crosspoint-reader/src/ScreenComponents.cpp
cottongin 1496ce68a6
feat: Recents view improvements with badges, removal, and clearing
- Add pill badge system for displaying file type and suffix tags
- Add "Remove from Recents" option to remove individual books
- Add "Clear All Recents" option to clear entire recents list
- Add clearThumbExistsCache() for cache invalidation
- Create BadgeConfig.h for customizable badge mappings
- Add extractBookTags() utility for parsing filename badges
- Add drawPillBadge() component for rendering badges
2026-01-27 20:33:27 -05:00

266 lines
11 KiB
C++

#include "ScreenComponents.h"
#include <GfxRenderer.h>
#include <algorithm>
#include <cstdint>
#include <string>
#include "Battery.h"
#include "fontIds.h"
void ScreenComponents::drawBattery(const GfxRenderer& renderer, const int left, const int top,
const bool showPercentage) {
// Left aligned battery icon and percentage
const uint16_t percentage = battery.readPercentage();
const auto percentageText = showPercentage ? std::to_string(percentage) + "%" : "";
renderer.drawText(SMALL_FONT_ID, left + 20, top, percentageText.c_str());
// 1 column on left, 2 columns on right, 5 columns of battery body
constexpr int batteryWidth = 15;
constexpr int batteryHeight = 12;
const int x = left;
const int y = top + 6;
// Top line
renderer.drawLine(x + 1, y, x + batteryWidth - 3, y);
// Bottom line
renderer.drawLine(x + 1, y + batteryHeight - 1, x + batteryWidth - 3, y + batteryHeight - 1);
// Left line
renderer.drawLine(x, y + 1, x, y + batteryHeight - 2);
// Battery end
renderer.drawLine(x + batteryWidth - 2, y + 1, x + batteryWidth - 2, y + batteryHeight - 2);
renderer.drawPixel(x + batteryWidth - 1, y + 3);
renderer.drawPixel(x + batteryWidth - 1, y + batteryHeight - 4);
renderer.drawLine(x + batteryWidth - 0, y + 4, x + batteryWidth - 0, y + batteryHeight - 5);
// The +1 is to round up, so that we always fill at least one pixel
int filledWidth = percentage * (batteryWidth - 5) / 100 + 1;
if (filledWidth > batteryWidth - 5) {
filledWidth = batteryWidth - 5; // Ensure we don't overflow
}
renderer.fillRect(x + 2, y + 2, filledWidth, batteryHeight - 4);
}
void ScreenComponents::drawBatteryLarge(const GfxRenderer& renderer, const int left, const int top,
const bool showPercentage) {
// Larger battery icon with UI_10 font for bottom button hint area
const uint16_t percentage = battery.readPercentage();
const auto percentageText = showPercentage ? std::to_string(percentage) + "%" : "";
renderer.drawText(UI_10_FONT_ID, left + 28, top, percentageText.c_str());
// Scaled up battery dimensions (~33% larger)
constexpr int batteryWidth = 20;
constexpr int batteryHeight = 16;
const int x = left;
const int y = top + 6;
// Top line
renderer.drawLine(x + 1, y, x + batteryWidth - 4, y);
// Bottom line
renderer.drawLine(x + 1, y + batteryHeight - 1, x + batteryWidth - 4, y + batteryHeight - 1);
// Left line
renderer.drawLine(x, y + 1, x, y + batteryHeight - 2);
// Battery end (right side with nub)
renderer.drawLine(x + batteryWidth - 3, y + 1, x + batteryWidth - 3, y + batteryHeight - 2);
// Battery nub
renderer.drawPixel(x + batteryWidth - 2, y + 4);
renderer.drawPixel(x + batteryWidth - 2, y + batteryHeight - 5);
renderer.drawLine(x + batteryWidth - 1, y + 5, x + batteryWidth - 1, y + batteryHeight - 6);
// The +1 is to round up, so that we always fill at least one pixel
int filledWidth = percentage * (batteryWidth - 6) / 100 + 1;
if (filledWidth > batteryWidth - 6) {
filledWidth = batteryWidth - 6; // Ensure we don't overflow
}
renderer.fillRect(x + 2, y + 2, filledWidth, batteryHeight - 4);
}
void ScreenComponents::drawBookProgressBar(const GfxRenderer& renderer, const size_t bookProgress) {
int vieweableMarginTop, vieweableMarginRight, vieweableMarginBottom, vieweableMarginLeft;
renderer.getOrientedViewableTRBL(&vieweableMarginTop, &vieweableMarginRight, &vieweableMarginBottom,
&vieweableMarginLeft);
const int progressBarMaxWidth = renderer.getScreenWidth() - vieweableMarginLeft - vieweableMarginRight;
const int progressBarY = renderer.getScreenHeight() - vieweableMarginBottom - BOOK_PROGRESS_BAR_HEIGHT;
const int barWidth = progressBarMaxWidth * bookProgress / 100;
renderer.fillRect(vieweableMarginLeft, progressBarY, barWidth, BOOK_PROGRESS_BAR_HEIGHT, true);
}
int ScreenComponents::drawTabBar(const GfxRenderer& renderer, const int y, const std::vector<TabInfo>& tabs) {
constexpr int tabPadding = 20; // Horizontal padding between tabs
constexpr int leftMargin = 20; // Left margin for first tab
constexpr int underlineHeight = 2; // Height of selection underline
constexpr int underlineGap = 4; // Gap between text and underline
const int lineHeight = renderer.getLineHeight(UI_12_FONT_ID);
const int tabBarHeight = lineHeight + underlineGap + underlineHeight;
int currentX = leftMargin;
for (const auto& tab : tabs) {
const int textWidth =
renderer.getTextWidth(UI_12_FONT_ID, tab.label, tab.selected ? EpdFontFamily::BOLD : EpdFontFamily::REGULAR);
// Draw tab label
renderer.drawText(UI_12_FONT_ID, currentX, y, tab.label, true,
tab.selected ? EpdFontFamily::BOLD : EpdFontFamily::REGULAR);
// Draw underline for selected tab
if (tab.selected) {
renderer.fillRect(currentX, y + lineHeight + underlineGap, textWidth, underlineHeight);
}
currentX += textWidth + tabPadding;
}
return tabBarHeight;
}
void ScreenComponents::drawScrollIndicator(const GfxRenderer& renderer, const int currentPage, const int totalPages,
const int contentTop, const int contentHeight) {
if (totalPages <= 1) {
return; // No need for indicator if only one page
}
const int screenWidth = renderer.getScreenWidth();
constexpr int indicatorWidth = 20;
constexpr int arrowSize = 6;
constexpr int margin = 15; // Offset from right edge
const int centerX = screenWidth - indicatorWidth / 2 - margin;
const int indicatorTop = contentTop + 60; // Offset to avoid overlapping side button hints
const int indicatorBottom = contentTop + contentHeight - 30;
// Draw up arrow at top (^) - narrow point at top, wide base at bottom
for (int i = 0; i < arrowSize; ++i) {
const int lineWidth = 1 + i * 2;
const int startX = centerX - i;
renderer.drawLine(startX, indicatorTop + i, startX + lineWidth - 1, indicatorTop + i);
}
// Draw down arrow at bottom (v) - wide base at top, narrow point at bottom
for (int i = 0; i < arrowSize; ++i) {
const int lineWidth = 1 + (arrowSize - 1 - i) * 2;
const int startX = centerX - (arrowSize - 1 - i);
renderer.drawLine(startX, indicatorBottom - arrowSize + 1 + i, startX + lineWidth - 1,
indicatorBottom - arrowSize + 1 + i);
}
// Draw page fraction in the middle (e.g., "1/3")
const std::string pageText = std::to_string(currentPage) + "/" + std::to_string(totalPages);
const int textWidth = renderer.getTextWidth(SMALL_FONT_ID, pageText.c_str());
const int textX = centerX - textWidth / 2;
const int textY = (indicatorTop + indicatorBottom) / 2 - renderer.getLineHeight(SMALL_FONT_ID) / 2;
renderer.drawText(SMALL_FONT_ID, textX, textY, pageText.c_str());
}
void ScreenComponents::drawProgressBar(const GfxRenderer& renderer, const int x, const int y, const int width,
const int height, const size_t current, const size_t total) {
if (total == 0) {
return;
}
// Use 64-bit arithmetic to avoid overflow for large files
const int percent = static_cast<int>((static_cast<uint64_t>(current) * 100) / total);
// Draw outline
renderer.drawRect(x, y, width, height);
// Draw filled portion
const int fillWidth = (width - 4) * percent / 100;
if (fillWidth > 0) {
renderer.fillRect(x + 2, y + 2, fillWidth, height - 4);
}
// Draw percentage text centered below bar
const std::string percentText = std::to_string(percent) + "%";
renderer.drawCenteredText(UI_10_FONT_ID, y + height + 15, percentText.c_str());
}
int ScreenComponents::drawPillBadge(const GfxRenderer& renderer, const int x, const int y, const char* text,
const int fontId, const bool inverted) {
// Calculate dimensions
const int textWidth = renderer.getTextWidth(fontId, text);
const int lineHeight = renderer.getLineHeight(fontId);
// Badge padding and sizing
constexpr int horizontalPadding = 5;
constexpr int verticalPadding = 2;
constexpr int cornerRadius = 5;
const int badgeWidth = textWidth + horizontalPadding * 2;
const int badgeHeight = lineHeight + verticalPadding * 2;
const int badgeY = y - verticalPadding; // Adjust y to center around text baseline
// Fill color: inverted = white fill (false), normal = black fill (true)
const bool fillColor = !inverted;
// Ensure radius doesn't exceed half the badge dimensions
const int radius = std::min({cornerRadius, badgeWidth / 2, badgeHeight / 2});
// Fill center rectangle (between left and right corner columns)
if (badgeWidth > radius * 2) {
renderer.fillRect(x + radius, badgeY, badgeWidth - radius * 2, badgeHeight, fillColor);
}
// Fill left and right edge strips (between top and bottom corners)
if (badgeHeight > radius * 2) {
renderer.fillRect(x, badgeY + radius, radius, badgeHeight - radius * 2, fillColor);
renderer.fillRect(x + badgeWidth - radius, badgeY + radius, radius, badgeHeight - radius * 2, fillColor);
}
// Fill the four corner arcs using distance-squared check
const int radiusSq = radius * radius;
// Top-left corner: center at (x + radius, badgeY + radius), direction (-1, -1)
for (int dy = 0; dy < radius; ++dy) {
for (int dx = 0; dx < radius; ++dx) {
const int distSq = (radius - 1 - dx) * (radius - 1 - dx) + (radius - 1 - dy) * (radius - 1 - dy);
if (distSq < radiusSq) {
renderer.drawPixel(x + dx, badgeY + dy, fillColor);
}
}
}
// Top-right corner: center at (x + badgeWidth - radius, badgeY + radius), direction (+1, -1)
for (int dy = 0; dy < radius; ++dy) {
for (int dx = 0; dx < radius; ++dx) {
const int distSq = dx * dx + (radius - 1 - dy) * (radius - 1 - dy);
if (distSq < radiusSq) {
renderer.drawPixel(x + badgeWidth - radius + dx, badgeY + dy, fillColor);
}
}
}
// Bottom-left corner: center at (x + radius, badgeY + badgeHeight - radius), direction (-1, +1)
for (int dy = 0; dy < radius; ++dy) {
for (int dx = 0; dx < radius; ++dx) {
const int distSq = (radius - 1 - dx) * (radius - 1 - dx) + dy * dy;
if (distSq < radiusSq) {
renderer.drawPixel(x + dx, badgeY + badgeHeight - radius + dy, fillColor);
}
}
}
// Bottom-right corner: center at (x + badgeWidth - radius, badgeY + badgeHeight - radius), direction (+1, +1)
for (int dy = 0; dy < radius; ++dy) {
for (int dx = 0; dx < radius; ++dx) {
const int distSq = dx * dx + dy * dy;
if (distSq < radiusSq) {
renderer.drawPixel(x + badgeWidth - radius + dx, badgeY + badgeHeight - radius + dy, fillColor);
}
}
}
// Draw text centered in badge
// Text color: inverted = black (true), normal = white (false)
const int textX = x + horizontalPadding;
renderer.drawText(fontId, textX, y, text, inverted);
return badgeWidth;
}