Add InkHUD driver for WeAct Studio 4.2" display module (#6384)
* chore: todo.txt * chore: InkHUD documentation Word salad for maintainers * refactor: don't init system applets using onActivate System applets cannot be deactivated, so we will avoid using onActivate / onDeactivate methods entirely. * chore: update the example applets * fix: SSD16XX reset pulse Allow time for controller IC to wake. Aligns with manufacturer's suggestions. T-Echo button timing adjusted to prevent bouncing as a result(?) of slightly faster refreshes. * fix: allow timeout if display update fails Result is not graceful, but avoids total display lockup requiring power cycle. Typical cause of failure is poor wiring / power supply. * fix: improve display health on shutdown Two extra full refreshes, masquerading as a "shutting down" screen. One is drawn white-on-black, to really shake the pixels up. * feat: driver for display HINK_E042A87 As of Feb. 2025, these panels are used for "WeActStudio 4.2in B&W" display modules. * fix: inkhud rotation should default to 0 * Revert "chore: todo.txt" This reverts commit bea7df44a7cbf2f92e8c67c965e53d26a7885b11. * fix: more generous timeout for display updates Previously this was tied to the expected duration of the update, but this didn't account for any delay if our polling thread got held up by an unrelated firmware task. * fix: don't use the full shutdown screen during reboot * fix: cooldown period during the display shutdown display sequence Observed to prevent border pixels from being locked in place with some residual charge?
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@@ -802,7 +802,7 @@ uint16_t InkHUD::Applet::getLogoHeight(uint16_t limitWidth, uint16_t limitHeight
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// // \\
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*/
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void InkHUD::Applet::drawLogo(int16_t centerX, int16_t centerY, uint16_t width, uint16_t height)
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void InkHUD::Applet::drawLogo(int16_t centerX, int16_t centerY, uint16_t width, uint16_t height, Color color)
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{
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struct Point {
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int x;
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@@ -908,24 +908,24 @@ void InkHUD::Applet::drawLogo(int16_t centerX, int16_t centerY, uint16_t width,
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Point aq2{a2.x - fromPath.x, a2.y - fromPath.y};
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Point aq3{a2.x + fromPath.x, a2.y + fromPath.y};
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Point aq4{a1.x + fromPath.x, a1.y + fromPath.y};
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fillTriangle(aq1.x, aq1.y, aq2.x, aq2.y, aq3.x, aq3.y, BLACK);
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fillTriangle(aq1.x, aq1.y, aq3.x, aq3.y, aq4.x, aq4.y, BLACK);
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fillTriangle(aq1.x, aq1.y, aq2.x, aq2.y, aq3.x, aq3.y, color);
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fillTriangle(aq1.x, aq1.y, aq3.x, aq3.y, aq4.x, aq4.y, color);
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// Make the path thick: path b becomes quad b
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Point bq1{b1.x - fromPath.x, b1.y - fromPath.y};
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Point bq2{b2.x - fromPath.x, b2.y - fromPath.y};
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Point bq3{b2.x + fromPath.x, b2.y + fromPath.y};
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Point bq4{b1.x + fromPath.x, b1.y + fromPath.y};
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fillTriangle(bq1.x, bq1.y, bq2.x, bq2.y, bq3.x, bq3.y, BLACK);
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fillTriangle(bq1.x, bq1.y, bq3.x, bq3.y, bq4.x, bq4.y, BLACK);
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fillTriangle(bq1.x, bq1.y, bq2.x, bq2.y, bq3.x, bq3.y, color);
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fillTriangle(bq1.x, bq1.y, bq3.x, bq3.y, bq4.x, bq4.y, color);
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// Make the path thick: path c becomes quad c
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Point cq1{c1.x - fromPath.x, c1.y + fromPath.y};
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Point cq2{c2.x - fromPath.x, c2.y + fromPath.y};
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Point cq3{c2.x + fromPath.x, c2.y - fromPath.y};
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Point cq4{c1.x + fromPath.x, c1.y - fromPath.y};
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fillTriangle(cq1.x, cq1.y, cq2.x, cq2.y, cq3.x, cq3.y, BLACK);
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fillTriangle(cq1.x, cq1.y, cq3.x, cq3.y, cq4.x, cq4.y, BLACK);
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fillTriangle(cq1.x, cq1.y, cq2.x, cq2.y, cq3.x, cq3.y, color);
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fillTriangle(cq1.x, cq1.y, cq3.x, cq3.y, cq4.x, cq4.y, color);
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// Radius the intersection of quad b and quad c
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/*
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@@ -944,7 +944,7 @@ void InkHUD::Applet::drawLogo(int16_t centerX, int16_t centerY, uint16_t width,
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// The radius for the cap *should* be the same as logoTh, but it's not, due to accumulated rounding
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// We get better results just re-deriving it
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int16_t capRad = sqrt(pow(fromPath.x, 2) + pow(fromPath.y, 2));
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fillCircle(b2.x, b2.y, capRad, BLACK);
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fillCircle(b2.x, b2.y, capRad, color);
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}
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}
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