Files
tactility/Tactility/Source/settings/DisplaySettings.cpp
T
Shadowtrance a4dc633063 Feature additions (#434)
Lots of things "ported" over from the "enhanced" fork. With some adjustments here and there.

KeyboardBacklight driver (for T-Deck only currently)
Trackball driver (for T-Deck only currently)
Keyboard backlight sleep/wake (for T-Deck only currently...also requires keyboard firmware update)
Display sleep/wake
Files - create file/folder
Keyboard settings (for T-Deck only currently)
Time & Date settings tweaks
Locale settings tweaks
Systeminfo additions
Espnow wifi coexist

initI2cDevices - moved to T-deck init.cpp / initBoot
KeyboardInitService - removed,  moved to T-deck init.cpp / initBoot
Adjusted TIMER_UPDATE_INTERVAL to 2 seconds.
Added lock to ActionCreateFolder

Maybe missed some things in the list.

Display wake could do with some kind of block on wake first touch to prevent UI elements being hit when waking device with touch. Same with encoder/trackball/keyboard press i guess.

The original code was written by @cscott0108 at https://github.com/cscott0108/tactility-enhanced-t-deck
2026-01-02 12:14:55 +01:00

187 lines
6.5 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";
constexpr auto* SETTINGS_KEY_TIMEOUT_ENABLED = "backlightTimeoutEnabled";
constexpr auto* SETTINGS_KEY_TIMEOUT_MS = "backlightTimeoutMs";
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;
}
}
bool timeout_enabled = true;
auto timeout_enabled_entry = map.find(SETTINGS_KEY_TIMEOUT_ENABLED);
if (timeout_enabled_entry != map.end()) {
timeout_enabled = (timeout_enabled_entry->second == "1" || timeout_enabled_entry->second == "true" || timeout_enabled_entry->second == "True");
}
uint32_t timeout_ms = 60000; // default 60s
auto timeout_ms_entry = map.find(SETTINGS_KEY_TIMEOUT_MS);
if (timeout_ms_entry != map.end()) {
timeout_ms = static_cast<uint32_t>(std::strtoul(timeout_ms_entry->second.c_str(), nullptr, 10));
}
settings.orientation = orientation;
settings.gammaCurve = gamma_curve;
settings.backlightDuty = backlight_duty;
settings.backlightTimeoutEnabled = timeout_enabled;
settings.backlightTimeoutMs = timeout_ms;
return true;
}
DisplaySettings getDefault() {
return DisplaySettings {
.orientation = getDefaultOrientation(),
.gammaCurve = 1,
.backlightDuty = 200,
.backlightTimeoutEnabled = true,
.backlightTimeoutMs = 60000
};
}
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);
map[SETTINGS_KEY_TIMEOUT_ENABLED] = settings.backlightTimeoutEnabled ? "1" : "0";
map[SETTINGS_KEY_TIMEOUT_MS] = std::to_string(settings.backlightTimeoutMs);
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