#include "displayapp/screens/InfiniPaint.h" #include "displayapp/DisplayApp.h" #include "displayapp/LittleVgl.h" #include "displayapp/InfiniTimeTheme.h" #include // std::fill using namespace Pinetime::Applications::Screens; InfiniPaint::InfiniPaint(Pinetime::Applications::DisplayApp* app, Pinetime::Components::LittleVgl& lvgl, Pinetime::Controllers::MotorController& motor) : Screen(app), lvgl {lvgl}, motor {motor} { std::fill(b, b + bufferSize, selectColor); } InfiniPaint::~InfiniPaint() { lv_obj_clean(lv_scr_act()); } bool InfiniPaint::OnTouchEvent(Pinetime::Applications::TouchEvents event) { switch (event) { case Pinetime::Applications::TouchEvents::LongTap: color = (color + 1) % 8; switch (color) { case 0: selectColor = LV_COLOR_MAGENTA; break; case 1: selectColor = Colors::green; break; case 2: selectColor = LV_COLOR_WHITE; break; case 3: selectColor = LV_COLOR_RED; break; case 4: selectColor = LV_COLOR_CYAN; break; case 5: selectColor = LV_COLOR_YELLOW; break; case 6: selectColor = LV_COLOR_BLUE; break; case 7: selectColor = LV_COLOR_BLACK; break; default: color = 0; break; } std::fill(b, b + bufferSize, selectColor); motor.RunForDuration(35); return true; default: return true; } return true; } bool InfiniPaint::OnTouchEvent(uint16_t x, uint16_t y) { lv_area_t area; area.x1 = x - (width / 2); area.y1 = y - (height / 2); area.x2 = x + (width / 2) - 1; area.y2 = y + (height / 2) - 1; lvgl.SetFullRefresh(Components::LittleVgl::FullRefreshDirections::None); lvgl.FlushDisplay(&area, b); return true; }