cc-mek-scada/coordinator/renderer.lua

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--
-- Graphics Rendering Control
--
local log = require("scada-common.log")
local iocontrol = require("coordinator.iocontrol")
local style = require("coordinator.ui.style")
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local pgi = require("coordinator.ui.pgi")
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local flow_view = require("coordinator.ui.layout.flow_view")
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local panel_view = require("coordinator.ui.layout.front_panel")
local main_view = require("coordinator.ui.layout.main_view")
local unit_view = require("coordinator.ui.layout.unit_view")
local core = require("graphics.core")
local flasher = require("graphics.flasher")
local DisplayBox = require("graphics.elements.displaybox")
---@class coord_renderer
local renderer = {}
-- render engine
local engine = {
monitors = nil, ---@type monitors_struct|nil
dmesg_window = nil, ---@type table|nil
ui_ready = false,
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fp_ready = false,
ui = {
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front_panel = nil, ---@type graphics_element|nil
main_display = nil, ---@type graphics_element|nil
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flow_display = nil, ---@type graphics_element|nil
unit_displays = {}
},
disable_flow_view = false
}
-- init a display to the "default", but set text scale to 0.5
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---@param monitor table monitor
local function _init_display(monitor)
monitor.setTextScale(0.5)
monitor.setTextColor(colors.white)
monitor.setBackgroundColor(colors.black)
monitor.clear()
monitor.setCursorPos(1, 1)
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-- set overridden colors
for i = 1, #style.colors do
monitor.setPaletteColor(style.colors[i].c, style.colors[i].hex)
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end
end
-- disable the flow view
---@param disable boolean
function renderer.legacy_disable_flow_view(disable)
engine.disable_flow_view = disable
end
-- link to the monitor peripherals
---@param monitors monitors_struct
function renderer.set_displays(monitors)
engine.monitors = monitors
-- report to front panel as connected
iocontrol.fp_monitor_state("main", engine.monitors.primary ~= nil)
iocontrol.fp_monitor_state("flow", engine.monitors.flow ~= nil)
for i = 1, #engine.monitors.unit_displays do iocontrol.fp_monitor_state(i, true) end
end
-- init all displays in use by the renderer
function renderer.init_displays()
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-- init primary and flow monitors
_init_display(engine.monitors.primary)
if not engine.disable_flow_view then _init_display(engine.monitors.flow) end
-- init unit displays
for _, monitor in ipairs(engine.monitors.unit_displays) do
_init_display(monitor)
end
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-- init terminal
term.setTextColor(colors.white)
term.setBackgroundColor(colors.black)
term.clear()
term.setCursorPos(1, 1)
-- set overridden colors
for i = 1, #style.fp.colors do
term.setPaletteColor(style.fp.colors[i].c, style.fp.colors[i].hex)
end
end
-- initialize the dmesg output window
function renderer.init_dmesg()
local disp_x, disp_y = engine.monitors.primary.getSize()
engine.dmesg_window = window.create(engine.monitors.primary, 1, 1, disp_x, disp_y)
log.direct_dmesg(engine.dmesg_window)
end
-- try to start the front panel
---@return boolean success, any error_msg
function renderer.try_start_fp()
local status, msg = true, nil
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if not engine.fp_ready then
-- show front panel view on terminal
status, msg = pcall(function ()
engine.ui.front_panel = DisplayBox{window=term.native(),fg_bg=style.fp.root}
panel_view(engine.ui.front_panel, #engine.monitors.unit_displays)
end)
if status then
-- start flasher callback task and report ready
flasher.run()
engine.fp_ready = true
else
-- report fail and close front panel
msg = core.extract_assert_msg(msg)
renderer.close_fp()
end
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end
return status, msg
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end
-- close out the front panel
function renderer.close_fp()
if engine.fp_ready then
if not engine.ui_ready then
-- stop blinking indicators
flasher.clear()
end
-- disable PGI
pgi.unlink()
-- hide to stop animation callbacks and clear root UI elements
engine.ui.front_panel.hide()
engine.ui.front_panel = nil
engine.fp_ready = false
-- restore colors
for i = 1, #style.colors do
local r, g, b = term.nativePaletteColor(style.colors[i].c)
term.setPaletteColor(style.colors[i].c, r, g, b)
end
-- reset terminal
term.setTextColor(colors.white)
term.setBackgroundColor(colors.black)
term.clear()
term.setCursorPos(1, 1)
end
end
-- try to start the main GUI
---@return boolean success, any error_msg
function renderer.try_start_ui()
local status, msg = true, nil
if not engine.ui_ready then
-- hide dmesg
engine.dmesg_window.setVisible(false)
status, msg = pcall(function ()
-- show main view on main monitor
if engine.monitors.primary ~= nil then
engine.ui.main_display = DisplayBox{window=engine.monitors.primary,fg_bg=style.root}
main_view(engine.ui.main_display)
end
-- show flow view on flow monitor
if engine.monitors.flow ~= nil then
engine.ui.flow_display = DisplayBox{window=engine.monitors.flow,fg_bg=style.root}
flow_view(engine.ui.flow_display)
end
-- show unit views on unit displays
for idx, display in pairs(engine.monitors.unit_displays) do
engine.ui.unit_displays[idx] = DisplayBox{window=display,fg_bg=style.root}
unit_view(engine.ui.unit_displays[idx], idx)
end
end)
if status then
-- start flasher callback task and report ready
flasher.run()
engine.ui_ready = true
else
-- report fail and close ui
msg = core.extract_assert_msg(msg)
renderer.close_ui()
end
end
return status, msg
end
-- close out the UI
function renderer.close_ui()
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if not engine.fp_ready then
-- stop blinking indicators
flasher.clear()
end
-- delete element trees
if engine.ui.main_display ~= nil then engine.ui.main_display.delete() end
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if engine.ui.flow_display ~= nil then engine.ui.flow_display.delete() end
for _, display in pairs(engine.ui.unit_displays) do display.delete() end
-- report ui as not ready
engine.ui_ready = false
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-- clear root UI elements
engine.ui.main_display = nil
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engine.ui.flow_display = nil
engine.ui.unit_displays = {}
-- clear unit monitors
for _, monitor in ipairs(engine.monitors.unit_displays) do monitor.clear() end
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-- re-draw dmesg
engine.dmesg_window.setVisible(true)
engine.dmesg_window.redraw()
end
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-- is the front panel ready?
---@nodiscard
---@return boolean ready
function renderer.fp_ready() return engine.fp_ready end
-- is the UI ready?
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---@nodiscard
---@return boolean ready
function renderer.ui_ready() return engine.ui_ready end
-- handle a monitor peripheral being disconnected
---@param device table monitor
---@return boolean is_used if the monitor is one of the configured monitors
function renderer.handle_disconnect(device)
local is_used = false
if engine.monitors ~= nil then
if engine.monitors.primary == device then
if engine.ui.main_display ~= nil then
-- delete element tree and clear root UI elements
engine.ui.main_display.delete()
end
is_used = true
engine.monitors.primary = nil
engine.ui.main_display = nil
iocontrol.fp_monitor_state("main", false)
elseif engine.monitors.flow == device then
if engine.ui.flow_display ~= nil then
-- delete element tree and clear root UI elements
engine.ui.flow_display.delete()
end
is_used = true
engine.monitors.flow = nil
engine.ui.flow_display = nil
iocontrol.fp_monitor_state("flow", false)
else
for idx, monitor in pairs(engine.monitors.unit_displays) do
if monitor == device then
if engine.ui.unit_displays[idx] ~= nil then
engine.ui.unit_displays[idx].delete()
end
is_used = true
engine.monitors.unit_displays[idx] = nil
engine.ui.unit_displays[idx] = nil
iocontrol.fp_monitor_state(idx, false)
break
end
end
end
end
return is_used
end
-- handle a monitor peripheral being reconnected
---@param name string monitor name
---@param device table monitor
---@return boolean is_used if the monitor is one of the configured monitors
function renderer.handle_reconnect(name, device)
local is_used = false
if engine.monitors ~= nil then
if engine.monitors.primary_name == name then
is_used = true
_init_display(device)
engine.monitors.primary = device
local disp_x, disp_y = engine.monitors.primary.getSize()
engine.dmesg_window.reposition(1, 1, disp_x, disp_y, engine.monitors.primary)
if engine.ui_ready and (engine.ui.main_display == nil) then
engine.dmesg_window.setVisible(false)
engine.ui.main_display = DisplayBox{window=device,fg_bg=style.root}
main_view(engine.ui.main_display)
else
engine.dmesg_window.setVisible(true)
engine.dmesg_window.redraw()
end
iocontrol.fp_monitor_state("main", true)
elseif engine.monitors.flow_name == name then
is_used = true
_init_display(device)
engine.monitors.flow = device
if engine.ui_ready and (engine.ui.flow_display == nil) then
engine.ui.flow_display = DisplayBox{window=device,fg_bg=style.root}
flow_view(engine.ui.flow_display)
end
iocontrol.fp_monitor_state("flow", true)
else
for idx, monitor in ipairs(engine.monitors.unit_name_map) do
if monitor == name then
is_used = true
_init_display(device)
engine.monitors.unit_displays[idx] = device
if engine.ui_ready and (engine.ui.unit_displays[idx] == nil) then
engine.ui.unit_displays[idx] = DisplayBox{window=device,fg_bg=style.root}
unit_view(engine.ui.unit_displays[idx], idx)
end
iocontrol.fp_monitor_state(idx, true)
break
end
end
end
end
return is_used
end
-- handle a touch event
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---@param event mouse_interaction|nil
function renderer.handle_mouse(event)
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if event ~= nil then
if engine.fp_ready and event.monitor == "terminal" then
engine.ui.front_panel.handle_mouse(event)
elseif engine.ui_ready then
if event.monitor == engine.monitors.primary_name then
engine.ui.main_display.handle_mouse(event)
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elseif event.monitor == engine.monitors.flow_name then
engine.ui.flow_display.handle_mouse(event)
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else
for id, monitor in ipairs(engine.monitors.unit_name_map) do
if event.monitor == monitor then
local layout = engine.ui.unit_displays[id] ---@type graphics_element
layout.handle_mouse(event)
break
end
end
end
end
end
end
return renderer