BaseUI: Implementation of Status Message for Favorite and NodeList views (#9504)
* Implementation of Status Message * Change drawNodeInfo to drawFavoriteNode * Truncate overflow on Favorite frame * Set MAX_RECENT_STATUSMESSAGES to 5 to meet memory usage targets
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@@ -3,6 +3,9 @@
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#include "CompassRenderer.h"
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#include "NodeDB.h"
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#include "NodeListRenderer.h"
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#if !MESHTASTIC_EXCLUDE_STATUS
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#include "modules/StatusMessageModule.h"
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#endif
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#include "UIRenderer.h"
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#include "gps/GeoCoord.h"
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#include "gps/RTC.h" // for getTime() function
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@@ -92,8 +95,41 @@ std::string getSafeNodeName(OLEDDisplay *display, meshtastic_NodeInfoLite *node,
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// 1) Choose target candidate (long vs short) only if present
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const char *raw = nullptr;
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if (node && node->has_user) {
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raw = config.display.use_long_node_name ? node->user.long_name : node->user.short_name;
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#if !MESHTASTIC_EXCLUDE_STATUS
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// If long-name mode is enabled, and we have a recent status for this node,
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// prefer "(short_name) statusText" as the raw candidate.
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std::string composedFromStatus;
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if (config.display.use_long_node_name && node && node->has_user && statusMessageModule) {
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const auto &recent = statusMessageModule->getRecentReceived();
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const StatusMessageModule::RecentStatus *found = nullptr;
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for (auto it = recent.rbegin(); it != recent.rend(); ++it) {
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if (it->fromNodeId == node->num && !it->statusText.empty()) {
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found = &(*it);
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break;
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}
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}
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if (found) {
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const char *shortName = node->user.short_name;
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composedFromStatus.reserve(4 + (shortName ? std::strlen(shortName) : 0) + 1 + found->statusText.size());
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composedFromStatus += "(";
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if (shortName && *shortName) {
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composedFromStatus += shortName;
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}
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composedFromStatus += ") ";
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composedFromStatus += found->statusText;
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raw = composedFromStatus.c_str(); // safe for now; we'll sanitize immediately into std::string
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}
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}
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#endif
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// If we didn't compose from status, use normal long/short selection
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if (!raw) {
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if (node && node->has_user) {
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raw = config.display.use_long_node_name ? node->user.long_name : node->user.short_name;
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}
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}
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// 2) Preserve UTF-8 names so emotes can be detected and rendered.
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