#include "ui.h" #include "drivers/display.h" #include "midi2cv/drivers/encoder.h" #include "midi2cv/menu/menu.h" #include "midi2cv/menu/menu_items.h" #include "part.h" #include "settings.h" #include "stmlib/utils/random.h" #include "ui/main_menu.h" #include #include using namespace stmlib; const uint32_t kEncoderLongPressTime = 600; UI::UI(Part** part_pointers, Display* display, Settings* settings) : settings(settings) , display(display) , main_menu(part_pointers) , parts(part_pointers) { this->input_queue.Init(); LoadState(); } void UI::Poll() { encoder.Debounce(); if (encoder.just_pressed()) { encoder_press_time_ = system_clock.milliseconds(); encoder_long_press_event_sent_ = false; } if (!encoder_long_press_event_sent_) { if (encoder.pressed()) { uint32_t duration = system_clock.milliseconds() - encoder_press_time_; if (duration >= kEncoderLongPressTime && !encoder_long_press_event_sent_) { input_queue.AddEvent(CONTROL_ENCODER_LONG_CLICK, 0, 0); encoder_long_press_event_sent_ = true; } } if (encoder.released()) { input_queue.AddEvent(CONTROL_ENCODER_CLICK, 0, 0); } } int32_t increment = encoder.increment(); if (increment != 0) { input_queue.AddEvent(CONTROL_ENCODER, 0, increment); } } void UI::Draw() { this->display->u8g2()->clearBuffer(); main_menu.render(this->display->u8g2(), 0, 0, DISPLAY_WIDTH, DISPLAY_HEIGHT); this->display->Swap(); } void UI::LoadState() { for (size_t i = 0; i < PART_COUNT; i++) *this->parts[i]->mutable_part_data() = settings->part(i); } void UI::SaveState() { for (size_t i = 0; i < PART_COUNT; i++) { *(settings->mutable_part(i)) = this->parts[i]->part_data(); } settings->SaveState(); } void UI::Flush() { this->display->Flush(); } void UI::DoEvents() { bool refresh_display = false; while (input_queue.available()) { Event e = input_queue.PullEvent(); if (e.control_type == CONTROL_ENCODER_CLICK) { OnClick(); } else if (e.control_type == CONTROL_ENCODER_LONG_CLICK) { OnLongClick(); } else if (e.control_type == CONTROL_ENCODER) { OnIncrement(e); } refresh_display = true; } if (input_queue.idle_time() > 1000) { refresh_display = true; } if (refresh_display) { input_queue.Touch(); Draw(); } } void UI::OnClick() { main_menu.enter(); } void UI::OnLongClick() { main_menu.back(); } void UI::OnIncrement(Event& e) { if (e.data > 0) main_menu.down(); else main_menu.up(); SaveState(); }