Apps::QuickSettings:
currentScreen = std::make_unique<Screens::QuickSettings>(this,
batteryController,
dateTimeController,
brightnessController,
motorController,
settingsController,
bleController);
break;
case Apps::Settings:
currentScreen = std::make_unique<Screens::Settings>(this, settingsController);
break;
case Apps::SettingWatchFace: {
std::array<Screens::SettingWatchFace::Item, UserWatchFaceTypes::Count> items;
int i = 0;
for (const auto& userWatchFace : userWatchFaces) {
items[i++] =
Screens::SettingWatchFace::Item {userWatchFace.name, userWatchFace.watchFace, userWatchFace.isAvailable(controllers.filesystem)};
}
currentScreen = std::make_unique<Screens::SettingWatchFace>(this, std::move(items), settingsController, filesystem);
} break;
case Apps::SettingTimeFormat:
currentScreen = std::make_unique<Screens::SettingTimeFormat>(settingsController);
break;
case Apps::SettingWeatherFormat:
currentScreen = std::make_unique<Screens::SettingWeatherFormat>(settingsController);
break;
case Apps::SettingWakeUp:
currentScreen = std::make_unique<Screens::SettingWakeUp>(settingsController);
break;
case Apps::SettingDisplay:
currentScreen = std::make_unique<Screens::SettingDisplay>(settingsController);
break;
case Apps::SettingSteps:
currentScreen = std::make_unique<Screens::SettingSteps>(settingsController);
break;
case Apps::SettingSetDateTime:
currentScreen = std::make_unique<Screens::SettingSetDateTime>(this, dateTimeController, settingsController);
break;
case Apps::SettingChimes:
currentScreen = std::make_unique<Screens::SettingChimes>(settingsController);
break;
case Apps::SettingShakeThreshold:
currentScreen = std::make_unique<Screens::SettingShakeThreshold>(settingsController, motionController, *systemTask);
break;
case Apps::SettingBluetooth:
currentScreen = std::make_unique<Screens::SettingBluetooth>(this, settingsController);
break;
case Apps::BatteryInfo:
currentScreen = std::make_unique<Screens::BatteryInfo>(batteryController);
break;
case Apps::SysInfo:
currentScreen = std::make_unique<Screens::SystemInfo>(this,
dateTimeController,
batteryController,
brightnessController,
bleController,
watchdog,
motionController,
touchPanel,
spiNorFlash);
break;
case Apps::FlashLight:
currentScreen = std::make_unique<Screens::FlashLight>(*systemTask, brightnessController);
break;
default: {
const auto* d = std::find_if(userApps.begin(), userApps.end(), [app](const AppDescription& appDescription) {
return appDescription.app == app;
});
if (d != userApps.end()) {
currentScreen.reset(d->create(controllers));
} else {
currentScreen.reset(userWatchFaces[0].create(controllers));
}
break;
}
}
currentApp = app;
}
void DisplayApp::PushMessage(Messages msg) {
if (in_isr()) {
BaseType_t xHigherPriorityTaskWoken = pdFALSE;
xQueueSendFromISR(msgQueue, &msg, &xHigherPriorityTaskWoken);
portYIELD_FROM_ISR(xHigherPriorityTaskWoken);
} else {
TickType_t timeout = portMAX_DELAY;
// Make xQueueSend() non-blocking if the message is a Notification message. We do this to avoid
// deadlock between SystemTask and DisplayApp when their respective message queues are getting full
// when a lot of notifications are received on a very short time span.
if (msg == Messages::NewNotification) {
timeout = static_cast<TickType_t>(0);
}
xQueueSend(msgQueue, &msg, timeout);
}
}
void DisplayApp::SetFullRefresh(DisplayApp::FullRefreshDirections direction) {
switch (direction) {
case DisplayApp::FullRefreshDirections::Down:
lvgl.SetFullRefresh(Components::LittleVgl::FullRefreshDirections::Down);
break;
case DisplayApp::FullRefreshDirections::Up:
lvgl.SetFullRefresh(Components::LittleVgl::FullRefreshDirections::Up);
break;
case DisplayApp::FullRefreshDirections::Left:
lvgl.SetFullRefresh(Components::LittleVgl::FullRefreshDirections::Left);
break;
case DisplayApp::FullRefreshDirections::Right:
lvgl.SetFullRefresh(Components::LittleVgl::FullRefreshDirections::Right);
break;
case DisplayApp::FullRefreshDirections::LeftAnim:
lvgl.SetFullRefresh(Components::LittleVgl::FullRefreshDirections::LeftAnim);
break;
case DisplayApp::FullRefreshDirections::RightAnim:
lvgl.SetFullRefresh(Components::LittleVgl::FullRefreshDirections::RightAnim);
break;
default:
break;
}
}
void DisplayApp::PushMessageToSystemTask(Pinetime::System::Messages message) {
if (systemTask != nullptr) {
systemTask->PushMessage(message);
}
}
void DisplayApp::Register(Pinetime::System::SystemTask* systemTask) {
this->systemTask = systemTask;
this->controllers.systemTask = systemTask;
}
void DisplayApp::Register(Pinetime::Controllers::SimpleWeatherService* weatherService) {
this->controllers.weatherController = weatherService;
}
void DisplayApp::Register(Pinetime::Controllers::MusicService* musicService) {
this->controllers.musicService = musicService;
}
void DisplayApp::Register(Pinetime::Controllers::NavigationService* NavigationService) {
this->controllers.navigationService = NavigationService;
}
void DisplayApp::ApplyBrightness() {
auto brightness = settingsController.GetBrightness();
if (brightness != Controllers::BrightnessController::Levels::Low && brightness != Controllers::BrightnessController::Levels::Medium &&
brightness != Controllers::BrightnessController::Levels::High) {
brightness = Controllers::BrightnessController::Levels::High;
}
brightnessController.Set(brightness);
}