-- -- Graphics Rendering Control -- local log = require("scada-common.log") local util = require("scada-common.util") local style = require("coordinator.ui.style") local main_view = require("coordinator.ui.layout.main_view") local unit_view = require("coordinator.ui.layout.unit_view") local flasher = require("graphics.flasher") local renderer = {} -- render engine local engine = { monitors = nil, dmesg_window = nil, ui_ready = false } -- UI layouts local ui = { main_layout = nil, unit_layouts = {} } -- init a display to the "default", but set text scale to 0.5 ---@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) -- set overridden colors for i = 1, #style.colors do monitor.setPaletteColor(style.colors[i].c, style.colors[i].hex) end end -- link to the monitor peripherals ---@param monitors monitors_struct function renderer.set_displays(monitors) engine.monitors = monitors end -- check if the renderer is configured to use a given monitor peripheral ---@nodiscard ---@param periph table peripheral ---@return boolean is_used function renderer.is_monitor_used(periph) if engine.monitors ~= nil then if engine.monitors.primary == periph then return true else for i = 1, #engine.monitors.unit_displays do if engine.monitors.unit_displays[i] == periph then return true end end end end return false end -- init all displays in use by the renderer function renderer.init_displays() -- init primary monitor _init_display(engine.monitors.primary) -- init unit displays for _, monitor in pairs(engine.monitors.unit_displays) do _init_display(monitor) end end -- check main display width ---@nodiscard ---@return boolean width_okay function renderer.validate_main_display_width() local w, _ = engine.monitors.primary.getSize() return w == 164 end -- check display sizes ---@nodiscard ---@return boolean valid all unit display dimensions OK function renderer.validate_unit_display_sizes() local valid = true for id, monitor in pairs(engine.monitors.unit_displays) do local w, h = monitor.getSize() if w ~= 79 or h ~= 52 then log.warning(util.c("RENDERER: unit ", id, " display resolution not 79 wide by 52 tall: ", w, ", ", h)) valid = false end end return valid 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() if not engine.ui_ready then -- 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 -- start flasher callback task flasher.run() -- report ui as ready engine.ui_ready = true end end -- close out the UI function renderer.close_ui() -- report ui as not ready engine.ui_ready = false -- stop blinking indicators flasher.clear() if engine.ui_ready then -- hide to stop animation callbacks ui.main_layout.hide() for i = 1, #ui.unit_layouts do ui.unit_layouts[i].hide() engine.monitors.unit_displays[i].clear() end else -- clear unit displays for i = 1, #ui.unit_layouts do engine.monitors.unit_displays[i].clear() end end -- clear root UI elements ui.main_layout = nil ui.unit_layouts = {} -- re-draw dmesg engine.dmesg_window.setVisible(true) engine.dmesg_window.redraw() end -- is the UI ready? ---@nodiscard ---@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