Files
Crosspoint/src/MappedInputManager.h
T

48 lines
1.9 KiB
C++

#pragma once
#include <HalGPIO.h>
class GfxRenderer;
class MappedInputManager {
public:
enum class Button { Back, Confirm, Left, Right, Up, Down, Power, PageBack, PageForward, NavNext, NavPrevious };
struct Labels {
const char* btn1;
const char* btn2;
const char* btn3;
const char* btn4;
};
MappedInputManager(HalGPIO& gpio, const GfxRenderer& renderer) : gpio(gpio), renderer(renderer) {}
void update() const { gpio.update(); }
bool wasPressed(Button button) const;
bool wasReleased(Button button) const;
bool isPressed(Button button) const;
bool wasAnyPressed() const;
bool wasAnyReleased() const;
unsigned long getHeldTime() const;
Labels mapLabels(const char* back, const char* confirm, const char* previous, const char* next) const;
// Returns the raw front button index that was pressed this frame (or -1 if none).
int getPressedFrontButton() const;
// True when the control axis is flipped relative to the physical buttons: the user opted into
// orientation-following front buttons AND the screen is *currently rendered* rotated (INVERTED /
// LANDSCAPE_CCW). Keyed on the live renderer orientation rather than the persisted reader setting,
// so portrait UI (home, settings) never swaps while the reader and its menus do.
[[nodiscard]] bool isNavDirectionSwapped() const;
private:
HalGPIO& gpio;
// Logical-to-physical button mapping depends on what the user is actually looking at: when the
// screen is rendered rotated, the directional buttons must flip to match. The renderer is the only
// authority on the *live* orientation (the reader rotates it and restores portrait on exit), so we
// read it here instead of CrossPointSettings.orientation, which is just the persisted reader
// preference and stays "rotated" even while portrait UI like home/settings is on screen.
const GfxRenderer& renderer;
bool mapButton(Button button, bool (HalGPIO::*fn)(uint8_t) const) const;
};