Fork of Tangara with customizations
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tangara-fw/src/ui/ui_fsm.cpp

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/*
* Copyright 2023 jacqueline <me@jacqueline.id.au>
*
* SPDX-License-Identifier: GPL-3.0-only
*/
#include "ui_fsm.hpp"
#include <memory>
#include <variant>
#include "freertos/portmacro.h"
#include "freertos/projdefs.h"
#include "lua.h"
#include "lua.hpp"
#include "audio_fsm.hpp"
#include "battery.hpp"
#include "core/lv_group.h"
#include "core/lv_obj.h"
#include "core/lv_obj_tree.h"
#include "database.hpp"
#include "esp_heap_caps.h"
#include "haptics.hpp"
#include "lauxlib.h"
#include "lua_thread.hpp"
#include "luavgl.h"
#include "misc/lv_gc.h"
#include "audio_events.hpp"
#include "display.hpp"
#include "encoder_input.hpp"
#include "event_queue.hpp"
#include "gpios.hpp"
#include "lvgl_task.hpp"
#include "nvs.hpp"
#include "property.hpp"
#include "relative_wheel.hpp"
#include "screen.hpp"
#include "screen_lua.hpp"
#include "screen_splash.hpp"
#include "spiffs.hpp"
#include "storage.hpp"
#include "system_events.hpp"
#include "tinyfsm.hpp"
#include "touchwheel.hpp"
#include "track_queue.hpp"
#include "ui_events.hpp"
#include "widgets/lv_label.h"
namespace ui {
[[maybe_unused]] static constexpr char kTag[] = "ui_fsm";
std::unique_ptr<UiTask> UiState::sTask;
std::shared_ptr<system_fsm::ServiceLocator> UiState::sServices;
std::unique_ptr<drivers::Display> UiState::sDisplay;
std::shared_ptr<EncoderInput> UiState::sInput;
std::stack<std::shared_ptr<Screen>> UiState::sScreens;
std::shared_ptr<Screen> UiState::sCurrentScreen;
std::shared_ptr<Modal> UiState::sCurrentModal;
std::shared_ptr<lua::LuaThread> UiState::sLua;
static TimerHandle_t sAlertTimer;
static lv_obj_t* sAlertContainer;
static void alert_timer_callback(TimerHandle_t timer) {
events::Ui().Dispatch(internal::DismissAlerts{});
}
lua::Property UiState::sBatteryPct{0};
lua::Property UiState::sBatteryMv{0};
lua::Property UiState::sBatteryCharging{false};
lua::Property UiState::sBluetoothEnabled{false};
lua::Property UiState::sBluetoothConnected{false};
lua::Property UiState::sPlaybackPlaying{
false, [](const lua::LuaValue& val) {
bool current_val = std::get<bool>(sPlaybackPlaying.Get());
if (!std::holds_alternative<bool>(val)) {
return false;
}
bool new_val = std::get<bool>(val);
if (current_val != new_val) {
events::Audio().Dispatch(audio::TogglePlayPause{});
}
return true;
}};
lua::Property UiState::sPlaybackTrack{0};
lua::Property UiState::sPlaybackPosition{0};
lua::Property UiState::sQueuePosition{0};
lua::Property UiState::sQueueSize{0};
lua::Property UiState::sQueueRepeat{false};
lua::Property UiState::sQueueRandom{false};
lua::Property UiState::sVolumeCurrentPct{
0, [](const lua::LuaValue& val) {
events::Audio().Dispatch(audio::SetVolume{
.percent = {},
.db = 0,
});
return false;
}};
lua::Property UiState::sVolumeCurrentDb{
0, [](const lua::LuaValue& val) {
events::Audio().Dispatch(audio::SetVolume{
.percent = {},
.db = 0,
});
return false;
}};
lua::Property UiState::sVolumeLeftBias{
0, [](const lua::LuaValue& val) {
events::Audio().Dispatch(audio::SetVolumeBalance{
.left_bias = 0,
});
return false;
}};
lua::Property UiState::sVolumeLimit{
0, [](const lua::LuaValue& val) {
events::Audio().Dispatch(audio::SetVolumeLimit{
.new_limit = 0,
});
return false;
}};
lua::Property UiState::sDisplayBrightness{0, [](const lua::LuaValue& val) {
sDisplay->SetBrightness(0);
return false;
}};
auto UiState::InitBootSplash(drivers::IGpios& gpios) -> bool {
// Init LVGL first, since the display driver registers itself with LVGL.
lv_init();
sDisplay.reset(drivers::Display::Create(gpios, drivers::displays::kST7735R));
if (sDisplay == nullptr) {
return false;
}
sCurrentScreen.reset(new screens::Splash());
sTask.reset(UiTask::Start());
sDisplay->SetDisplayOn(!gpios.IsLocked());
return true;
}
void UiState::PushScreen(std::shared_ptr<Screen> screen) {
if (sCurrentScreen) {
sScreens.push(sCurrentScreen);
}
sCurrentScreen = screen;
lv_obj_set_parent(sAlertContainer, sCurrentScreen->alert());
}
int UiState::PopScreen() {
if (sScreens.empty()) {
return 0;
}
sCurrentScreen = sScreens.top();
lv_obj_set_parent(sAlertContainer, sCurrentScreen->alert());
sScreens.pop();
return sScreens.size();
}
void UiState::react(const system_fsm::KeyLockChanged& ev) {
sDisplay->SetDisplayOn(!ev.locking);
sInput->lock(ev.locking);
}
void UiState::react(const internal::ControlSchemeChanged&) {
if (!sInput) {
return;
}
sInput->mode(sServices->nvs().PrimaryInput());
}
void UiState::react(const internal::DismissAlerts&) {
lv_obj_clean(sAlertContainer);
}
void UiState::react(const system_fsm::BatteryStateChanged& ev) {
sBatteryPct.Update(static_cast<int>(ev.new_state.percent));
sBatteryMv.Update(static_cast<int>(ev.new_state.millivolts));
}
void UiState::react(const audio::QueueUpdate&) {
auto& queue = sServices->track_queue();
sQueueSize.Update(static_cast<int>(queue.totalSize()));
int current_pos = queue.currentPosition();
if (queue.current()) {
current_pos++;
}
sQueuePosition.Update(current_pos);
sQueueRandom.Update(queue.random());
sQueueRepeat.Update(queue.repeat());
}
void UiState::react(const audio::PlaybackStarted& ev) {
sPlaybackPlaying.Update(true);
}
void UiState::react(const audio::PlaybackUpdate& ev) {
sPlaybackTrack.Update(*ev.track);
sPlaybackPosition.Update(static_cast<int>(ev.seconds_elapsed));
}
void UiState::react(const audio::PlaybackFinished&) {
sPlaybackPlaying.Update(false);
}
void UiState::react(const audio::VolumeChanged& ev) {
sVolumeCurrentPct.Update(static_cast<int>(ev.percent));
sVolumeCurrentDb.Update(static_cast<int>(ev.db));
}
void UiState::react(const audio::VolumeBalanceChanged& ev) {
sVolumeLeftBias.Update(ev.left_bias);
}
void UiState::react(const audio::VolumeLimitChanged& ev) {
sVolumeLeftBias.Update(ev.new_limit);
}
namespace states {
void Splash::exit() {
// buzz a bit to tell the user we're done booting
events::System().Dispatch(system_fsm::HapticTrigger{
.effect = drivers::Haptics::Effect::kLongDoubleSharpTick1_100Pct,
});
}
void Splash::react(const system_fsm::BootComplete& ev) {
sServices = ev.services;
// The system has finished booting! We now need to prepare to show real UI.
// This basically just involves reading and applying the user's preferences.
lv_theme_t* base_theme = lv_theme_basic_init(NULL);
lv_disp_set_theme(NULL, base_theme);
themes::Theme::instance()->Apply();
sDisplay->SetBrightness(sServices->nvs().ScreenBrightness());
auto touchwheel = sServices->touchwheel();
if (touchwheel) {
sInput = std::make_shared<EncoderInput>(sServices->gpios(), **touchwheel);
sInput->mode(sServices->nvs().PrimaryInput());
sTask->input(sInput);
} else {
ESP_LOGE(kTag, "no input devices initialised!");
}
}
void Splash::react(const system_fsm::StorageMounted&) {
transit<Lua>();
}
void Lua::entry() {
if (!sLua) {
sAlertTimer = xTimerCreate("ui_alerts", pdMS_TO_TICKS(1000), false, NULL,
alert_timer_callback);
sAlertContainer = lv_obj_create(sCurrentScreen->alert());
sLua.reset(lua::LuaThread::Start(*sServices, sCurrentScreen->content()));
sLua->bridge().AddPropertyModule("power",
{
{"battery_pct", &sBatteryPct},
{"battery_millivolts", &sBatteryMv},
{"plugged_in", &sBatteryCharging},
});
sLua->bridge().AddPropertyModule("bluetooth",
{
{"enabled", &sBluetoothEnabled},
{"connected", &sBluetoothConnected},
});
sLua->bridge().AddPropertyModule("playback",
{
{"playing", &sPlaybackPlaying},
{"track", &sPlaybackTrack},
{"position", &sPlaybackPosition},
});
sLua->bridge().AddPropertyModule("queue", {
{"position", &sQueuePosition},
{"size", &sQueueSize},
{"replay", &sQueueRepeat},
{"random", &sQueueRandom},
});
sLua->bridge().AddPropertyModule("volume",
{
{"current_pct", &sVolumeCurrentPct},
{"current_db", &sVolumeCurrentDb},
{"left_bias", &sVolumeLeftBias},
{"limit_db", &sVolumeLimit},
});
sLua->bridge().AddPropertyModule(
"backstack",
{
{"push", [&](lua_State* s) { return PushLuaScreen(s); }},
{"pop", [&](lua_State* s) { return PopLuaScreen(s); }},
});
sLua->bridge().AddPropertyModule(
"alerts", {
{"show", [&](lua_State* s) { return ShowAlert(s); }},
{"hide", [&](lua_State* s) { return HideAlert(s); }},
});
sCurrentScreen.reset();
sLua->RunScript("/lua/main.lua");
}
}
auto Lua::PushLuaScreen(lua_State* s) -> int {
// Ensure the arg looks right before continuing.
luaL_checktype(s, 1, LUA_TFUNCTION);
// First, create a new plain old Screen object. We will use its root and
// group for the Lua screen.
auto new_screen = std::make_shared<screens::Lua>();
// Tell lvgl about the new roots.
luavgl_set_root(s, new_screen->content());
lv_group_set_default(new_screen->group());
// Call the constructor for this screen.
lua_settop(s, 1); // Make sure the function is actually at top of stack
lua::CallProtected(s, 0, 1);
// Store the reference for the table the constructor returned.
new_screen->SetObjRef(s);
// Finally, push the now-initialised screen as if it were a regular C++
// screen.
PushScreen(new_screen);
return 0;
}
auto Lua::PopLuaScreen(lua_State* s) -> int {
PopScreen();
luavgl_set_root(s, sCurrentScreen->content());
lv_group_set_default(sCurrentScreen->group());
return 0;
}
auto Lua::ShowAlert(lua_State* s) -> int {
if (!sCurrentScreen) {
return 0;
}
xTimerReset(sAlertTimer, portMAX_DELAY);
tinyfsm::FsmList<UiState>::dispatch(internal::DismissAlerts{});
lv_group_t* prev_group = lv_group_get_default();
luavgl_set_root(s, sAlertContainer);
lv_group_t* catchall = lv_group_create();
lv_group_set_default(catchall);
// Call the constructor for the alert.
lua_settop(s, 1); // Make sure the function is actually at top of stack
lua::CallProtected(s, 0, 1);
// Restore the previous group and default object.
luavgl_set_root(s, sCurrentScreen->content());
lv_group_set_default(prev_group);
lv_group_del(catchall);
return 0;
}
auto Lua::HideAlert(lua_State* s) -> int {
xTimerStop(sAlertTimer, portMAX_DELAY);
tinyfsm::FsmList<UiState>::dispatch(internal::DismissAlerts{});
return 0;
}
auto Lua::SetRandom(const lua::LuaValue& val) -> bool {
if (!std::holds_alternative<bool>(val)) {
return false;
}
bool b = std::get<bool>(val);
sServices->track_queue().random(b);
return true;
}
auto Lua::SetRepeat(const lua::LuaValue& val) -> bool {
if (!std::holds_alternative<bool>(val)) {
return false;
}
bool b = std::get<bool>(val);
sServices->track_queue().repeat(b);
return true;
}
void Lua::exit() {
lv_group_set_default(NULL);
}
void Lua::react(const OnLuaError& err) {
ESP_LOGE("lua", "%s", err.message.c_str());
}
void Lua::react(const internal::BackPressed& ev) {
PopLuaScreen(sLua->state());
}
} // namespace states
} // namespace ui
FSM_INITIAL_STATE(ui::UiState, ui::states::Splash)