refactor(ui-core): move clock tools into ClockEngine; add Core event queue

Alarm / countdown / ring logic moves from UITask to ui-core/ClockEngine.h
unchanged. New ui-core/UiEvents.h: fixed-size Core -> frontend event
queue; UITask::tickCore() runs UiCore::loop() and reacts to ClockAlert /
ClockRingEnded (wake, alert overlay, melody). ClockToolsScreen API unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Jakub
2026-09-24 23:03:57 +02:00
co-authored by Claude Opus 5.5
parent 3b7aa28ff9
commit dd826a447e
7 changed files with 253 additions and 131 deletions
+35 -91
View File
@@ -1655,6 +1655,7 @@ void UITask::begin(DisplayDriver* display, SensorManager* sensors, NodePrefs* no
_ping_rtt_ms = 0;
_core = new UiCore(); // before any screen -- MessagesScreen binds to its history
_core->begin(node_prefs);
splash = new SplashScreen(this);
home = new HomeScreen(this, &rtc_clock, sensors, node_prefs);
syncLockToHome(); // booted locked (e.g. cover closed) → home starts on the LOCK page
@@ -1712,13 +1713,10 @@ void UITask::gotoGpioScreen() {
}
void UITask::gotoLiveShareScreen() { setCurrScreen(live_share_screen); }
// ── Clock tools engine (alarm / countdown / ring) ───────────────────────────
// Lives here, not in ClockToolsScreen, so it fires regardless of the current
// screen. The melody overrides mute (playMelody → buzzer.playForced); the ring
// auto-stops after CLOCK_RING_MS if no key dismisses it (see UITask::loop).
static const char* CLOCK_ALARM_MELODY = "alarm:d=8,o=6,b=125:c,c,c,c,p,c,c,c,c,p";
static const uint32_t CLOCK_RING_MS = 60000;
static const uint32_t CLOCK_ALARM_CATCHUP_SECS = 6 * 3600; // fire late up to 6 h, else reschedule
// ── Clock tools (engine in ui-core/ClockEngine.h) ───────────────────────────
// The melody overrides mute (playMelody → buzzer.playForced); the ring
// auto-stops after ClockEngine::RING_MS if no key dismisses it (see loop()).
static const char* CLOCK_ALARM_MELODY = "alarm:d=8,o=6,b=125:c,c,c,c,p,c,c,c,c,p";
void UITask::wakeForAlarm() {
if (_display != NULL) _display->turnOn();
@@ -1726,92 +1724,38 @@ void UITask::wakeForAlarm() {
// back off once _lock_wake_until is in the past — which it always is by the
// time an alarm fires. Hold the wake window open for the whole ring so the
// lock screen (and its alert overlay) stays visible while ringing.
if (_locked) _lock_wake_until = millis() + CLOCK_RING_MS;
if (_locked) _lock_wake_until = millis() + ClockEngine::RING_MS;
_next_refresh = 0; // draw the alert overlay immediately
}
// Next absolute wall instant matching alarm_hour:alarm_min in local time,
// strictly after now_wall (an alarm set to the current minute waits a day).
// With alarm_repeat_mask == 0 that's just tomorrow's occurrence (one-shot).
// With a repeat mask set, scan today..+6 days for the next weekday whose bit
// is set (struct tm's tm_wday convention, same as the mask) — today counts
// only if its time hasn't already passed.
uint32_t UITask::computeAlarmNextFire(uint32_t now_wall) const {
int tz = _node_prefs ? _node_prefs->tz_offset_hours : 0;
int64_t now_local = (int64_t)now_wall + (int64_t)tz * 3600;
time_t t = (time_t)now_local;
struct tm* ti = gmtime(&t);
int64_t sod = ti->tm_hour * 3600 + ti->tm_min * 60 + ti->tm_sec; // secs since local midnight
int64_t midnight = now_local - sod;
int64_t time_of_day = (int64_t)_node_prefs->alarm_hour * 3600 + (int64_t)_node_prefs->alarm_min * 60;
uint8_t mask = _node_prefs->alarm_repeat_mask;
if (mask != 0) {
for (int d = 0; d < 7; d++) {
if (mask & (1 << ((ti->tm_wday + d) % 7))) {
int64_t target = midnight + (int64_t)d * 86400 + time_of_day;
if (target > now_local) return (uint32_t)(target - (int64_t)tz * 3600);
}
void UITask::onAlarmChanged() { _core->clock.onAlarmChanged(); }
void UITask::startTimer(uint32_t duration_ms) { _core->clock.startTimer(duration_ms); }
void UITask::stopTimer() { _core->clock.stopTimer(); }
bool UITask::isTimerRunning() const { return _core->clock.isTimerRunning(); }
uint32_t UITask::timerRemainingMs() const { return _core->clock.timerRemainingMs(); }
bool UITask::isRinging() const { return _core->clock.isRinging(); }
void UITask::dismissRing() { stopMelody(); _core->clock.dismissRing(); clearAlert(); }
void UITask::tickCore() {
_core->loop();
UiEvent ev;
while (_core->events.pop(ev)) {
switch (ev.type) {
case UiEventType::ClockAlert:
wakeForAlarm();
showAlert(ev.text, ClockEngine::RING_MS);
playMelody(CLOCK_ALARM_MELODY);
break;
case UiEventType::ClockRingEnded:
stopMelody();
clearAlert();
break;
default:
break;
}
// Mask had no bit set (shouldn't happen — the UI only offers non-empty
// presets) — fall through to the one-shot calculation so it still fires.
}
int64_t target = midnight + time_of_day;
if (target <= now_local) target += 86400;
return (uint32_t)(target - (int64_t)tz * 3600);
}
void UITask::fireClockAlert(const char* label) {
snprintf(_ring_label, sizeof(_ring_label), "%s", label);
_ringing = true;
_ring_until_ms = millis() + CLOCK_RING_MS;
wakeForAlarm();
showAlert(label, CLOCK_RING_MS);
playMelody(CLOCK_ALARM_MELODY);
}
void UITask::evaluateAlarm() {
if (!_node_prefs || !_node_prefs->alarm_on) return;
uint32_t now_ms = millis();
if (now_ms - _alarm_check_ms < 500) return; // ~2 Hz is plenty for a minute alarm
_alarm_check_ms = now_ms;
uint32_t now_wall = rtc_clock.getCurrentTime();
if (now_wall < 1000000000UL) return; // need a real time sync first
if (_alarm_next_fire == 0) _alarm_next_fire = computeAlarmNextFire(now_wall);
if (now_wall < _alarm_next_fire) return;
if (now_wall - _alarm_next_fire < CLOCK_ALARM_CATCHUP_SECS) {
char lbl[20];
snprintf(lbl, sizeof(lbl), "Alarm %02d:%02d", _node_prefs->alarm_hour, _node_prefs->alarm_min);
if (_node_prefs->alarm_repeat_mask == 0) {
_node_prefs->alarm_on = 0; // one-shot
bool dirty = true; savePrefsIfDirty(dirty);
}
// Repeating: alarm_on stays set: computeAlarmNextFire() re-arms it for the
// next matching weekday below.
_alarm_next_fire = 0;
fireClockAlert(lbl);
} else {
// Clock jumped implausibly far past the target — reschedule rather than
// ringing absurdly late.
_alarm_next_fire = computeAlarmNextFire(now_wall);
}
}
void UITask::tickClockTools() {
uint32_t now_ms = millis();
// Ring maintenance: repeat the melody until dismissed or the window elapses.
// Signed-difference compares (like the trail/loc-share timers) so deadlines
// landing past the millis() rollover don't read as already elapsed.
if (_ringing) {
if ((int32_t)(now_ms - _ring_until_ms) >= 0) { stopMelody(); _ringing = false; clearAlert(); }
else if (!isMelodyPlaying()) playMelody(CLOCK_ALARM_MELODY);
}
// Countdown timer (millis — sync-immune).
if (_timer_running && (int32_t)(now_ms - _timer_deadline_ms) >= 0) {
_timer_running = false;
fireClockAlert("Timer done");
}
// Alarm (wall clock — absolute schedule for sync robustness).
evaluateAlarm();
// Repeat the ring melody until dismissed or the ring window elapses.
if (_core->clock.isRinging() && !isMelodyPlaying()) playMelody(CLOCK_ALARM_MELODY);
}
// Ringtone takes a slot argument that onShow() can't carry — pass it after the
@@ -2847,9 +2791,9 @@ void UITask::loop() {
if (curr) curr->poll();
// Alarm + countdown run regardless of the current screen / display state, so
// they're driven here (not via the current screen's poll()).
tickClockTools();
// UI Core engines (alarm + countdown, …) run regardless of the current screen
// / display state, so they're driven here (not via the current screen's poll()).
tickCore();
if (_display != NULL && _display->isOn()) {
if (_locked && (int32_t)(millis() - _lock_wake_until) >= 0) {