Minor formatting, diagnostic and documentation changes
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@@ -7,9 +7,9 @@ using namespace Pinetime::Applications::Screens;
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extern lv_font_t jetbrains_mono_extrabold_compressed;
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extern lv_font_t jetbrains_mono_bold_20;
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InfiniPaint::InfiniPaint(Pinetime::Applications::DisplayApp *app, Pinetime::Components::LittleVgl& lvgl) : Screen(app), lvgl{lvgl} {
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InfiniPaint::InfiniPaint(Pinetime::Applications::DisplayApp *app, Pinetime::Components::LittleVgl &lvgl) : Screen(app), lvgl{lvgl} {
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app->SetTouchMode(DisplayApp::TouchModes::Polling);
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std::fill(b, b+bufferSize, LV_COLOR_WHITE);
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std::fill(b, b + bufferSize, LV_COLOR_WHITE);
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}
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InfiniPaint::~InfiniPaint() {
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@@ -33,10 +33,10 @@ bool InfiniPaint::OnTouchEvent(Pinetime::Applications::TouchEvents event) {
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bool InfiniPaint::OnTouchEvent(uint16_t x, uint16_t y) {
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lv_area_t area;
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area.x1 = x-(width/2);
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area.y1 = y-(height/2);
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area.x2 = x+(width/2)-1;
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area.y2 = y+(height/2)-1;
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area.x1 = x - (width / 2);
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area.y1 = y - (height / 2);
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area.x2 = x + (width / 2) - 1;
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area.y2 = y + (height / 2) - 1;
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lvgl.SetFullRefresh(Components::LittleVgl::FullRefreshDirections::None);
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lvgl.FlushDisplay(&area, b);
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return true;
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@@ -12,13 +12,25 @@ namespace Pinetime {
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explicit Screen(DisplayApp* app) : app{app} {}
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virtual ~Screen() = default;
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// Return false if the app can be closed, true if it must continue to run
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/**
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* Most of the time, apps only react to events (touch events, for example).
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* In this case you don't need to do anything in this method.
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*
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* For example, InfiniPaint does nothing in Refresh().
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* But, if you want to update your display periodically, draw an animation...
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* you cannot do it in a touch event handler because these handlers are not
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* called if the user does not touch the screen.
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*
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* That's why Refresh() is there: update the display periodically.
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*
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* @return false if the app can be closed, true if it must continue to run
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**/
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virtual bool Refresh() = 0;
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// Return false if the button hasn't been handled by the app, true if it has been handled
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/** @return false if the button hasn't been handled by the app, true if it has been handled */
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virtual bool OnButtonPushed() { return false; }
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// Return false if the event hasn't been handled by the app, true if it has been handled
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/** @return false if the event hasn't been handled by the app, true if it has been handled */
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virtual bool OnTouchEvent(TouchEvents event) { return false; }
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virtual bool OnTouchEvent(uint16_t x, uint16_t y) { return false; }
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