emdashes begone (#10847)

This commit is contained in:
Tom
2026-07-01 19:01:27 -05:00
committed by GitHub
co-authored by GitHub
parent dee94e0758
commit 3becaf2d95
276 changed files with 1795 additions and 1793 deletions
+11 -11
View File
@@ -2,9 +2,9 @@
BaseUI
Developed and Maintained By:
- Ronald Garcia (HarukiToreda) Lead development and implementation.
- JasonP (Xaositek) Screen layout and icon design, UI improvements and testing.
- TonyG (Tropho) Project management, structural planning, and testing
- Ronald Garcia (HarukiToreda) - Lead development and implementation.
- JasonP (Xaositek) - Screen layout and icon design, UI improvements and testing.
- TonyG (Tropho) - Project management, structural planning, and testing
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
@@ -126,7 +126,7 @@ static inline void prepareFrameColorRegions()
// "LOCKED" plus battery so the operator can see the device is alive and
// charged without leaking any node/channel/message/position content.
// Draw the LOCKED frame into the host-side framebuffer. Does NOT commit
// to the panel the caller is responsible for calling display->display()
// to the panel - the caller is responsible for calling display->display()
// once it has composited any overlays on top. Committing here would cause
// visible flicker between "just LOCKED" and "LOCKED + banner overlay" when
// the pairing-PIN special-case in updateUiFrame paints the overlay after
@@ -166,8 +166,8 @@ static inline void updateUiFrame(OLEDDisplayUi *ui)
if (meshtastic_security::shouldRedactDisplay() && screen != nullptr) {
OLEDDisplay *display = screen->getDisplayDevice();
// Paint LOCKED into the framebuffer WITHOUT committing. We commit
// exactly once at the bottom after any overlay has been composed
// on top so the panel never visibly transitions from "just LOCKED"
// exactly once at the bottom - after any overlay has been composed
// on top - so the panel never visibly transitions from "just LOCKED"
// to "LOCKED + overlay" mid-frame. Committing twice per cycle was
// the source of the H13 flicker.
drawLockdownLockScreenIntoBuffer(display);
@@ -663,7 +663,7 @@ void Screen::handleSetOn(bool on, FrameCallback einkScreensaver)
// 16-50 ms before the next ui->update() lands. Painting the
// LOCKED frame now ensures the only thing the operator (or
// someone over their shoulder) can see on wake is the redacted
// view. Gated on lockdown non-lockdown builds keep the
// view. Gated on lockdown - non-lockdown builds keep the
// previous frame as a UX cue that the display is just dimmed.
// dispdev is dereferenced unguarded throughout this file (incl.
// displayOff() just below), so no null check here.
@@ -793,7 +793,7 @@ void Screen::setup()
// M20: e-ink panels physically retain the last-rendered image without
// power, so a power-cycled lockdown handheld would keep showing
// operator-identifying content (position, messages, node info) until
// the firmware's first natural refresh which on e-ink can be seconds
// the firmware's first natural refresh - which on e-ink can be seconds
// into boot. Force a full refresh to the LOCKED frame here, immediately
// after the display is initialised and before any other rendering, so
// the persistent pixels are wiped to the redacted view before an
@@ -1035,7 +1035,7 @@ int32_t Screen::runOnce()
bool suppressRegionOnboard = false;
#ifdef MESHTASTIC_LOCKDOWN
// While lockdown is active and storage is still locked, config.lora.region
// is a deliberate UNSET placeholder the real region lives in encrypted
// is a deliberate UNSET placeholder - the real region lives in encrypted
// storage and is restored on unlock (see NodeDB's locked-boot path). Don't
// pop the region picker over the lock screen: it would trap input, and the
// operator can't set a region until they unlock anyway.
@@ -1473,7 +1473,7 @@ void Screen::setFrames(FrameFocus focus)
break;
case FOCUS_PRESERVE:
// No more adjustment force stay on same index
// No more adjustment - force stay on same index
if (previousFrameCount > fsi.frameCount) {
ui->switchToFrame(originalPosition - 1);
} else if (previousFrameCount < fsi.frameCount) {
@@ -1828,7 +1828,7 @@ void Screen::handleOnPress()
void Screen::logFrameChange(const char *reason, uint8_t targetIdx)
{
// Reverse-map an index to a stable name string keyed off FramePositions
// field names so the pytest harness can assert `name=nodelist_nodes`
// field names - so the pytest harness can assert `name=nodelist_nodes`
// without caring about how the positions were ordered this boot.
const auto &p = framesetInfo.positions;
const char *name = "unknown";