view Discovery/Src/t4_tetris.c @ 796:75ace7af8212

Expanded Sensor map structure: In the previous version the number of possible sensors were set to 5 based on the assumption that ADC slots are shared with digital O2 sensors. As result three of five slots would have been limited to O2 measurement usecase, leaving just two slots left for other sensors (e.g. CO2). In order to have as much flexibility (and less risk for data structure changes) the number of sensors has been set to 7 (3 ADC + 4 UART MUX)
author Ideenmodellierer
date Mon, 31 Jul 2023 20:00:06 +0200
parents ecb71521d004
children
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///////////////////////////////////////////////////////////////////////////////
/// -*- 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"

/* 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);

    t3_basics_colorscheme_mod(text);
    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);
    t3_basics_colorscheme_mod(text);
    GFX_write_string(&FontT105,&t4l2,text,1);
}