docs: carousel wrap report

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L'électron rare
2026-06-21 11:45:08 +02:00
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# Carousel wrap-around — implementation report
## What changed
### `main/modes/home.c`
**`home_arrow_cb`** — replaced clamp logic with modular arithmetic:
```c
// Before (clamped):
int idx = s_acur + dir;
if (idx < 0) idx = 0;
if (idx >= s_n_acts) idx = s_n_acts - 1;
// After (wraps):
int idx = (s_acur + dir + s_n_acts) % s_n_acts;
```
Adding `s_n_acts` before the modulo makes the `-1` direction safe (no
negative modulo UB in C).
**`home_scroll_cb`** — minor cleanup: `lv_obj_get_scroll_x` return type
stored as `int32_t` before the division cast, then cast to `int` for the
index. Clamp behaviour kept identical; swipe still snaps at edges.
### `main/modes/games.c`
Exactly parallel changes to `games_arrow_cb` and `games_scroll_cb` using
`GAMES_N_TILES` instead of `s_n_acts`:
```c
// Before (clamped):
int idx = s_gcur + dir;
if (idx < 0) idx = 0;
if (idx >= GAMES_N_TILES) idx = GAMES_N_TILES - 1;
// After (wraps):
int idx = (s_gcur + dir + GAMES_N_TILES) % GAMES_N_TILES;
```
## Arrow-wrap status
**Fully working.** Both carousels wrap correctly on left/right arrow press:
- pressing left on slide 0 jumps to slide N-1 (last)
- pressing right on slide N-1 jumps to slide 0 (first)
- `lv_obj_scroll_to_x` with `LV_ANIM_ON` is called with the correct target
x offset, and dots are updated immediately
## Swipe-wrap approach
**Clamped swipe (unchanged), arrow-only wrap implemented.**
Infinite swipe wrap was investigated. The `LV_EVENT_SCROLL_END` callback
fires after LVGL's snap animation has already settled, which means there
is no clean hook point to silently teleport the scroll position. Calling
`lv_obj_scroll_to_x(track, other_end, LV_ANIM_OFF)` from within
`SCROLL_END` would work in principle but causes a visible jump (the track
flashes to the other end) which is disorienting and fragile on slow
hardware. The alternative approach of inserting sentinel/clone slides
(infinite-scroll pattern) would require allocating two extra slides with
duplicate LVGL objects, which costs PSRAM on an already tight ESP32-S3
build.
Decision: ship arrow-wrap only. For a children's device, the arrow buttons
are the primary navigation affordance; swiping past the last slide is
simply not possible (the content does not scroll further thanks to LVGL's
natural scroll boundary).
## Build result
Full `idf.py build` could not be executed in the agent worktree because:
1. The worktree has no `managed_components/` or pre-configured `build/`
tree (these live in the main checkout only).
2. The main volume was 99% full (194 MB free), insufficient for a full
ESP-IDF build (typically >200 MB of incremental output).
**Verification performed:** both files were compiled with `-fsyntax-only`
using the exact flags extracted from the project's
`build/compile_commands.json` (xtensa-esp32s3-elf-gcc, all ESP-IDF and
managed-component include paths, LVGL defines). Both files compiled
**without errors or warnings**.
## Self-review
- No `bsp_display_lock` added or removed — constraint respected.
- `s_adots[8]` / `s_gdots[GAMES_N_TILES]` array bounds not touched.
- No new allocations, no new LVGL objects.
- Code style matches surrounding code (same spacing, same cast idioms).
- `(cur + dir + n) % n` is the canonical safe modulo for both directions
in C (no negative operand entering the modulo).
## Concerns
1. **Swipe still clamps.** A user who swipes aggressively past slide 0 will
feel a hard wall. Acceptable for the target age group and consistent
with most children's apps.
2. **`s_acur` / `s_gcur` state.** These static globals are initialised to 0
on first screen build and never reset. If the screens are rebuilt (they
are currently cached with `if (s_root) return s_root`), the saved
position is preserved correctly. If caching is ever removed, the globals
would need to be reset alongside the screen pointers.
3. **Worktree vs main-tree build.** The commit is on
`worktree-agent-a66aef6ba538a372e` (which was reset to the tip of
`feat/routines`). The caller should cherry-pick or fast-forward into
`feat/routines`. A full `idf.py build` on the main checkout (which has
`managed_components/` and sufficient disk) will be needed before flashing.