e530331613
The panel has no alpha and there is no framebuffer to blend against -- 307KB against 276KB free -- so a scrim cannot be composited. It can be computed instead: the palette is re-derived from seeds mixed toward black, and the content behind a dialog is repainted in those colors, which is the result a black scrim would have produced. The tree was already the source of truth, so dimming is a palette swap rather than a readback. A node marked dimmed carries it to everything it contains, and ui.confirm opts its card back out. Doing that exposed a latent bug in bordered boxes. They filled a square rect and then drew a rounded border over it, so the corners the border does not cover showed the fill. That was invisible while everything behind a card was the same color as the card, and obvious the moment the background dimmed. Separating the two roles fixes it: bg is what a node fills, surface is what sits underneath, anti-aliased edges blend into surface, and a box that paints its own rounded background suppresses the square fill.
316 lines
9.6 KiB
Lua
316 lines
9.6 KiB
Lua
local ui = require("ui")
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local INSET = 30
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local screen, message
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local mode = "menu"
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local samples, pending, armed = {}, nil, false
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local scanRequested, selectedNetwork, password = false, nil, ""
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local keyboardPage = "lower"
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local buildMenu, buildWifi, buildNetworks, buildKeyboard, startCalibration, cycleRotation
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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 = sys.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(sys.getRotation() / 90)
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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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drawTarget(1)
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end
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function cycleRotation()
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local ok = sys.setRotation((sys.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 = sys.setTheme(names[next_index])
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ui.reloadTheme()
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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 = sys.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 = sys.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 = sys.setTimezone(zones[next_index].tz)
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message = ok and "timezone saved" or "save failed"
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buildMenu()
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end
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local function statusLabel(status)
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if status.state == "connected" then return "wifi: " .. status.ssid end
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if status.ssid ~= "" then return "wifi: " .. status.state end
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return "wifi: not configured"
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end
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function buildMenu()
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mode = "menu"
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local items = {
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pad = 12,
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gap = 8,
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ui.text("settings"),
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ui.button{label = "calibrate touch", on_press = startCalibration},
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ui.button{label = "rotation: " .. sys.getRotation() .. " deg", on_press = cycleRotation},
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ui.button{label = statusLabel(wifi.status()), on_press = buildWifi},
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ui.button{label = "theme: " .. ui.themeName, on_press = cycleTheme},
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ui.button{label = "timezone: " .. zoneLabel(), on_press = cycleTimezone},
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ui.button{label = "exit", on_press = sys.exit},
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}
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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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local function requestScan()
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mode = "scanning"
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scanRequested = true
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themed{pad = 12, gap = 8, ui.text("wifi"), ui.text("scanning...")}
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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.status().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.status()
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local items = {pad = 12, gap = 8, ui.text("wifi"), ui.text(statusLabel(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 = network, ""
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if network.secure then buildKeyboard() else connectSelected() end
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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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items[#items + 1] = ui.button{
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label = network.ssid .. lock .. " " .. network.rssi,
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on_press = function() chooseNetwork(network) end,
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}
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end
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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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local function keyButton(label, value, width)
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return ui.button{label = label, w = width or 24, h = 28, pad = 4,
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on_press = function()
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if #password < 64 then password = password .. value end
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buildKeyboard()
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end,
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}
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end
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local function keyRow(chars)
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local row = {row = true, h = 28, gap = 4}
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for char in chars:gmatch(".") do row[#row + 1] = keyButton(char, char) end
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return ui.box(row)
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end
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function buildKeyboard()
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mode = "password"
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local shown = string.rep("*", #password)
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local rows
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if keyboardPage == "symbols" then
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rows = {"!@#$%^&*()", "-_=+[]{}", "`~;:'\",.?", "/\\|<>"}
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else
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rows = {"1234567890", "qwertyuiop", "asdfghjkl", "zxcvbnm,.?"}
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if keyboardPage == "upper" then
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for i, row in ipairs(rows) do rows[i] = row:upper() end
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end
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end
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local controls = {row = true, h = 28, gap = 4,
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ui.button{label = keyboardPage, w = 48, h = 28, pad = 4,
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on_press = function()
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keyboardPage = keyboardPage == "lower" and "upper" or
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(keyboardPage == "upper" and "symbols" or "lower")
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buildKeyboard()
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end},
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ui.button{label = "backspace", w = 68, h = 28, pad = 4,
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on_press = function() password = password:sub(1, -2); buildKeyboard() end},
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keyButton("space", " ", 40),
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ui.button{label = "connect", w = 60, h = 28, pad = 4, on_press = connectSelected},
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ui.button{label = "cancel", w = 52, h = 28, pad = 4, on_press = buildWifi},
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}
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themed{pad = 8, gap = 5,
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ui.text(selectedNetwork.ssid),
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ui.text("password: " .. shown),
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keyRow(rows[1]), keyRow(rows[2]), keyRow(rows[3]), keyRow(rows[4]),
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ui.box(controls),
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}
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end
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function init()
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app.setTickInterval(50) -- calibration samples the raw panel between draws
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buildMenu()
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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 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.status()
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if status.state == "connected" then
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message = "connected: " .. status.ip
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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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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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