mirror of
https://github.com/MikaylaFischler/cc-mek-scada.git
synced 2024-08-30 18:22:34 +00:00
183 lines
5.0 KiB
Lua
183 lines
5.0 KiB
Lua
--
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-- Graphics Rendering Control
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--
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local log = require("scada-common.log")
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local util = require("scada-common.util")
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local style = require("coordinator.ui.style")
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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 flasher = require("graphics.flasher")
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local DisplayBox = require("graphics.elements.displaybox")
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local renderer = {}
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-- render engine
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local engine = {
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monitors = nil, ---@type monitors_struct|nil
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dmesg_window = nil, ---@type table|nil
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ui_ready = false,
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ui = {
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main_display = nil, ---@type graphics_element|nil
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unit_displays = {}
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}
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}
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-- init a display to the "default", but set text scale to 0.5
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---@param monitor table monitor
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local function _init_display(monitor)
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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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-- 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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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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-- check if the renderer is configured to use a given monitor peripheral
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---@nodiscard
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---@param periph table peripheral
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---@return boolean is_used
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function renderer.is_monitor_used(periph)
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if engine.monitors ~= nil then
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if engine.monitors.primary == periph then
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return true
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else
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for _, monitor in ipairs(engine.monitors.unit_displays) do
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if monitor == periph then return true end
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end
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end
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end
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return false
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end
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-- init all displays in use by the renderer
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function renderer.init_displays()
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-- init primary monitor
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_init_display(engine.monitors.primary)
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-- init unit displays
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for _, monitor in ipairs(engine.monitors.unit_displays) do
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_init_display(monitor)
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end
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end
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-- check main display width
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---@nodiscard
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---@return boolean width_okay
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function renderer.validate_main_display_width()
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local w, _ = engine.monitors.primary.getSize()
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return w == 164
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end
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-- check display sizes
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---@nodiscard
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---@return boolean valid all unit display dimensions OK
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function renderer.validate_unit_display_sizes()
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local valid = true
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for id, monitor in ipairs(engine.monitors.unit_displays) do
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local w, h = monitor.getSize()
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if w ~= 79 or h ~= 52 then
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log.warning(util.c("RENDERER: unit ", id, " display resolution not 79 wide by 52 tall: ", w, ", ", h))
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valid = false
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end
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end
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return valid
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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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if not engine.ui_ready then
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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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engine.ui.main_display = DisplayBox{window=engine.monitors.primary,fg_bg=style.root}
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main_view(engine.ui.main_display)
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-- show unit views on unit displays
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for i = 1, #engine.monitors.unit_displays do
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engine.ui.unit_displays[i] = DisplayBox{window=engine.monitors.unit_displays[i],fg_bg=style.root}
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unit_view(engine.ui.unit_displays[i], i)
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end
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-- start flasher callback task
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flasher.run()
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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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end
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-- close out the UI
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function renderer.close_ui()
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-- stop blinking indicators
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flasher.clear()
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-- delete element trees
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if engine.ui.main_display ~= nil then engine.ui.main_display.delete() end
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for _, display in ipairs(engine.ui.unit_displays) do display.delete() end
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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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engine.ui.main_display = nil
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engine.ui.unit_displays = {}
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-- clear unit monitors
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for _, monitor in ipairs(engine.monitors.unit_displays) do monitor.clear() end
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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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---@nodiscard
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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 mouse_interaction|nil
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function renderer.handle_mouse(event)
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if engine.ui_ready and event ~= nil then
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if event.monitor == engine.monitors.primary_name then
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engine.ui.main_display.handle_mouse(event)
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else
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for id, monitor in ipairs(engine.monitors.unit_name_map) do
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if event.monitor == monitor then
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local layout = engine.ui.unit_displays[id] ---@type graphics_element
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layout.handle_mouse(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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end
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return renderer
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