Tactiliest/Tactility/Source/settings/DisplaySettings.cpp
Ken Van Hoeylandt 5cc5b50694
Merge develop into main (#312)
- 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)
2025-08-31 20:31:31 +02:00

167 lines
5.4 KiB
C++

#include <Tactility/settings/DisplaySettings.h>
#include <Tactility/file/PropertiesFile.h>
#include <Tactility/hal/Device.h>
#include <Tactility/hal/display/DisplayDevice.h>
#include <map>
#include <string>
#include <utility>
namespace tt::settings::display {
constexpr auto* TAG = "DisplaySettings";
constexpr auto* SETTINGS_FILE = "/data/settings/display.properties";
constexpr auto* SETTINGS_KEY_ORIENTATION = "orientation";
constexpr auto* SETTINGS_KEY_GAMMA_CURVE = "gammaCurve";
constexpr auto* SETTINGS_KEY_BACKLIGHT_DUTY = "backlightDuty";
static Orientation getDefaultOrientation() {
auto* display = lv_display_get_default();
if (display == nullptr) {
return Orientation::Landscape;
}
if (lv_display_get_physical_horizontal_resolution(display) > lv_display_get_physical_vertical_resolution(display)) {
return Orientation::Landscape;
} else {
return Orientation::Portrait;
}
}
static std::string toString(Orientation orientation) {
switch (orientation) {
using enum Orientation;
case Portrait:
return "Portrait";
case Landscape:
return "Landscape";
case PortraitFlipped:
return "PortraitFlipped";
case LandscapeFlipped:
return "LandscapeFlipped";
default:
std::unreachable();
}
}
static bool fromString(const std::string& str, Orientation& orientation) {
if (str == "Portrait") {
orientation = Orientation::Portrait;
return true;
} else if (str == "Landscape") {
orientation = Orientation::Landscape;
return true;
} else if (str == "PortraitFlipped") {
orientation = Orientation::PortraitFlipped;
return true;
} else if (str == "LandscapeFlipped") {
orientation = Orientation::LandscapeFlipped;
return true;
} else {
return false;
}
}
bool load(DisplaySettings& settings) {
std::map<std::string, std::string> map;
if (!file::loadPropertiesFile(SETTINGS_FILE, map)) {
return false;
}
auto orientation_entry = map.find(SETTINGS_KEY_ORIENTATION);
Orientation orientation;
if (orientation_entry == map.end() || !fromString(orientation_entry->second, orientation)) {
orientation = getDefaultOrientation();
}
auto gamma_entry = map.find(SETTINGS_KEY_GAMMA_CURVE);
int gamma_curve = 0;
if (gamma_entry != map.end()) {
gamma_curve = atoi(gamma_entry->second.c_str());
}
auto backlight_duty_entry = map.find(SETTINGS_KEY_BACKLIGHT_DUTY);
int backlight_duty = 200; // default
if (backlight_duty_entry != map.end()) {
backlight_duty = atoi(backlight_duty_entry->second.c_str());
if (backlight_duty_entry->second != "0" && backlight_duty == 0) {
backlight_duty = 200;
}
}
settings.orientation = orientation;
settings.gammaCurve = gamma_curve;
settings.backlightDuty = backlight_duty;
return true;
}
DisplaySettings getDefault() {
return DisplaySettings {
.orientation = getDefaultOrientation(),
.gammaCurve = 1,
.backlightDuty = 200
};
}
DisplaySettings loadOrGetDefault() {
DisplaySettings settings;
if (!load(settings)) {
settings = getDefault();
}
return settings;
}
bool save(const DisplaySettings& settings) {
std::map<std::string, std::string> map;
map[SETTINGS_KEY_BACKLIGHT_DUTY] = std::to_string(settings.backlightDuty);
map[SETTINGS_KEY_GAMMA_CURVE] = std::to_string(settings.gammaCurve);
map[SETTINGS_KEY_ORIENTATION] = toString(settings.orientation);
return file::savePropertiesFile(SETTINGS_FILE, map);
}
lv_display_rotation_t toLvglDisplayRotation(Orientation orientation) {
auto* lvgl_display = lv_display_get_default();
auto rotation = lv_display_get_rotation(lvgl_display);
bool is_originally_landscape;
// The lvgl resolution code compensates for rotation. We have to revert the compensation to get the real display resolution
// TODO: Use info from display driver
if (rotation == LV_DISPLAY_ROTATION_0 || rotation == LV_DISPLAY_ROTATION_180) {
is_originally_landscape = lv_display_get_physical_horizontal_resolution(lvgl_display) > lv_display_get_physical_vertical_resolution(lvgl_display);
} else {
is_originally_landscape = lv_display_get_physical_horizontal_resolution(lvgl_display) < lv_display_get_physical_vertical_resolution(lvgl_display);
}
if (is_originally_landscape) {
// Landscape display
switch (orientation) {
case Orientation::Landscape:
return LV_DISPLAY_ROTATION_0;
case Orientation::Portrait:
return LV_DISPLAY_ROTATION_90;
case Orientation::LandscapeFlipped:
return LV_DISPLAY_ROTATION_180;
case Orientation::PortraitFlipped:
return LV_DISPLAY_ROTATION_270;
default:
return LV_DISPLAY_ROTATION_0;
}
} else {
// Portrait display
switch (orientation) {
case Orientation::Landscape:
return LV_DISPLAY_ROTATION_90;
case Orientation::Portrait:
return LV_DISPLAY_ROTATION_0;
case Orientation::LandscapeFlipped:
return LV_DISPLAY_ROTATION_270;
case Orientation::PortraitFlipped:
return LV_DISPLAY_ROTATION_180;
default:
return LV_DISPLAY_ROTATION_0;
}
}
}
} // namespace