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https://github.com/InfiniTimeOrg/InfiniTime.git
synced 2024-11-27 10:43:46 +03:00
Merge pull request #82 from Avamander/patch-6
Minor formatting, diagnostic and documentation changes
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commit
da73938f4d
@ -7,6 +7,10 @@
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<option name="INDENT_INSIDE_CODE_BLOCK" value="2" />
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<option name="INDENT_DIRECTIVE_AS_CODE" value="true" />
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<option name="SPACE_BEFORE_TEMPLATE_DECLARATION_LT" value="true" />
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<option name="SPACE_BEFORE_POINTER_IN_DECLARATION" value="false" />
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<option name="SPACE_AFTER_POINTER_IN_DECLARATION" value="true" />
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<option name="SPACE_BEFORE_REFERENCE_IN_DECLARATION" value="false" />
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<option name="SPACE_AFTER_REFERENCE_IN_DECLARATION" value="true" />
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</Objective-C>
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<codeStyleSettings language="ObjectiveC">
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<option name="RIGHT_MARGIN" value="140" />
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@ -552,7 +552,7 @@ link_directories(
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)
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set(COMMON_FLAGS -MP -MD -mthumb -mabi=aapcs -Wall -g3 -ffunction-sections -fdata-sections -fno-strict-aliasing -fno-builtin --short-enums -mcpu=cortex-m4 -mfloat-abi=hard -mfpu=fpv4-sp-d16 -Wreturn-type -Werror=return-type)
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set(COMMON_FLAGS -MP -MD -mthumb -mabi=aapcs -Wall -Wno-unknown-pragmas -g3 -ffunction-sections -fdata-sections -fno-strict-aliasing -fno-builtin --short-enums -mcpu=cortex-m4 -mfloat-abi=hard -mfpu=fpv4-sp-d16 -Wreturn-type -Werror=return-type)
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add_definitions(-DCONFIG_GPIO_AS_PINRESET)
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add_definitions(-DDEBUG)
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add_definitions(-DNIMBLE_CFG_CONTROLLER)
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@ -7,9 +7,9 @@ using namespace Pinetime::Applications::Screens;
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extern lv_font_t jetbrains_mono_extrabold_compressed;
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extern lv_font_t jetbrains_mono_bold_20;
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InfiniPaint::InfiniPaint(Pinetime::Applications::DisplayApp *app, Pinetime::Components::LittleVgl& lvgl) : Screen(app), lvgl{lvgl} {
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InfiniPaint::InfiniPaint(Pinetime::Applications::DisplayApp* app, Pinetime::Components::LittleVgl& lvgl) : Screen(app), lvgl{lvgl} {
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app->SetTouchMode(DisplayApp::TouchModes::Polling);
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std::fill(b, b+bufferSize, LV_COLOR_WHITE);
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std::fill(b, b + bufferSize, LV_COLOR_WHITE);
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}
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InfiniPaint::~InfiniPaint() {
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@ -33,10 +33,10 @@ bool InfiniPaint::OnTouchEvent(Pinetime::Applications::TouchEvents event) {
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bool InfiniPaint::OnTouchEvent(uint16_t x, uint16_t y) {
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lv_area_t area;
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area.x1 = x-(width/2);
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area.y1 = y-(height/2);
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area.x2 = x+(width/2)-1;
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area.y2 = y+(height/2)-1;
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area.x1 = x - (width / 2);
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area.y1 = y - (height / 2);
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area.x2 = x + (width / 2) - 1;
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area.y2 = y + (height / 2) - 1;
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lvgl.SetFullRefresh(Components::LittleVgl::FullRefreshDirections::None);
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lvgl.FlushDisplay(&area, b);
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return true;
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@ -11,24 +11,28 @@
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namespace Pinetime {
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namespace Applications {
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namespace Screens {
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class InfiniPaint : public Screen{
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public:
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InfiniPaint(DisplayApp* app, Pinetime::Components::LittleVgl& lvgl);
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~InfiniPaint() override;
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bool Refresh() override;
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bool OnButtonPushed() override;
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bool OnTouchEvent(TouchEvents event) override;
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bool OnTouchEvent(uint16_t x, uint16_t y) override;
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private:
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Pinetime::Components::LittleVgl& lvgl;
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static constexpr uint16_t width = 10;
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static constexpr uint16_t height = 10;
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static constexpr uint16_t bufferSize = width*height;
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lv_color_t b[bufferSize];
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bool running = true;
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class InfiniPaint : public Screen {
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public:
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InfiniPaint(DisplayApp* app, Pinetime::Components::LittleVgl& lvgl);
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~InfiniPaint() override;
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bool Refresh() override;
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bool OnButtonPushed() override;
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bool OnTouchEvent(TouchEvents event) override;
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bool OnTouchEvent(uint16_t x, uint16_t y) override;
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private:
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Pinetime::Components::LittleVgl& lvgl;
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static constexpr uint16_t width = 10;
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static constexpr uint16_t height = 10;
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static constexpr uint16_t bufferSize = width * height;
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lv_color_t b[bufferSize];
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bool running = true;
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};
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}
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}
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@ -12,13 +12,25 @@ namespace Pinetime {
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explicit Screen(DisplayApp* app) : app{app} {}
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virtual ~Screen() = default;
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// Return false if the app can be closed, true if it must continue to run
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/**
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* Most of the time, apps only react to events (touch events, for example).
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* In this case you don't need to do anything in this method.
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*
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* For example, InfiniPaint does nothing in Refresh().
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* But, if you want to update your display periodically, draw an animation...
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* you cannot do it in a touch event handler because these handlers are not
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* called if the user does not touch the screen.
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*
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* That's why Refresh() is there: update the display periodically.
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*
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* @return false if the app can be closed, true if it must continue to run
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**/
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virtual bool Refresh() = 0;
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// Return false if the button hasn't been handled by the app, true if it has been handled
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/** @return false if the button hasn't been handled by the app, true if it has been handled */
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virtual bool OnButtonPushed() { return false; }
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// Return false if the event hasn't been handled by the app, true if it has been handled
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/** @return false if the event hasn't been handled by the app, true if it has been handled */
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virtual bool OnTouchEvent(TouchEvents event) { return false; }
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virtual bool OnTouchEvent(uint16_t x, uint16_t y) { return false; }
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@ -19,10 +19,15 @@ void NrfLogger::Init() {
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void NrfLogger::Process(void*) {
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NRF_LOG_INFO("Logger task started!");
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// Suppress endless loop diagnostic
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#pragma clang diagnostic push
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#pragma ide diagnostic ignored "EndlessLoop"
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while (1) {
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NRF_LOG_FLUSH();
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vTaskDelay(100); // Not good for power consumption, it will wake up every 100ms...
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}
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// Clear diagnostic suppression
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#pragma clang diagnostic pop
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}
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void NrfLogger::Resume() {
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@ -100,6 +100,9 @@ void SystemTask::Work() {
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idleTimer = xTimerCreate ("idleTimer", idleTime, pdFALSE, this, IdleTimerCallback);
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xTimerStart(idleTimer, 0);
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// Suppress endless loop diagnostic
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#pragma clang diagnostic push
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#pragma ide diagnostic ignored "EndlessLoop"
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while(true) {
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uint8_t msg;
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if (xQueueReceive(systemTasksMsgQueue, &msg, isSleeping ? 2500 : 1000)) {
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@ -191,6 +194,8 @@ void SystemTask::Work() {
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if(!nrf_gpio_pin_read(pinButton))
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watchdog.Kick();
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}
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// Clear diagnostic suppression
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#pragma clang diagnostic pop
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}
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void SystemTask::OnButtonPushed() {
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@ -231,7 +236,7 @@ void SystemTask::PushMessage(SystemTask::Messages msg) {
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xQueueSendFromISR(systemTasksMsgQueue, &msg, &xHigherPriorityTaskWoken);
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if (xHigherPriorityTaskWoken) {
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/* Actual macro used here is port specific. */
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// TODO : should I do something here?
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// TODO: should I do something here?
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}
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}
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