f7c86ded80
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.
314 lines
9.4 KiB
Lua
314 lines
9.4 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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screen = ui.screen(dialog and ui.box{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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