b5146b8642
The bar repainted itself whole every second. It now compares each field against what it last painted, adds seconds and a memory percentage, and keys the cache on gui.getRotation() and ui.themeName so rotation and theme changes still repaint it. Invalidation lives entirely in Lua; the firmware's push flag and gfx/statusbar.h are gone. Bindings follow getName/setName/isName, persisted preferences move from sys to a settings table, and gui.setRotation takes degrees like settings does. A bar that dies mid-run now keeps its rows reserved rather than silently resizing the running app.
120 lines
4.2 KiB
Lua
120 lines
4.2 KiB
Lua
-- The top bar, painted by the firmware once a second in every app. It draws in panel
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-- coordinates (the firmware drops the app viewport around the call), so gui.getWidth()
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-- here is the whole screen.
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--
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-- Invalidation is entirely local: draw() compares what it is about to paint against what
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-- it last painted, so the firmware never has to tell the bar that anything changed.
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local ui = require("ui")
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local PAD = 6
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-- The firmware reads both: `height` is the strip it keeps apps out of, `interval` is how
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-- often it calls draw().
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local M = {height = 22, interval = 1000}
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local BAR_H = M.height
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local SIGNAL_W = 11
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local GAP = 8
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-- What is currently on the panel. Every field repaints only when its value changes, so
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-- the once-a-second tick costs one clock rectangle instead of a whole bar.
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local shown = {}
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local function clock()
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return sys.isClockSynced() and os.date("%H:%M:%S") or "--:--:--"
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end
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local function signalBars()
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local status = wifi.getStatus()
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if status.state ~= "connected" then return 0 end
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return status.rssi >= -60 and 3 or status.rssi >= -75 and 2 or 1
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end
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local function memPercent()
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local free, total = sys.getMemory()
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if not total or total <= 0 then return 0 end
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return (total - free) * 100 // total
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end
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-- Bars rather than glyphs: there is no icon font, and signal strength is a scale.
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local function drawSignal(x, y, bars, color, muted)
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for i = 1, 3 do
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local h = i * 3
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gui.fillRect(x + (i - 1) * 4, y + 9 - h, 3, h, i <= bars and color or muted)
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end
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end
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-- Fills the leading square of the bar, which is the rect the firmware treats as home.
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-- Drawn as a button rather than left as a hidden hit region: a target nobody can see is
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-- one nobody finds.
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local function drawHome(theme)
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local inset = 3
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local side = BAR_H - 1 - inset * 2
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gui.roundRect(inset, inset, side, side, 4, theme.bg, theme.face[1], theme.face[2], theme.muted)
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local x, y = inset + side // 2 + 1, inset + side // 2
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for offset = 0, 1 do -- two passes, because a one pixel chevron reads as a speck
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gui.drawLine(x + offset, y - 4, x + offset - 4, y, theme.fg)
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gui.drawLine(x + offset - 4, y, x + offset, y + 4, theme.fg)
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end
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end
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-- Leaving fullscreen is the one change the bar cannot observe: no draw happens while an
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-- app owns the panel, so the state it last painted still matches the state it would paint
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-- now, while the pixels are gone. Apps toggle fullscreen through here for that reason.
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function M.setFullscreen(on)
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gui.setFullscreen(on)
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if not on then shown = {} end
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end
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function M.draw(home)
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local theme = ui.theme
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gui.setTextSize(1) -- panel state: the app may have left it scaled up
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local w = gui.getWidth()
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local textY = math.floor((BAR_H - 1 - gui.getFontHeight()) / 2)
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-- Slots sized for their widest value, so a shorter one never shifts its neighbours.
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local clockW, memW = gui.getTextWidth("00:00:00"), gui.getTextWidth("100%")
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local clockX = w - PAD - clockW
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local signalX = clockX - GAP - SIGNAL_W
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local memX = signalX - GAP - memW
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-- Rotation moves every slot and the theme recolors them; a new app gets a fresh Lua
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-- state, so an empty cache already means "repaint everything".
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local key = gui.getRotation() .. "|" .. ui.themeName
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if key ~= shown.key then
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shown = {key = key}
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gui.fillRect(0, 0, w, BAR_H, theme.bg)
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gui.fillRect(0, BAR_H - 1, w, 1, theme.muted) -- a rule, so the bar reads as chrome
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local nameX = PAD
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if home then
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drawHome(theme)
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nameX = BAR_H + PAD
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end
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gui.drawText(sys.getAppName(), nameX, textY, theme.fg, theme.bg)
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end
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local mem = memPercent()
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if mem ~= shown.mem then
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shown.mem = mem
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local text = mem .. "%"
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gui.fillRect(memX, 0, memW, BAR_H - 1, theme.bg)
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gui.drawText(text, memX + memW - gui.getTextWidth(text), textY, theme.muted, theme.bg)
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end
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local bars = signalBars()
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if bars ~= shown.bars then
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shown.bars = bars
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gui.fillRect(signalX, 0, SIGNAL_W, BAR_H - 1, theme.bg)
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drawSignal(signalX, textY, bars, theme.fg, theme.muted)
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end
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local time = clock()
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if time ~= shown.time then
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shown.time = time
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gui.fillRect(clockX, 0, clockW, BAR_H - 1, theme.bg)
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gui.drawText(time, clockX, textY, theme.muted, theme.bg)
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end
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end
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return M
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