eurorack/deprecated/midi2cv/ui.cc

127 lines
2.5 KiB
C++

#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 <array>
#include <u8g2.h>
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();
}