#include #include "pico/stdlib.h" #include "hardware/i2c.h" #include "hardware/rtc.h" #include "pico/util/datetime.h" #include "init.hpp" #include "api.hpp" #include "buttons.hpp" #include "apps/main_clock.hpp" #include "apps/home_menu.hpp" int current_app = 0; bool is_sleeping = false; bool app_ready = true; Api app_api; #define NUMBER_OF_APPS 2 #define APP_DATA_BUFFER_LEN 256 int (*APPS_FUNC_INIT[NUMBER_OF_APPS])(Api *app_api) = {app_home_menu::init, app_main_clock::init}; int (*APPS_FUNC_RENDER[NUMBER_OF_APPS])(Api *app_api) = {app_home_menu::render, app_main_clock::render}; int (*APPS_FUNC_BTNPRESS[NUMBER_OF_APPS])(Api *app_api, uint gpio) = {app_home_menu::btnpressed, app_main_clock::btnpressed}; int (*APPS_FUNC_BGREFRESH[NUMBER_OF_APPS])(Api *app_api, bool in_foreground) = {app_home_menu::bgrefresh, app_main_clock::bgrefresh}; int (*APPS_FUNC_DESTROY[NUMBER_OF_APPS])(Api *app_api) = {app_home_menu::destroy, app_main_clock::destroy}; int APPS_DESTROY_ON_EXIT[NUMBER_OF_APPS] = {0, 1}; int APPS_IS_INIT[NUMBER_OF_APPS] = {0, 0}; // Only run in background if init int app_init(int app_id) { app_api.display_fill(0,1); // Clear OLED app_api.performance_render_interval_set(500); // Reset interval if (!APPS_IS_INIT[app_id]) { APPS_IS_INIT[app_id] = 1; return (*APPS_FUNC_INIT[app_id])(&app_api); } } int app_render(int app_id) { return (*APPS_FUNC_RENDER[app_id])(&app_api); } int app_btnpressed(int app_id, uint gpio) { if (app_api.m_send_button_press_to_app) return (*APPS_FUNC_BTNPRESS[app_id])(&app_api, gpio); return 2; } int app_destroy(int app_id) { if (APPS_IS_INIT[app_id]) { APPS_IS_INIT[app_id] = 0; return (*APPS_FUNC_DESTROY[app_id])(&app_api); } } int app_bgrefresh(int app_id) { if (APPS_IS_INIT[app_id]) return (*APPS_FUNC_BGREFRESH[app_id])(&app_api, app_id==current_app); } bool repeating_callback(struct repeating_timer *t) { // Enter shallow sleep mode when needed uint32_t time_since_last_press = to_ms_since_boot(get_absolute_time())-button_last_pressed_time; if (!is_sleeping && time_since_last_press > ENTER_SLEEP_DELAY) { is_sleeping = true; app_api.performance_set(Api::perf_modes::ENTER_SHALLOW_SLEEP); app_api.display_power(false); } else if (is_sleeping && time_since_last_press < ENTER_SLEEP_DELAY) { is_sleeping = false; app_api.performance_set(Api::perf_modes::EXIT_SHALLOW_SLEEP); app_api.display_power(true); } // Refresh each app, but should it be done when sleeping? for (int i=0; i < NUMBER_OF_APPS; i++) { app_bgrefresh(i); } return true; } void app_switch(int old_appid, int new_appid) { app_ready = false; if (APPS_DESTROY_ON_EXIT[old_appid]) { app_destroy(old_appid); } app_init(new_appid); current_app = new_appid; app_ready = true; } int main() { init_all(); init_buttons(); app_api.init(); struct repeating_timer timer; add_repeating_timer_ms(250, repeating_callback, NULL, &timer); // TODO: Execute on core1 app_init(current_app); while (1) { if (app_ready && !is_sleeping) { app_render(current_app); // FIXME: This may cause race conditions when switching app app_api.display_write_backbuffer(); } sleep_ms(app_api.performance_render_interval_get()); } return 0; }