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InfiniPaint.cpp
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InfiniPaint.cpp
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#include "InfiniPaint.h"
#include "../DisplayApp.h"
#include "../LittleVgl.h"
using namespace Pinetime::Applications::Screens;
InfiniPaint::InfiniPaint(Pinetime::Applications::DisplayApp* app, Pinetime::Components::LittleVgl& lvgl) : Screen(app), lvgl {lvgl} {
std::fill(b, b + bufferSize, selectColor);
}
InfiniPaint::~InfiniPaint() {
lv_obj_clean(lv_scr_act());
}
bool InfiniPaint::OnTouchEvent(Pinetime::Applications::TouchEvents event) {
switch (event) {
case Pinetime::Applications::TouchEvents::LongTap:
switch (color) {
case 0:
selectColor = LV_COLOR_MAGENTA;
break;
case 1:
selectColor = LV_COLOR_GREEN;
break;
case 2:
selectColor = LV_COLOR_WHITE;
break;
case 3:
selectColor = LV_COLOR_RED;
break;
case 4:
selectColor = LV_COLOR_CYAN;
break;
case 5:
selectColor = LV_COLOR_YELLOW;
break;
case 6:
selectColor = LV_COLOR_BLUE;
break;
case 7:
selectColor = LV_COLOR_BLACK;
break;
default:
color = 0;
break;
}
std::fill(b, b + bufferSize, selectColor);
color++;
return true;
default:
return true;
}
return true;
}
bool InfiniPaint::OnTouchEvent(uint16_t x, uint16_t y) {
lv_area_t area;
area.x1 = x - (width / 2);
area.y1 = y - (height / 2);
area.x2 = x + (width / 2) - 1;
area.y2 = y + (height / 2) - 1;
lvgl.SetFullRefresh(Components::LittleVgl::FullRefreshDirections::None);
lvgl.FlushDisplay(&area, b);
return true;
}