local log = require("scada-common.log") local iocontrol = require("coordinator.iocontrol") local main_view = require("coordinator.ui.layout.main_view") local unit_view = require("coordinator.ui.layout.unit_view") local style = require("coordinator.ui.style") local renderer = {} -- render engine local engine = { monitors = nil, dmesg_window = nil, ui_ready = false } -- UI layouts local ui = { main_layout = nil, unit_layouts = {} } -- reset a display to the "default", but set text scale to 0.5 ---@param monitor table monitor ---@param recolor? boolean override default color palette local function _reset_display(monitor, recolor) monitor.setTextScale(0.5) monitor.setTextColor(colors.white) monitor.setBackgroundColor(colors.black) monitor.clear() monitor.setCursorPos(1, 1) if recolor then -- set overridden colors for i = 1, #style.colors do monitor.setPaletteColor(style.colors[i].c, style.colors[i].hex) end else -- reset all colors for _, val in pairs(colors) do -- colors api has constants and functions, just get color constants if type(val) == "number" then monitor.setPaletteColor(val, term.nativePaletteColor(val)) end end end end -- link to the monitor peripherals ---@param monitors monitors_struct function renderer.set_displays(monitors) engine.monitors = monitors end -- reset all displays in use by the renderer ---@param recolor? boolean true to use color palette from style function renderer.reset(recolor) -- reset primary monitor _reset_display(engine.monitors.primary, recolor) -- reset unit displays for _, monitor in pairs(engine.monitors.unit_displays) do _reset_display(monitor, recolor) 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 -- start the coordinator GUI function renderer.start_ui() -- hide dmesg engine.dmesg_window.setVisible(false) -- show main view on main monitor ui.main_layout = main_view(engine.monitors.primary) -- show unit views on unit displays for id, monitor in pairs(engine.monitors.unit_displays) do table.insert(ui.unit_layouts, unit_view(monitor, id)) end -- report ui as ready engine.ui_ready = true end -- close out the UI ---@param recolor? boolean true to restore to color palette from style function renderer.close_ui(recolor) -- report ui as not ready engine.ui_ready = false -- clear root UI elements ui.main_layout = nil ui.unit_layouts = {} -- reset displays renderer.reset(recolor) -- re-draw dmesg engine.dmesg_window.setVisible(true) engine.dmesg_window.redraw() end -- is the UI ready? ---@return boolean ready function renderer.ui_ready() return engine.ui_ready end -- handle a touch event ---@param event monitor_touch function renderer.handle_touch(event) if event.monitor == engine.monitors.primary_name then ui.main_layout.handle_touch(event) else for id, monitor in pairs(engine.monitors.unit_name_map) do if event.monitor == monitor then local layout = ui.unit_layouts[id] ---@type graphics_element layout.handle_touch(event) end end end end return renderer