101 lines
3 KiB
C
101 lines
3 KiB
C
/*
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* This example code is in the Public Domain (or CC0 licensed, at your option.)
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* Unless required by applicable law or agreed to in writing, this
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* software is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR
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* CONDITIONS OF ANY KIND, either express or implied.
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*/
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// This file contains a simple Hello World app which you can base you own
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// native Badge apps on.
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#include "main.h"
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static pax_buf_t buf;
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xQueueHandle buttonQueue;
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#include <esp_log.h>
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static const char *TAG = "mch2022-demo-app";
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// Updates the screen with the latest buffer.
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void disp_flush() {
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ili9341_write(get_ili9341(), buf.buf);
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}
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// Exits the app, returning to the launcher.
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void exit_to_launcher() {
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REG_WRITE(RTC_CNTL_STORE0_REG, 0);
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esp_restart();
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}
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void app_main() {
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ESP_LOGI(TAG, "Welcome to the template app!");
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// Initialize the screen, the I2C and the SPI busses.
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bsp_init();
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// Initialize the RP2040 (responsible for buttons, etc).
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bsp_rp2040_init();
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// This queue is used to receive button presses.
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buttonQueue = get_rp2040()->queue;
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// Initialize graphics for the screen.
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pax_buf_init(&buf, NULL, 320, 240, PAX_BUF_16_565RGB);
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// Initialize NVS.
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nvs_flash_init();
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// Initialize WiFi. This doesn't connect to Wifi yet.
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wifi_init();
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while (1) {
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// Pick a random background color.
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int hue = esp_random() & 255;
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pax_col_t col = pax_col_hsv(hue, 255 /*saturation*/, 255 /*brighness*/);
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// Greet the World in front of a random background color!
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// Fill the background with the random color.
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pax_background(&buf, col);
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// This text is shown on screen.
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char *text = "Hello, MCH2022!";
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// Pick the font (Saira is the only one that looks nice in this size).
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const pax_font_t *font = pax_font_saira_condensed;
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// Determine how the text dimensions so we can display it centered on
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// screen.
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pax_vec1_t dims = pax_text_size(font, font->default_size, text);
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// Draw the centered text.
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pax_draw_text(
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&buf, // Buffer to draw to.
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0xff000000, // color
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font, font->default_size, // Font and size to use.
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// Position (top left corner) of the app.
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(buf.width - dims.x) / 2.0,
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(buf.height - dims.y) / 2.0,
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// The text to be rendered.
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text
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);
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// Draws the entire graphics buffer to the screen.
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disp_flush();
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// Wait for button presses and do another cycle.
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// Structure used to receive data.
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rp2040_input_message_t message;
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// Wait forever for a button press (because of portMAX_DELAY)
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xQueueReceive(buttonQueue, &message, portMAX_DELAY);
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// Which button is currently pressed?
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if (message.input == RP2040_INPUT_BUTTON_HOME && message.state) {
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// If home is pressed, exit to launcher.
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exit_to_launcher();
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}
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}
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}
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