annotate Discovery/Src/t4_tetris.c @ 574:01ee21dd311f

Improved focus detection: In previous version th calibration window was turned into the current one. At all two translations were used causing a jitter. Now the current view is translated into the calibration windows by one step increasing the quality of the prediction. Reworked detection of pitch/sector/scroll events: Sector and scroll uses pitch angles to calculate the view to show. Movment detection uses movment, which may also be out of focus for a short time. To improve all detections these two use cases are now handled individual. Sector and scroll have increased action angle in case yaw and roll stay stable.
author Ideenmodellierer
date Wed, 25 Nov 2020 20:26:01 +0100
parents ecb71521d004
children db92692c014f
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38
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1 ///////////////////////////////////////////////////////////////////////////////
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2 /// -*- coding: UTF-8 -*-
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3 ///
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4 /// \file Discovery/Src/t4_tetris.c
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5 /// \brief Main Template file for dive mode special screen t4_tetris
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6 /// \author Heinrichs Weikamp gmbh
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7 /// \date 17-Feb-2016
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8 ///
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9 /// \details
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10 ///
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11 /// $Id$
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12 ///////////////////////////////////////////////////////////////////////////////
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13 /// \par Copyright (c) 2014-2018 Heinrichs Weikamp gmbh
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14 ///
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15 /// This program is free software: you can redistribute it and/or modify
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16 /// it under the terms of the GNU General Public License as published by
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17 /// the Free Software Foundation, either version 3 of the License, or
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18 /// (at your option) any later version.
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19 ///
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20 /// This program is distributed in the hope that it will be useful,
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21 /// but WITHOUT ANY WARRANTY; without even the implied warranty of
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22 /// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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23 /// GNU General Public License for more details.
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24 ///
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25 /// You should have received a copy of the GNU General Public License
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26 /// along with this program. If not, see <http://www.gnu.org/licenses/>.
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27 //////////////////////////////////////////////////////////////////////////////
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28
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29 /* Includes ------------------------------------------------------------------*/
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30 #include "t4_tetris.h"
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31
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32 #include "data_exchange_main.h"
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33 #include "decom.h"
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34 #include "gfx_fonts.h"
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35 #include "math.h"
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36 #include "tHome.h"
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37 #include "timer.h"
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38 #include "unit.h"
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39
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40 /* Exported variables --------------------------------------------------------*/
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41
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42 /* Private variables ---------------------------------------------------------*/
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43 GFX_DrawCfgScreen t4screen;
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44 GFX_DrawCfgWindow t4l1;
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45 GFX_DrawCfgWindow t4l2;
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46 GFX_DrawCfgWindow t4l3;
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47
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48 /* Private types -------------------------------------------------------------*/
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49 #define TEXTSIZE 16
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50
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51 const uint16_t t4SeperationLeftRight = 250;
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52 const uint16_t t4SeperationTopMid = 315;
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53 const uint16_t t4SeperationMidBottom = 139;
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54
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55 /* Private function prototypes -----------------------------------------------*/
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56 void t4_refresh_divemode(void);
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57
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58 /* Exported functions --------------------------------------------------------*/
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59
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60 void t4_init(void)
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61 {
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62 t4screen.FBStartAdress = 0;
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63 t4screen.ImageHeight = 480;
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64 t4screen.ImageWidth = 800;
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65 t4screen.LayerIndex = 1;
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66
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67 t4l1.Image = &t4screen;
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68 t4l1.WindowNumberOfTextLines = 2;
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69 t4l1.WindowLineSpacing = 19; // Abstand von Y0
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70 t4l1.WindowTab = 100;
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71 t4l1.WindowX0 = 0;
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72 t4l1.WindowX1 = t4SeperationLeftRight - 2;
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73 t4l1.WindowY1 = 479;
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74 t4l1.WindowY0 = t4SeperationTopMid + 3;
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75
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76 t4l2.Image = t4l1.Image;
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77 t4l2.WindowNumberOfTextLines = t4l1.WindowNumberOfTextLines;
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78 t4l2.WindowLineSpacing = t4l1.WindowLineSpacing;
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79 t4l2.WindowTab = t4l1.WindowTab;
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80 t4l2.WindowX0 = t4l1.WindowX0;
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81 t4l2.WindowX1 = t4l1.WindowX1;
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82 t4l2.WindowY1 = t4SeperationTopMid - 2;
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83 t4l2.WindowY0 = t4SeperationMidBottom + 3;
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84
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85 t4l3.Image = t4l1.Image;
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86 t4l3.WindowNumberOfTextLines = t4l1.WindowNumberOfTextLines;
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87 t4l3.WindowLineSpacing = t4l1.WindowLineSpacing;
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88 t4l3.WindowTab = t4l1.WindowTab;
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89 t4l3.WindowX0 = t4l1.WindowX0;
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90 t4l3.WindowX1 = t4l1.WindowX1;
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91 t4l3.WindowY1 = t4SeperationMidBottom - 2;
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92 t4l3.WindowY0 = 0;
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93 }
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94
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95
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96 void t4_refresh(void)
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97 {
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98 SStateList status;
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99 get_globalStateList(&status);
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100
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101 if(stateUsed->mode != MODE_DIVE)
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102 {
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103 settingsGetPointer()->design = 7;
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104 return;
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105 }
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106
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107 if(status.base != BaseHome)
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108 return;
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109
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110 t4screen.FBStartAdress = getFrame(25);
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111 t4_refresh_divemode();
166
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112 GFX_SetFramesTopBottom(t4screen.FBStartAdress, 0,480);
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113 releaseAllFramesExcept(25,t4screen.FBStartAdress);
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114 }
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115
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116
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117 /* Private functions ---------------------------------------------------------*/
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118
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119 void t4_refresh_divemode(void)
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120 {
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121 char text[512];
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122 // uint8_t textpointer = 0;
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123 // uint8_t customview_warnings = 0;
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124
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125 point_t start, stop;
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126
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127 start.x = 0;
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128 stop.x = t4SeperationLeftRight;
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129 stop.y = start.y = t4SeperationTopMid;
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130 GFX_draw_line(&t4screen, start, stop, CLUT_Font020);
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131
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132 stop.y = start.y = t4SeperationMidBottom;
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133 GFX_draw_line(&t4screen, start, stop, CLUT_Font020);
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134
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135 start.y = 0;
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136 stop.y = 479;
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137 stop.x = start.x = t4SeperationLeftRight;
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138 GFX_draw_line(&t4screen, start, stop, CLUT_Font020);
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139
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140
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141 // depth
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142 float depth = unit_depth_float(stateUsed->lifeData.depth_meter);
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143
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144 if(depth <= 0.3f)
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145 depth = 0;
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146
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147 snprintf(text,TEXTSIZE,"\032\f%c",TXT_Depth);
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148 GFX_write_string(&FontT24,&t4l1,text,0);
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149
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150 if( depth < 100)
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151 snprintf(text,TEXTSIZE,"\020%01.1f",depth);
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152 else
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153 snprintf(text,TEXTSIZE,"\020%01.0f",depth);
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154
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155 t3_basics_colorscheme_mod(text);
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156 GFX_write_string(&FontT144,&t4l1,text,1);
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157
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158 // divetime
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159 SDivetime Divetime = {0,0,0, 0};
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160
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161 Divetime.Total = stateUsed->lifeData.dive_time_seconds_without_surface_time;
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162 Divetime.Minutes = Divetime.Total / 60;
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163 Divetime.Seconds = Divetime.Total - ( Divetime.Minutes * 60 );
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164
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165 SDivetime TimeoutTime = {0,0,0,0};
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166 TimeoutTime.Total = settingsGetPointer()->timeoutDiveReachedZeroDepth - stateUsed->lifeData.counterSecondsShallowDepth;
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167 if(TimeoutTime.Total > settingsGetPointer()->timeoutDiveReachedZeroDepth)
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168 {
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169 TimeoutTime.Total = 0;
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170 }
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171 TimeoutTime.Minutes = TimeoutTime.Total / 60;
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172 TimeoutTime.Seconds = TimeoutTime.Total - (TimeoutTime.Minutes * 60);
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173
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174 if(stateUsed->lifeData.counterSecondsShallowDepth)
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175 {
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176 snprintf(text,TEXTSIZE,"\f\136 %u:%02u",TimeoutTime.Minutes, TimeoutTime.Seconds);
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177 GFX_write_string(&FontT42,&t4l2,text,0);
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178 }
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179 else
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180 {
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181 snprintf(text,TEXTSIZE,"\032\f%c",TXT_Divetime);
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182 GFX_write_string(&FontT42,&t4l2,text,0);
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183 }
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184
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185 if(Divetime.Minutes < 1000)
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186 snprintf(text,TEXTSIZE,"\020\016%u:%02u",Divetime.Minutes, Divetime.Seconds);
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187 else
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188 snprintf(text,TEXTSIZE,"\020\016%u'",Divetime.Minutes);
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189 t3_basics_colorscheme_mod(text);
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190 GFX_write_string(&FontT105,&t4l2,text,1);
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191 }
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192
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193
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194
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195