- Move various settings to `/data/settings` and `/sdcard/settings` - Fix for `Gui` and `Statusbar` errors on startup (LVGL start) - Implement Development service settings as properties file - Rename `service::findManifestId()` to `service::findManifestById()` - Renamed various classes like `BootProperties` to `BootSettings` - Renamed `settings.properties` to `system.properties`. Code was moved to `settings` namespace/folder - `DevelopmentSettings` is now in `settings` namespace/folder (moved from service)
167 lines
5.4 KiB
C++
167 lines
5.4 KiB
C++
#include <Tactility/settings/DisplaySettings.h>
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#include <Tactility/file/PropertiesFile.h>
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#include <Tactility/hal/Device.h>
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#include <Tactility/hal/display/DisplayDevice.h>
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#include <map>
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#include <string>
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#include <utility>
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namespace tt::settings::display {
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constexpr auto* TAG = "DisplaySettings";
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constexpr auto* SETTINGS_FILE = "/data/settings/display.properties";
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constexpr auto* SETTINGS_KEY_ORIENTATION = "orientation";
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constexpr auto* SETTINGS_KEY_GAMMA_CURVE = "gammaCurve";
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constexpr auto* SETTINGS_KEY_BACKLIGHT_DUTY = "backlightDuty";
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static Orientation getDefaultOrientation() {
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auto* display = lv_display_get_default();
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if (display == nullptr) {
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return Orientation::Landscape;
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}
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if (lv_display_get_physical_horizontal_resolution(display) > lv_display_get_physical_vertical_resolution(display)) {
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return Orientation::Landscape;
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} else {
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return Orientation::Portrait;
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}
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}
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static std::string toString(Orientation orientation) {
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switch (orientation) {
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using enum Orientation;
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case Portrait:
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return "Portrait";
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case Landscape:
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return "Landscape";
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case PortraitFlipped:
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return "PortraitFlipped";
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case LandscapeFlipped:
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return "LandscapeFlipped";
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default:
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std::unreachable();
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}
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}
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static bool fromString(const std::string& str, Orientation& orientation) {
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if (str == "Portrait") {
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orientation = Orientation::Portrait;
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return true;
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} else if (str == "Landscape") {
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orientation = Orientation::Landscape;
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return true;
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} else if (str == "PortraitFlipped") {
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orientation = Orientation::PortraitFlipped;
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return true;
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} else if (str == "LandscapeFlipped") {
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orientation = Orientation::LandscapeFlipped;
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return true;
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} else {
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return false;
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}
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}
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bool load(DisplaySettings& settings) {
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std::map<std::string, std::string> map;
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if (!file::loadPropertiesFile(SETTINGS_FILE, map)) {
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return false;
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}
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auto orientation_entry = map.find(SETTINGS_KEY_ORIENTATION);
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Orientation orientation;
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if (orientation_entry == map.end() || !fromString(orientation_entry->second, orientation)) {
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orientation = getDefaultOrientation();
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}
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auto gamma_entry = map.find(SETTINGS_KEY_GAMMA_CURVE);
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int gamma_curve = 0;
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if (gamma_entry != map.end()) {
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gamma_curve = atoi(gamma_entry->second.c_str());
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}
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auto backlight_duty_entry = map.find(SETTINGS_KEY_BACKLIGHT_DUTY);
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int backlight_duty = 200; // default
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if (backlight_duty_entry != map.end()) {
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backlight_duty = atoi(backlight_duty_entry->second.c_str());
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if (backlight_duty_entry->second != "0" && backlight_duty == 0) {
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backlight_duty = 200;
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}
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}
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settings.orientation = orientation;
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settings.gammaCurve = gamma_curve;
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settings.backlightDuty = backlight_duty;
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return true;
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}
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DisplaySettings getDefault() {
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return DisplaySettings {
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.orientation = getDefaultOrientation(),
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.gammaCurve = 1,
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.backlightDuty = 200
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};
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}
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DisplaySettings loadOrGetDefault() {
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DisplaySettings settings;
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if (!load(settings)) {
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settings = getDefault();
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}
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return settings;
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}
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bool save(const DisplaySettings& settings) {
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std::map<std::string, std::string> map;
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map[SETTINGS_KEY_BACKLIGHT_DUTY] = std::to_string(settings.backlightDuty);
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map[SETTINGS_KEY_GAMMA_CURVE] = std::to_string(settings.gammaCurve);
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map[SETTINGS_KEY_ORIENTATION] = toString(settings.orientation);
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return file::savePropertiesFile(SETTINGS_FILE, map);
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}
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lv_display_rotation_t toLvglDisplayRotation(Orientation orientation) {
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auto* lvgl_display = lv_display_get_default();
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auto rotation = lv_display_get_rotation(lvgl_display);
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bool is_originally_landscape;
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// The lvgl resolution code compensates for rotation. We have to revert the compensation to get the real display resolution
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// TODO: Use info from display driver
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if (rotation == LV_DISPLAY_ROTATION_0 || rotation == LV_DISPLAY_ROTATION_180) {
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is_originally_landscape = lv_display_get_physical_horizontal_resolution(lvgl_display) > lv_display_get_physical_vertical_resolution(lvgl_display);
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} else {
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is_originally_landscape = lv_display_get_physical_horizontal_resolution(lvgl_display) < lv_display_get_physical_vertical_resolution(lvgl_display);
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}
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if (is_originally_landscape) {
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// Landscape display
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switch (orientation) {
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case Orientation::Landscape:
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return LV_DISPLAY_ROTATION_0;
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case Orientation::Portrait:
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return LV_DISPLAY_ROTATION_90;
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case Orientation::LandscapeFlipped:
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return LV_DISPLAY_ROTATION_180;
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case Orientation::PortraitFlipped:
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return LV_DISPLAY_ROTATION_270;
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default:
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return LV_DISPLAY_ROTATION_0;
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}
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} else {
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// Portrait display
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switch (orientation) {
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case Orientation::Landscape:
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return LV_DISPLAY_ROTATION_90;
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case Orientation::Portrait:
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return LV_DISPLAY_ROTATION_0;
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case Orientation::LandscapeFlipped:
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return LV_DISPLAY_ROTATION_270;
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case Orientation::PortraitFlipped:
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return LV_DISPLAY_ROTATION_180;
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default:
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return LV_DISPLAY_ROTATION_0;
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}
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}
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}
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} // namespace
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