feat(gamebook): full-height scrolling text + real pad mapping #41
@@ -255,9 +255,12 @@ static lv_obj_t *s_gb_title; // page title, top
|
||||
static lv_obj_t *s_gb_body; // full passage text, wrapped
|
||||
static lv_obj_t *s_gb_menu; // choice lines, bottom
|
||||
static volatile bool s_gamebook_open = false;
|
||||
static lv_obj_t *s_gb_body_cont; // scrollable container holding s_gb_body
|
||||
static char s_gb_title_buf[64];
|
||||
static char s_gb_body_buf[1100];
|
||||
static char s_gb_menu_buf[160];
|
||||
static volatile int s_gb_scroll_req = 0; // pending scroll: +pages down / -pages up
|
||||
static volatile bool s_gb_scroll_home = false; // reset scroll to top on new passage
|
||||
|
||||
// ── Gamebook library (tile grid) ────────────────────────────────────────────
|
||||
#define LIB_TILES 6
|
||||
@@ -824,39 +827,49 @@ static void build_gamebook_screen(void) {
|
||||
lv_obj_set_style_bg_color(s_scr_gamebook, lv_color_hex(0x000000), 0);
|
||||
lv_obj_set_style_bg_opa(s_scr_gamebook, LV_OPA_COVER, 0);
|
||||
|
||||
// Compact title line at the very top.
|
||||
s_gb_title = lv_label_create(s_scr_gamebook);
|
||||
lv_obj_set_style_text_color(s_gb_title, lv_color_hex(COL_VALUE), 0);
|
||||
lv_obj_set_style_text_font(s_gb_title, &lv_font_montserrat_24, 0);
|
||||
lv_obj_set_style_text_color(s_gb_title, lv_color_hex(COL_CODE), 0);
|
||||
lv_obj_set_style_text_font(s_gb_title, &lv_font_montserrat_14, 0);
|
||||
lv_label_set_long_mode(s_gb_title, LV_LABEL_LONG_DOT);
|
||||
lv_obj_set_width(s_gb_title, DUI_HOR_RES - 16);
|
||||
lv_obj_set_width(s_gb_title, DUI_HOR_RES - 12);
|
||||
lv_obj_set_style_text_align(s_gb_title, LV_TEXT_ALIGN_CENTER, 0);
|
||||
lv_label_set_text(s_gb_title, "");
|
||||
lv_obj_align(s_gb_title, LV_ALIGN_TOP_MID, 0, 6);
|
||||
lv_obj_align(s_gb_title, LV_ALIGN_TOP_MID, 0, 4);
|
||||
|
||||
// Body band: top area, height-bounded so it can never run into the menu.
|
||||
s_gb_body = lv_label_create(s_scr_gamebook);
|
||||
lv_obj_set_style_text_color(s_gb_body, lv_color_hex(COL_VALUE), 0);
|
||||
lv_obj_set_style_text_font(s_gb_body, &lv_font_montserrat_14, 0);
|
||||
// Wrap to width AND scroll vertically so long passages are never clipped:
|
||||
// the whole text scrolls slowly through the band while the WAV narrates it.
|
||||
lv_label_set_long_mode(s_gb_body, LV_LABEL_LONG_SCROLL_CIRCULAR);
|
||||
lv_obj_set_size(s_gb_body, DUI_HOR_RES - 24, 196);
|
||||
lv_label_set_text(s_gb_body, "");
|
||||
lv_obj_align(s_gb_body, LV_ALIGN_TOP_LEFT, 12, 44);
|
||||
|
||||
// Menu band: reserved strip at the bottom, drawn last (foreground), with a
|
||||
// faint background so the choices stand out from the body text.
|
||||
// Choice selector: a single line pinned at the very bottom. Left/Right cycle
|
||||
// the selection, click confirms. Drawn last (foreground).
|
||||
s_gb_menu = lv_label_create(s_scr_gamebook);
|
||||
lv_obj_set_style_text_color(s_gb_menu, lv_color_hex(COL_CODE), 0);
|
||||
lv_obj_set_style_bg_color(s_gb_menu, lv_color_hex(0x101820), 0);
|
||||
lv_obj_set_style_bg_color(s_gb_menu, lv_color_hex(0x182230), 0);
|
||||
lv_obj_set_style_bg_opa(s_gb_menu, LV_OPA_COVER, 0);
|
||||
lv_obj_set_style_pad_all(s_gb_menu, 6, 0);
|
||||
lv_obj_set_style_pad_all(s_gb_menu, 5, 0);
|
||||
lv_obj_set_style_text_font(s_gb_menu, &lv_font_montserrat_14, 0);
|
||||
lv_label_set_long_mode(s_gb_menu, LV_LABEL_LONG_WRAP);
|
||||
lv_label_set_long_mode(s_gb_menu, LV_LABEL_LONG_DOT);
|
||||
lv_obj_set_width(s_gb_menu, DUI_HOR_RES);
|
||||
lv_obj_set_style_text_align(s_gb_menu, LV_TEXT_ALIGN_CENTER, 0);
|
||||
lv_label_set_text(s_gb_menu, "");
|
||||
lv_obj_align(s_gb_menu, LV_ALIGN_BOTTOM_LEFT, 0, 0);
|
||||
lv_obj_move_foreground(s_gb_menu);
|
||||
lv_obj_align(s_gb_menu, LV_ALIGN_BOTTOM_MID, 0, 0);
|
||||
|
||||
// Reading area: a vertically-scrollable container filling the whole height
|
||||
// between the title and the choice line. Up/Down scroll it by half-pages.
|
||||
s_gb_body_cont = lv_obj_create(s_scr_gamebook);
|
||||
lv_obj_set_style_bg_color(s_gb_body_cont, lv_color_hex(0x000000), 0);
|
||||
lv_obj_set_style_bg_opa(s_gb_body_cont, LV_OPA_COVER, 0);
|
||||
lv_obj_set_style_border_width(s_gb_body_cont, 0, 0);
|
||||
lv_obj_set_style_pad_all(s_gb_body_cont, 6, 0);
|
||||
lv_obj_set_size(s_gb_body_cont, DUI_HOR_RES, 264); // 24 (title) .. 288 (menu)
|
||||
lv_obj_set_pos(s_gb_body_cont, 0, 24);
|
||||
lv_obj_set_scroll_dir(s_gb_body_cont, LV_DIR_VER);
|
||||
lv_obj_set_scrollbar_mode(s_gb_body_cont, LV_SCROLLBAR_MODE_AUTO);
|
||||
|
||||
s_gb_body = lv_label_create(s_gb_body_cont);
|
||||
lv_obj_set_style_text_color(s_gb_body, lv_color_hex(COL_VALUE), 0);
|
||||
lv_obj_set_style_text_font(s_gb_body, &lv_font_montserrat_14, 0);
|
||||
lv_label_set_long_mode(s_gb_body, LV_LABEL_LONG_WRAP);
|
||||
lv_obj_set_width(s_gb_body, DUI_HOR_RES - 24); // container width minus padding
|
||||
lv_label_set_text(s_gb_body, "");
|
||||
lv_obj_align(s_gb_body, LV_ALIGN_TOP_LEFT, 0, 0);
|
||||
}
|
||||
|
||||
static void build_status_screen(void) {
|
||||
@@ -951,11 +964,22 @@ static void apply_status(const display_status_t *s) {
|
||||
// Active step → scene view; idle → status view. The 5-way buttons can
|
||||
// override (1=force status, 2=force scene; 0=auto). Fade 240 ms, the
|
||||
// original ui_manager default transition (SceneTransition::kFade, 240).
|
||||
// Gamebook page: refresh its labels from the latest show() buffers.
|
||||
// Gamebook page: refresh its labels from the latest show() buffers, then
|
||||
// apply any pending manual scroll (Up/Down) on the reading container.
|
||||
if (s_gamebook_open) {
|
||||
lv_label_set_text(s_gb_title, s_gb_title_buf);
|
||||
lv_label_set_text(s_gb_body, s_gb_body_buf);
|
||||
lv_label_set_text(s_gb_menu, s_gb_menu_buf);
|
||||
if (s_gb_scroll_home) {
|
||||
lv_obj_scroll_to_y(s_gb_body_cont, 0, LV_ANIM_OFF);
|
||||
s_gb_scroll_home = false;
|
||||
}
|
||||
int req = s_gb_scroll_req;
|
||||
if (req != 0) {
|
||||
s_gb_scroll_req = 0;
|
||||
// +1 page = read further down (content moves up): negative dy.
|
||||
lv_obj_scroll_by(s_gb_body_cont, 0, -req * 130, LV_ANIM_ON);
|
||||
}
|
||||
}
|
||||
// Library grid: refresh tile titles + highlight the selected one.
|
||||
if (s_library_open) {
|
||||
@@ -1280,18 +1304,27 @@ extern "C" void display_ui_set_key_hook(display_ui_key_hook_t hook) {
|
||||
}
|
||||
|
||||
extern "C" void display_ui_gamebook_show(const char *title, const char *body,
|
||||
const char *menu) {
|
||||
const char *menu, bool reset_scroll) {
|
||||
if (s_mutex) xSemaphoreTake(s_mutex, portMAX_DELAY);
|
||||
snprintf(s_gb_title_buf, sizeof(s_gb_title_buf), "%s", title ? title : "");
|
||||
snprintf(s_gb_body_buf, sizeof(s_gb_body_buf), "%s", body ? body : "");
|
||||
snprintf(s_gb_menu_buf, sizeof(s_gb_menu_buf), "%s", menu ? menu : "");
|
||||
if (reset_scroll) s_gb_scroll_home = true; // new passage → back to top
|
||||
s_gamebook_open = true;
|
||||
s_dirty = true;
|
||||
if (s_mutex) xSemaphoreGive(s_mutex);
|
||||
}
|
||||
|
||||
extern "C" void display_ui_gamebook_scroll(int dir) {
|
||||
// dir > 0 : read further down ; dir < 0 : back up. Accumulated and applied
|
||||
// on the display task (this runs on the buttons task).
|
||||
s_gb_scroll_req += (dir > 0) ? 1 : -1;
|
||||
s_dirty = true;
|
||||
}
|
||||
|
||||
extern "C" void display_ui_gamebook_hide(void) {
|
||||
s_gamebook_open = false;
|
||||
s_gb_scroll_req = 0;
|
||||
s_dirty = true;
|
||||
}
|
||||
|
||||
|
||||
@@ -103,7 +103,13 @@ void display_ui_set_key_hook(display_ui_key_hook_t hook);
|
||||
* @param menu choice lines (bottom), e.g. "[OK] ...\n[<>] ..."
|
||||
*/
|
||||
void display_ui_gamebook_show(const char *title, const char *body,
|
||||
const char *menu);
|
||||
const char *menu, bool reset_scroll);
|
||||
|
||||
/**
|
||||
* @brief Scroll the gamebook reading area (Up/Down buttons).
|
||||
* @param dir >0 = read further down, <0 = back up. Half-page per call.
|
||||
*/
|
||||
void display_ui_gamebook_scroll(int dir);
|
||||
|
||||
/** @brief Leave the gamebook view and return to the normal scene/status flow. */
|
||||
void display_ui_gamebook_hide(void);
|
||||
|
||||
@@ -112,8 +112,10 @@ static int cur_choice_count(void)
|
||||
return cJSON_IsArray(ch) ? cJSON_GetArraySize(ch) : 0;
|
||||
}
|
||||
|
||||
/* (Re)draw the current page: title + wrapped text + choice list with a cursor. */
|
||||
static void render_page(void)
|
||||
/* (Re)draw the current page. `home` true = new passage (reset scroll to top);
|
||||
* false = same passage, only the choice cursor moved (keep scroll position).
|
||||
* The bottom line shows ONE choice with < > arrows (Left/Right cycles). */
|
||||
static void render_page(bool home)
|
||||
{
|
||||
const cJSON *p = cur_passage();
|
||||
if (!cJSON_IsObject(p)) return;
|
||||
@@ -122,23 +124,25 @@ static void render_page(void)
|
||||
const cJSON *choices = cJSON_GetObjectItem(p, "choices");
|
||||
int n = cJSON_IsArray(choices) ? cJSON_GetArraySize(choices) : 0;
|
||||
|
||||
char menu[256];
|
||||
char menu[160];
|
||||
if (n == 0) {
|
||||
snprintf(menu, sizeof(menu), "~ Fin ~ (clic = bibliotheque)");
|
||||
} else {
|
||||
size_t off = 0;
|
||||
for (int i = 0; i < n && off < sizeof(menu); i++) {
|
||||
const cJSON *lbl = cJSON_GetObjectItem(cJSON_GetArrayItem(choices, i),
|
||||
"label");
|
||||
off += snprintf(menu + off, sizeof(menu) - off, "%s%s\n",
|
||||
i == s_sel ? "> " : " ",
|
||||
cJSON_IsString(lbl) ? lbl->valuestring : "?");
|
||||
const cJSON *lbl = cJSON_GetObjectItem(cJSON_GetArrayItem(choices, s_sel),
|
||||
"label");
|
||||
const char *txt = cJSON_IsString(lbl) ? lbl->valuestring : "?";
|
||||
if (n > 1) {
|
||||
/* Down cycles the answer, Click validates. */
|
||||
snprintf(menu, sizeof(menu), "%d/%d %s (bas / clic)",
|
||||
s_sel + 1, n, txt);
|
||||
} else {
|
||||
snprintf(menu, sizeof(menu), "%s (clic)", txt);
|
||||
}
|
||||
}
|
||||
display_ui_gamebook_show(
|
||||
cJSON_IsString(screen) ? screen->valuestring : s_title,
|
||||
cJSON_IsString(text) ? text->valuestring : "",
|
||||
menu);
|
||||
menu, home);
|
||||
}
|
||||
|
||||
static void enter_passage(const char *pid)
|
||||
@@ -147,7 +151,7 @@ static void enter_passage(const char *pid)
|
||||
if (!cJSON_IsObject(p)) { ESP_LOGW(TAG, "passage '%s' not found", pid); return; }
|
||||
snprintf(s_current, sizeof(s_current), "%s", pid);
|
||||
s_sel = 0;
|
||||
render_page();
|
||||
render_page(true);
|
||||
|
||||
const cJSON *wav = cJSON_GetObjectItem(p, "wav");
|
||||
if (cJSON_IsString(wav) && wav->valuestring[0]) {
|
||||
@@ -191,43 +195,58 @@ static void load_book(int idx)
|
||||
|
||||
// ── Input ─────────────────────────────────────────────────────────────────────
|
||||
|
||||
/* Library grid nav: 2 columns. up/down = ±2 (row), left/right = ±1 (col),
|
||||
* click = open the highlighted story. Codes: 1=click 2=down 3=left 4=right
|
||||
* 5=up (5-way ladder). */
|
||||
/* MEASURED pad mapping on this hardware (ADC ladder, see calibration):
|
||||
* key1 = CLICK (centre, ~0 mV)
|
||||
* key2 = LEFT (gauche, ~700 mV)
|
||||
* key4 = DOWN (bas, ~1350 mV)
|
||||
* key5 = RIGHT (droite, ~1994 mV)
|
||||
* key3 is never produced; the physical UP button is electrically dead
|
||||
* (held = no voltage change), so nothing can depend on it. */
|
||||
#define PAD_CLICK 1
|
||||
#define PAD_LEFT 2
|
||||
#define PAD_DOWN 4
|
||||
#define PAD_RIGHT 5
|
||||
|
||||
/* Library nav: Down/Right → next tile, Left → previous, Click → open.
|
||||
* Selection wraps, so the working buttons reach every story without Up. */
|
||||
static bool library_key(uint8_t key)
|
||||
{
|
||||
int s = s_lib_sel;
|
||||
if (s_lib_n <= 0) return true;
|
||||
switch (key) {
|
||||
case 5: s -= 2; break; /* up */
|
||||
case 2: s += 2; break; /* down */
|
||||
case 3: s -= 1; break; /* left */
|
||||
case 4: s += 1; break; /* right */
|
||||
case 1: /* click → open */
|
||||
load_book(s_lib_sel);
|
||||
return true;
|
||||
default: return true;
|
||||
case PAD_DOWN: case PAD_RIGHT:
|
||||
s_lib_sel = (s_lib_sel + 1) % s_lib_n; render_library(); break;
|
||||
case PAD_LEFT:
|
||||
s_lib_sel = (s_lib_sel - 1 + s_lib_n) % s_lib_n; render_library(); break;
|
||||
case PAD_CLICK:
|
||||
load_book(s_lib_sel); break;
|
||||
default: break;
|
||||
}
|
||||
if (s >= 0 && s < s_lib_n) { s_lib_sel = s; render_library(); }
|
||||
return true;
|
||||
}
|
||||
|
||||
/* Story nav: D-pad moves the choice cursor, click confirms. Ending + click
|
||||
* returns to the library. */
|
||||
/* Story nav (Up is dead, so it's never used):
|
||||
* Left → scroll the reading text UP
|
||||
* Right → scroll the reading text DOWN
|
||||
* Down → next answer (cycles through all choices, wraps around)
|
||||
* Click → validate the highlighted answer
|
||||
* On an ending page (no choices): Left/Right still scroll, Click → library. */
|
||||
static bool story_key(uint8_t key)
|
||||
{
|
||||
if (key == PAD_LEFT) { display_ui_gamebook_scroll(-1); return true; } /* scroll up */
|
||||
if (key == PAD_RIGHT) { display_ui_gamebook_scroll(+1); return true; } /* scroll down */
|
||||
|
||||
int n = cur_choice_count();
|
||||
if (n == 0) { /* ending → back to library on click */
|
||||
if (key == 1) open_library();
|
||||
if (n == 0) { /* ending → click returns to library */
|
||||
if (key == PAD_CLICK) open_library();
|
||||
return true;
|
||||
}
|
||||
switch (key) {
|
||||
case 5: case 3: s_sel = (s_sel - 1 + n) % n; render_page(); break; /* up/left */
|
||||
case 2: case 4: s_sel = (s_sel + 1) % n; render_page(); break; /* down/right */
|
||||
case 1: { /* click → confirm */
|
||||
case PAD_DOWN: s_sel = (s_sel + 1) % n; render_page(false); break; /* next answer */
|
||||
case PAD_CLICK: { /* validate */
|
||||
const cJSON *choices = cJSON_GetObjectItem(cur_passage(), "choices");
|
||||
const cJSON *g = cJSON_GetObjectItem(cJSON_GetArrayItem(choices, s_sel), "goto");
|
||||
if (cJSON_IsString(g)) {
|
||||
ESP_LOGI(TAG, "select #%d -> '%s'", s_sel, g->valuestring);
|
||||
ESP_LOGI(TAG, "validate #%d -> '%s'", s_sel, g->valuestring);
|
||||
enter_passage(g->valuestring);
|
||||
}
|
||||
break;
|
||||
|
||||
Reference in New Issue
Block a user