mirror of
https://github.com/MikaylaFischler/cc-mek-scada.git
synced 2024-08-30 18:22:34 +00:00
131 lines
3.5 KiB
Lua
131 lines
3.5 KiB
Lua
local log = require("scada-common.log")
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local database = require("coordinator.database")
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local main_view = require("coordinator.ui.layout.main_view")
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local unit_view = require("coordinator.ui.layout.unit_view")
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local style = require("coordinator.ui.style")
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local renderer = {}
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-- render engine
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local engine = {
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monitors = nil,
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dmesg_window = nil,
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ui_ready = false
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}
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-- UI layouts
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local ui = {
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main_layout = nil,
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unit_layouts = {}
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}
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-- reset a display to the "default", but set text scale to 0.5
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---@param monitor table monitor
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---@param recolor? boolean override default color palette
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local function _reset_display(monitor, recolor)
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monitor.setTextScale(0.5)
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monitor.setTextColor(colors.white)
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monitor.setBackgroundColor(colors.black)
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monitor.clear()
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monitor.setCursorPos(1, 1)
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if recolor then
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-- set overridden colors
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for i = 1, #style.colors do
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monitor.setPaletteColor(style.colors[i].c, style.colors[i].hex)
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end
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else
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-- reset all colors
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for _, val in pairs(colors) do
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-- colors api has constants and functions, just get color constants
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if type(val) == "number" then
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monitor.setPaletteColor(val, term.nativePaletteColor(val))
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end
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end
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end
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end
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-- link to the monitor peripherals
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---@param monitors monitors_struct
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function renderer.set_displays(monitors)
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engine.monitors = monitors
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end
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-- reset all displays in use by the renderer
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---@param recolor? boolean true to use color palette from style
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function renderer.reset(recolor)
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-- reset primary monitor
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_reset_display(engine.monitors.primary, recolor)
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-- reset unit displays
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for _, monitor in pairs(engine.monitors.unit_displays) do
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_reset_display(monitor, recolor)
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end
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end
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-- initialize the dmesg output window
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function renderer.init_dmesg()
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local disp_x, disp_y = engine.monitors.primary.getSize()
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engine.dmesg_window = window.create(engine.monitors.primary, 1, 1, disp_x, disp_y)
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log.direct_dmesg(engine.dmesg_window)
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end
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-- start the coordinator GUI
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function renderer.start_ui()
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-- hide dmesg
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engine.dmesg_window.setVisible(false)
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-- show main view on main monitor
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ui.main_layout = main_view(engine.monitors.primary)
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-- show unit views on unit displays
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for id, monitor in pairs(engine.monitors.unit_displays) do
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table.insert(ui.unit_layouts, unit_view(monitor, id))
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end
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-- report ui as ready
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engine.ui_ready = true
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end
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-- close out the UI
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---@param recolor? boolean true to restore to color palette from style
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function renderer.close_ui(recolor)
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-- report ui as not ready
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engine.ui_ready = false
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-- clear root UI elements
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ui.main_layout = nil
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ui.unit_layouts = {}
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-- reset displays
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renderer.reset(recolor)
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-- re-draw dmesg
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engine.dmesg_window.setVisible(true)
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engine.dmesg_window.redraw()
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end
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-- is the UI ready?
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---@return boolean ready
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function renderer.ui_ready() return engine.ui_ready end
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-- handle a touch event
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---@param event monitor_touch
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function renderer.handle_touch(event)
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if event.monitor == engine.monitors.primary_name then
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ui.main_layout.handle_touch(event)
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else
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for id, monitor in pairs(engine.monitors.unit_name_map) do
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if event.monitor == monitor then
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local layout = ui.unit_layouts[id] ---@type graphics_element
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layout.handle_touch(event)
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end
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end
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end
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end
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return renderer
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