debug: add some more trace-level logging to animation and safetyui bits

This commit is contained in:
2025-12-22 14:57:25 +01:00
parent ea851f4b5a
commit d9fd112ee0
2 changed files with 11 additions and 5 deletions

View File

@@ -139,8 +139,9 @@ impl<S: Surface> DerefMut for AnimatedSurface<S> {
} }
} }
impl<S: Surface> From<S> for AnimatedSurface<S> { impl<S: Surface + Debug> From<S> for AnimatedSurface<S> {
fn from(surface: S) -> Self { fn from(surface: S) -> Self {
trace!("create anim surface={surface:?}");
AnimatedSurface { AnimatedSurface {
surface, surface,
is_on: false, is_on: false,

View File

@@ -7,8 +7,9 @@ use core::fmt::Debug;
use futures::join; use futures::join;
use log::*; use log::*;
use crate::{animation::{AnimDisplay, AnimatedSurface, Animation}, graphics::display::{DisplayControls, SegmentSpace, Uniforms}, events::Notification, graphics::shaders::*, tasks::ui::UiSurfacePool}; use crate::{animation::{AnimDisplay, AnimatedSurface, Animation}, events::{Notification, Prediction}, graphics::{display::{DisplayControls, SegmentSpace, Uniforms}, shaders::*}, tasks::ui::UiSurfacePool};
#[derive(Debug)]
pub struct SafetyUi<S: Surface> { pub struct SafetyUi<S: Surface> {
// Headlight and brakelight layers can only be overpainted by the bootsplash overlay layer // Headlight and brakelight layers can only be overpainted by the bootsplash overlay layer
headlight: AnimatedSurface<S>, headlight: AnimatedSurface<S>,
@@ -21,7 +22,7 @@ pub struct SafetyUi<S: Surface> {
impl<S: Debug + Surface<Uniforms = Uniforms, CoordinateSpace = SegmentSpace, Pixel = Rgba<u8>>> SafetyUi<S> { impl<S: Debug + Surface<Uniforms = Uniforms, CoordinateSpace = SegmentSpace, Pixel = Rgba<u8>>> SafetyUi<S> {
pub fn new<SS: Surfaces<SegmentSpace, Surface = S>>(surfaces: &mut SS, display: DisplayControls) -> Self where SS::Error: Debug { pub fn new<SS: Surfaces<SegmentSpace, Surface = S>>(surfaces: &mut SS, display: DisplayControls) -> Self where SS::Error: Debug {
Self { let ret = Self {
overlay: SurfaceBuilder::build(surfaces) overlay: SurfaceBuilder::build(surfaces)
.rect(Rectangle::everything()) .rect(Rectangle::everything())
.shader(Thinking::default()) .shader(Thinking::default())
@@ -40,7 +41,9 @@ impl<S: Debug + Surface<Uniforms = Uniforms, CoordinateSpace = SegmentSpace, Pix
.opacity(0) .opacity(0)
.finish().unwrap().into(), .finish().unwrap().into(),
display display
} };
trace!("shader={:?}", ret.overlay);
ret
} }
pub async fn sleep(&mut self) { pub async fn sleep(&mut self) {
@@ -71,7 +74,7 @@ impl<S: Debug + Surface<Uniforms = Uniforms, CoordinateSpace = SegmentSpace, Pix
//self.display.render_is_running.wait().await; //self.display.render_is_running.wait().await;
let fade_in = Animation::default().duration(Duration::from_secs(3)).from(0).to(255); let fade_in = Animation::default().duration(Duration::from_secs(3)).from(0).to(255);
info!("Fading in brightness with overlay"); trace!("Fading in brightness with overlay={:?}", self.overlay);
self.overlay.set_opacity(255); self.overlay.set_opacity(255);
self.overlay.set_visible(true); self.overlay.set_visible(true);
fade_in.apply(&mut AnimDisplay(&mut self.display)).await; fade_in.apply(&mut AnimDisplay(&mut self.display)).await;
@@ -136,8 +139,10 @@ const TURN_OFF: Animation = Animation::new().duration(Duration::from_secs(1)).fr
pub async fn safety_ui_main(mut events: DynSubscriber<'static, Notification>, mut ui: SafetyUi<<UiSurfacePool as Surfaces<SegmentSpace>>::Surface>) { pub async fn safety_ui_main(mut events: DynSubscriber<'static, Notification>, mut ui: SafetyUi<<UiSurfacePool as Surfaces<SegmentSpace>>::Surface>) {
// Wait for the renderer to start running // Wait for the renderer to start running
//ui.display.render_is_running.wait().await; //ui.display.render_is_running.wait().await;
trace!("spooling until render starts ui={ui:?}");
ui.display.wait_until_render_is_running().await; ui.display.wait_until_render_is_running().await;
trace!("spooling wait task ui={ui:?}");
// Run the wake sequence, and turn on the lights // Run the wake sequence, and turn on the lights
ui.wake().await; ui.wake().await;