cc-mek-scada/coordinator/renderer.lua
2023-02-02 23:07:09 -05:00

169 lines
4.5 KiB
Lua

local log = require("scada-common.log")
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 = {}
}
-- 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
-- check if the renderer is configured to use a given monitor peripheral
---@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
-- 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()
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?
---@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