Files
slate32/sdcard/apps/settings/main.lua
T
evan f7c86ded80 feat(ui): dialogs as ordinary nodes, with capture, border and fill
A dialog is a component the app includes when its state says so, placed absolutely so
it covers the flow instead of joining it, and dismissed by rebuilding without it. No
layer stack, no module state, no lifecycle: "on top" already means "later in the child
list", which the draw walk gives for free, and nothing needs to survive a rebuild
because the tree is derived from state rather than mutated beside it.

The alternative was a ui.push/ui.pop stack of roots. It would have been the only
imperative thing in an otherwise declarative program, and needed rules to reconcile two
ways for something to reach the screen -- the rule that a rebuild must only replace the
base being the one that would eventually be forgotten.

Three primitives were missing and are now here. capture makes a component swallow the
taps its children missed, without which the hit walk falls back to earlier siblings and
a dialog can be tapped through. border draws a box as a rounded rect. fill names a size
a fraction cannot express, since any number >= 1 is read as pixels, so w = 1.0 asked
for one pixel.

The root now measures as "fill" rather than auto. It is placed at the full panel rect
already, so its own children could not resolve a fraction of the one component whose
size is never in doubt.

Settings asks before forgetting a network, which is the first caller.
2026-08-01 18:43:35 -04:00

314 lines
9.4 KiB
Lua

local ui = require("ui")
local INSET = 30
local screen, message
local mode = "menu"
local samples, pending, armed = {}, nil, false
local scanRequested, selectedNetwork, password = false, nil, ""
local keyboardPage = "lower"
local buildMenu, buildWifi, buildNetworks, buildKeyboard, startCalibration, cycleRotation
-- Two inset targets give a raw-per-pixel slope; extrapolate it to the screen edges.
-- Exposed as a global so test/settings_calibration.lua can exercise it.
function 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
-- When set, a dialog node the current screen is rebuilt with. It is state like `mode`
-- and `message`, not something layered on afterwards, so no screen rebuild can lose it.
local dialog
local function themed(items)
-- The root carries no padding so a dialog can cover the whole panel; the padded box
-- is the content it covers. Colors come from the theme by inheritance.
local content = ui.box(items)
screen = ui.screen(dialog and ui.box{content, dialog} or ui.box{content})
end
local function target(n)
if n == 1 then return INSET, INSET end
return 320 - INSET, 480 - INSET
end
local function drawTarget(n)
local x, y = target(n)
-- Drawn outside the component tree, so this is the case that reads the theme directly.
local theme = ui.theme
gui.clear(theme.bg)
gui.drawText("tap the cross", 10, 10, theme.fg, theme.bg)
gui.drawLine(x - 12, y, x + 12, y, theme.accent)
gui.drawLine(x, y - 12, x, y + 12, theme.accent)
end
local function finishCalibration()
local ok = sys.setCalibration(computeCalibration(samples[1], samples[2], 320, 480, INSET))
message = ok and "calibration saved" or "save failed"
mode = "menu"
gui.setRotation(sys.getRotation() / 90)
buildMenu()
end
function startCalibration()
message = nil
mode = "calibrate"
samples, pending, armed = {}, nil, false
gui.setRotation(0)
drawTarget(1)
end
function cycleRotation()
local ok = sys.setRotation((sys.getRotation() + 90) % 360)
message = ok and "rotation saved" or "save failed"
buildMenu()
end
local function cycleTheme()
local names = ui.themeNames()
local next_index = 1
for index, name in ipairs(names) do
if name == ui.themeName then next_index = index % #names + 1 end
end
local ok = sys.setTheme(names[next_index])
ui.reloadTheme()
message = ok and "theme saved" or "save failed"
buildMenu()
end
local zones = require("timezones")
-- 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
local ok = sys.setTimezone(zones[next_index].tz)
message = ok and "timezone saved" or "save failed"
buildMenu()
end
local function statusLabel(status)
if status.state == "connected" then return "wifi: " .. status.ssid end
if status.ssid ~= "" then return "wifi: " .. status.state end
return "wifi: not configured"
end
function buildMenu()
mode = "menu"
local items = {
pad = 12,
gap = 8,
ui.text("settings"),
ui.button{label = "calibrate touch", on_press = startCalibration},
ui.button{label = "rotation: " .. sys.getRotation() .. " deg", on_press = cycleRotation},
ui.button{label = statusLabel(wifi.status()), on_press = buildWifi},
ui.button{label = "theme: " .. ui.themeName, on_press = cycleTheme},
ui.button{label = "timezone: " .. zoneLabel(), on_press = cycleTimezone},
ui.button{label = "exit", on_press = sys.exit},
}
if message then items[#items + 1] = ui.text(message) end
themed(items)
end
local function requestScan()
mode = "scanning"
scanRequested = true
themed{pad = 12, gap = 8, ui.text("wifi"), ui.text("scanning...")}
end
local function forgetNetwork()
dialog = nil
message = wifi.forget() and "wifi forgotten" or "save failed"
buildWifi()
end
-- Destructive and one tap away from the row above it, which is what a confirm is for.
local function confirmForget()
dialog = ui.confirm{
title = "forget network?",
message = wifi.status().ssid,
ok = "forget",
on_ok = forgetNetwork,
on_cancel = function()
dialog = nil
buildWifi()
end,
}
buildWifi()
end
function buildWifi()
mode = "wifi"
local status = wifi.status()
local items = {pad = 12, gap = 8, ui.text("wifi"), ui.text(statusLabel(status))}
if status.state == "connected" then
items[#items + 1] = ui.text("ip: " .. status.ip)
end
items[#items + 1] = ui.button{label = "scan networks", on_press = requestScan}
if status.ssid ~= "" then
items[#items + 1] = ui.button{label = "forget network", on_press = confirmForget}
end
items[#items + 1] = ui.button{label = "back", on_press = buildMenu}
themed(items)
end
local function connectSelected()
if not wifi.connect(selectedNetwork.ssid, password) then
message = "could not save wifi"
buildWifi()
return
end
mode = "connecting"
themed{pad = 12, gap = 8,
ui.text("wifi"),
ui.text("connecting to " .. selectedNetwork.ssid .. "..."),
ui.button{label = "back", on_press = buildWifi},
}
end
local function chooseNetwork(network)
selectedNetwork, password = network, ""
if network.secure then buildKeyboard() else connectSelected() end
end
function buildNetworks(networks)
mode = "networks"
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")}
for i = 1, math.min(#list, 6) do
local network = list[i]
local lock = network.secure and " *" or ""
items[#items + 1] = ui.button{
label = network.ssid .. lock .. " " .. network.rssi,
on_press = function() chooseNetwork(network) end,
}
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_press = requestScan}
items[#items + 1] = ui.button{label = "back", on_press = buildWifi}
themed(items)
end
local function keyButton(label, value, width)
return ui.button{label = label, w = width or 24, h = 28, pad = 4,
on_press = function()
if #password < 64 then password = password .. value end
buildKeyboard()
end,
}
end
local function keyRow(chars)
local row = {row = true, h = 28, gap = 4}
for char in chars:gmatch(".") do row[#row + 1] = keyButton(char, char) end
return ui.box(row)
end
function buildKeyboard()
mode = "password"
local shown = string.rep("*", #password)
local rows
if keyboardPage == "symbols" then
rows = {"!@#$%^&*()", "-_=+[]{}", "`~;:'\",.?", "/\\|<>"}
else
rows = {"1234567890", "qwertyuiop", "asdfghjkl", "zxcvbnm,.?"}
if keyboardPage == "upper" then
for i, row in ipairs(rows) do rows[i] = row:upper() end
end
end
local controls = {row = true, h = 28, gap = 4,
ui.button{label = keyboardPage, w = 48, h = 28, pad = 4,
on_press = function()
keyboardPage = keyboardPage == "lower" and "upper" or
(keyboardPage == "upper" and "symbols" or "lower")
buildKeyboard()
end},
ui.button{label = "backspace", w = 68, h = 28, pad = 4,
on_press = function() password = password:sub(1, -2); buildKeyboard() end},
keyButton("space", " ", 40),
ui.button{label = "connect", w = 60, h = 28, pad = 4, on_press = connectSelected},
ui.button{label = "cancel", w = 52, h = 28, pad = 4, on_press = buildWifi},
}
themed{pad = 8, gap = 5,
ui.text(selectedNetwork.ssid),
ui.text("password: " .. shown),
keyRow(rows[1]), keyRow(rows[2]), keyRow(rows[3]), keyRow(rows[4]),
ui.box(controls),
}
end
function init()
app.setTickInterval(50) -- calibration samples the raw panel between draws
buildMenu()
end
function draw()
if mode ~= "calibrate" then screen:draw() end
end
function on_touch_down(x, y)
if mode ~= "calibrate" then screen:down(x, y) end
end
function on_touch_up(x, y)
if mode ~= "calibrate" then screen:up(x, y) end
end
function on_tick()
if scanRequested then
scanRequested = false
buildNetworks(wifi.scan())
return
end
if mode == "connecting" then
local status = wifi.status()
if status.state == "connected" then
message = "connected: " .. status.ip
buildWifi()
elseif status.state == "failed" or status.state == "not_found" then
message = "connection " .. status.state
buildWifi()
end
return
end
if mode ~= "calibrate" then return end
local rx, ry = input.getRawTouch()
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 drawTarget(2) else finishCalibration() end
end
end