Commit Graph
10 Commits
Author SHA1 Message Date
JakubandClaude Opus 5.5 6d82da877e feat(ui-core,ui-lvgl): room sessions and contact helpers in the Core, L2 rooms, conversation options, message actions
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 20:27:32 +02:00
JakubandClaude Opus 5.5 64321bf12b feat(ui-lvgl): offline raster map from the microSD
Map screen (Home > Map): Web-Mercator tiles from /maps/{z}/{x}/{y}.png on
the card (Meshtastic MUI layout; per-column TPK1 .pak also read), drag to
pan, +/- zoom, re-centre/follow GPS, Nearby nodes with a position as
markers opening node detail. Tiles decode one per loop pass into a
12-slot RGB565 cache in PSRAM. map/TileProvider.h is the swap point for a
later vector renderer: the screen only calls renderTile(). The tile set's
credit line comes from maps/attribution.txt.

L2 mounts the card over SDMMC 1-bit (CLK 2, CMD 3, D0 1). LVGL's lodepng
is enabled; note its LVGL patch returns an lv_draw_buf_t*, not pixels.
LVGL pool 2 MB for PNG decoding. Fonts gain map / users icons.

tools/maps/fetch_tiles.py prepares a card for an area (presets for
Poland), requires an explicit tile URL (tile.openstreetmap.org blocks
offline use) and stops on placeholder images. The LVGL sim preloads
web/maps into the L2's /sdcard and puts its GPS on Kraków.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 10:57:46 +02:00
JakubandClaude Opus 5.5 3e5ccd28c7 feat(ui-lvgl): Nearby screen, node detail, scan popup; NearbyModel in the Core
ui-core/NearbyModel.h builds the Nearby list (contacts + live [LOC] shares
+ heard adverts, or discover-scan results) with type filter and sort,
moved verbatim out of ui-new's NearbyScreen, which now inherits it.

ui-lvgl: Home is three tiles (Messages, Nearby, Settings). Nearby lists
known nodes with filter chips and a Dist/Recent toggle; tapping a row opens
node detail (distance/bearing, position, last heard, ID) with Message,
Ping, favourite, Add and two-tap Delete. Scan is a popup over the list
with its own model: nodes in range now, not the known set. Fonts gain the
FontAwesome star for favourites. The LVGL sim page adds an optional
repeater so Scan has something to find.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 00:53:23 +02:00
JakubandClaude Opus 5.5 87fad71af3 feat(ui-lvgl): 320x240 browser simulator, compose field fixes
Simulator: SIM_UI=lvgl variants/sim/build_wasm.sh builds ui-lvgl for the
browser. SimLcdDisplay blits LVGL's RGB565 flush to a 320x240 canvas and
LvglPort.h's sim branch feeds the mouse in as touch; LVGL comes from the
L2 env's libdeps, its objects cached in web/build/obj_lvgl/. web/lvgl.html
runs it beside a ui-new peer on a direct link, with a window.sim API for
headless checks. New hooks: sim_lcd_touch, sim_lcd_button,
sim_test_send_channel_msg.

Compose: the theme's padding left less than one line in the field, so it
scrolled vertically and text jumped; pad it to fit exactly one line. The
cursor is drawn only while FOCUSED, now set while the keyboard is up.
With the keyboard up the screen header hides so the conversation keeps a
message in view; the accent popup stays inside the keyboard, clear of the
field; channel bubbles put the age next to the sender (one line shorter);
the thread scrollbar shows only while scrolling.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 00:36:26 +02:00
JakubandClaude Sonnet 5 b2cf459460 fix(sim): text-width/render bugs, splash version, wasm-fetch error, battery lag
Code-review pass over the buzzer/sim commits turned up several real bugs,
plus two issues found afterward from manual browser testing:

Rendering (SimDisplayDriverCanvas, variants/sim/SimDisplayDriver.h + target.cpp):
- getTextWidth() measured UTF-8 BYTES (strlen()*6), not codepoints. Since
  b067e95b stopped stripping accents, any accented string now measures
  double its real width -- mis-centred titles, premature ellipsis/marquee,
  badges pushed off-screen. Now uses the real MiscFixedRenderer measurement
  (miscFixedTextWidth()), same as SH1106Display/SSD1306Display.
- Added the matching getCodepointWidth() override (O(1) single-glyph
  advance), same pattern as SSD1306Display.
- isSingleFont() was left at the base class's `false`, though this backend
  only ever renders MiscFixed -- UITask.cpp's status-bar indicator height
  keys off this (`lh-2` vs `lh`), so the sim drew it 2px taller than a real
  board.
- print() blitted the full 128x64 canvas on every call (dozens per frame,
  60fps) -- now tracks a dirty bounding box and only clears/blits the
  region actually touched.

Web Audio (buzzer bridge, index.html + mesh.html):
- No AudioContext.resume() -- a context created (or later suspended) in the
  'suspended' state (Safari/Firefox, or any browser backgrounding the tab)
  stayed silent forever. Now resumed on every gesture.
- linearRampToValueAtTime with no anchoring setValueAtTime interpolates
  from the LAST scheduled event, not "now" -- so the anti-click ramps could
  effectively snap instead of fading. Fixed with cancelScheduledValues +
  setValueAtTime(current) before each ramp.
- mesh.html: a gesture only armed the clicked instance's audio. Click A,
  send A->B, and B (the one actually meant to beep on receipt) stayed
  silent. Now any gesture arms both A and B.
- RTTTL rests (freq=0, still "playing") now explicitly hold pitch and drop
  gain instead of it happening to work by coincidence.

Misc: sim_test_get_num_contacts() was missing the g_sim_ready gate every
other sim_test_* hook has, so it could return a bogus negative count before
setup() finishes seeding num_contacts.

Splash screen missing "Solo <version>" bar: variants/sim never defined
FIRMWARE_SOLO_BUILD (every real Solo board does), so SplashScreen silently
skipped that whole line -- the sim looked like a plain non-Solo companion
build. Added -D FIRMWARE_SOLO_BUILD=1 to platformio.ini and build_wasm.sh.
Verified on a real canvas screenshot: "MESHCORE 1.17.1 / 19 Aug 2026 /
Solo v1.27".

Wasm-fetch error message: "failed to start: RuntimeError: Aborted(both
async and sync fetching of the wasm failed)" is Emscripten's own opaque
message for the single most common real cause -- the page opened via
file://...index.html instead of served over http(s) (fetch() on a local
file is blocked by CORS in both Chrome and Safari, confirmed by reproducing
the exact same error/stack via file://). Both harnesses now detect
location.protocol === 'file:' and show an actionable message with the
one-line fix instead of the raw stack trace.

Battery-set latency: SimMainBoard's battery value is an exact, instantaneous
JS-set integer (see sim_battery_set_mv()), but UITask's battery-check code
polls it every 8s and runs it through an EMA (alpha=0.2) meant to smooth a
REAL board's noisy ADC -- so a value typed into the demo UI could take tens
of seconds to visibly settle. SIM_PLATFORM now checks every 250ms and skips
the EMA (nothing to smooth), since the reading is already clean. Measured
on real canvas pixels: indicator update now lands within one screen-refresh
cycle instead of up to 8s+.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-03 19:32:23 +02:00
JakubandClaude Sonnet 5 f61d6832a7 feat(sim): real buzzer/RTTTL sound via Web Audio
genericBuzzer (src/helpers/ui/buzzer.h/.cpp) gets a third platform branch,
#elif defined(SIM_PLATFORM), alongside the existing NRF52 (direct PWM) and
NonBlockingRtttl paths -- purely additive, no changes to either real-hardware
branch. It reuses the NRF52 branch's already hardware-free RTTTL parser
(_parseHeader/_parseNext/_noteFreq, now shared via a widened guard) but
tracks (current frequency, note-end-time) instead of touching real PWM/timer
registers, advancing on plain millis() polling from loop() -- same
non-blocking shape UITask already drives every tick.

Wired into the sim build the same way every real board sets its buzzer pin
(-D PIN_BUZZER=<n> in build_flags/DEFINES; here it's a dummy sentinel since
there's no real pin, just something to activate the existing #ifdef
PIN_BUZZER guards in UITask.h/.cpp/SoundNotifier.h unchanged), plus two new
small UITask accessors (isBuzzerPlaying/buzzerFreqHz/buzzerVolume) and three
EMSCRIPTEN_KEEPALIVE exports so a host page can poll the buzzer's state.

Browser side: one Web Audio oscillator+gain per companion instance (index.html
single-instance; mesh.html per A/B, not R which is headless), created lazily
on the first real user gesture (AudioContext autoplay policy), polled every
20ms and mapped to the oscillator frequency/gain -- so every notification
sound, ringtone, alarm, and volume-blip that already worked on real hardware
now actually produces audio in the browser, unchanged at the call-site level.

Verified end-to-end with real RTTTL playback traces (not just "no errors"):
the startup jingle's exact note frequencies (C6/E6/G6) and a real DM-received
notification triggering the receiving instance's Web Audio gain node from 0
to its mapped volume and back, matching the actual "MsgRcv3" melody's notes.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-03 13:59:26 +02:00
JakubandClaude Sonnet 5 97a86216c6 feat(sim): board feature parity (reset/GPS/sensors/admin/keyboard) + input fixes
Rounds out the browser sim harness with the rest of the physical board's
interactions: a reset button (JS-driven, since board.reboot() is inert
under -sEXIT_RUNTIME=0), GPS input wired into a real LocationProvider via
new SimSensorManager, JS-settable battery/environment telemetry, an
admin/repeater-login test hook (sendRoomLogin against the default
"password"), and full physical-keyboard text entry (printable ASCII
passthrough into the existing KeyboardWidget, Tab->KEY_KB_ENTER submit).

Also fixes three real bugs found while exercising all of this in a real
browser:
- UITask.cpp's native-only stdin poll branch had no __EMSCRIPTEN__
  exclusion, so it also compiled into the wasm build and called a real,
  blocking window.prompt() on nearly every frame -- the actual cause of
  the reported time/controls jumping. Now gated to native only.
- 'n'/'p' were mapped as Next/Prev keyboard shortcuts, colliding with
  typing those literal letters. Removed the shortcuts; added explicit
  Next/Prev buttons to mesh.html (previously relied solely on them).
- Buttons grabbed native browser keyboard focus on click, so a later
  stray Enter/Space could silently re-trigger a previously-clicked button
  (e.g. Reset). mousedown now calls preventDefault() on all buttons.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-03 11:31:42 +02:00
JakubandClaude Sonnet 5 725e3b715e feat(sim): long-press context menu + pixel-perfect real font rendering
Two prototype polish fixes ahead of the website embed work:

1. Holding Enter (the sim's main way into "the rest of the options") did
   nothing -- the JS bridge's sim_enqueue_key() went straight to
   enqueueKey(), bypassing UITask::handleLongPress() entirely, so
   KEY_CONTEXT_MENU could never be reached. Add injectSimKeyLongPress()/
   sim_enqueue_key_longpress(), which does route through the real
   handleLongPress() (same code a real MomentaryButton(pin, 1000, ...)
   reaches), and wire up press-and-hold (buttons + Enter/Space key) in both
   web harnesses with the same 1000ms threshold real hardware uses.

2. SimDisplayDriverCanvas::print() drew text with the browser's own system
   font (ctx.fillText, '8px monospace') instead of the real bitmap font a
   MeshCore-Solo board renders with OLED_MISC_FIXED_FONT=1 (see
   solo/heltec_v3/platformio.ini). Vendor the real Adafruit_GFX (unmodified,
   from the same PlatformIO registry package a real board build pulls) into
   variants/sim/thirdparty/gfx/, and render print() through the real,
   shared src/helpers/ui/MiscFixedRenderer.h + MiscFixedFont.h -- byte-
   identical glyphs to real hardware, not a look-alike.

Verified in a real Chromium (Playwright): short Enter -> "CLOCK TOOLS",
held Enter -> "CLOCK FIELDS" (gotoDashboardConfig(), proving
KEY_CONTEXT_MENU is really reached); font renders as hard square pixels,
inverse/selected-row text still punches correctly through a filled bar.
Full regression re-run clean: all 3 native envs, wasm companion_radio, and
the two-instance + repeater mesh demo (relay routing, DM delivery).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-03 10:06:44 +02:00
JakubandClaude Sonnet 5 9cfb58a60b feat(sim): two-device messaging + repeater relay over a JS ether
Ports examples/simple_repeater to variants/sim/ (new sim_simple_repeater
native env + build_wasm_repeater.sh) and adds a JS "ether"
(variants/sim/web/mesh.html) that bridges two real companion_radio WASM
instances through a real simple_repeater instance in a strict A<->R<->B
topology (no direct A-B link), proving genuine relay routing rather than
a shortcut.

Also fixes multi-instance issues Phase 2's single-instance design never
surfaced: SimDisplayDriver's canvas context/id caching was keyed on a
single global instead of per-instance, and both wasm builds were missing
_malloc/_free/HEAPU8 runtime exports needed for the ether to poke bytes
into an instance's memory.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-03 09:14:15 +02:00
Jakub 8f4c92a217 feat(sim): add variants/sim/ — real companion_radio firmware on native + Emscripten
New board variant compiling the unmodified MyMesh/UITask/DataStore app
logic against real mesh::Radio/MainBoard/RTCClock/RNG interfaces, for
running the actual firmware outside embedded hardware:

- Native (plain g++, platform = native): ASCII-art display over stdout,
  stdin-driven input, local-disk-backed DataStore/IdentityStore.
- Emscripten/WASM (variants/sim/build_wasm.sh, since PlatformIO's native
  platform force-overrides any CC/CXX toolchain override back to system
  clang++): canvas-backed display, IDBFS-backed persistence across page
  reloads, JS-callable input via sim_enqueue_key(), emscripten_set_main_loop.

Real rweather/Crypto (AES128/SHA256/Ed25519) vendored unmodified and
proven working on both targets. variants/sim/web/index.html is a bare
verification harness, not the polished website embed.
2026-09-03 00:46:47 +02:00