- Side button held + top button saves the screen, popups and toasts included,
to /sdcard/screenshots/scr_NNNN.bmp (24-bit BMP). The flush callbacks copy
one forced full re-render into a PSRAM buffer. A white flash and a toast
confirm it. The side button's mute now fires on release, so holding it a
little long before the top button doesn't also mute. In the sim, the page's
Screenshot button downloads the file.
- The lock screen goes dark after 30 s even with auto-off at Never (a boot
PIN, a pocket wake-up, a message), and sooner if auto-off is shorter.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- genericBuzzer I2S path (BUZZER_I2S): an audio task synthesises the notes
with eased edges and keeps the DMA queue fed with silence between sounds;
ES8311 setup; amp powered through the board only around sounds
- ui-core/SoundControl.h (mode, volume, built-in sounds, melody model),
SoundNotifier moved to the Core, chanctl::melody, schema Sound page
- L2: notifications, alarm / timer ring, locator sounds, Settings > Sound,
melody editor with the playing note lit, per-chat sound, mute icon
- noteIndex() on every buzzer backend; scrolling popups past screen height
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
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>
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>