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/*
* Copyright 2023 jacqueline <me@jacqueline.id.au>
*
* SPDX-License-Identifier: GPL-3.0-only
*/
#include "lvgl_input_driver.hpp"
#include <stdint.h>
#include <cstdint>
#include <memory>
#include <variant>
#include "device_factory.hpp"
#include "feedback_haptics.hpp"
#include "input_touch_wheel.hpp"
#include "input_trigger.hpp"
#include "input_volume_buttons.hpp"
#include "lvgl.h"
#include "nvs.hpp"
#include "property.hpp"
[[maybe_unused]] static constexpr char kTag[] = "input";
namespace input {
static void read_cb(lv_indev_drv_t* drv, lv_indev_data_t* data) {
LvglInputDriver* instance =
reinterpret_cast<LvglInputDriver*>(drv->user_data);
instance->read(data);
}
static void feedback_cb(lv_indev_drv_t* drv, uint8_t event) {
LvglInputDriver* instance =
reinterpret_cast<LvglInputDriver*>(drv->user_data);
instance->feedback(event);
}
auto intToMode(int raw) -> std::optional<drivers::NvsStorage::InputModes> {
switch (raw) {
case 0:
return drivers::NvsStorage::InputModes::kButtonsOnly;
case 1:
return drivers::NvsStorage::InputModes::kButtonsWithWheel;
case 2:
return drivers::NvsStorage::InputModes::kDirectionalWheel;
case 3:
return drivers::NvsStorage::InputModes::kRotatingWheel;
default:
return {};
}
}
LvglInputDriver::LvglInputDriver(drivers::NvsStorage& nvs,
DeviceFactory& factory)
: nvs_(nvs),
factory_(factory),
mode_(static_cast<int>(nvs.PrimaryInput()),
[&](const lua::LuaValue& val) {
if (!std::holds_alternative<int>(val)) {
return false;
}
auto mode = intToMode(std::get<int>(val));
if (!mode) {
return false;
}
nvs.PrimaryInput(*mode);
inputs_ = factory.createInputs(*mode);
return true;
}),
driver_(),
registration_(nullptr),
inputs_(factory.createInputs(nvs.PrimaryInput())),
feedbacks_(factory.createFeedbacks()),
is_locked_(false) {
lv_indev_drv_init(&driver_);
driver_.type = LV_INDEV_TYPE_ENCODER;
driver_.read_cb = read_cb;
driver_.feedback_cb = feedback_cb;
driver_.user_data = this;
driver_.long_press_time = kLongPressDelayMs;
driver_.long_press_repeat_time = kRepeatDelayMs;
registration_ = lv_indev_drv_register(&driver_);
}
auto LvglInputDriver::read(lv_indev_data_t* data) -> void {
// TODO: we should pass lock state on to the individual devices, since they
// may wish to either ignore the lock state, or power down until unlock.
if (is_locked_) {
return;
}
for (auto&& device : inputs_) {
device->read(data);
}
}
auto LvglInputDriver::feedback(uint8_t event) -> void {
if (is_locked_) {
return;
}
for (auto&& device : feedbacks_) {
device->feedback(event);
}
}
} // namespace input
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