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Eval » Historie » Version 31

Maximilian Seesslen, 01.09.2022 17:45

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h1. Eval
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h2. Widgets
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There is a ODesktop that holds a list of OScreens (or only the curent).
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There is a OScreen that holds a list of OWidgets.
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When the touch is pressed, the corresponding button can be determined.
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An signal can be emmited.
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An press-event can be queued, An release-event can be queued. An click-event can be queued if current button matches original pressed button.
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* OButton::draw(): completely draws the widget
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* OButton::update(): only draw status-relevant items, e.g. pressed, released, time changed...
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All screens can be prepared at start.
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A Screen can be active or inactive.
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Only one screen is active plus an navigation-screen?
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h2. Touch
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There is an touch class that helps converting raw values to X-Y-coordinates. [[Biwak:touch]]
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CTouch will emit signals "pressed, released, clicked" that can be connected to libocelli.
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h2. Watch
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* the OWatch class shows an clock with specific style, analog or digital
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h2. Example: Minutnik
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* Main screen; CWatch, Add-Button
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* Add-Screen
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** Espresso, Weisswurst, Weiches Ei, Hartes Ei, Nudeln, Pizza, Waschmaschine, Cancel; Height 32
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* Alarm Screen
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* Logo, Splash screen at boot time and stand-by-screen
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* Release v2.0.0: Mode-Screen: Minutnik, Clock, StopWatch
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h2. Example: CANDis
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* Main screen
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** Button for Light, Sensemux-Diagram, Activity (TV, Musik, Solder, Off), Miniminutnik
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** Header with Clock
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* Light-Screen
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** Power-Widget
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** Ok-Button
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* Clock-Screen (Screen saver)
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** Clock, Date, Temperature, Quick-Access-Buttons
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h2. Pointers
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Like in Qt an widget has an parent.
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h2. Single App class vs. Screens
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h3. Inherited screens outside of app
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Having everything in an single class may be confusing. It should be splited to per-Screen-classes. The screens have access to the app.
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The ocelli-app does not know about the screens directly, it just holds the pointers to them in Ocelli object.
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After instanciating the app, also the screens get instanciated and added to the ocelli-app.
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h3. Screens created inside of the app
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The app creates the screens at startup and adds them to Ocelli object.
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No Screen is inherited, only signals are used to create the logic.
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This is quite easy but can be confusing in bigger applications because all slots and functionality of different screens are mixed up in a single class.
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<pre><code class="cpp">
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class CApp: Ocelli
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{
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   public:
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      CScreenMain *screenMain;
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      CScreenAlarm *screenAlarm;
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      CApp()
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      {
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         addScreen( screenMain = new CScreenMain() );
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      }
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}
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class CScreenClock: public OScreen
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{
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      CApp &app;
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      OButton buttonAddTimer;
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      OLabel labelTime;
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      OLabel labelDate;
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      lrtimer_t clickTimer;
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   public:
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      CScreenMain()
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         :buttonAddTimer(this)
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      {
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      }
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      virtual clicked(int x,int y)
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      {
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         clickTimer=ltNow();
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         app.m_pwmBacklight.setPwmValue(800);
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      }
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      void eventLoop()
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      {
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         app.m_pwmBacklight.setPwmValue(100);
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      }
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      addItemPressed()
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      {
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         app.switchScreen( eDesktopItems );
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      }
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}
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class CScreenMain: public OScreen
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{
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      CApp &app;
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   public:
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      virtual clicked(int x,int y);
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}
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class CScreenAlarm: public OScreen
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{
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      CApp &app;
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      OLabel alarmText;
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      lrtimer_t activationTimer;
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   public:
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      CScreenAlarm()
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         :alarmText( centerX, centerY-200, "-")
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      {
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      }
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      virtual avctivate() override
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      {
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         app.m_buzzer.setBeepMode(alarm);
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         activationTimer=lrNow();
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      }
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      virtual clicked(int x,int y) override
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      {
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         // Dont allow to quit alarm immediately by accident 
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         // when playing with the device; 500ms must elapse
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         if( ! lrElapsed(activationTimer, MSECS_PER_SEC / 2 ) )
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         {
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            return;
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         }
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         app.m_buzzer.setBeepMode(nullptr);
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         app.activatePreviousScreen();
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         app.
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      }
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}
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</code></pre>