184 lines
7.5 KiB
C++
184 lines
7.5 KiB
C++
#pragma once
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#include <CrossPointSettings.h>
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#include <GfxRenderer.h>
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#include <HalTiltSensor.h>
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#include <Logging.h>
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#include <cstdint>
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#include "ButtonEventManager.h"
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#include "MappedInputManager.h"
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namespace ReaderUtils {
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constexpr unsigned long GO_HOME_MS = 1000;
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// Round-half-up integer division clamped to [0, 100], used as the percent byte appended to
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// progress.bin so the home screen can render a per-book badge without re-loading the document.
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// All reader types must funnel through this so the displayed value matches across formats.
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inline uint8_t pageProgressPercentByte(int currentPage, int totalPages) {
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if (totalPages <= 0 || currentPage < 0) {
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return 0;
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}
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const long numerator = static_cast<long>(currentPage + 1) * 200L + totalPages;
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const long percent = numerator / (2L * totalPages);
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if (percent < 0) return 0;
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if (percent > 100) return 100;
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return static_cast<uint8_t>(percent);
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}
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// Round-half-up clamp for a pre-computed [0,1] progress fraction (used by EPUB, where progress
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// is byte-weighted across spine items rather than a simple page ratio).
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inline uint8_t fractionProgressPercentByte(float fraction) {
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const int percent = static_cast<int>(fraction * 100.0f + 0.5f);
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if (percent < 0) return 0;
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if (percent > 100) return 100;
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return static_cast<uint8_t>(percent);
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}
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inline void applyOrientation(GfxRenderer& renderer, const uint8_t orientation) {
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switch (orientation) {
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case CrossPointSettings::ORIENTATION::PORTRAIT:
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renderer.setOrientation(GfxRenderer::Orientation::Portrait);
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break;
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case CrossPointSettings::ORIENTATION::LANDSCAPE_CW:
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renderer.setOrientation(GfxRenderer::Orientation::LandscapeClockwise);
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break;
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case CrossPointSettings::ORIENTATION::INVERTED:
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renderer.setOrientation(GfxRenderer::Orientation::PortraitInverted);
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break;
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case CrossPointSettings::ORIENTATION::LANDSCAPE_CCW:
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renderer.setOrientation(GfxRenderer::Orientation::LandscapeCounterClockwise);
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break;
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default:
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break;
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}
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}
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// Suppresses input processing on activity entry until the user has released all buttons and a
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// clean frame (no pending press/release events) has been observed. Without this, the power-button
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// hold used to wake the device leaks into detectPageTurn() and triggers a page turn or chapter
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// skip (the wake-hold easily exceeds skipChapterMs).
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// Each reader holds an instance, calls arm() in onEnter(), and calls shouldDrain() at the top
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// of loop() — returning early when it returns true.
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struct InputDrainGuard {
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bool active = false;
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void arm() { active = true; }
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bool shouldDrain(const MappedInputManager& input) {
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if (!active) {
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return false;
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}
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using B = MappedInputManager::Button;
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const bool anyHeld = input.isPressed(B::Back) || input.isPressed(B::Confirm) || input.isPressed(B::Left) ||
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input.isPressed(B::Right) || input.isPressed(B::Up) || input.isPressed(B::Down) ||
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input.isPressed(B::Power) || input.isPressed(B::PageBack) || input.isPressed(B::PageForward);
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if (anyHeld || input.wasAnyPressed() || input.wasAnyReleased()) {
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return true;
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}
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active = false;
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return false;
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}
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};
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struct PageTurnResult {
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bool prev;
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bool next;
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};
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inline PageTurnResult detectPageTurn(const MappedInputManager& input) {
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// Only treat wasReleased as a page turn when the button's short-press action is default.
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// Non-default short-press actions are dispatched by the global dispatcher in main.cpp;
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// counting wasReleased as well would double-fire the action.
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// Also suppress immediate page-turns if a double-click action is configured for the button,
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// because the button event system delays short events until the double-click window expires.
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using BA = CrossPointSettings::BUTTON_ACTION;
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using TA = CrossPointSettings::TILT_GESTURE_ACTION;
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const bool tiltNegative = SETTINGS.tiltPageTurn && halTiltSensor.wasTiltedForward();
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const bool tiltPositive = SETTINGS.tiltPageTurn && halTiltSensor.wasTiltedBack();
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bool tiltPrev = false;
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bool tiltNext = false;
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auto applyTiltAction = [&](uint8_t action) {
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if (action == TA::TILT_ACT_NEXT_PAGE) {
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tiltNext = true;
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} else if (action == TA::TILT_ACT_PREV_PAGE) {
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tiltPrev = true;
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}
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};
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if (tiltPositive) {
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applyTiltAction(SETTINGS.tiltPositiveAction);
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}
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if (tiltNegative) {
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applyTiltAction(SETTINGS.tiltNegativeAction);
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}
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const bool prevButtonReleased = (SETTINGS.btnShortPageBack == BA::BTN_DEFAULT &&
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!globalButtonEvents().hasDoubleAction(MappedInputManager::Button::PageBack) &&
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!globalButtonEvents().wasLongPressDispatched(MappedInputManager::Button::PageBack) &&
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input.wasReleased(MappedInputManager::Button::PageBack)) ||
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(SETTINGS.btnShortLeft == BA::BTN_DEFAULT &&
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!globalButtonEvents().hasDoubleAction(MappedInputManager::Button::Left) &&
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!globalButtonEvents().wasLongPressDispatched(MappedInputManager::Button::Left) &&
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input.wasReleased(MappedInputManager::Button::Left));
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const bool nextButtonReleased =
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(SETTINGS.btnShortPageForward == BA::BTN_DEFAULT &&
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!globalButtonEvents().hasDoubleAction(MappedInputManager::Button::PageForward) &&
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!globalButtonEvents().wasLongPressDispatched(MappedInputManager::Button::PageForward) &&
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input.wasReleased(MappedInputManager::Button::PageForward)) ||
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(SETTINGS.btnShortRight == BA::BTN_DEFAULT &&
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!globalButtonEvents().hasDoubleAction(MappedInputManager::Button::Right) &&
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!globalButtonEvents().wasLongPressDispatched(MappedInputManager::Button::Right) &&
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input.wasReleased(MappedInputManager::Button::Right));
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const bool prev = tiltPrev || prevButtonReleased;
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const bool next = tiltNext || nextButtonReleased;
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return {prev, next};
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}
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inline void displayWithRefreshCycle(const GfxRenderer& renderer, int& pagesUntilFullRefresh) {
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if (pagesUntilFullRefresh <= 1) {
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renderer.displayBuffer(HalDisplay::HALF_REFRESH);
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pagesUntilFullRefresh = SETTINGS.getRefreshFrequency();
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} else {
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renderer.displayBuffer();
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pagesUntilFullRefresh--;
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}
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}
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inline void enforceExitFullRefresh(const GfxRenderer& renderer) {
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// Reader exits can leave visible ghosting when the next screen is rendered with a fast LUT.
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// Schedule the next displayed screen to use a half refresh, rather than refreshing
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// the current reader screen as it closes.
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renderer.setNextDisplayRefreshMode(HalDisplay::HALF_REFRESH);
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}
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// Grayscale anti-aliasing pass. Renders content twice (LSB + MSB) to build
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// the grayscale buffer. Only the content callback is re-rendered — status bars
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// and other overlays should be drawn before calling this.
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// Kept as a template to avoid std::function overhead; instantiated once per reader type.
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template <typename RenderFn>
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void renderAntiAliased(GfxRenderer& renderer, RenderFn&& renderFn) {
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if (!renderer.storeBwBuffer()) {
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LOG_ERR("READER", "Failed to store BW buffer for anti-aliasing");
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return;
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}
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renderer.clearScreen(0x00);
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renderer.setRenderMode(GfxRenderer::GRAYSCALE_LSB);
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renderFn();
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renderer.copyGrayscaleLsbBuffers();
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renderer.clearScreen(0x00);
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renderer.setRenderMode(GfxRenderer::GRAYSCALE_MSB);
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renderFn();
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renderer.copyGrayscaleMsbBuffers();
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renderer.displayGrayBuffer();
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renderer.setRenderMode(GfxRenderer::BW);
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renderer.restoreBwBuffer();
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}
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} // namespace ReaderUtils
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