Files
Crosspoint/src/activities/reader/EpubReaderMenuActivity.cpp
T
Istiak TridipandDave Allie d7edb4653e feat: unify navigation handling with system-wide continuous navigation (#600)
This PR unifies navigation handling & adds system-wide support for
continuous navigation.

## Summary
Holding down a navigation button now continuously advances through items
until the button is released. This removes the need for repeated
press-and-release actions and makes navigation faster and smoother,
especially in long menus or documents.

When page-based navigation is available, it will navigate through pages.
If not, it will progress through menu items or similar list-based UI
elements.

Additionally, this PR fixes inconsistencies in wrap-around behavior and
navigation index calculations.

Places where the navigation system was updated:
- Home Page
- Settings Pages
- My Library Page
- WiFi Selection Page
- OPDS Browser Page
- Keyboard
- File Transfer Page
- XTC Chapter Selector Page
- EPUB Chapter Selector Page

I’ve tested this on the device as much as possible and tried to match
the existing behavior. Please let me know if I missed anything. Thanks 🙏


![crosspoint](https://github.com/user-attachments/assets/6a3c7482-f45e-4a77-b156-721bb3b679e6)

---

Following the request from @osteotek and @daveallie for system-wide
support, the old PR (#379) has been closed in favor of this
consolidated, system-wide implementation.

---

### AI Usage

Did you use AI tools to help write this code? _**PARTIALLY**_

---------

Co-authored-by: Dave Allie <dave@daveallie.com>
2026-02-09 20:19:34 +11:00

150 lines
5.5 KiB
C++

#include "EpubReaderMenuActivity.h"
#include <GfxRenderer.h>
#include "MappedInputManager.h"
#include "components/UITheme.h"
#include "fontIds.h"
void EpubReaderMenuActivity::onEnter() {
ActivityWithSubactivity::onEnter();
renderingMutex = xSemaphoreCreateMutex();
updateRequired = true;
xTaskCreate(&EpubReaderMenuActivity::taskTrampoline, "EpubMenuTask", 4096, this, 1, &displayTaskHandle);
}
void EpubReaderMenuActivity::onExit() {
ActivityWithSubactivity::onExit();
xSemaphoreTake(renderingMutex, portMAX_DELAY);
if (displayTaskHandle) {
vTaskDelete(displayTaskHandle);
displayTaskHandle = nullptr;
}
vSemaphoreDelete(renderingMutex);
renderingMutex = nullptr;
}
void EpubReaderMenuActivity::taskTrampoline(void* param) {
auto* self = static_cast<EpubReaderMenuActivity*>(param);
self->displayTaskLoop();
}
void EpubReaderMenuActivity::displayTaskLoop() {
while (true) {
if (updateRequired && !subActivity) {
updateRequired = false;
xSemaphoreTake(renderingMutex, portMAX_DELAY);
renderScreen();
xSemaphoreGive(renderingMutex);
}
vTaskDelay(10 / portTICK_PERIOD_MS);
}
}
void EpubReaderMenuActivity::loop() {
if (subActivity) {
subActivity->loop();
return;
}
// Handle navigation
buttonNavigator.onNext([this] {
selectedIndex = ButtonNavigator::nextIndex(selectedIndex, static_cast<int>(menuItems.size()));
updateRequired = true;
});
buttonNavigator.onPrevious([this] {
selectedIndex = ButtonNavigator::previousIndex(selectedIndex, static_cast<int>(menuItems.size()));
updateRequired = true;
});
// Use local variables for items we need to check after potential deletion
if (mappedInput.wasReleased(MappedInputManager::Button::Confirm)) {
const auto selectedAction = menuItems[selectedIndex].action;
if (selectedAction == MenuAction::ROTATE_SCREEN) {
// Cycle orientation preview locally; actual rotation happens on menu exit.
pendingOrientation = (pendingOrientation + 1) % orientationLabels.size();
updateRequired = true;
return;
}
// 1. Capture the callback and action locally
auto actionCallback = onAction;
// 2. Execute the callback
actionCallback(selectedAction);
// 3. CRITICAL: Return immediately. 'this' is likely deleted now.
return;
} else if (mappedInput.wasReleased(MappedInputManager::Button::Back)) {
// Return the pending orientation to the parent so it can apply on exit.
onBack(pendingOrientation);
return; // Also return here just in case
}
}
void EpubReaderMenuActivity::renderScreen() {
renderer.clearScreen();
const auto pageWidth = renderer.getScreenWidth();
const auto orientation = renderer.getOrientation();
// Landscape orientation: button hints are drawn along a vertical edge, so we
// reserve a horizontal gutter to prevent overlap with menu content.
const bool isLandscapeCw = orientation == GfxRenderer::Orientation::LandscapeClockwise;
const bool isLandscapeCcw = orientation == GfxRenderer::Orientation::LandscapeCounterClockwise;
// Inverted portrait: button hints appear near the logical top, so we reserve
// vertical space to keep the header and list clear.
const bool isPortraitInverted = orientation == GfxRenderer::Orientation::PortraitInverted;
const int hintGutterWidth = (isLandscapeCw || isLandscapeCcw) ? 30 : 0;
// Landscape CW places hints on the left edge; CCW keeps them on the right.
const int contentX = isLandscapeCw ? hintGutterWidth : 0;
const int contentWidth = pageWidth - hintGutterWidth;
const int hintGutterHeight = isPortraitInverted ? 50 : 0;
const int contentY = hintGutterHeight;
// Title
const std::string truncTitle =
renderer.truncatedText(UI_12_FONT_ID, title.c_str(), contentWidth - 40, EpdFontFamily::BOLD);
// Manual centering so we can respect the content gutter.
const int titleX =
contentX + (contentWidth - renderer.getTextWidth(UI_12_FONT_ID, truncTitle.c_str(), EpdFontFamily::BOLD)) / 2;
renderer.drawText(UI_12_FONT_ID, titleX, 15 + contentY, truncTitle.c_str(), true, EpdFontFamily::BOLD);
// Progress summary
std::string progressLine;
if (totalPages > 0) {
progressLine = "Chapter: " + std::to_string(currentPage) + "/" + std::to_string(totalPages) + " pages | ";
}
progressLine += "Book: " + std::to_string(bookProgressPercent) + "%";
renderer.drawCenteredText(UI_10_FONT_ID, 45, progressLine.c_str());
// Menu Items
const int startY = 75 + contentY;
constexpr int lineHeight = 30;
for (size_t i = 0; i < menuItems.size(); ++i) {
const int displayY = startY + (i * lineHeight);
const bool isSelected = (static_cast<int>(i) == selectedIndex);
if (isSelected) {
// Highlight only the content area so we don't paint over hint gutters.
renderer.fillRect(contentX, displayY, contentWidth - 1, lineHeight, true);
}
renderer.drawText(UI_10_FONT_ID, contentX + 20, displayY, menuItems[i].label.c_str(), !isSelected);
if (menuItems[i].action == MenuAction::ROTATE_SCREEN) {
// Render current orientation value on the right edge of the content area.
const auto value = orientationLabels[pendingOrientation];
const auto width = renderer.getTextWidth(UI_10_FONT_ID, value);
renderer.drawText(UI_10_FONT_ID, contentX + contentWidth - 20 - width, displayY, value, !isSelected);
}
}
// Footer / Hints
const auto labels = mappedInput.mapLabels("« Back", "Select", "Up", "Down");
GUI.drawButtonHints(renderer, labels.btn1, labels.btn2, labels.btn3, labels.btn4);
renderer.displayBuffer();
}