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