ui: split out safety ui into its own dedicated set of layers
This commit is contained in:
136
src/tasks/safetyui.rs
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136
src/tasks/safetyui.rs
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use embassy_sync::{channel::DynamicReceiver, pubsub::DynSubscriber};
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use embassy_time::{Duration, Timer};
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use figments::prelude::*;
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use figments_render::output::Brightness;
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use rgb::{Rgb, Rgba};
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use log::*;
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use alloc::sync::Arc;
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use core::fmt::Debug;
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use futures::join;
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use crate::{animation::{AnimDisplay, AnimatedSurface, Animation}, display::{DisplayControls, SegmentSpace, Uniforms}, events::{Notification, Scene, SensorSource}, shaders::*, tasks::ui::UiSurfacePool};
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pub struct SafetyUi<S: Surface> {
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// Headlight and brakelight layers can only be overpainted by the bootsplash overlay layer
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headlight: AnimatedSurface<S>,
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brakelight: AnimatedSurface<S>,
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// The overlay covers everything and is used to implement a power-on and power-off animation.
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overlay: AnimatedSurface<S>,
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display: DisplayControls
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}
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impl<S: Debug + Surface<Uniforms = Uniforms, CoordinateSpace = SegmentSpace, Pixel = Rgba<u8>>> SafetyUi<S> {
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pub fn new<SS: Surfaces<SegmentSpace, Surface = S>>(surfaces: &mut SS, display: DisplayControls) -> Self where SS::Error: 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(Thinking::default())
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.visible(false)
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.finish().unwrap().into(),
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headlight: SurfaceBuilder::build(surfaces)
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.rect(Rectangle::new_from_coordinates(0, 0, 255, 0))
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.shader(Headlight::default())
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.visible(false)
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.opacity(0)
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.finish().unwrap().into(),
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brakelight: SurfaceBuilder::build(surfaces)
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.rect(Brakelight::rectangle())
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.shader(Brakelight::default())
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.visible(false)
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.opacity(0)
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.finish().unwrap().into(),
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display
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}
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}
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pub async fn sleep(&mut self) {
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info!("Running sleep sequence");
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let fade_out = Animation::default().duration(Duration::from_secs(1)).from(255).to(0);
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let mut disp_anim = AnimDisplay(&mut self.display);
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fade_out.apply(&mut disp_anim).await;
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warn!("Resetting safety lights");
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self.brakelight.set_visible(false);
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self.headlight.set_visible(false);
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warn!("Turning off display");
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self.display.set_on(false);
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// Wait for the display hardware to actually turn off, before we return to process the next event, which could cause funky behaviors.
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// FIXME: also deadlocks :(
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//self.display.render_is_running.wait().await;
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}
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pub async fn wake(&mut self) {
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info!("Running startup fade sequence");
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info!("Turning on display");
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// Turn on the display hardware
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self.display.set_brightness(0);
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self.display.set_on(true);
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// Wait for the renderer to start running again
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// FIXME: This deadlocks :(
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//self.display.render_is_running.wait().await;
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let fade_in = Animation::default().duration(Duration::from_secs(3)).from(0).to(255);
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info!("Fading in brightness with overlay");
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self.overlay.set_opacity(255);
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self.overlay.set_visible(true);
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fade_in.apply(&mut AnimDisplay(&mut self.display)).await;
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warn!("Turning on safety lights");
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self.headlight.set_opacity(0);
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self.headlight.set_visible(true);
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self.brakelight.set_opacity(0);
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self.brakelight.set_visible(true);
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join!(
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fade_in.apply(&mut self.headlight),
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fade_in.apply(&mut self.brakelight)
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);
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let fade_out = Animation::default().duration(Duration::from_secs(1)).from(255).to(0);
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info!("Fade out overlay");
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fade_out.apply(&mut self.overlay).await;
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self.overlay.set_visible(false);
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Timer::after_secs(3).await;
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warn!("Turning off safety lights");
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join!(
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fade_out.apply(&mut self.headlight),
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fade_out.apply(&mut self.brakelight)
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);
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info!("Wakeup complete!");
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}
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pub async fn on_event(&mut self, event: Notification) {
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match event {
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Notification::SceneChange(_) => (), // We already log this inside apply_scene()
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evt => info!("SafetyUI event: {evt:?}")
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}
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match event {
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// Toggling head and brake lights
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// FIXME: These should be a Off/Low/High enum, so the stopping brake looks different from the dayrunning brake.
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Notification::SetBrakelight(is_on) => self.brakelight.set_on(is_on).await,
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Notification::SetHeadlight(is_on) => self.headlight.set_on(is_on).await,
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Notification::Sleep => self.sleep().await,
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Notification::WakeUp => self.wake().await,
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_ => ()
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}
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}
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}
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#[embassy_executor::task]
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pub async fn safety_ui_main(mut events: DynSubscriber<'static, Notification>, mut ui: SafetyUi<<UiSurfacePool as Surfaces<SegmentSpace>>::Surface>) {
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// Wait for the renderer to start running
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//ui.display.render_is_running.wait().await;
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ui.display.wait_until_render_is_running().await;
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// Run the wake sequence, and turn on the lights
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ui.wake().await;
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// Enter the event loop
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loop {
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ui.on_event(events.next_message_pure().await).await;
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}
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}
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