-- -- Graphics Rendering Control -- local log = require("scada-common.log") local iocontrol = require("coordinator.iocontrol") local style = require("coordinator.ui.style") local pgi = require("coordinator.ui.pgi") local flow_view = require("coordinator.ui.layout.flow_view") 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, fp_ready = false, ui = { front_panel = nil, ---@type graphics_element|nil main_display = nil, ---@type graphics_element|nil 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 ---@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 -- 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() -- 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 -- 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 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 end return status, msg 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() 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 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 -- clear root UI elements engine.ui.main_display = nil engine.ui.flow_display = nil engine.ui.unit_displays = {} -- clear unit monitors for _, monitor in ipairs(engine.monitors.unit_displays) do monitor.clear() end -- re-draw dmesg engine.dmesg_window.setVisible(true) engine.dmesg_window.redraw() end -- is the front panel ready? ---@nodiscard ---@return boolean ready function renderer.fp_ready() return engine.fp_ready end -- is the UI ready? ---@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 ---@param event mouse_interaction|nil function renderer.handle_mouse(event) 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) elseif event.monitor == engine.monitors.flow_name then engine.ui.flow_display.handle_mouse(event) 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