Files
slate32/sdcard/.lua/apps/Settings/main.lua
T
evan 97abf037b8 refactor(lua)!: camelCase handlers, and type the app tables
Follows the submodule: on_touch_down and friends become onTouchDown, the last
snake_case left in the surface now that handlers are table fields rather than
globals.

main.lua declares SlateApp, this card's contract with its apps, and every app
composes what it fills -- PaintApp is SlateApp plus TouchHandlers, Home is
SlateApp alone -- which is also the only static record of the features an app
needs.
2026-08-05 10:42:06 -04:00

555 lines
16 KiB
Lua

local ui = require "ui"
local statusbar = require "statusbar"
local zones = require "timezones"
local FONT = screen.FONT_UI
local INSET = 30
local MENU_PAD, MENU_GAP = 12, 8
---@class SettingsApp : SlateApp
local M = {}
-- Every screen this app has is a value of `mode`, and node() builds whichever one is
-- current. Nothing is retained between them, so a rotation, a theme change and a tap that
-- navigates are all the same operation: set the state, rebuild.
local mode = "menu"
local message, bleMessage, busyText
local dialog
local networks, bleDevices = {}, {}
local samples, pending, armed = {}, nil, false
local scanRequested, keyboardRequested = false, false
local bleScanRequested, bleConnectRequested = false, false
local selectedNetwork, password = nil, ""
local selectedBleDevice
local targetIndex = 1
local rotationBeforeCalibration = 0
local passwordLabel
local networkOf, bleDeviceOf = {}, {}
local function show(next)
mode = next
ui.rebuild()
end
-- Two inset targets give a raw-per-pixel slope; extrapolate it to the screen edges.
function M.computeCalibration(s1, s2, w, h, inset)
local sx = (s2.x - s1.x) / (w - 2 * inset)
local sy = (s2.y - s1.y) / (h - 2 * inset)
return math.floor(s1.x - sx * inset),
math.floor(s1.y - sy * inset),
math.floor(s2.x + sx * inset),
math.floor(s2.y + sy * inset)
end
local function target(n)
if n == 1 then
return INSET, INSET
end
return 320 - INSET, 480 - INSET
end
-- The one painter in the app: a cross has no widget, and the panel underneath must stay
-- in physical coordinates while the samples are read.
local function paintTarget(_, ox, oy)
local x, y = target(targetIndex)
local theme = ui.theme
screen.drawText(FONT, ox + 10, oy + 10, "tap the cross", theme.color, nil, theme.background)
screen.drawLine(x - 12, y, x + 12, y, theme.accent)
screen.drawLine(x, y - 12, x, y + 12, theme.accent)
end
local function finishCalibration()
local ok = touch.setCalibration(M.computeCalibration(samples[1], samples[2], 320, 480, INSET))
message = ok and "calibration saved" or "save failed"
screen.setRotation(rotationBeforeCalibration)
mode = "menu"
statusbar.setFullscreen(false) -- rebuilds, which is what puts the menu back
end
-- Rotation is saved as it is applied, so calibrating upright is a change the app
-- has to put back itself once the samples are in.
local function startCalibration()
message = nil
samples, pending, armed = {}, nil, false
targetIndex = 1
mode = "calibrate"
rotationBeforeCalibration = screen.getRotation()
screen.setRotation(0)
-- The targets sit at the physical corners and the samples are read in panel
-- coordinates, so the status bar cannot be allowed to shift the frame.
statusbar.setFullscreen(true)
end
local function cycleRotation()
local ok = screen.setRotation((screen.getRotation() + 90) % 360)
message = ok and "rotation saved" or "save failed"
ui.rebuild()
end
local function cycleTheme()
local names = ui.themeNames()
local next_index = 1
for index, name in ipairs(names) do
if name == ui.getTheme() then
next_index = index % #names + 1
end
end
local ok = ui.setTheme(names[next_index])
message = ok and "theme saved" or "save failed"
ui.rebuild()
end
-- The stored value is a POSIX rule, so a zone set by hand and missing from the list
-- shows its rule rather than pretending to be the first entry.
local function zoneLabel()
local current = sys.getTimezone()
for _, zone in ipairs(zones) do
if zone.tz == current then
return zone.name
end
end
return current
end
local function cycleTimezone()
local current = sys.getTimezone()
local next_index = 1
for index, zone in ipairs(zones) do
if zone.tz == current then
next_index = index % #zones + 1
end
end
message = sys.setTimezone(zones[next_index].tz) and nil or "save failed"
ui.rebuild()
end
local function wifiValue(status)
return status.state == "connected" and "on" or "off"
end
-- Announced rather than left to draw(): the work these stand in for blocks the loop, and
-- tick() runs before draw in the same pass, so the panel would sit on the background the
-- rebuild cleared it to until the blocking call returned.
local function busy(text)
busyText = text
show "busy"
end
local function requestScan()
scanRequested = true
busy "scanning networks..."
end
local function forgetNetwork()
dialog = nil
message = wifi.forget() and "wifi forgotten" or "save failed"
show "wifi"
end
local function dismissDialog()
dialog = nil
ui.rebuild()
end
-- Destructive and one tap away from the row above it, which is what a confirm is for.
local function confirmForget()
dialog = "forget"
show "wifi"
end
local function connectSavedNetwork()
if not wifi.connect() then
message = "could not connect wifi"
return show "wifi"
end
show "connecting"
end
local function connectSelected()
if not wifi.connect(selectedNetwork.ssid, password) then
message = "could not save wifi"
return show "wifi"
end
show "connecting"
end
local function disconnectWifi()
wifi.disconnect()
message = "wifi off"
show "wifi"
end
local function chooseNetwork(network)
selectedNetwork, password = { ssid = network.ssid }, ""
if not network.secure then
return connectSelected()
end
keyboardRequested = true
busy "opening keyboard..."
end
local function selectNetwork(id)
chooseNetwork(networkOf[id])
end
local function enableBle()
local ok, err = ble.init "Slate32 BLE"
bleMessage = ok and "BLE on" or err
show "ble"
end
local function disableBle()
ble.deinit()
bleMessage = "BLE off"
show "ble"
end
local function disconnectBle()
ble.disconnect()
bleMessage = "BLE disconnected"
show "ble"
end
local function startBleAdvertising()
local ok, err = ble.startAdvertising "Slate32 BLE"
bleMessage = ok and "BLE advertising" or err
show "ble"
end
local function stopBleAdvertising()
ble.stopAdvertising()
bleMessage = "BLE advertising stopped"
show "ble"
end
local function requestBleScan()
bleScanRequested = true
busy "scanning BLE..."
end
local function selectBleDevice(id)
selectedBleDevice = bleDeviceOf[id]
bleConnectRequested = true
busy "connecting BLE..."
end
local function card(side, title, value, on_click)
local spec = {
w = side,
h = side,
gap = 6,
justify = "center",
align = "center",
on_click = on_click,
ui.label(title, { font = screen.FONT_UI, fit = side - 12 }),
}
if value then
spec[#spec + 1] = ui.label(value, { font = screen.FONT_SMALL, fit = side - 12 })
end
return ui.button(spec)
end
local function menuScreen()
-- No title: the status bar already names the running app. The status line under the
-- grid is worth its rows, so the cards give it room rather than pushing it off screen.
local side, cols = ui.cardSide(6, MENU_PAD, MENU_GAP, message and 20 or 0)
local cards = {
card(side, "Calibrate", "touch", startCalibration),
card(side, "Rotation", screen.getRotation() .. " deg", cycleRotation),
card(side, "WiFi", wifiValue(wifi.getStatus()), function()
show "wifi"
end),
card(side, "BLE", ble.isInitialized() and "on" or "off", function()
show "ble"
end),
card(side, "Theme", ui.getTheme(), cycleTheme),
card(side, "Timezone", zoneLabel(), cycleTimezone),
}
-- Centred left to right as a unit, like the home grid, and still top aligned.
local items = { pad = MENU_PAD, gap = MENU_GAP, w = "fill", align = "center" }
local gridW = cols * side + (cols - 1) * MENU_GAP
for index = 1, #cards, cols do
local row = { row = true, gap = MENU_GAP, w = gridW }
for column = index, math.min(index + cols - 1, #cards) do
row[#row + 1] = cards[column]
end
items[#items + 1] = ui.box(row)
end
if message then
items[#items + 1] = ui.text(message)
end
return items
end
local function backTo(next)
return function()
show(next)
end
end
local function wifiScreen()
local status = wifi.getStatus()
local items = { pad = 12, gap = 8, ui.text "wifi", ui.text(wifiValue(status)) }
if status.state == "connected" then
items[#items + 1] = ui.text("ip: " .. status.ip)
end
if status.ssid ~= "" then
items[#items + 1] = ui.button {
label = status.state == "connected" and "disconnect" or "connect",
on_click = status.state == "connected" and disconnectWifi or connectSavedNetwork,
}
end
items[#items + 1] = ui.button { label = "scan networks", on_click = requestScan }
if status.ssid ~= "" then
items[#items + 1] = ui.button { label = "forget network", on_click = confirmForget }
end
items[#items + 1] = ui.button { label = "back", on_click = backTo "menu" }
return items
end
local function connectingScreen()
local to = selectedNetwork and (" to " .. selectedNetwork.ssid) or ""
return {
pad = 12,
gap = 8,
ui.text "wifi",
ui.text("connecting" .. to .. "..."),
ui.button { label = "back", on_click = backTo "wifi" },
}
end
local function networksScreen()
local byName = {}
for _, network in ipairs(networks) do
local current = byName[network.ssid]
if network.ssid ~= "" and (not current or network.rssi > current.rssi) then
byName[network.ssid] = network
end
end
local list = {}
for _, network in pairs(byName) do
list[#list + 1] = network
end
table.sort(list, function(a, b)
return a.rssi > b.rssi
end)
local items = { pad = 12, gap = 6, ui.text "wifi networks" }
networkOf = {}
for i = 1, math.min(#list, 6) do
local network = list[i]
local lock = network.secure and " *" or ""
local button = ui.button {
label = network.ssid .. lock .. " " .. network.rssi,
on_click = selectNetwork,
}
-- The network a card stands for, keyed by node id: a node is sixteen bytes in the
-- firmware and carries nothing an app puts on it.
networkOf[button] = network
items[#items + 1] = button
end
if #list == 0 then
items[#items + 1] = ui.text("no networks found", { color = ui.theme.muted })
end
items[#items + 1] = ui.button { label = "rescan", on_click = requestScan }
items[#items + 1] = ui.button { label = "back", on_click = backTo "wifi" }
return items
end
local function bleScreen()
local initialized = ble.isInitialized()
local items = { pad = 12, gap = 7, ui.text "BLE", ui.text(initialized and "on" or "off") }
if bleMessage then
items[#items + 1] = ui.text(bleMessage, { font = screen.FONT_SMALL })
end
if initialized then
items[#items + 1] = ui.button { label = "scan devices", on_click = requestBleScan }
items[#items + 1] = ui.button { label = "start advertising", on_click = startBleAdvertising }
items[#items + 1] = ui.button { label = "stop advertising", on_click = stopBleAdvertising }
if ble.isConnected() then
items[#items + 1] = ui.button { label = "disconnect", on_click = disconnectBle }
end
items[#items + 1] = ui.button { label = "turn off", on_click = disableBle }
else
items[#items + 1] = ui.button { label = "turn on", on_click = enableBle }
end
items[#items + 1] = ui.button { label = "back", on_click = backTo "menu" }
return items
end
local function bleDevicesScreen()
local items = { pad = 12, gap = 6, ui.text "BLE devices" }
bleDeviceOf = {}
for index = 1, math.min(#bleDevices, 6) do
local device = bleDevices[index]
local name = device.name ~= "" and device.name or device.address
if #name > 24 then
name = name:sub(1, 24)
end
local button = ui.button {
label = name .. " " .. device.rssi,
on_click = selectBleDevice,
}
bleDeviceOf[button] = device
items[#items + 1] = button
end
if #bleDevices == 0 then
items[#items + 1] = ui.text "no devices found"
end
items[#items + 1] = ui.button { label = "rescan", on_click = requestBleScan }
items[#items + 1] = ui.button { label = "back", on_click = backTo "ble" }
return items
end
local function passwordScreen()
local keyboard = require "keyboard"
passwordLabel = ui.text("password: " .. password, { w = "fill" })
return {
pad = 8,
gap = 5,
ui.text(selectedNetwork.ssid),
passwordLabel,
keyboard.new {
value = password,
on_change = function(value)
password = value
ui.setText(passwordLabel, "password: " .. password)
end,
on_submit = function(value)
password = value
connectSelected()
end,
},
}
end
local SCREENS = {
menu = menuScreen,
wifi = wifiScreen,
connecting = connectingScreen,
networks = networksScreen,
ble = bleScreen,
ble_devices = bleDevicesScreen,
password = passwordScreen,
busy = function()
return { w = "fill", h = "fill", justify = "center", align = "center", ui.label(busyText) }
end,
}
function M.node()
if mode == "calibrate" then
return ui.custom { w = "fill", h = "fill", paint = paintTarget }
end
-- The content box carries the padding so a dialog can cover the whole panel. The scrim
-- is a style on the box holding the content, so it reaches the margins the content does
-- not while the dialog above it keeps the lit palette.
local content = ui.box(SCREENS[mode]())
if not dialog then
return ui.box { w = "fill", h = "fill", content }
end
return ui.box {
w = "fill",
h = "fill",
ui.box { w = "fill", h = "fill", color = ui.theme.muted, face = ui.theme.background, content },
ui.confirm {
title = "forget network?",
message = wifi.getStatus().ssid,
ok = "forget",
on_ok = forgetNetwork,
on_cancel = dismissDialog,
},
}
end
function M.init()
timer.every(50, M.tick) -- calibration samples the raw panel between draws
log.info "settings ready"
end
function M.tick()
if keyboardRequested then
keyboardRequested = false
show "password"
local free, _, largest = sys.getMemory()
log.info("wifi keyboard ready free=" .. free .. " largest=" .. largest)
return
end
if scanRequested then
scanRequested = false
-- A scan that cannot start reports why: the radio needs a contiguous buffer, and a
-- crash here would take the app down over a condition the next attempt may not hit.
local found, err = wifi.scan()
if not found then
message = err or "scan failed"
log.error("wifi scan failed: " .. tostring(err))
show "wifi"
return
end
networks = found
log.info("wifi scan found " .. #networks .. " networks")
show "networks"
return
end
if bleScanRequested then
bleScanRequested = false
local devices, err = ble.scan(3000)
if devices then
log.info("BLE scan found " .. #devices .. " devices")
bleDevices = devices
show "ble_devices"
else
bleMessage = err
show "ble"
end
return
end
if bleConnectRequested then
bleConnectRequested = false
local ok, err = ble.connect(selectedBleDevice.address)
bleMessage = ok and "BLE connected" or err
show "ble"
return
end
if mode == "connecting" then
local status = wifi.getStatus()
if status.state == "connected" then
message = "connected: " .. status.ip
local free, _, largest = sys.getMemory()
log.info("wifi connected " .. status.ssid .. " free=" .. free .. " largest=" .. largest)
show "wifi"
elseif status.state == "failed" or status.state == "not_found" then
message = "connection " .. status.state
log.info("wifi connection " .. status.state)
show "wifi"
end
return
end
if mode ~= "calibrate" then
return
end
local rx, ry = touch.getRawPoint()
if not armed then
if not rx then
armed = true
end
return
end
if rx then
pending = { x = rx, y = ry }
elseif pending then
samples[#samples + 1] = pending
pending = nil
if #samples == 1 then
targetIndex = 2
ui.rebuild()
else
finishCalibration()
end
end
end
return M