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Author SHA1 Message Date
Uri Tauber d9a207f9a9 refactor: unify control settings models 2026-08-09 12:24:05 +03:00
Uri TauberandJulia Nguyen 77b58e431f feat: group Settings -> Controls into submenus
The Controls category had grown to a flat list of a dozen unrelated
entries. Split it into Power Button, Front Buttons and Side Buttons
groups, reached through a new SUBMENU row type that swaps the visible
list in place rather than pushing another activity.

- Front Buttons only exists on devices that have them. On touch devices
  the entries that still apply (long-press behaviour, which also covers
  the touch page-turn zones) stay at the top level.
- Tilt Page Turn and Tilt Direction sit at the top level, and only on
  IMU-capable boards.
- Quick-return from footnotes now appears whenever any shortcut targets
  footnotes, not only the short power press.

Back leaves a group before it leaves Settings, and the header names the
open group. Choosing which list is on screen was duplicated between the
rebuild and the input handler; both now call one method.

Ported from CrossInk.

Co-Authored-By: Julia Nguyen <julia@uxj.io>
2026-08-07 19:09:51 +03:00
Uri TauberandJulia Nguyen 167663cb6e feat: run configurable Controls shortcuts in the reader
Adds a single ShortcutAction space that both persisted shortcut enums
translate into, so each dispatcher switches over one type instead of
repeating a near-identical switch per binding. Global actions (sleep,
refresh, screenshot, file browser, file transfer, tilt toggle) run from
one executor; reader-only ones (footnotes, bookmark, sync, look up
word) are handled by the reader and fall through to it.

Wires it up:

- Long power hold runs longPwrBtn, latched so a held button fires once
  and the release that ends the hold does not also run the short-press
  action. Sleep is the default, matching what a hold has always done.
- Short power release runs shortPwrBtn, no longer only Refresh.
- Long Back runs longPressBackAction; the default keeps the existing
  file-browser navigation untouched.
- Long Confirm runs longPressMenuAction over the whole action set. An
  action that declines (sync with no credentials, a page with no
  footnotes) leaves the release alone, so Confirm still opens the menu.
- detectPageTurn reports whether a turn came from the side buttons, so
  the side and front pairs honour their own long-press settings and
  their own press-vs-release timing.

Font-size change is deliberately absent from the long-press options:
it needs per-reader re-layout plumbing that does not exist yet, and the
rule for this port is to offer no action we cannot execute cleanly.

Ported from CrossInk.

Co-Authored-By: Julia Nguyen <julia@uxj.io>
2026-08-07 19:04:19 +03:00
Uri TauberandJulia Nguyen 2aa0f7be17 feat: apply Controls button mapping at input layer
Routes the new Controls settings through MappedInputManager:

- Next/Next side layout, via a table of side-button bindings that also
  replaces the two parallel switch statements over sideButtonLayout.
- sideButtonOrientationAware, swapping the side pair (and reader menu
  Up/Down along with it) whenever the screen renders non-portrait.
- The ALL_BUTTONS front orientation mode, which mirrors Back/Confirm
  across the front row when the screen renders inverted. The navigation
  pair is deliberately left alone: isNavDirectionSwapped() already flips
  it, so mirroring both would cancel out.
- readerFrontButtons*, a reader-only front mapping, gated on a
  readerMode flag main.cpp keeps in sync with the activity stack. The
  renderer cannot supply this — a portrait reader renders exactly like
  portrait UI.

Button hints now resolve through the same mapping as the button reads,
so a reader override or an inverted mirror moves the labels with the
buttons instead of leaving them behind.

ButtonRemapActivity takes a target so it can edit either mapping.

Ported from CrossInk.

Co-Authored-By: Julia Nguyen <julia@uxj.io>
2026-08-07 18:55:39 +03:00
Uri TauberandJulia Nguyen a1c0bdfa05 feat: add Controls settings schema and migrations
Adds the persisted fields the CrossInk Controls screen is built on, and
migrates the existing CrossPoint settings onto them so no stored value
changes meaning:

- longPwrBtn, sharing the power-button action enum with shortPwrBtn.
  Values 0..4 keep their CrossPoint meanings — notably 4 stays
  Footnotes, where CrossInk's numbering diverges — and the new actions
  are appended, with the menu order restored via enumRawValues.
- frontButtonOrientationAware, a three-state setting migrated from the
  frontButtonFollowOrientation toggle (on -> nav buttons only).
- sideButtonOrientationAware and sideButtonLongPress. The side pair used
  to share longPressButtonBehavior with the front pair, so the old value
  is carried across on load.
- readerFrontButtons*, a reader-only front-button remap, inert until
  readerFrontButtonsEnabled is turned on.
- longPressMenuAction and longPressBackAction on a shared quick-action
  enum, migrated from longPressMenuFunction.
- tiltPageTurnDirection, splitting the axis out of the combined
  tiltPageTurn enum. Legacy "normal" is the non-inverted left/right
  gesture and "inverted" its negation, so the HAL reproduces both.

Only actions the reader can already execute are offered; the enums carry
no option that has no implementation behind it.

Ported from CrossInk.

Co-Authored-By: Julia Nguyen <julia@uxj.io>
2026-08-07 18:50:11 +03:00
Uri TauberandJulia Nguyen 4e8aea95a0 feat: support raw enum values in settings schema
An ENUM setting's option order and its persisted values were the same
number, so reordering or gapping an option list silently reinterpreted
existing settings.json files. Add an optional parallel enumRawValues
array and route every reader/writer of an ENUM — device settings UI,
web settings API, and load-time validation — through three shared
helpers that translate between display index and raw value.

Behaviour is unchanged for every setting that does not populate
enumRawValues: the helpers fall through to the identity mapping.

Ported from CrossInk.

Co-Authored-By: Julia Nguyen <julia@uxj.io>
2026-08-07 18:39:57 +03:00
183 changed files with 5865 additions and 10289 deletions

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+8 -52
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@@ -63,8 +63,7 @@ jobs:
- name: Run cppcheck
run: pio check --fail-on-defect low --fail-on-defect medium --fail-on-defect high
build-default:
name: Build default
build:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v6
@@ -91,10 +90,14 @@ jobs:
key: pio-${{ runner.os }}-${{ hashFiles('platformio.ini') }}
restore-keys: pio-${{ runner.os }}-
- name: Build default firmware
- name: Build CrossPoint
# Both envs in ONE pio invocation: a second `pio run` can wipe the whole
# .pio/build tree (project-checksum mismatch after the S3 toolchain
# installs into the restored cache), deleting the default firmware.bin
# before the artifact upload.
run: |
set -euo pipefail
pio run -e default | tee pio.log
pio run -e default -e sticky | tee pio.log
- name: Extract firmware stats
@@ -117,52 +120,6 @@ jobs:
path: .pio/build/default/firmware.bin
if-no-files-found: error
build-sticky:
name: Build sticky
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v6
with:
submodules: recursive
- uses: actions/setup-python@v6
with:
python-version: '3.14'
- name: Install uv
uses: astral-sh/setup-uv@v7
with:
version: "latest"
enable-cache: false
- name: Install PlatformIO Core
run: uv pip install --system -U https://github.com/pioarduino/platformio-core/archive/refs/tags/v6.1.19.zip
- name: Cache PlatformIO packages
uses: actions/cache@v4
with:
path: ~/.platformio
key: pio-${{ runner.os }}-${{ hashFiles('platformio.ini') }}
restore-keys: pio-${{ runner.os }}-
- name: Build sticky firmware
run: |
set -euo pipefail
pio run -e sticky | tee pio.log
- name: Extract firmware stats
run: |
set -euo pipefail
ram_line="$(grep -E "RAM:\\s" -m1 pio.log || true)"
flash_line="$(grep -E "Flash:\\s" -m1 pio.log || true)"
echo "ram_line=${ram_line}" >> "$GITHUB_OUTPUT"
echo "flash_line=${flash_line}" >> "$GITHUB_OUTPUT"
{
echo "## Sticky firmware build stats"
if [ -n "$ram_line" ]; then echo "- ${ram_line}"; else echo "- RAM: not found"; fi
if [ -n "$flash_line" ]; then echo "- ${flash_line}"; else echo "- Flash: not found"; fi
} >> "$GITHUB_STEP_SUMMARY"
unit-tests:
runs-on: ubuntu-latest
steps:
@@ -195,8 +152,7 @@ jobs:
test-status:
name: Test Status
needs:
- build-default
- build-sticky
- build
- clang-format
- cppcheck
- unit-tests
+2 -1
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@@ -1,6 +1,7 @@
name: "PR Formatting"
on:
pull_request:
pull_request_target:
types:
- opened
@@ -8,7 +9,7 @@ on:
- edited
permissions:
pull-requests: read
statuses: write
jobs:
title-check:
+47
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@@ -0,0 +1,47 @@
name: Compile Release
on:
push:
tags:
- '*'
jobs:
build-release:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v6
with:
submodules: recursive
- uses: actions/setup-python@v6
with:
python-version: '3.14'
- name: Install uv
uses: astral-sh/setup-uv@v7
with:
version: "latest"
enable-cache: false
- name: Install PlatformIO Core
run: uv pip install --system -U https://github.com/pioarduino/platformio-core/archive/refs/tags/v6.1.19.zip
- name: Cache PlatformIO packages
uses: actions/cache@v4
with:
path: ~/.platformio
key: pio-${{ runner.os }}-${{ hashFiles('platformio.ini') }}
restore-keys: pio-${{ runner.os }}-
- name: Build CrossPoint
run: pio run -e gh_release
- name: Upload Artifacts
uses: actions/upload-artifact@v4
with:
name: CrossPoint-${{ github.ref_name }}
path: |
.pio/build/gh_release/bootloader.bin
.pio/build/gh_release/firmware.bin
.pio/build/gh_release/firmware.elf
.pio/build/gh_release/firmware.map
.pio/build/gh_release/partitions.bin
-1
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@@ -31,4 +31,3 @@ lib/EpdFont/scripts/output/
/dependencies.lock
/sdkconfig.*
sdkconfig.sticky
flake.*
+68 -179
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File diff suppressed because it is too large. Load diff
-1
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@@ -1 +0,0 @@
.skills/SKILL.md
+2 -2
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@@ -36,7 +36,7 @@ CrossPoint is open-source e-reader firmware - community-built, fully hackable, f
- OPDS browser with saved servers (up to 8), search, pagination, and direct download
- OTA update checks and installs from GitHub releases
- **Customization**: multiple themes (Classic, Lyra, Lyra Extended, RoundedRaff), sleep screen modes including transparent overlays, front/side button remapping, status bar controls, power-button behavior, refresh cadence, and more.
- **Customization**: multiple themes (Classic, Lyra, Lyra Extended, RoundedRaff), sleep screen modes, front/side button remapping, status bar controls, power-button behavior, refresh cadence, and more.
- **Localization**: 24 UI languages and counting. RTL support.
@@ -136,7 +136,7 @@ Conversion runs the firmware repo's `lib/EpdFont/scripts/fontconvert_sdcard.py`
- [Web server endpoints](./docs/webserver-endpoints.md)
- [Project scope](./SCOPE.md)
- [Contributing docs](./docs/contributing/README.md)
- [Touch and UI development](./docs/contributing/touch-and-ui.md) - how to build new screens on the FreeInkUI activity bases (UiListActivity and friends), plus build envs for the non-Xteink touch devices
- [Touch and UI development](./docs/contributing/touch-and-ui.md) - FreeInkUI components for new screens, the touch bridge for existing ones, and build envs for the non-Xteink touch devices
---
+4 -14
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@@ -186,7 +186,7 @@ The Settings screen allows you to configure the device's behavior. There are a f
- "None" - A blank screen
- "Cover + Custom" - The book cover image while actively reading, falls back to "Custom" behavior otherwise
- "Quick resume" - The text of the last page read will be displayed on the sleep screen and a moon icon is shown on the edge of the screen. Waking up the device will return to the same page of the opened book. This is useful for quickly resuming reading without waiting for the device to fully wake up and load the book.
- "Transparent" - A transparent overlay image drawn over the current screen; see [Sleep Screen](#37-sleep-screen) below for more information
- **Sleep Screen Cover Mode**: How to display the book cover when "Cover" sleep screen is selected:
- "Fit" (default) - Scale the image down to fit centered on the screen, padding with white borders as necessary
@@ -501,7 +501,6 @@ The **Sleep Screen** setting controls what is displayed when the device goes to
| **Custom** | A custom image from the SD card (see below). Falls back to **Dark** if no custom image is found. |
| **Cover** | The cover of the currently open book. Falls back to **Dark** if no book is open. |
| **Cover + Custom** | The cover of the currently open book, shown only while actively reading. Falls back to **Custom** behavior when not reading. |
| **Transparent** | A BMP overlay drawn over the current screen. Supports alpha transparency in 32-bit BGRA images and treats white as transparent in regular BMPs. Falls back to **Dark** if no valid overlay image is found. |
| **None** | A blank screen. |
#### Cover settings
@@ -516,21 +515,12 @@ When using **Cover** or **Cover + Custom**, two additional settings apply:
To use custom sleep images, set the sleep screen mode to **Custom** or **Cover + Custom**, then place images on the SD card:
- **Multiple Images (recommended):** Create a `.sleep` directory in the root of the SD card and place any number of `.bmp` images inside. One will be randomly selected each time the device sleeps. (A directory named `sleep` is also accepted as a fallback.)
- **Single Image:** Place a file named `sleep.bmp` in the root directory. This takes priority over the `.sleep`/`sleep` directories.
#### Transparent overlay images
To use transparent sleep overlays, set the sleep screen mode to **Transparent**, then place BMP files on the SD card:
- **Multiple Images (recommended):** Create a `.sleep-overlay` directory in the root of the SD card and place any number of valid overlay `.bmp` images inside. One will be randomly selected each time the device sleeps. A directory named `sleep-overlay` is also accepted as a fallback.
- **Single Image:** Place a file named `sleep-overlay.bmp` in the root directory. This takes priority over the `.sleep-overlay`/`sleep-overlay` directories.
Transparent overlay files are intentionally separate from normal sleep images. Regular BMP formats supported by CrossPoint are accepted; white pixels leave the existing screen unchanged. For per-pixel alpha transparency, use a 32-bit BGRA BMP with both visible and non-opaque pixels. Opaque white pixels in these alpha images erase the content behind them.
- **Single Image:** Place a file named `sleep.bmp` in the root directory. This is used as a fallback if no valid images are found in the `.sleep`/`sleep` directory.
> [!TIP]
> For best results:
> - For non-transparent **Custom** mode, use uncompressed BMP files with 24-bit color depth.
> - For **Transparent** mode, use a regular BMP for white-as-transparent artwork or an uncompressed 32-bit BGRA BMP for per-pixel alpha.
>
> - Use uncompressed BMP files with 24-bit color depth
> - X4: Use a resolution of 480x800 pixels to match the device's screen resolution.
> - X3: Use a resolution of 528x792 pixels to match the device's screen resolution.
+113 -94
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@@ -1,88 +1,23 @@
# Touch and UI Development
CrossPoint runs on touch devices (Seeed Sticky, M5Paper, LilyGo T5) alongside the button-only Xteink X3/X4. Every screen must work with both input styles.
CrossPoint now runs on touch devices (Seeed Sticky, M5Paper, LilyGo T5) alongside the button-only Xteink X3/X4. Every screen must work with both input styles. There are two supported ways to get there:
**There is one supported way to build a new screen: FreeInkUI, hosted through the firmware base classes below.** Touch hit-testing, tap highlighting, long-press, swipe scrolling, and button focus navigation all come from the shared stack; you never hand-roll coordinate math.
1. **New screens: build them with FreeInkUI components.** Touch hit-testing, tap highlighting, long-press, and button focus navigation come with the component; you never hand-roll coordinate math.
2. **Existing screens and in-flight features: use the MappedInputManager touch bridge.** A small set of helpers adds tap/hold/swipe support to hand-rolled rendering without restructuring the activity.
The old bridge helpers (`rowTouch`, `colTouch`, `wasTapInRect`, manual rect `contains()` checks) are legacy. They survive only for the two remaining hand-rolled surfaces (the theme-driven home screen and the reader page) and must not appear in new code. PRs that add new uses will be asked to convert.
If you are starting a new activity, use FreeInkUI. If you have a feature branch with a hand-rolled screen already working on buttons, use the bridge; do not rewrite mid-flight.
---
## Picking the right host
## Path 1: New screens with FreeInkUI
| Your screen is... | Use | In-tree reference |
|---|---|---|
| A single list of rows | subclass `UiListActivity` | [`LanguageSelectActivity`](../../src/activities/settings/LanguageSelectActivity.cpp) (minimal), [`RecentBooksActivity`](../../src/activities/home/RecentBooksActivity.cpp) (long-press) |
| Tabbed lists | subclass `UiTabListActivity` | [`SettingsActivity`](../../src/activities/settings/SettingsActivity.cpp) |
| Custom FUI layout (sliders, prompts, state machines) | inherit `UiAppHost` directly | [`EpubReaderPercentSelectionActivity`](../../src/activities/reader/EpubReaderPercentSelectionActivity.cpp), [`WifiSelectionActivity`](../../src/activities/network/WifiSelectionActivity.cpp) |
| A modal picker or confirm inside a legacy activity | `OptionPopup` (or push `ConfirmationActivity`) | [`OtaUpdateActivity`](../../src/activities/settings/OtaUpdateActivity.cpp) |
| A Yes/No prompt inside a FUI screen | build `fui::optionDialog` into the screen | `WifiSelectionActivity::buildPromptDialog` |
FreeInkUI (`freeink-sdk/libs/ui/FreeInkUI`, namespace `freeink::ui`) is an immediate-mode component library. The core idea:
All four paths route input through the same SDK interaction table, so touch and physical buttons fire the same actions with no per-screen coordinate code.
- While a component renders, it registers its tappable areas ("hit rects") into the frame's interaction buffer via `Frame::hit(rect, action, value, inputMask, state)`.
- Each loop you build an `InputSnapshot` from the input manager and route it against that buffer. If a tap (or mapped button press) lands in a registered rect, the routed `ActionEvent` tells you which action fired and with what value.
- Components query `frame.stateFor(action, value)` while painting, so touch-down highlight and focus states render correctly without any per-activity code.
## The hosting stack
`UiAppHost` ([src/components/UiAppHost.h](../../src/components/UiAppHost.h)) owns what every FUI screen shares: the font-bound render target, the `FreeInkApp`, and the `uiReady` handshake that lets the loop task route touch snapshots against the interaction table the render task rebuilds. Never re-implement that handshake; it is a cross-task protocol and lives in exactly one place.
`UiListActivity` ([src/activities/UiListActivity.h](../../src/activities/UiListActivity.h)) layers the list protocol on top: swipes scroll the viewport without moving the selection, buttons move the selection and pull the viewport along (`fui::ListNav`), plus the render skeleton (header chrome, app, footer hints). `UiTabListActivity` is the tab-bar sibling; its selection ring puts the tab bar at position 0 and the rows after it.
### New list screen skeleton
Subclasses supply the data; the base owns the loop. The whole contract:
```cpp
class MyListActivity final : public UiListActivity {
public:
MyListActivity(GfxRenderer& r, MappedInputManager& in) : UiListActivity("MyList", r, in) {}
private:
std::vector<Entry> entries; // the activity's data, loaded in onEnter
std::vector<fui::ListItem> rows; // activity-owned row cache: rebuilt only when entries changes, reused every render
int listCount() const override { return entries.size(); }
const char* headerTitle() const override { return tr(STR_MY_TITLE); }
void onEnter() override {
UiListActivity::onEnter();
entries = /* ... load from wherever ... */;
rebuildRows();
}
// Called whenever entries changes (here, only onEnter; a mutable list would
// also call this after any add/remove). NOT called from buildScreen().
void rebuildRows() {
rows.clear();
rows.reserve(entries.size());
// ... one fui::ListItem per entry (label, actionValue = index) ...
}
void buildScreen(UiScreen& screen) override {
// set content margin from the theme safe area, then:
fui::ListProps props;
props.items = rows.data();
props.count = rows.size();
props.action = ACTION_ROW;
props.inputMask = fui::InputTouch; // physical buttons stay in the base loop
syncListViewport(screen, props); // selection/viewport handoff, always right before list()
screen.list(props);
}
void activateIndex(int index) override {
app.clearTapFlash(); // leaving the screen: a lingering flash would gray the next render
// ... open the thing ...
}
};
```
See [`FileBrowserActivity`](../../src/activities/home/FileBrowserActivity.cpp)'s `rebuildRowItems()` for this pattern applied to a directory listing that can run into the hundreds of entries, and `LanguageSelectActivity.cpp` for the rest of the skeleton (content-margin math, footer, etc.) — note that file still builds its row vector locally inside `buildScreen()`; match `FileBrowserActivity`, not that file, for the row cache. Optional overrides: `onRowLongPress(index)`, `drawFooter()`, `handleButtons()` for extra physical-button handling, and `ACTION_USER`-and-up action ids for non-row elements (register handlers in `onEnter` after the base's).
### Rules that apply to every FUI screen
- Register actions with `app.on(...)` in `onEnter` (after `resetUi()` for direct `UiAppHost` users). Handlers receive a `void* user` you cast back to the activity.
- Handlers that leave the current screen call `app.clearTapFlash()` first.
- Theme tokens are shared and bound by `resetUi()`; never call `app.setTheme` yourself. Metrics flow from the active UITheme through [`UIThemeTokens.h`](../../src/components/UIThemeTokens.h), including the per-board bezel insets that keep scrollbars visible.
- `TextStyle.maxLines` defaults to 1 and truncates with an ellipsis. Set `maxLines` explicitly on any dialog headline or message that can wrap.
- Everything stays allocation-free in steady state. A local `std::vector` inside `buildScreen()` is **not** allocation-free even with `reserve()` first: it starts at zero capacity on every call, `reserve()` allocates, and the destructor frees that storage before the call returns — real allocator work and fragmentation risk on every repaint (cursor move, tap flash, ...), not just on data changes. Build `ListItem` rows into activity-owned storage instead, reserved once when the underlying data loads (`onEnter()`/a `load*()` — see the skeleton above and `FileBrowserActivity::rebuildRowItems()`), and reused unchanged by every `buildScreen()` call. Use a fixed-capacity array (e.g. `ListItem rows[MAX]`, as `OptionPopup` and `KOReaderSyncActivity`'s action rows do) when the count is small and bounded. Do not hold FUI `props` across renders — only the row storage they point into.
You get touch, hold highlighting, long-press, minimum touch-target sizing, and orientation-aware coordinates for free. The same action IDs fire from physical buttons, so one code path serves both input styles.
### Component inventory
@@ -98,11 +33,106 @@ All under `freeink-sdk/libs/ui/FreeInkUI/include/components/`:
| Media | `book-card`, `cover-grid`, `cover-carousel`, `metric-card` |
| Text | `text-field`, `text-area` |
One exception to "always go through a host": `KeyboardEntryActivity` drives the keyboard component with a raw `fui::Frame` and `TouchHoldRouter` because per-key hold repeat needs its own routing. If you think your screen needs that, raise it in the PR first.
### Integration skeleton
The in-tree reference is [`src/activities/util/KeyboardEntryActivity.cpp`](../../src/activities/util/KeyboardEntryActivity.cpp); it drives the FreeInkUI keyboard component inside a normal Activity. The shape:
```cpp
#include <FreeInkUIGfxRenderer.h>
namespace fui = freeink::ui;
// Render step: draw the component and (re)register its hit rects.
fui::GfxRendererTarget target(renderer); // adapts GfxRenderer to FreeInkUI's DrawTarget
target.setFont(fui::GfxRendererTarget::FONT_BODY, UI_12_FONT_ID);
const fui::DeviceContext device = target.deviceContext(); // orientation, safe area, touch sizing
fui::Frame<48> frame(target, device, fui::InputSnapshot{}, interactions); // 48 = max hit rects
fui::KeyboardProps props;
props.layout = &currentLayout();
props.keyAction = ACTION_KEY; // one action id; the key is the event value
props.inputMask = fui::InputTouch | fui::InputLongPress;
fui::keyboard(frame, kbRect, props); // draws AND registers hit rects
```
```cpp
// Input step (each loop): feed touch state, act on routed events.
int tx, ty, tapX, tapY, hx, hy;
const bool pressedDown = mappedInput.wasScreenTouchDown(tx, ty);
const bool tapped = mappedInput.wasScreenTapped(tapX, tapY);
const bool inContact = mappedInput.isScreenTouchHeld(hx, hy);
const auto result = touchRouter.update(interactions, pressedDown, tx, ty,
tapped, tapX, tapY, inContact, millis());
if (result.event) {
activateValue(result.event.value, result.event.longPress);
requestUpdate();
} else if (result.activeChanged) {
requestUpdate(); // repaint touch-down highlight
}
```
Notes:
- `Frame<N>` is templated on the max number of hit rects; the buffer is stack/static, no heap.
- `fui::TouchHoldRouter` (see `components/keyboard/keyboard.h`) synthesizes long-press while the finger is still down and swallows the eventual release. Use it whenever a component distinguishes tap from long-press.
- For simpler screens without long-press, `FreeInkApp` / `Screen<N>` (`FreeInkApp.h`) is the ergonomic layer: it owns the interaction buffer, offers a top-to-bottom builder (`takeTop`, footer helpers, etc.), and its `render(input)` call routes the snapshot and dispatches registered action callbacks in one step. `snapshotFrom(input, device)` in `FreeInkUIInputManager.h` builds the `InputSnapshot` with orientation-aware touch mapping.
- Everything stays allocation-free and works on the button-only devices unchanged: physical buttons route through the same interaction table via each hit rect's `inputMask`.
---
## Global gestures: do not reimplement these
## Path 2: Adding touch to existing hand-rolled screens
For activities that draw their own rows, menus, and buttons, `MappedInputManager` ([src/MappedInputManager.h](../../src/MappedInputManager.h)) exposes bridge helpers. They all return **logical screen coordinates** (orientation already applied via `GfxRenderer::tapToLogical`); never touch raw normalized panel coordinates or the SDK `InputManager` directly.
| Helper | Use for |
|---|---|
| `wasScreenTapped(x, y)` | A completed tap (press + release), with logical coords |
| `wasScreenTouchDown(x, y)` | Touch-down (held > 90 ms, not yet released): draw selection highlight |
| `isScreenTouchHeld(x, y)` | Live contact position while the finger is down (drag tracking) |
| `wasTapInRect(x, y, w, h)` | One-off hit test on a rectangle (a single button, a banner) |
| `wasListItemTapped(index, count, selected, listTop, listHeight, hasSubtitle)` | Taps on a standard UITheme list; does the row/paging math for you |
| `wasListItemTouchedDown(...)` | Same geometry, touch-down phase (highlight before activate) |
| `rowTouch(row, top, rowStep, rowCount, xStart, xEnd, rowHeight)` | Any custom band of equal-height rows; returns `RowTouch::None/Down/Tap` |
| `colTouch(col, left, colStep, colCount, yStart, yEnd, colWidth)` | Horizontal button bands (dialogs, prompts) |
| `wasSwipe()` | Raw swipe direction if you need one beyond the global gestures |
| `hasTouch()` | True when the device has a touch panel (rarely needed; helpers simply never fire without one) |
### Pattern A: standard themed list
One call per loop; UITheme owns the row geometry ([EpubReaderBookmarksActivity.cpp:123](../../src/activities/reader/EpubReaderBookmarksActivity.cpp)):
```cpp
int tapped = -1;
if (mappedInput.wasListItemTapped(tapped, bookmarks.size(), selectorIndex, listY, listHeight, true)) {
selectorIndex = tapped;
openBookmark();
return;
}
```
### Pattern B: custom rows with hold highlight
For non-theme row layouts, use `rowTouch` and distinguish `Down` (highlight) from `Tap` (activate), as in [EpubReaderFootnotesActivity.cpp](../../src/activities/reader/EpubReaderFootnotesActivity.cpp):
```cpp
int row = -1;
const auto touch = mappedInput.rowTouch(row, listTop, lineHeight, visibleCount,
contentX, contentX + contentWidth);
if (touch != MappedInputManager::RowTouch::None) {
const int touched = scrollOffset + row;
if (touch == MappedInputManager::RowTouch::Down) {
if (selectedIndex != touched) { selectedIndex = touched; requestUpdate(); }
} else { // RowTouch::Tap
selectedIndex = touched;
activateSelection();
}
return;
}
```
The `Down` state exists because e-ink repaints are slow: highlight on touch-down gives immediate feedback, activation happens on release.
### Global gestures: do not reimplement these
Three gestures are handled once, for every screen. Activities must not add their own edge-swipe handling:
@@ -112,25 +142,14 @@ Three gestures are handled once, for every screen. Activities must not add their
| Home | Up-swipe starting in the bottom 14% | `ActivityManager::loop()`; pops to Home (activities can override via `handleHomeGesture()`) |
| Menu | Down-swipe starting in the top 14% | Activities that have a menu check `wasMenuGesture()` themselves (the reader does this) |
Because the back gesture arrives as `Button::Back`, most button-era activities gain back-swipe support with zero changes.
Because the back gesture arrives as `Button::Back`, most button-era activities gain back-swipe support with zero changes. That is the bar to aim for: bridge helpers should make touch an additive layer over the button flow, not a second input state machine.
---
### Bridge rules
## Legacy bridge helpers (do not use in new code)
`MappedInputManager` still exposes raw touch accessors. The FUI stack consumes them internally (via `touchSnapshotFrom` in [`UiAppHelpers.h`](../../src/components/UiAppHelpers.h)); activities should not.
| Helper | Status |
|---|---|
| `wasScreenTapped` / `wasScreenTouchDown` / `isScreenTouchHeld` | Consumed by the FUI snapshot builder. Direct use only in the two legacy surfaces |
| `wasTapInRect(x, y, w, h)` | Legacy one-off hit test |
| `rowTouch` / `colTouch` | Legacy row/column band math. Sole remaining user: `HomeActivity` (theme-driven layout) |
| `wasSwipe()` | Raw swipe direction, for behavior beyond the global gestures (reader page turns) |
| `hasTouch()` | Still fine anywhere: gate touch-only chrome (on-screen Cancel/OK pairs) on it |
The `wasListItemTapped` / `wasListItemTouchedDown` helpers from the button-era bridge have been removed; every themed list is a `UiListActivity` now. If you are porting a branch that still calls them, convert the screen to `UiListActivity` rather than resurrecting the helpers.
As with all input: never call the SDK `InputManager` or read GPIO directly. The HAL rule from the main guide applies to touch too.
- Handle touch in `loop()` next to the existing button handling, one helper call per interaction zone, and `return` after consuming an event (mirrors the button pattern).
- Never call the SDK `InputManager` or read GPIO directly; the HAL rule from the main guide applies to touch too.
- Coordinates from the helpers are logical and orientation-correct on all four rotations; test at least Portrait and one Landscape mode before PR.
- Nothing to clean up in `onExit()`; the helpers are stateless from the activity's point of view.
---
+4 -8
View File
@@ -10,10 +10,9 @@ A dictionary folder must contain:
- `.idx` — word index (required, **must be uncompressed** — a `.idx.gz` will not work; decompress it on your computer with `gzip -d` first)
- `.dict` or `.dict.dz` — definition data (`.dict.dz` is supported as-is; entries are decompressed on the fly during lookup)
- `.syn` — synonym index (optional; maps alternate spellings and irregular forms to their headword)
- `.ifo` — metadata (optional)
Not supported: dictionaries with 64-bit index offsets (`idxoffsetbits=64` in the `.ifo` — rare, and rejected with an error).
Not supported: `.syn` synonym files (ignored), dictionaries with 64-bit index offsets (`idxoffsetbits=64` in the `.ifo` — rare, and rejected with an error), and HTML-formatted definitions render as raw markup rather than styled text.
## Setting Up a Dictionary
@@ -36,21 +35,18 @@ One word on the page becomes highlighted:
2. Press **Confirm** to look up the highlighted word.
3. Press **Back** to return to the reader.
On the very first lookup with a dictionary (and again whenever the `.idx` or `.syn` source file changes), the reader shows *"Indexing dictionary…"* while it builds small sidecar files next to them — a `.qidx` for the word index, and a `.sidx` when a `.syn` synonym file is present. Each sidecar is rebuilt independently, only when its own source changes. This takes a few seconds for large dictionaries and makes all subsequent lookups fast. The sidecars can be deleted safely at any time — they will simply be rebuilt.
On the very first lookup with a dictionary (and again if the dictionary file changes), the reader shows *"Indexing dictionary…"* while it builds a small `.qidx` sidecar file next to the `.idx`. This takes a few seconds for large dictionaries and makes all subsequent lookups fast. The sidecar can be deleted safely at any time — it will simply be rebuilt.
### How Lookup Works
1. **Direct match** — the word is found as-is (case-insensitive) in the dictionary index. Surrounding punctuation is ignored.
2. **Synonyms** — on a miss, if the dictionary ships a `.syn` file, alternate spellings and irregular forms recorded there are resolved to their headword (e.g. `oxen` → `ox`, `colour` → `color`). This step is skipped if the `.sidx` sidecar could not be built (e.g. transient low memory during indexing); the dictionary otherwise stays usable, and the build is retried the next time it is opened.
3. **Stemming** — still no match: common English word forms are retried automatically: possessives and plurals (`dogs` → `dog`, `stories` → `story`) and verb endings (`walked` → `walk`, `running` → `run`, `making` → `make`).
4. **Not found** — a short popup appears and you return to word selection.
2. **Stemming** — on a miss, common English word forms are retried automatically: possessives and plurals (`dogs` → `dog`, `stories` → `story`) and verb endings (`walked` → `walk`, `running` → `run`, `making` → `make`).
3. **Not found** — a short popup appears and you return to word selection.
## The Definition Screen
When a word is found, the definition screen shows the matched headword at the top and the definition text below, with a page counter for long definitions.
HTML dictionaries that declare `sametypesequence=h` use the EPUB text-layout engine for semantic formatting such as headings, bold, italics, lists, and line breaks. Images and CSS styling are ignored. Definitions that are too large or cannot be laid out within the available memory fall back to plain text.
- **Left/Right** or side **Up/Down** — previous / next page
- **Back** — return to word selection
+3 -10
View File
@@ -90,19 +90,12 @@ if (parsedSize != fileSize) {
## `section.bin`
### Version 37
### Version 35
Each file in `sections/*.bin` stores one laid-out spine section. The header is
also the cache-busting key: if any layout-affecting setting differs from the
current reader settings, the section is discarded and rebuilt.
Version 37 increases the fixed-size footnote href field from 96 to 256 bytes.
This changes each serialized footnote record from 128 to 288 bytes, so older
section caches must be discarded and rebuilt.
Version 36 invalidates cached word positions after ruby and CJK justification
layout changes.
Version 35 adds a header offset and a `uint32_t` entry per page for the
visible-text offset LUT. The other section LUTs remain unchanged.
@@ -142,10 +135,10 @@ import std.mem;
import std.string;
import std.core;
#define EXPECTED_VERSION 37
#define EXPECTED_VERSION 35
#define MAX_STRING_LENGTH 65535
#define FOOTNOTE_NUMBER_LEN 32
#define FOOTNOTE_HREF_LEN 256
#define FOOTNOTE_HREF_LEN 96
struct String {
u32 length [[hidden, comment("String byte length")]];
+1 -6
View File
@@ -802,12 +802,7 @@ int Epub::getSpineItemsCount() const {
return bookMetadataCache->getSpineCount();
}
size_t Epub::getCumulativeSpineItemSize(const int spineIndex) const {
if (!bookMetadataCache || !bookMetadataCache->isLoaded()) {
return 0;
}
return bookMetadataCache->getCumulativeSize(spineIndex);
}
size_t Epub::getCumulativeSpineItemSize(const int spineIndex) const { return getSpineItem(spineIndex).cumulativeSize; }
BookMetadataCache::SpineEntry Epub::getSpineItem(const int spineIndex) const {
if (!bookMetadataCache || !bookMetadataCache->isLoaded()) {
-19
View File
@@ -481,30 +481,11 @@ bool BookMetadataCache::load() {
serialization::readString(bookFile, coreMetadata.coverItemHref);
serialization::readString(bookFile, coreMetadata.textReferenceHref);
// Cache cumulative spine sizes in RAM. The progress bar (every render) and percent
// jumps otherwise pay 2 seeks + a heap-allocating SpineEntry read per access. Spine
// entries are stored contiguously in index order immediately after the LUTs, so read
// them in a single sequential pass.
cumulativeSizes.clear();
cumulativeSizes.reserve(spineCount);
const uint32_t lutSize = (static_cast<uint32_t>(spineCount) + tocCount) * sizeof(uint32_t);
bookFile.seek(lutOffset + lutSize);
for (uint16_t i = 0; i < spineCount; i++) {
cumulativeSizes.push_back(readSpineEntry(bookFile).cumulativeSize);
}
loaded = true;
LOG_DBG("BMC", "Loaded cache data: %d spine, %d TOC entries", spineCount, tocCount);
return true;
}
uint32_t BookMetadataCache::getCumulativeSize(const int index) const {
if (index < 0 || index >= static_cast<int>(cumulativeSizes.size())) {
return 0;
}
return cumulativeSizes[index];
}
BookMetadataCache::SpineEntry BookMetadataCache::getSpineEntry(const int index) {
if (!loaded) {
LOG_ERR("BMC", "getSpineEntry called but cache not loaded");
-9
View File
@@ -7,7 +7,6 @@
#include <deque>
#include <memory>
#include <string>
#include <vector>
class BookMetadataCache {
public:
@@ -63,11 +62,6 @@ class BookMetadataCache {
// wrapper serves whichever pass is active (spine, then toc).
std::unique_ptr<serialization::BufferedFileWriter> passOut;
// Cumulative spine sizes, cached in RAM at load() so progress/percent lookups are
// O(1) instead of 2 seeks + a heap-allocating SpineEntry read per access (4 bytes
// per spine item; <1KB for typical books).
std::vector<uint32_t> cumulativeSizes;
// Index for fast href→spineIndex lookup (used only for large EPUBs)
struct SpineHrefIndexEntry {
uint64_t hrefHash; // FNV-1a 64-bit hash
@@ -119,9 +113,6 @@ class BookMetadataCache {
bool load();
SpineEntry getSpineEntry(int index);
TocEntry getTocEntry(int index);
// Cumulative byte size up to and including the given spine item (0 if out of range
// or not loaded). Backed by the in-RAM cumulativeSizes cache populated in load().
uint32_t getCumulativeSize(int index) const;
int getSpineCount() const { return spineCount; }
int getTocCount() const { return tocCount; }
bool isLoaded() const { return loaded; }
+1 -4
View File
@@ -3,10 +3,7 @@
#include <cstring>
#define FOOTNOTE_NUMBER_LEN 32
#define FOOTNOTE_HREF_LEN 256
// ponytail: bumped from 96 to 256; calibre-generated EPUBs with long filenames
// and URL-encoded characters routinely exceed 96 chars (e.g.
// "Author-Title_split_NNN.html#_ftnN" encoded is ~150 chars).
#define FOOTNOTE_HREF_LEN 96
struct FootnoteEntry {
char number[FOOTNOTE_NUMBER_LEN];
+1 -3
View File
@@ -31,9 +31,7 @@ namespace {
// match. Keeps <br>-per-paragraph books (common CJK formatting) from
// re-adding container spacing at every paragraph.
// v35: Persist a uint32_t visible-text start offset for every page.
// v36: Ruby and CJK justification layout changes invalidate cached word positions.
// v37: Footnote href records grew from 96 to 256 bytes.
constexpr uint8_t SECTION_FILE_VERSION = 37;
constexpr uint8_t SECTION_FILE_VERSION = 36;
// Written into the version field while a build is in progress; patched to
// SECTION_FILE_VERSION only when the build is finalized. An abandoned /
// crash-interrupted .bin therefore carries version 0, which loadSectionFile rejects
-2
View File
@@ -357,7 +357,6 @@ void ImageBlock::render(GfxRenderer& renderer, const int x, const int y) {
// Try to render from cache first
std::string cachePath = getCachePath(imagePath);
if (renderFromCache(renderer, cachePath, x, y, width, height)) {
renderer.preserveImagePolarity(x, y, width, height);
return; // Successfully rendered from cache
}
@@ -420,7 +419,6 @@ void ImageBlock::render(GfxRenderer& renderer, const int x, const int y) {
return;
}
renderer.preserveImagePolarity(x, y, width, height);
LOG_DBG("IMG", "Decode successful");
}
+20 -72
View File
@@ -1,7 +1,6 @@
#include "GfxRenderer.h"
#include <BidiUtils.h>
#include <BoardConfig.h>
#include <BuildScratch.h>
#include <FontDecompressor.h>
#include <HalGPIO.h>
@@ -727,14 +726,11 @@ void GfxRenderer::drawRect(const int x, const int y, const int width, const int
// Border is inside the rectangle
void GfxRenderer::drawRect(const int x, const int y, const int width, const int height, const int lineWidth,
const bool state) const {
// Keep the border inside [x, x+width) like the thin overload: the previous
// right/bottom edges at x+width / y+height sat one pixel outside the rect,
// so stroked boxes looked shifted against fills computed from the rect.
for (int i = 0; i < lineWidth; i++) {
drawLine(x + i, y + i, x + width - 1 - i, y + i, state);
drawLine(x + width - 1 - i, y + i, x + width - 1 - i, y + height - 1 - i, state);
drawLine(x + width - 1 - i, y + height - 1 - i, x + i, y + height - 1 - i, state);
drawLine(x + i, y + height - 1 - i, x + i, y + i, state);
drawLine(x + i, y + i, x + width - i, y + i, state);
drawLine(x + width - i, y + i, x + width - i, y + height - i, state);
drawLine(x + width - i, y + height - i, x + i, y + height - i, state);
drawLine(x + i, y + height - i, x + i, y + i, state);
}
}
@@ -1358,12 +1354,6 @@ void GfxRenderer::drawBitmap(const Bitmap& bitmap, const int x, const int y, con
free(outputRow);
free(rowBytes);
const int sourceWidth = bitmap.getWidth() - cropPixX * 2;
const int sourceHeight = bitmap.getHeight() - cropPixY * 2;
const int renderedWidth = isScaled ? static_cast<int>(std::floor((sourceWidth - 1) * scale)) + 1 : sourceWidth;
const int renderedHeight = isScaled ? static_cast<int>(std::floor((sourceHeight - 1) * scale)) + 1 : sourceHeight;
preserveImagePolarity(x, y, renderedWidth, renderedHeight);
}
void GfxRenderer::drawBitmap1Bit(const Bitmap& bitmap, const int x, const int y, const int maxWidth,
@@ -1433,45 +1423,6 @@ void GfxRenderer::drawBitmap1Bit(const Bitmap& bitmap, const int x, const int y,
free(outputRow);
free(rowBytes);
const int renderedWidth =
isScaled ? static_cast<int>(std::floor((bitmap.getWidth() - 1) * scale)) + 1 : bitmap.getWidth();
const int renderedHeight =
isScaled ? static_cast<int>(std::floor((bitmap.getHeight() - 1) * scale)) + 1 : bitmap.getHeight();
preserveImagePolarity(x, y, renderedWidth, renderedHeight);
}
void GfxRenderer::preserveImagePolarity(const int x, const int y, const int width, const int height) const {
if (renderMode != BW || !display.isInverted() || _stripActive || !frameBuffer || width <= 0 || height <= 0) {
return;
}
int ax, ay, bx, by;
rotateCoordinates(orientation, x, y, &ax, &ay, panelWidth, panelHeight);
rotateCoordinates(orientation, x + width - 1, y + height - 1, &bx, &by, panelWidth, panelHeight);
int left = std::max(0, std::min(ax, bx));
int right = std::min(static_cast<int>(panelWidth) - 1, std::max(ax, bx));
int top = std::max(0, std::min(ay, by));
int bottom = std::min(static_cast<int>(panelHeight) - 1, std::max(ay, by));
if (left > right || top > bottom) return;
for (int row = top; row <= bottom; row++) {
uint8_t* rowData = frameBuffer + static_cast<uint32_t>(row) * panelWidthBytes;
int col = left;
while (col <= right && (col & 7) != 0) {
rowData[col >> 3] ^= static_cast<uint8_t>(0x80U >> (col & 7));
col++;
}
while (col + 7 <= right) {
rowData[col >> 3] ^= 0xFF;
col += 8;
}
while (col <= right) {
rowData[col >> 3] ^= static_cast<uint8_t>(0x80U >> (col & 7));
col++;
}
}
}
void GfxRenderer::fillPolygon(const int* xPoints, const int* yPoints, int numPoints, bool state) const {
@@ -2224,33 +2175,30 @@ void GfxRenderer::cleanupGrayscaleWithFrameBuffer() const {
}
void GfxRenderer::getOrientedViewableTRBL(int* outTop, int* outRight, int* outBottom, int* outLeft) const {
// Board truth: the bezel insets live in the active profile (panel-native
// portrait frame); this only rotates them into the current orientation.
const BoardConfig::ViewableInsets& vi = BoardConfig::ACTIVE.viewableInsets;
switch (orientation) {
case Portrait:
*outTop = vi.top;
*outRight = vi.right;
*outBottom = vi.bottom;
*outLeft = vi.left;
*outTop = VIEWABLE_MARGIN_TOP;
*outRight = VIEWABLE_MARGIN_RIGHT;
*outBottom = VIEWABLE_MARGIN_BOTTOM;
*outLeft = VIEWABLE_MARGIN_LEFT;
break;
case LandscapeClockwise:
*outTop = vi.left;
*outRight = vi.top;
*outBottom = vi.right;
*outLeft = vi.bottom;
*outTop = VIEWABLE_MARGIN_LEFT;
*outRight = VIEWABLE_MARGIN_TOP;
*outBottom = VIEWABLE_MARGIN_RIGHT;
*outLeft = VIEWABLE_MARGIN_BOTTOM;
break;
case PortraitInverted:
*outTop = vi.bottom;
*outRight = vi.left;
*outBottom = vi.top;
*outLeft = vi.right;
*outTop = VIEWABLE_MARGIN_BOTTOM;
*outRight = VIEWABLE_MARGIN_LEFT;
*outBottom = VIEWABLE_MARGIN_TOP;
*outLeft = VIEWABLE_MARGIN_RIGHT;
break;
case LandscapeCounterClockwise:
*outTop = vi.right;
*outRight = vi.bottom;
*outBottom = vi.left;
*outLeft = vi.top;
*outTop = VIEWABLE_MARGIN_RIGHT;
*outRight = VIEWABLE_MARGIN_BOTTOM;
*outBottom = VIEWABLE_MARGIN_LEFT;
*outLeft = VIEWABLE_MARGIN_TOP;
break;
}
}
+5 -3
View File
@@ -109,6 +109,11 @@ class GfxRenderer {
: display(halDisplay), renderMode(BW), orientation(Portrait), fadingFix(false) {}
~GfxRenderer() { freeBwBufferChunks(); }
static constexpr int VIEWABLE_MARGIN_TOP = 9;
static constexpr int VIEWABLE_MARGIN_RIGHT = 3;
static constexpr int VIEWABLE_MARGIN_BOTTOM = 3;
static constexpr int VIEWABLE_MARGIN_LEFT = 3;
// Setup
void begin(); // must be called right after display.begin()
void insertFont(int fontId, EpdFontFamily font);
@@ -224,9 +229,6 @@ class GfxRenderer {
void drawBitmap(const Bitmap& bitmap, int x, int y, int maxWidth, int maxHeight, float cropX = 0,
float cropY = 0) const;
void drawBitmap1Bit(const Bitmap& bitmap, int x, int y, int maxWidth, int maxHeight) const;
// Counter-invert content images in the logical framebuffer so output-level
// dark mode leaves their original polarity unchanged.
void preserveImagePolarity(int x, int y, int width, int height) const;
void fillPolygon(const int* xPoints, const int* yPoints, int numPoints, bool state = true) const;
// Snapshot / restore a screen-coordinate framebuffer region (byte-aligned in
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