Files
meshtastic_firmware/src/graphics/niche/Drivers/Backlight/LatchingBacklight.cpp
T
Thomas GöttgensandGitHub 56fd9c7813 fix a lot of low level cppcheck warnings (#9623)
* simplify the observer pattern, since all the called functions are const getters.
* use arduino macro over std: for numerical values and refactor local variables in drawScrollbar()
* oh, so Cppcheck actually complained about const pointers not being const.
* slowly getting out of ifdef hell
* fix inkHUD warnings as well
* last 2 check warnings
* git checks should fail on low defects from now on
2026-02-16 12:28:07 +01:00

109 lines
2.8 KiB
C++

#ifdef MESHTASTIC_INCLUDE_NICHE_GRAPHICS
#include "./LatchingBacklight.h"
#include "assert.h"
#include "sleep.h"
using namespace NicheGraphics::Drivers;
// Private constructor
// Called by getInstance
LatchingBacklight::LatchingBacklight()
{
// Attach the deep sleep callback
deepSleepObserver.observe(&notifyDeepSleep);
}
// Get access to (or create) the singleton instance of this class
LatchingBacklight *LatchingBacklight::getInstance()
{
// Instantiate the class the first time this method is called
static LatchingBacklight *const singletonInstance = new LatchingBacklight;
return singletonInstance;
}
// Which pin controls the backlight?
// Is the light active HIGH (default) or active LOW?
void LatchingBacklight::setPin(uint8_t pin, bool activeWhen)
{
this->pin = pin;
this->logicActive = activeWhen;
pinMode(pin, OUTPUT);
off(); // Explicit off seem required by T-Echo?
}
// Called when device is shutting down
// Ensures the backlight is off
int LatchingBacklight::beforeDeepSleep(void *unused)
{
// Contingency only
// - pin wasn't set
if (pin != static_cast<uint8_t>(-1)) {
off();
pinMode(pin, INPUT); // High impedance - unnecessary?
} else
LOG_WARN("LatchingBacklight instantiated, but pin not set");
return 0; // Continue with deep sleep
}
// Turn the backlight on *temporarily*
// This should be used for momentary illumination, such as while a button is held
// The effect on the backlight is the same; peek and latch are separated to simplify short vs long press button handling
void LatchingBacklight::peek()
{
assert(pin != static_cast<uint8_t>(-1));
digitalWrite(pin, logicActive); // On
on = true;
latched = false;
}
// Turn the backlight on, and keep it on
// This should be used when the backlight should remain active, even after user input ends
// e.g. when enabled via the menu
// The effect on the backlight is the same; peek and latch are separated to simplify short vs long press button handling
void LatchingBacklight::latch()
{
assert(pin != static_cast<uint8_t>(-1));
// Blink if moving from peek to latch
// Indicates to user that the transition has taken place
if (on && !latched) {
digitalWrite(pin, !logicActive); // Off
delay(25);
digitalWrite(pin, logicActive); // On
delay(25);
digitalWrite(pin, !logicActive); // Off
delay(25);
}
digitalWrite(pin, logicActive); // On
on = true;
latched = true;
}
// Turn the backlight off
// Suitable for ending both peek and latch
void LatchingBacklight::off()
{
assert(pin != static_cast<uint8_t>(-1));
digitalWrite(pin, !logicActive); // Off
on = false;
latched = false;
}
bool LatchingBacklight::isOn()
{
return on;
}
bool LatchingBacklight::isLatched()
{
return latched;
}
#endif