view Discovery/Src/t4_tetris.c @ 924:4d98fb2a178e Evo_2_23

Bugfix real scrubber time decreased in sim mode: In the previous version the condition check for dive / simulation had been commented out causing the scrubber timer to be decreased during simulator usage. The problem has been fixed. In addition the scrubbertimer will now be maintained in simulator mode. In case the +5 minutes option is used the scrubber time is decreased by 5 minutes as well.
author Ideenmodellierer
date Wed, 13 Nov 2024 17:55:05 +0100
parents db92692c014f
children
line wrap: on
line source

///////////////////////////////////////////////////////////////////////////////
/// -*- coding: UTF-8 -*-
///
/// \file   Discovery/Src/t4_tetris.c
/// \brief  Main Template file for dive mode special screen t4_tetris
/// \author Heinrichs Weikamp gmbh
/// \date   17-Feb-2016
///
/// \details
///
/// $Id$
///////////////////////////////////////////////////////////////////////////////
/// \par Copyright (c) 2014-2018 Heinrichs Weikamp gmbh
///
///     This program is free software: you can redistribute it and/or modify
///     it under the terms of the GNU General Public License as published by
///     the Free Software Foundation, either version 3 of the License, or
///     (at your option) any later version.
///
///     This program is distributed in the hope that it will be useful,
///     but WITHOUT ANY WARRANTY; without even the implied warranty of
///     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
///     GNU General Public License for more details.
///
///     You should have received a copy of the GNU General Public License
///     along with this program.  If not, see <http://www.gnu.org/licenses/>.
//////////////////////////////////////////////////////////////////////////////

/* Includes ------------------------------------------------------------------*/
#include "t4_tetris.h"

#include "data_exchange_main.h"
#include "decom.h"
#include "gfx_fonts.h"
#include "math.h"
#include "tHome.h"
#include "timer.h"
#include "unit.h"
#include "gfx_engine.h"

/* Exported variables --------------------------------------------------------*/

/* Private variables ---------------------------------------------------------*/
GFX_DrawCfgScreen	t4screen;
GFX_DrawCfgWindow	t4l1;
GFX_DrawCfgWindow	t4l2;
GFX_DrawCfgWindow	t4l3;

/* Private types -------------------------------------------------------------*/
#define TEXTSIZE 16

const uint16_t t4SeperationLeftRight = 250;
const uint16_t t4SeperationTopMid = 315;
const uint16_t t4SeperationMidBottom = 139;

/* Private function prototypes -----------------------------------------------*/
void t4_refresh_divemode(void);

/* Exported functions --------------------------------------------------------*/

void t4_init(void)
{
    t4screen.FBStartAdress = 0;
    t4screen.ImageHeight = 480;
    t4screen.ImageWidth = 800;
    t4screen.LayerIndex = 1;

    t4l1.Image = &t4screen;
    t4l1.WindowNumberOfTextLines = 2;
    t4l1.WindowLineSpacing = 19; // Abstand von Y0
    t4l1.WindowTab = 100;
    t4l1.WindowX0 = 0;
    t4l1.WindowX1 = t4SeperationLeftRight - 2;
    t4l1.WindowY1 = 479;
    t4l1.WindowY0 = t4SeperationTopMid + 3;

    t4l2.Image = t4l1.Image;
    t4l2.WindowNumberOfTextLines = t4l1.WindowNumberOfTextLines;
    t4l2.WindowLineSpacing = t4l1.WindowLineSpacing;
    t4l2.WindowTab = t4l1.WindowTab;
    t4l2.WindowX0 = t4l1.WindowX0;
    t4l2.WindowX1 = t4l1.WindowX1;
    t4l2.WindowY1 = t4SeperationTopMid - 2;
    t4l2.WindowY0 = t4SeperationMidBottom + 3;

    t4l3.Image = t4l1.Image;
    t4l3.WindowNumberOfTextLines = t4l1.WindowNumberOfTextLines;
    t4l3.WindowLineSpacing = t4l1.WindowLineSpacing;
    t4l3.WindowTab = t4l1.WindowTab;
    t4l3.WindowX0 = t4l1.WindowX0;
    t4l3.WindowX1 = t4l1.WindowX1;
    t4l3.WindowY1 = t4SeperationMidBottom - 2;
    t4l3.WindowY0 = 0;
}


void t4_refresh(void)
{
    SStateList status;
    get_globalStateList(&status);

    if(stateUsed->mode != MODE_DIVE)
    {
        settingsGetPointer()->design = 7;
        return;
    }

    if(status.base != BaseHome)
        return;

    t4screen.FBStartAdress = getFrame(25);
    t4_refresh_divemode();
    GFX_SetFramesTopBottom(t4screen.FBStartAdress, 0,480);
    releaseAllFramesExcept(25,t4screen.FBStartAdress);
}


/* Private functions ---------------------------------------------------------*/

void t4_refresh_divemode(void)
{
    char text[512];
//	uint8_t textpointer = 0;
//	uint8_t  customview_warnings = 0;

    point_t start, stop;

    start.x = 0;
    stop.x = t4SeperationLeftRight;
    stop.y = start.y = t4SeperationTopMid;
    GFX_draw_line(&t4screen, start, stop, CLUT_Font020);

    stop.y = start.y = t4SeperationMidBottom;
    GFX_draw_line(&t4screen, start, stop, CLUT_Font020);

    start.y = 0;
    stop.y = 479;
    stop.x = start.x = t4SeperationLeftRight;
    GFX_draw_line(&t4screen, start, stop, CLUT_Font020);


    // depth
    float depth = unit_depth_float(stateUsed->lifeData.depth_meter);

    if(depth <= 0.3f)
        depth = 0;

    snprintf(text,TEXTSIZE,"\032\f%c",TXT_Depth);
    GFX_write_string(&FontT24,&t4l1,text,0);

    if( depth < 100)
        snprintf(text,TEXTSIZE,"\020%01.1f",depth);
    else
        snprintf(text,TEXTSIZE,"\020%01.0f",depth);

    Gfx_colorsscheme_mod(text,0);
    GFX_write_string(&FontT144,&t4l1,text,1);

    // divetime
    SDivetime Divetime = {0,0,0, 0};

    Divetime.Total = stateUsed->lifeData.dive_time_seconds_without_surface_time;
    Divetime.Minutes = Divetime.Total / 60;
    Divetime.Seconds = Divetime.Total - ( Divetime.Minutes * 60 );

    SDivetime TimeoutTime = {0,0,0,0};
    TimeoutTime.Total = settingsGetPointer()->timeoutDiveReachedZeroDepth - stateUsed->lifeData.counterSecondsShallowDepth;
    if(TimeoutTime.Total > settingsGetPointer()->timeoutDiveReachedZeroDepth)
    {
        TimeoutTime.Total = 0;
    }
    TimeoutTime.Minutes = TimeoutTime.Total / 60;
    TimeoutTime.Seconds = TimeoutTime.Total - (TimeoutTime.Minutes * 60);

    if(stateUsed->lifeData.counterSecondsShallowDepth)
    {
        snprintf(text,TEXTSIZE,"\f\136 %u:%02u",TimeoutTime.Minutes, TimeoutTime.Seconds);
        GFX_write_string(&FontT42,&t4l2,text,0);
    }
    else
    {
        snprintf(text,TEXTSIZE,"\032\f%c",TXT_Divetime);
        GFX_write_string(&FontT42,&t4l2,text,0);
    }

    if(Divetime.Minutes < 1000)
        snprintf(text,TEXTSIZE,"\020\016%u:%02u",Divetime.Minutes, Divetime.Seconds);
    else
        snprintf(text,TEXTSIZE,"\020\016%u'",Divetime.Minutes);
    Gfx_colorsscheme_mod(text,0);
    GFX_write_string(&FontT105,&t4l2,text,1);
}