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InfiniPaint.h
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InfiniPaint.h
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#pragma once
#include <lvgl/lvgl.h>
#include <cstdint>
#include <algorithm> // std::fill
#include "displayapp/screens/Screen.h"
#include "components/motor/MotorController.h"
#include "Symbols.h"
#include "displayapp/apps/Apps.h"
#include <displayapp/Controllers.h>
namespace Pinetime {
namespace Components {
class LittleVgl;
}
namespace Applications {
namespace Screens {
class InfiniPaint : public Screen {
public:
InfiniPaint(Pinetime::Components::LittleVgl& lvgl, Controllers::MotorController& motor);
~InfiniPaint() override;
bool OnTouchEvent(TouchEvents event) override;
bool OnTouchEvent(uint16_t x, uint16_t y) override;
private:
Pinetime::Components::LittleVgl& lvgl;
Controllers::MotorController& motor;
static constexpr uint16_t width = 10;
static constexpr uint16_t height = 10;
static constexpr uint16_t bufferSize = width * height;
lv_color_t b[bufferSize];
lv_color_t selectColor = LV_COLOR_WHITE;
uint8_t color = 2;
};
}
template <>
struct AppTraits<Apps::Paint> {
static constexpr Apps app = Apps::Paint;
static constexpr const char* icon = Screens::Symbols::paintbrush;
static Screens::Screen* Create(AppControllers& controllers) {
return new Screens::InfiniPaint(controllers.lvgl, controllers.motorController);
};
};
}
}