clean up imports and reorganize the ssd bits into a graphics mod
This commit is contained in:
@@ -1,312 +1,113 @@
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use core::{cell::{Cell, RefCell}, cmp::min, f32::consts::PI, fmt::Binary, ops::DerefMut};
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use alloc::{format, sync::Arc};
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use alloc::sync::Arc;
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use display_interface::DisplayError;
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use embassy_executor::{raw, Spawner};
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use embassy_sync::{blocking_mutex::raw::{CriticalSectionRawMutex, NoopRawMutex}, mutex::Mutex, pubsub::DynSubscriber};
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use embassy_time::{Delay, Duration, Instant, Timer};
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use embedded_graphics::{image::Image, mono_font::{ascii::{FONT_6X10, FONT_10X20, FONT_9X18_BOLD}, MonoTextStyleBuilder}, pixelcolor::BinaryColor, prelude::*, primitives::{Line, PrimitiveStyleBuilder, Rectangle, StyledDrawable}, text::{Alignment, Baseline, Text}};
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use esp_hal::{i2c::master::I2c, Async, gpio::Output};
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use figments::{liber8tion::{interpolate::{ease_in_out_quad, scale8, Fract8}, trig::{cos8, sin8}}, mappings::{embedded_graphics::{EmbeddedGraphicsSampler, Matrix2DSpace}, linear::LinearSpace}, pixels::{PixelBlend, PixelSink}, prelude::{CoordinateSpace, Coordinates, Fract8Ops}, render::{RenderSource, Sample}, surface::{BufferedSurface, BufferedSurfacePool, Surface, SurfaceBuilder, Surfaces}};
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use figments_render::output::{Brightness, NullControls, OutputAsync};
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use futures::{join, FutureExt};
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use nalgebra::{Matrix, Vector2};
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use ssd1306::{mode::{BufferedGraphicsModeAsync, DisplayConfigAsync}, prelude::{DisplayRotation, I2CInterface}, size::DisplaySize128x64, I2CDisplayInterface, Ssd1306Async};
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use embassy_sync::{blocking_mutex::raw::CriticalSectionRawMutex, mutex::Mutex, pubsub::DynSubscriber};
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use embassy_time::{Duration, Instant, Timer};
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use embedded_graphics::{pixelcolor::BinaryColor, prelude::DrawTarget};
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use figments::{mappings::embedded_graphics::Matrix2DSpace, prelude::{Coordinates, Rectangle}, render::{RenderSource, Shader}, surface::{BufferedSurfacePool, NullSurface, NullBufferPool, Surface, SurfaceBuilder, Surfaces}};
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use figments_render::output::{Brightness, OutputAsync};
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use log::*;
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use embedded_graphics::mono_font::MonoTextStyle;
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use embedded_graphics::primitives::PrimitiveStyle;
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use nalgebra::ComplexField;
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use crate::{animation::{AnimatedSurface, Animation}, backoff::Backoff, ego::engine::MotionState, events::{Notification, Prediction, Scene, SensorSource, Telemetry}, graphics::ssd1306::{SsdControls, SsdOutput, SsdPixel}, tasks::ui};
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use crate::{animation::Animation, backoff::Backoff, events::{Notification, Prediction, SensorSource, Telemetry}, graphics::{display::DisplayControls, oled_ui::{OledUniforms, Screen}}};
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mod images {
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use embedded_graphics::{
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image::ImageRaw,
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pixelcolor::BinaryColor
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};
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include!("../../target/images.rs");
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#[cfg(feature="oled")]
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pub type OledUiSurfacePool = BufferedSurfacePool<OledUniforms, Matrix2DSpace, BinaryColor>;
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#[cfg(not(feature="oled"))]
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pub type OledUiSurfacePool = NullBufferPool<NullSurface<OledUniforms, Matrix2DSpace, BinaryColor>>;
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type OledSurface = <OledUiSurfacePool as Surfaces<Matrix2DSpace>>::Surface;
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pub type LockedUniforms = Arc<Mutex<CriticalSectionRawMutex, OledUniforms>>;
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pub struct OledUI<S: Surface + core::fmt::Debug> {
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overlay: S,
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controls: DisplayControls,
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uniforms: Arc<Mutex<CriticalSectionRawMutex, OledUniforms>>
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}
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#[derive(Default, Debug)]
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struct OledUI {
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scene: Scene,
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motion: MotionState,
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brakelight: bool,
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headlight: bool,
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gps_online: bool,
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imu_online: bool,
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velocity: f32,
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location: Vector2<f64>,
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sleep: bool,
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struct OverlayShader {}
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impl Shader<OledUniforms, Matrix2DSpace, BinaryColor> for OverlayShader {
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fn draw(&self, _surface_coords: &Coordinates<Matrix2DSpace>, _uniforms: &OledUniforms) -> BinaryColor {
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BinaryColor::On
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}
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}
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#[derive(Default, Debug)]
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struct OledUniforms {
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ui: OledUI,
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frame: usize,
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current_screen: Screen,
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next_screen: Screen
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}
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#[derive(Debug, Default, Clone, Copy)]
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enum Screen {
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#[default]
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Blank,
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Bootsplash,
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Home,
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Sleeping,
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Waking
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}
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impl Screen {
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pub fn draw_screen<'a, T>(&self, sampler: &mut EmbeddedGraphicsSampler<'a, T>, state: &OledUniforms) where T: Sample<'a, Matrix2DSpace>, T::Output: PixelSink<BinaryColor> {
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match self {
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Screen::Blank => (),
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Screen::Bootsplash => {
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Image::new(&images::BOOT_LOGO, Point::zero()).draw(sampler).unwrap();
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const SPARKLE_COUNT: i32 = 8;
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for n in 0..SPARKLE_COUNT {
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let sparkle_center = Point::new(128u8.scale8(cos8(state.frame.wrapping_mul(n as usize))) as i32, 64u8.scale8(sin8(state.frame.wrapping_mul(n as usize) as u8)) as i32);
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let offset = (state.frame / 2 % 32) as i32 - 16;
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let rotation = PI * 2.0 * (sin8(state.frame) as f32 / 255.0);
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let normal = Point::new((rotation.cos() * offset as f32) as i32, (rotation.sin() * offset as f32) as i32);
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let cross_normal = Point::new((rotation.sin() * offset as f32) as i32, (rotation.cos() * offset as f32) as i32);
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// Draw horizontal
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Line::new(sparkle_center - normal, sparkle_center + normal)
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.draw_styled(&SPARKLE_STYLE, sampler).unwrap();
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// Draw vertical
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Line::new(sparkle_center - cross_normal, sparkle_center + cross_normal)
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.draw_styled(&SPARKLE_STYLE, sampler).unwrap();
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}
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},
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Screen::Home => {
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// Status bar
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// Sensor indicators
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let gps_img = if state.ui.gps_online {
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&images::GPS_ON
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} else {
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&images::GPS_OFF
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};
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let imu_img = if state.ui.imu_online {
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&images::IMU_ON
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} else {
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&images::IMU_OFF
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};
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Image::new(gps_img, Point::zero()).draw(sampler).unwrap();
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Image::new(imu_img, Point::new((gps_img.size().width + 2) as i32, 0)).draw(sampler).unwrap();
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#[cfg(feature="demo")]
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Text::with_alignment("Demo", Point::new(128, 10), TEXT_STYLE, Alignment::Right)
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.draw(sampler)
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.unwrap();
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#[cfg(feature="simulation")]
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Text::with_alignment("Sim", Point::new(128, 10), TEXT_STYLE, Alignment::Right)
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.draw(sampler)
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.unwrap();
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// Separates the status bar from the UI
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Line::new(Point::new(0, 18), Point::new(128, 18)).draw_styled(&INACTIVE_STYLE, sampler).unwrap();
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// Speed display at the top
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Text::with_alignment(&format!("{}", state.ui.velocity), Point::new(128 / 2, 12), SPEED_STYLE, Alignment::Center)
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.draw(sampler)
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.unwrap();
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// The main UI content
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Image::new(&images::BIKE, Point::new((128 / 2 - images::BIKE.size().width / 2) as i32, 24)).draw(sampler).unwrap();
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let headlight_img = if state.ui.headlight {
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&images::HEADLIGHT_ON
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} else {
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&images::HEADLIGHT_OFF
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};
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let brakelight_img = if state.ui.brakelight {
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&images::BRAKELIGHT_ON
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} else {
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&images::BRAKELIGHT_OFF
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};
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Image::new(headlight_img, Point::new(((128 / 2 - images::BIKE.size().width / 2) - 18) as i32, 28)).draw(sampler).unwrap();
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Image::new(brakelight_img, Point::new(((128 / 2 + images::BIKE.size().width / 2) + 2) as i32, 28)).draw(sampler).unwrap();
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// TODO: Replace the state texts with cute animations or smth
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// Current prediction from the motion engine
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Text::with_alignment(&format!("{:?}", state.ui.motion), Point::new(128 / 2, 64 - 3), TEXT_STYLE, Alignment::Center)
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.draw(sampler)
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.unwrap();
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// Current scene in the UI
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Text::with_alignment(&format!("{:?}", state.ui.scene), Point::new(128 / 2, 64 - 13), TEXT_STYLE, Alignment::Center)
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.draw(sampler)
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.unwrap();
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},
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Screen::Sleeping => {
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Text::with_alignment("so eepy Zzz...", Point::new(128 / 2, 64 / 2), LOGO_STYLE, Alignment::Center)
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.draw(sampler)
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.unwrap();
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},
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Screen::Waking => {
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Text::with_alignment("OwO hewwo again :D", Point::new(128 / 2, 64 / 2), LOGO_STYLE, Alignment::Center)
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.draw(sampler)
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.unwrap();
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}
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impl<S: core::fmt::Debug + Surface<CoordinateSpace = Matrix2DSpace, Pixel = BinaryColor, Uniforms = OledUniforms>> OledUI<S> {
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pub fn new<SS: Surfaces<Matrix2DSpace, Surface = S>>(surfaces: &mut SS, controls: DisplayControls, uniforms: LockedUniforms) -> Self where SS::Error: core::fmt::Debug {
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Self {
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overlay: SurfaceBuilder::build(surfaces)
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.rect(Rectangle::everything())
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.shader(OverlayShader{})
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.opacity(0)
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.finish().unwrap(),
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controls,
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uniforms
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}
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}
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}
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impl RenderSource<OledUniforms, Matrix2DSpace, BinaryColor, SsdPixel> for Screen {
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fn render_to<'a, Smp>(&'a self, output: &'a mut Smp, uniforms: &OledUniforms)
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where
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Smp: Sample<'a, Matrix2DSpace, Output = SsdPixel> {
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let mut sampler = EmbeddedGraphicsSampler(output, embedded_graphics::primitives::Rectangle::new(Point::new(0, 0), Size::new(128, 64)));
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self.draw_screen(&mut sampler, uniforms);
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}
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}
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const SPARKLE_STYLE: PrimitiveStyle<BinaryColor> = PrimitiveStyleBuilder::new()
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.stroke_color(BinaryColor::On)
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.stroke_width(2)
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.build();
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const TEXT_STYLE: MonoTextStyle<BinaryColor> = MonoTextStyleBuilder::new()
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.font(&FONT_6X10)
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.text_color(BinaryColor::On)
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.build();
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const LOGO_STYLE: MonoTextStyle<BinaryColor> = MonoTextStyleBuilder::new()
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.font(&FONT_9X18_BOLD)
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.text_color(BinaryColor::On)
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.build();
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const SPEED_STYLE: MonoTextStyle<BinaryColor> = MonoTextStyleBuilder::new()
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.font(&FONT_10X20)
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.text_color(BinaryColor::On)
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.build();
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const DRAW_STYLE: PrimitiveStyle<BinaryColor> = PrimitiveStyleBuilder::new()
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.fill_color(BinaryColor::On)
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.build();
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const INACTIVE_STYLE: PrimitiveStyle<BinaryColor> = PrimitiveStyleBuilder::new()
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.fill_color(BinaryColor::Off)
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.stroke_color(BinaryColor::On)
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.stroke_width(2)
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.build();
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#[embassy_executor::task]
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async fn oled_render(mut output: SsdOutput, surfaces: BufferedSurfacePool<OledUniforms, Matrix2DSpace, BinaryColor>, uniforms: Arc<Mutex<NoopRawMutex, OledUniforms>>) {
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Backoff::from_secs(1).forever().attempt::<_, (), DisplayError>(async || {
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const FPS: u64 = 30;
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const RENDER_BUDGET: Duration = Duration::from_millis(1000 / FPS);
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const ANIMATION_TPS: u64 = 30;
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const ANIMATION_FRAME_TIME: Duration = Duration::from_millis(1000 / ANIMATION_TPS);
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info!("Starting Oled renderer");
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loop {
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let start = Instant::now();
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{
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let mut locked = uniforms.lock().await;
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output.clear(BinaryColor::Off).unwrap();
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locked.frame = (Instant::now().as_millis() / ANIMATION_FRAME_TIME.as_millis()) as usize;
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locked.current_screen.render_to(&mut output, &locked);
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surfaces.render_to(&mut output, &locked);
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}
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output.commit_async().await?;
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let frame_time = Instant::now() - start;
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if frame_time < RENDER_BUDGET {
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Timer::after(RENDER_BUDGET - frame_time).await;
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} else {
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//warn!("OLED Frame took too long to render! {}ms", frame_time.as_millis());
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}
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pub async fn screen_transition(&mut self, next_screen: Screen) {
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const FADE_IN: Animation = Animation::new().from(0).to(255).duration(Duration::from_millis(300));
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const FADE_OUT: Animation = Animation::new().from(255).to(0).duration(Duration::from_millis(300));
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info!("Fading in to screen {next_screen:?}");
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FADE_IN.apply(&mut self.overlay).await;
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{
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let mut locked = self.uniforms.lock().await;
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locked.current_screen = next_screen;
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}
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}).await.unwrap();
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}
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async fn screen_transition(overlay: &mut BufferedSurface<OledUniforms, Matrix2DSpace, BinaryColor>, uniforms: &mut Arc<Mutex<NoopRawMutex, OledUniforms>>, next_screen: Screen) {
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const FADE_IN: Animation = Animation::new().from(0).to(255).duration(Duration::from_millis(300));
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const FADE_OUT: Animation = Animation::new().from(255).to(0).duration(Duration::from_millis(300));
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info!("Fading in to screen {next_screen:?}");
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FADE_IN.apply(overlay).await;
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{
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let mut locked = uniforms.lock().await;
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locked.current_screen = next_screen;
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FADE_OUT.apply(&mut self.overlay).await;
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}
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FADE_OUT.apply(overlay).await;
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}
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#[embassy_executor::task]
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async fn oled_ui(mut events: DynSubscriber<'static, Telemetry>, mut overlay: BufferedSurface<OledUniforms, Matrix2DSpace, BinaryColor>, mut uniforms: Arc<Mutex<NoopRawMutex, OledUniforms>>, mut controls: SsdControls) {
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screen_transition(&mut overlay, &mut uniforms, Screen::Bootsplash).await;
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Timer::after_secs(3).await;
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screen_transition(&mut overlay, &mut uniforms, Screen::Home).await;
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loop {
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let evt = events.next_message_pure().await;
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//info!("Oled UI event: {evt:?}");
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match evt {
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pub async fn on_event(&mut self, event: Telemetry) {
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match event {
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// Waking and sleeping
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Telemetry::Notification(Notification::Sleep) => {
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screen_transition(&mut overlay, &mut uniforms, Screen::Sleeping).await;
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warn!("Putting OLED display to sleep");
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self.screen_transition(Screen::Sleeping).await;
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Timer::after_secs(1).await;
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screen_transition(&mut overlay, &mut uniforms, Screen::Blank).await;
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controls.set_on(false);
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self.screen_transition(Screen::Blank).await;
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self.controls.set_on(false);
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//ui_state.sleep = true
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},
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Telemetry::Notification(Notification::WakeUp) => {
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controls.set_on(true);
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screen_transition(&mut overlay, &mut uniforms, Screen::Waking).await;
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warn!("Waking up OLED display");
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self.controls.set_on(true);
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self.screen_transition(Screen::Waking).await;
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Timer::after_secs(1).await;
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screen_transition(&mut overlay, &mut uniforms, Screen::Home).await;
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self.screen_transition(Screen::Home).await;
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//ui_state.sleep = false
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},
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_ => ()
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}
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let mut locked = uniforms.lock().await;
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let ui_state = &mut locked.ui;
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match evt {
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Telemetry::Prediction(Prediction::Velocity(v)) => ui_state.velocity = v,
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Telemetry::Prediction(Prediction::Location(loc)) => ui_state.location = loc,
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Telemetry::Prediction(Prediction::Motion(motion)) => ui_state.motion = motion,
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Telemetry::Notification(Notification::SceneChange(scene)) => ui_state.scene = scene,
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Telemetry::Notification(Notification::SetBrakelight(b)) => ui_state.brakelight = b,
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Telemetry::Notification(Notification::SetHeadlight(b)) => ui_state.headlight = b,
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Telemetry::Notification(Notification::SensorOffline(SensorSource::IMU)) => ui_state.imu_online = false,
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Telemetry::Notification(Notification::SensorOnline(SensorSource::IMU)) => ui_state.imu_online = true,
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Telemetry::Notification(Notification::SensorOffline(SensorSource::GPS)) => ui_state.gps_online = false,
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Telemetry::Notification(Notification::SensorOnline(SensorSource::GPS)) => ui_state.gps_online = true,
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// State updates
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Telemetry::Prediction(Prediction::Velocity(v)) => self.with_uniforms(|state| {state.ui.velocity = v;}).await,
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Telemetry::Prediction(Prediction::Location(loc)) => self.with_uniforms(|state| {state.ui.location = loc}).await,
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Telemetry::Prediction(Prediction::Motion(motion)) => self.with_uniforms(|state| {state.ui.motion = motion}).await,
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Telemetry::Notification(Notification::SceneChange(scene)) => self.with_uniforms(|state| {state.ui.scene = scene}).await,
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Telemetry::Notification(Notification::SetBrakelight(b)) => self.with_uniforms(|state| {state.ui.brakelight = b}).await,
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Telemetry::Notification(Notification::SetHeadlight(b)) => self.with_uniforms(|state| {state.ui.headlight = b}).await,
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Telemetry::Notification(Notification::SensorOffline(SensorSource::IMU)) => self.with_uniforms(|state| {state.ui.imu_online = false}).await,
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Telemetry::Notification(Notification::SensorOnline(SensorSource::IMU)) => self.with_uniforms(|state| {state.ui.imu_online = true}).await,
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Telemetry::Notification(Notification::SensorOffline(SensorSource::GPS)) => self.with_uniforms(|state| {state.ui.gps_online = false}).await,
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Telemetry::Notification(Notification::SensorOnline(SensorSource::GPS)) => self.with_uniforms(|state| {state.ui.gps_online = true}).await,
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_ => ()
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}
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}
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/*for (coords, pix) in output.sample(&figments::prelude::Rectangle::everything()) {
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pix.set(&BinaryColor::Off);
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pub async fn with_uniforms(&self, f: impl Fn(&mut OledUniforms)) {
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let mut locked = self.uniforms.lock().await;
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let mutref: &mut OledUniforms = &mut locked;
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f(mutref);
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}
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Text::with_alignment("Foo", Point::new(128 / 2, 64 / 2), LOGO_STYLE, Alignment::Center).draw(&mut output).unwrap();
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output.commit_async().await.unwrap();
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Timer::after_secs(1).await;
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let painter = UiPainter { current_screen: Screen::Bootsplash, next_screen: Screen::Bootsplash };
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painter.render_to(&mut output, &OledUniforms { frame: 0, ui: ui_state });*/
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}
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#[embassy_executor::task]
|
||||
pub async fn oled_task(i2c: I2c<'static, Async>, mut reset_pin: Output<'static>, events: DynSubscriber<'static, Telemetry>) {
|
||||
let interface = I2CDisplayInterface::new(i2c);
|
||||
let mut display = Ssd1306Async::new(interface, DisplaySize128x64, DisplayRotation::Rotate0);
|
||||
display.reset(&mut reset_pin, &mut Delay).await.unwrap();
|
||||
display.init_with_addr_mode(ssd1306::command::AddrMode::Horizontal).await.unwrap();
|
||||
pub async fn oled_ui(mut events: DynSubscriber<'static, Telemetry>, mut ui: OledUI<OledSurface>) {
|
||||
|
||||
ui.screen_transition(Screen::Bootsplash).await;
|
||||
Timer::after_secs(3).await;
|
||||
ui.screen_transition(Screen::Home).await;
|
||||
|
||||
let output = SsdOutput::new(display);
|
||||
let mut surfaces = BufferedSurfacePool::default();
|
||||
let uniforms = Default::default();
|
||||
loop {
|
||||
ui.on_event(events.next_message_pure().await).await;
|
||||
}
|
||||
|
||||
let sfc = SurfaceBuilder::build(&mut surfaces).shader(|coords: &Coordinates<Matrix2DSpace>, uniforms: &OledUniforms| {
|
||||
BinaryColor::On
|
||||
}).opacity(0).finish().unwrap();
|
||||
|
||||
info!("Starting OLED display tasks!");
|
||||
let spawner = Spawner::for_current_executor().await;
|
||||
let ui_controls = output.controls().unwrap().clone();
|
||||
spawner.must_spawn(oled_render(output, surfaces, Arc::clone(&uniforms)));
|
||||
spawner.must_spawn(oled_ui(events, sfc, uniforms, ui_controls));
|
||||
}
|
||||
Reference in New Issue
Block a user