f7c5cc09ba
A node was a Lua table of ~625 bytes, of which 21 keys pushed it over a
power-of-two hash boundary and eight were style copies inheritance had
splattered down from its parent. A 400 node screen cost ~250 KB and could not
coexist with wifi's buffers.
The tree now lives in src/ui/layout.h as a 16 byte struct in a flat arena, and
splits by lifetime: Node holds what hit testing and repainting need forever,
Spec holds what only measure/place read and is dropped when layout ends. Style
is sparse and resolved by walking parents, so a node naming no colours costs
nothing. Re-layout rebuilds from Lua rather than retaining the inputs.
401 nodes: 8218 B steady, 21050 B peak
Lua: ~250000 B steady
sdcard/lib/ui.lua stays the toolkit and keeps every constructor signature, but
returns integer handles: 627 lines to 374. Composition, the palette and custom
painters are still Lua on the SD card; only primitives now need a reflash.
BREAKING CHANGE: ui constructors return handles, not tables. Use
ui.setText(id, text) and keep per-node app data in a table keyed by id.
361 lines
11 KiB
Lua
361 lines
11 KiB
Lua
local ui = require("ui")
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-- The same module instance the firmware paints the bar with, so toggling fullscreen
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-- through it drops the cache that would otherwise hide the repaint.
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local statusbar = require("statusbar")
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local INSET = 30
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local MENU_PAD, MENU_GAP = 12, 8
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local screen, message, passwordLabel, passwordRow
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local mode = "menu"
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local samples, pending, armed = {}, nil, false
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local scanRequested, keyboardRequested = false, false
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local selectedNetwork, password = nil, ""
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local timezoneCard
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local buildMenu, buildWifi, buildNetworks, buildKeyboard, startCalibration, cycleRotation, updatePassword
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-- Two inset targets give a raw-per-pixel slope; extrapolate it to the screen edges.
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-- Exposed as a global so test/settings_calibration.lua can exercise it.
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function computeCalibration(s1, s2, w, h, inset)
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local sx = (s2.x - s1.x) / (w - 2 * inset)
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local sy = (s2.y - s1.y) / (h - 2 * inset)
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return math.floor(s1.x - sx * inset), math.floor(s1.y - sy * inset),
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math.floor(s2.x + sx * inset), math.floor(s2.y + sy * inset)
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end
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-- When set, a dialog node the current screen is rebuilt with. It is state like `mode`
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-- and `message`, not something layered on afterwards, so no screen rebuild can lose it.
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local dialog
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local function themed(items)
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-- The root carries no padding so a dialog can cover the whole panel; the padded box
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-- is the content it covers. Colors come from the theme by inheritance.
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local content = ui.box(items)
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-- dimmed on the root, not the content: the root is the node that covers the panel, so
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-- the scrim reaches the margins the content box does not.
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screen = ui.screen(dialog and ui.box{dimmed = true, content, dialog} or ui.box{content})
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end
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local function target(n)
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if n == 1 then return INSET, INSET end
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return 320 - INSET, 480 - INSET
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end
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local function drawTarget(n)
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local x, y = target(n)
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-- Drawn outside the component tree, so this is the case that reads the theme directly.
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local theme = ui.theme
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gui.clear(theme.bg)
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gui.drawText("tap the cross", 10, 10, theme.fg, theme.bg)
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gui.drawLine(x - 12, y, x + 12, y, theme.accent)
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gui.drawLine(x, y - 12, x, y + 12, theme.accent)
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end
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local function finishCalibration()
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local ok = settings.setCalibration(computeCalibration(samples[1], samples[2], 320, 480, INSET))
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message = ok and "calibration saved" or "save failed"
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mode = "menu"
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gui.setRotation(settings.getRotation())
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statusbar.setFullscreen(false)
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buildMenu()
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end
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function startCalibration()
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message = nil
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mode = "calibrate"
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samples, pending, armed = {}, nil, false
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gui.setRotation(0)
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-- The targets sit at the physical corners and the samples are read in panel
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-- coordinates, so the status bar cannot be allowed to shift the frame.
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statusbar.setFullscreen(true)
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drawTarget(1)
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end
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function cycleRotation()
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local ok = settings.setRotation((settings.getRotation() + 90) % 360)
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message = ok and "rotation saved" or "save failed"
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buildMenu()
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end
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local function cycleTheme()
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local names = ui.themeNames()
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local next_index = 1
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for index, name in ipairs(names) do
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if name == ui.themeName then next_index = index % #names + 1 end
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end
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local ok = ui.setTheme(names[next_index])
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message = ok and "theme saved" or "save failed"
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buildMenu()
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end
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local zones = require("timezones")
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-- The stored value is a POSIX rule, so a zone set by hand and missing from the list
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-- shows its rule rather than pretending to be the first entry.
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local function zoneLabel()
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local current = settings.getTimezone()
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for _, zone in ipairs(zones) do
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if zone.tz == current then return zone.name end
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end
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return current
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end
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local function cycleTimezone()
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local current = settings.getTimezone()
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local next_index = 1
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for index, zone in ipairs(zones) do
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if zone.tz == current then next_index = index % #zones + 1 end
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end
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local ok = settings.setTimezone(zones[next_index].tz)
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ui.setText(timezoneValue, ok and zoneLabel() or "save failed")
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ui.invalidate(timezoneCard)
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end
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local function wifiValue(status)
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if status.state == "connected" then return status.ssid end
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if status.ssid ~= "" then return status.state end
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return "not set"
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end
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local function card(side, title, value, on_press)
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local spec = {
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w = side, h = side, gap = 6,
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justify = "center",
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on_press = on_press,
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ui.label(title, {fit = side - 12}),
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}
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local valueLabel
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if value then
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valueLabel = ui.text(value, {w = side - 12, text_align = "center"})
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spec[#spec + 1] = valueLabel
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end
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local button = ui.button(spec)
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if title == "Timezone" then timezoneValue = valueLabel end
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return button
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end
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function buildMenu()
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mode = "menu"
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-- No title: the status bar already names the running app. The status line under the
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-- grid is worth its rows, so the cards give it room rather than pushing it off screen.
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local side, cols = ui.cardSide(5, MENU_PAD, MENU_GAP, message and 20 or 0)
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local cards = {
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card(side, "Calibrate", "touch", startCalibration),
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card(side, "Rotation", settings.getRotation() .. " deg", cycleRotation),
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card(side, "WiFi", wifiValue(wifi.getStatus()), buildWifi),
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card(side, "Theme", ui.themeName, cycleTheme),
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card(side, "Timezone", zoneLabel(), cycleTimezone),
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}
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timezoneCard = cards[#cards]
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-- Centred left to right as a unit, like the home grid, and still top aligned.
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local items = {pad = MENU_PAD, gap = MENU_GAP, w = "fill", align = "center"}
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local gridW = cols * side + (cols - 1) * MENU_GAP
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for index = 1, #cards, cols do
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local row = {row = true, gap = MENU_GAP, w = gridW}
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for column = index, math.min(index + cols - 1, #cards) do row[#row + 1] = cards[column] end
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items[#items + 1] = ui.box(row)
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end
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if message then items[#items + 1] = ui.text(message) end
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themed(items)
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end
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-- Painted here rather than left to draw(): the work these announce blocks the loop, and
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-- on_tick runs before draw in the same pass, so the panel would sit on the background
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-- ui.screen() cleared it to until the blocking call returned.
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local function busy(text)
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themed{w = "fill", h = "fill", justify = "center", align = "center", ui.label(text)}
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screen:draw()
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end
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local function requestScan()
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mode = "scanning"
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scanRequested = true
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busy("scanning networks...")
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end
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local function forgetNetwork()
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dialog = nil
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message = wifi.forget() and "wifi forgotten" or "save failed"
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buildWifi()
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end
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-- Destructive and one tap away from the row above it, which is what a confirm is for.
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local function confirmForget()
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dialog = ui.confirm{
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title = "forget network?",
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message = wifi.getStatus().ssid,
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ok = "forget",
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on_ok = forgetNetwork,
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on_cancel = function()
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dialog = nil
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buildWifi()
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end,
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}
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buildWifi()
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end
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function buildWifi()
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mode = "wifi"
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local status = wifi.getStatus()
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local items = {pad = 12, gap = 8, ui.text("wifi"), ui.text("wifi: " .. wifiValue(status))}
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if status.state == "connected" then
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items[#items + 1] = ui.text("ip: " .. status.ip)
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end
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items[#items + 1] = ui.button{label = "scan networks", on_press = requestScan}
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if status.ssid ~= "" then
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items[#items + 1] = ui.button{label = "forget network", on_press = confirmForget}
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end
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items[#items + 1] = ui.button{label = "back", on_press = buildMenu}
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themed(items)
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end
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local function connectSelected()
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if not wifi.connect(selectedNetwork.ssid, password) then
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message = "could not save wifi"
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buildWifi()
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return
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end
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mode = "connecting"
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themed{pad = 12, gap = 8,
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ui.text("wifi"),
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ui.text("connecting to " .. selectedNetwork.ssid .. "..."),
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ui.button{label = "back", on_press = buildWifi},
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}
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end
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local function chooseNetwork(network)
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selectedNetwork, password = {ssid = network.ssid}, ""
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if not network.secure then
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connectSelected()
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return
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end
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keyboardRequested = true
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mode = "password"
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busy("opening keyboard...")
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end
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-- The network a card stands for, keyed by node id: a node is sixteen bytes in the
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-- firmware and carries nothing an app puts on it.
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local networkOf = {}
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local function selectNetwork(id)
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chooseNetwork(networkOf[id])
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end
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function buildNetworks(networks)
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mode = "networks"
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local byName = {}
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for _, network in ipairs(networks) do
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local current = byName[network.ssid]
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if network.ssid ~= "" and (not current or network.rssi > current.rssi) then
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byName[network.ssid] = network
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end
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end
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local list = {}
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for _, network in pairs(byName) do list[#list + 1] = network end
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table.sort(list, function(a, b) return a.rssi > b.rssi end)
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local items = {pad = 12, gap = 6, ui.text("wifi networks")}
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for i = 1, math.min(#list, 6) do
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local network = list[i]
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local lock = network.secure and " *" or ""
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local card = ui.button{
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label = network.ssid .. lock .. " " .. network.rssi,
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on_press = selectNetwork,
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}
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networkOf[card] = network
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items[#items + 1] = card
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end
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log.info("wifi scan found " .. #list .. " networks")
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if #list == 0 then items[#items + 1] = ui.text("no networks found", {color = ui.theme.muted}) end
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items[#items + 1] = ui.button{label = "rescan", on_press = requestScan}
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items[#items + 1] = ui.button{label = "back", on_press = buildWifi}
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themed(items)
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end
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function updatePassword(value)
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password = value
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ui.setText(passwordLabel, "password: " .. password)
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ui.invalidate(passwordRow)
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end
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function buildKeyboard()
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screen = nil
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collectgarbage()
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local keyboard = require("keyboard")
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mode = "password"
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passwordLabel = ui.text("password: " .. password)
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passwordRow = ui.box{passwordLabel}
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themed{pad = 8, gap = 5,
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ui.text(selectedNetwork.ssid), passwordRow,
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keyboard.new{
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value = password,
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on_change = updatePassword,
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on_submit = function(value) password = value; connectSelected() end,
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},
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}
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local free, _, largest = sys.getMemory()
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log.info("wifi keyboard ready free=" .. free .. " largest=" .. largest)
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end
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function init()
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sys.setTickInterval(50) -- calibration samples the raw panel between draws
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buildMenu()
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log.info("settings ready")
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end
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function draw()
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if mode ~= "calibrate" then screen:draw() end
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end
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function on_touch_down(x, y)
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if mode ~= "calibrate" then screen:down(x, y) end
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end
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function on_touch_up(x, y)
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if mode ~= "calibrate" then screen:up(x, y) end
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end
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function on_tick()
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if keyboardRequested then
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keyboardRequested = false
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buildKeyboard()
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return
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end
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if scanRequested then
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scanRequested = false
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buildNetworks(wifi.scan())
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return
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end
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if mode == "connecting" then
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local status = wifi.getStatus()
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if status.state == "connected" then
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message = "connected: " .. status.ip
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local free, _, largest = sys.getMemory()
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log.info("wifi connected " .. status.ssid .. " free=" .. free .. " largest=" .. largest)
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buildWifi()
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elseif status.state == "failed" or status.state == "not_found" then
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message = "connection " .. status.state
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log.info("wifi connection " .. status.state)
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buildWifi()
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end
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return
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end
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if mode ~= "calibrate" then return end
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local rx, ry = input.getRawTouch()
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if not armed then
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if not rx then armed = true end
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return
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end
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if rx then
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pending = {x = rx, y = ry}
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elseif pending then
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samples[#samples + 1] = pending
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pending = nil
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if #samples == 1 then drawTarget(2) else finishCalibration() end
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end
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end
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