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#include "InfiniPaint.h"
#include "../DisplayApp.h"
#include "../LittleVgl.h"
using namespace Pinetime::Applications::Screens;
InfiniPaint::InfiniPaint(Pinetime::Applications::DisplayApp* app, Pinetime::Components::LittleVgl& lvgl) : Screen(app), lvgl{lvgl} {
app->SetTouchMode(DisplayApp::TouchModes::Polling);
std::fill(b, b + bufferSize, LV_COLOR_WHITE);
}
InfiniPaint::~InfiniPaint() {
// Reset the touchmode
app->SetTouchMode(DisplayApp::TouchModes::Gestures);
lv_obj_clean(lv_scr_act());
}
bool InfiniPaint::Refresh() {
return running;
}
bool InfiniPaint::OnButtonPushed() {
running = false;
return true;
}
bool InfiniPaint::OnTouchEvent(Pinetime::Applications::TouchEvents event) {
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;
}
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