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mirror of https://github.com/NixOS/mobile-nixos.git synced 2024-12-04 02:57:43 +03:00
mobile-nixos/boot/splash/ui.rb
2023-05-05 16:13:10 -04:00

312 lines
9.1 KiB
Ruby

module Kernel
alias_method :_exit, :exit
# mruby-at_exit seems to not be complete :/
# Let's instead hijack exit...
def exit(*args)
# Restore the console at exit.
VTConsole.map_console(1)
_exit(*args)
end
end
class UI
FG_COLOR = Configuration["splash"] && Configuration["splash"]["foreground"]
FG_COLOR = FG_COLOR.to_i(16) if FG_COLOR.is_a?(String)
FG_COLOR ||= 0xFFFFFFFF
BG_COLOR = Configuration["splash"] && Configuration["splash"]["background"]
BG_COLOR = BG_COLOR.to_i(16) if BG_COLOR.is_a?(String)
BG_COLOR ||= 0xFF000000
THEME = Configuration["splash"] && Configuration["splash"]["theme"]
THEME ||= "night"
attr_reader :screen
attr_reader :progress_bar
attr_reader :ask_identifier
# As this is not using BaseWindow, LVGUI::init isn't handled for us.
LVGUI.init(theme: THEME.to_sym, assets_path: "boot-splash/assets")
def initialize()
add_screen
add_page
# Biggest of horizontal or vertical; a percent.
@unit = ([@screen.get_width, @screen.get_height].max * 0.01).ceil
add_logo
add_progress_bar
add_label
add_recovery
add_textarea
add_keyboard
add_cover # last
end
def add_label()
@label = LVGL::LVLabel.new(@page)
@label.get_style(LVGL::LABEL_STYLE::MAIN).dup.tap do |style|
@label.set_style(LVGL::LABEL_STYLE::MAIN, style)
style.text_color = FG_COLOR
end
@label.set_long_mode(LVGL::LABEL_LONG::BREAK)
@label.set_align(LVGL::LABEL_ALIGN::CENTER)
@label.set_width(@page.get_width * 0.9)
@label.set_pos(*center(@label, 0, 5*@unit))
@label.set_text("")
end
def add_logo()
file = LVGL::Hacks.get_asset_path("logo.svg")
if @page.get_height > @page.get_width
# 80% of the width
file = "#{file}?width=#{(@page.get_width * 0.8).to_i}"
else
# 15% of the height
file = "#{file}?height=#{(@page.get_height * 0.15).to_i}"
end
@logo = LVGL::LVImage.new(@page)
@logo.set_src(file)
# Position the logo
@logo.set_pos(*center(@logo, 0, -@logo.get_height))
end
def add_progress_bar()
@progress_bar = LVGUI::ProgressBar.new(@page)
@progress_bar.set_height(3 * @unit)
@progress_bar.set_width(@page.get_width * 0.7)
@progress_bar.set_pos(*center(@progress_bar))
@progress_bar.foreground_color = FG_COLOR
@progress_bar.background_color = BG_COLOR
end
def add_screen()
@screen = LVGL::LVContainer.new()
# NOTE: we don't need to `#dup` the screen's style, it's unique.
# (`#dup`ing it also crashes with the mono theme :/)
@screen.get_style(LVGL::CONT_STYLE::MAIN).tap do |style|
# Background for the splash, assumed black.
style.body_main_color = BG_COLOR
style.body_grad_color = BG_COLOR
end
end
def add_page()
@page = LVGL::LVContainer.new(@screen)
@page.set_width(@screen.get_width)
@page.set_height(@screen.get_height)
@page.get_style(LVGL::CONT_STYLE::MAIN).dup.tap do |style|
@page.set_style(LVGL::CONT_STYLE::MAIN, style)
style.body_main_color = BG_COLOR
style.body_grad_color = BG_COLOR
style.body_border_width = 0
end
end
def add_recovery()
@recovery_container = LVGL::LVContainer.new(@page)
@recovery_container.set_hidden(true)
@recovery_container.set_width(@page.get_width)
@recovery_container.get_style(LVGL::CONT_STYLE::MAIN).dup.tap do |style|
@recovery_container.set_style(LVGL::CONT_STYLE::MAIN, style)
style.body_main_color = BG_COLOR
style.body_grad_color = BG_COLOR
style.body_border_width = 0
end
recovery_label = LVGL::LVLabel.new(@recovery_container)
recovery_label.get_style(LVGL::LABEL_STYLE::MAIN).dup.tap do |style|
recovery_label.set_style(LVGL::LABEL_STYLE::MAIN, style)
style.text_color = FG_COLOR
end
recovery_label.set_long_mode(LVGL::LABEL_LONG::BREAK)
recovery_label.set_align(LVGL::LABEL_ALIGN::CENTER)
recovery_label.set_width(@recovery_container.get_width() * 0.9)
recovery_label.set_text("Booting to recovery menu")
recovery_label.set_x(@recovery_container.get_width()/2 - recovery_label.get_width()/2)
recovery_label.set_y(@unit)
@recovery_container.set_height(recovery_label.get_height() + 2*@unit)
@recovery_container.set_pos(0, @page.get_height() - @recovery_container.get_height())
end
# Used to handle fade-in/fade-out
# This is because opacity handles multiple overlaid objects wrong.
def add_cover()
@cover = LVGL::LVObject.new(@screen)
# Make it so we can use the opacity to fade in/out
@cover.set_opa_scale_enable(true)
@cover.set_width(@screen.get_width())
@cover.set_height(@screen.get_height())
@cover.set_click(false)
@cover.get_style().dup.tap do |style|
@cover.set_style(style)
# Background for the splash
style.body_main_color = BG_COLOR
style.body_grad_color = BG_COLOR
# Some themes will add a border to LVObject.
style.body_border_width = 0
end
end
def add_textarea()
@ta = LVGUI::TextArea.new(@page)
@ta.set_width(@page.get_width * 0.9)
@ta.set_pos(*center(@ta, 0, @unit * 14))
# Always present, but initially hidden
@ta.hide(skip_animation: true)
@ta.instance_exec do
set_pwd_mode(true)
get_style(LVGL::TA_STYLE::BG).dup.tap do |style|
set_style(LVGL::TA_STYLE::BG, style)
style.body_main_color = BG_COLOR
style.body_grad_color = BG_COLOR
style.body_radius = 5
style.body_border_color = FG_COLOR
style.body_border_width = 3
style.body_border_opa = 255
style.text_color = FG_COLOR
end
get_style(LVGL::TA_STYLE::PLACEHOLDER).dup.tap do |style|
set_style(LVGL::TA_STYLE::PLACEHOLDER, style)
style.text_color = LVGL::LVColor.mix(FG_COLOR, BG_COLOR, 100)
end
end
LVGUI.focus_group.add_obj(@ta)
LVGUI.focus_ring_disable()
end
def add_keyboard()
@keyboard = LVGUI::Keyboard.instance()
# The keyboard is not added to the page; the page holds the elements that
# may move to ensure they're not covered by the keyboard.
@keyboard.set_parent(@screen)
# Keyboard can't be more than half of the screen height...
# ... otherwise the UI is pushed too far up.
@keyboard.set_height(
(@screen.get_width() * 0.55).clamp(0, @screen.get_height()*0.5)
)
end
def set_progress(amount)
progress_bar.progress = amount
end
def set_label(text)
@label.set_text(text)
end
# +cb+ is a proc that wille be +#call+'d with the text once submitted.
def ask_user(placeholder: "", identifier: , cb:)
return if identifier == @ask_identifier
@ask_identifier = identifier
@ta.set_placeholder_text(placeholder)
@ta.set_text("")
@ta.show()
@keyboard.set_ta(@ta)
@keyboard.show()
bottom_space = @screen.get_height() - (@ta.get_y() + @ta.get_height())
delta = bottom_space - @keyboard.get_height() - 3*@unit
offset_page(delta) if delta < 0
@ta.on_submit = ->(value) do
@ta.hide()
offset_page(0)
cb.call(value)
end
end
def show_recovery_notice(val = true)
@recovery_container.set_hidden(!val)
end
def offset_page(delta)
LVGL::LVAnim.new().tap do |anim|
anim.set_exec_cb(@page, :lv_obj_set_y)
anim.set_time(300, 0)
anim.set_values(@page.get_y(), delta)
anim.set_path_cb(LVGL::LVAnim::Path::EASE_OUT)
# Launch the animation
anim.create()
end
end
# Fade-in animation
# Note that this looks like inverted logic because it is!
# We're actually fading-out the cover!
def fade_in(fade_length)
LVGL::LVAnim.new().tap do |anim|
anim.set_exec_cb(@cover, :lv_obj_set_opa_scale)
anim.set_time(fade_length, 0)
anim.set_values(255, 0)
anim.set_path_cb(LVGL::LVAnim::Path::EASE_OUT)
# Launch the animation
anim.create()
end
end
# Fade-out animation
# Note that this looks like inverted logic because it is!
# We're actually fading-in the cover!
def fade_out(fade_length)
LVGL::LVAnim.new().tap do |anim|
anim.set_exec_cb(@cover, :lv_obj_set_opa_scale)
anim.set_time(fade_length, PROGRESS_UPDATE_LENGTH)
anim.set_values(0, 255)
anim.set_path_cb(LVGL::LVAnim::Path::EASE_IN)
# Launch the animation
anim.create()
end
end
# Quits this applet, fading-out if needed.
# @param sticky: when true no cleanup is done from the display.
def quit!(sticky: false)
fade_length = 0
unless sticky
fade_length = FADE_LENGTH
fade_out(fade_length)
end
set_progress(100)
# TODO: Callback on a timer or on the fade_out animation end.
# Though we **do** want to stop processing from the queue.
# This is not a callback yet because we don't have an ergonomic way to
# produce those callbacks for LVGL yet.
exit_timestamp = Time.now + fade_length/1000.0 + PROGRESS_UPDATE_LENGTH/1000.0 + 0.1
LVGUI.main_loop do
if Time.now > exit_timestamp
sleep(2) if LVGL::Introspection.simulator?
exit(0)
end
end
# (end TODO)
end
private
def center(el, x = 0, y = 0)
[
@screen.get_width / 2 - el.get_width / 2 + x,
@screen.get_height / 2 - el.get_height / 2 + y,
]
end
end