More renaming plugin to module
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@@ -178,7 +178,7 @@ static void drawSleepScreen(OLEDDisplay *display, OLEDDisplayUiState *state, int
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static void drawPluginFrame(OLEDDisplay *display, OLEDDisplayUiState *state, int16_t x, int16_t y)
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{
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uint8_t plugin_frame;
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uint8_t module_frame;
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// there's a little but in the UI transition code
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// where it invokes the function at the correct offset
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// in the array of "drawScreen" functions; however,
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@@ -187,14 +187,14 @@ static void drawPluginFrame(OLEDDisplay *display, OLEDDisplayUiState *state, int
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if (state->frameState == IN_TRANSITION && state->transitionFrameRelationship == INCOMING) {
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// if we're transitioning from the end of the frame list back around to the first
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// frame, then we want this to be `0`
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plugin_frame = state->transitionFrameTarget;
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module_frame = state->transitionFrameTarget;
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} else {
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// otherwise, just display the module frame that's aligned with the current frame
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plugin_frame = state->currentFrame;
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// DEBUG_MSG("Screen is not in transition. Frame: %d\n\n", plugin_frame);
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module_frame = state->currentFrame;
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// DEBUG_MSG("Screen is not in transition. Frame: %d\n\n", module_frame);
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}
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// DEBUG_MSG("Drawing Plugin Frame %d\n\n", plugin_frame);
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MeshPlugin &pi = *pluginFrames.at(plugin_frame);
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// DEBUG_MSG("Drawing Module Frame %d\n\n", module_frame);
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MeshPlugin &pi = *pluginFrames.at(module_frame);
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pi.drawFrame(display, state, x, y);
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}
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@@ -988,12 +988,12 @@ void Screen::setFrames()
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size_t numframes = 0;
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// put all of the plugin frames first.
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// put all of the module frames first.
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// this is a little bit of a dirty hack; since we're going to call
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// the same drawPluginFrame handler here for all of these plugin frames
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// the same drawModuleFrame handler here for all of these module frames
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// and then we'll just assume that the state->currentFrame value
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// is the same offset into the pluginFrames vector
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// so that we can invoke the plugin's callback
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// is the same offset into the moduleFrames vector
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// so that we can invoke the module's callback
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for (auto i = pluginFrames.begin(); i != pluginFrames.end(); ++i) {
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normalFrames[numframes++] = drawPluginFrame;
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}
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