Files
Jakub cf3c2c0353 fix(ui): revert corner-anchored context menus, centre unread badge, add room logout
- Context menus (PopupMenu, Nearby/QuickMsg call sites) go back to centring on
  screen; the header's discoverable-menu glyph stays, but dropping the popup
  out of its corner looked bad on some screens.
- Unread pill badge digit wasn't centred: Adafruit_GFX's classic built-in font
  (SH1106/SSD1306) always pads a measured string by one trailing advance
  column regardless of the glyph drawn, so centring on the raw width left 1px
  more slack on the right than the left. New DisplayDriver::
  textWidthTrailingGap() (0 by default) corrects for it on those two backends.
- On-device room Logout: mirrors the app's CMD_LOGOUT (drops keep-alive
  tracking, forgets the saved password) so a room can be deliberately signed
  out of from the Room options menu, not just re-logged-in.

Not build-verified — no PlatformIO toolchain available this session.
2026-07-10 16:01:14 +02:00

143 lines
6.3 KiB
C

#pragma once
#include <helpers/ui/DisplayDriver.h>
#include <Arduino.h>
#include "icons.h" // scalable scroll indicator (track + thumb), matches the rest of the UI
// Generic scrollable popup menu overlay.
// Caller owns item string lifetimes — addItem() stores const char* pointers.
// Navigation wraps around: up from first item goes to last, and vice versa.
struct PopupMenu {
static const int PM_MAX_ITEMS = 24;
const char* _items[PM_MAX_ITEMS];
int _count;
int _sel;
int _scroll;
int _visible; // caller hint (min visible items)
int _cap; // actual visible cap, updated each render()
bool active;
const char* _title;
enum Result { NONE, SELECTED, CANCELLED };
PopupMenu() : _count(0), _sel(0), _scroll(0), _visible(3), _cap(3), active(false), _title(nullptr) {}
void begin(const char* title, int visible = 3) {
_count = 0; _sel = 0; _scroll = 0;
_visible = visible; _cap = visible; active = true; _title = title;
}
void addItem(const char* item) {
if (_count < PM_MAX_ITEMS) _items[_count++] = item;
}
int render(DisplayDriver& display) {
// Everything is derived from the live font metrics so the box fits its
// content on every display — including landscape e-ink, where the font (and
// line height) is ~2x the OLED. Fixed pixel constants used to clip the text
// and leave the box the wrong size there.
const int lh = display.getLineHeight();
const int cw = display.getCharWidth();
const int sh = display.sepH(); // separator thickness (2px landscape e-ink, else 1)
const int item_h = lh + 2; // row pitch
const int pad = 4; // inner left/right padding
const int margin = 4; // gap to the screen edge
// Compact menu: rows tile straight under the separator (no header gap here —
// unlike full screens) so the selection bar fills its cell edge to edge.
const int title_h = lh + 2 + sh; // title text + scaled separator
// Hard ceiling: never show more rows than physically fit on screen.
int avail_h = display.height() - margin * 2 - title_h - 2;
int max_by_height = avail_h / item_h;
if (max_by_height < 1) max_by_height = 1;
_cap = max_by_height;
int vis = (_count < _cap) ? _count : _cap;
// render() is the single source of truth for _scroll: using the cap just
// computed from the live display height, keep the selection inside the
// visible window. handleInput() therefore never has to touch _scroll (and
// can't act on a stale _cap from before the first render).
if (_sel < _scroll) _scroll = _sel;
else if (_sel >= _scroll + vis) _scroll = _sel - vis + 1;
int max_scroll = _count - vis;
if (max_scroll < 0) max_scroll = 0;
if (_scroll > max_scroll) _scroll = max_scroll;
if (_scroll < 0) _scroll = 0;
bool can_scroll = (_count > vis);
// Right gutter for the scroll indicator column, plus a couple px of
// clearance from the box border (full-screen lists sit flush against the
// screen edge instead, so they don't need this extra margin).
int arrow_w = can_scroll ? (scrollIndicatorColWidth(display) + 2) : 0;
// Box width: widest of the title / all items, plus padding and the arrow
// gutter; clamped to the screen with a sane minimum.
int content_w = _title ? display.getTextWidth(_title) : 0;
for (int i = 0; i < _count; i++) {
int w = display.getTextWidth(_items[i]);
if (w > content_w) content_w = w;
}
int bw = content_w + pad * 2 + arrow_w;
int max_bw = display.width() - margin * 2;
if (bw > max_bw) bw = max_bw;
int min_bw = cw * 6 + pad * 2;
if (bw < min_bw) bw = min_bw;
if (bw > max_bw) bw = max_bw;
int bh = title_h + vis * item_h + 1; // +1 keeps the last row off the bottom border
// Centre on screen (clamped to the margins on small displays).
int bx = (display.width() - bw) / 2;
int by = (display.height() - bh) / 2;
if (bx < margin) bx = margin;
if (by < margin) by = margin;
display.setColor(DisplayDriver::DARK);
display.fillRect(bx, by, bw, bh);
display.setColor(DisplayDriver::LIGHT);
display.drawRect(bx, by, bw, bh);
if (_title) display.drawTextEllipsized(bx + pad, by + 1, bw - pad * 2, _title);
display.fillRect(bx, by + lh + 2, bw, sh); // separator just under the title; gap follows
int list_y = by + title_h;
int text_w = bw - pad * 2 - arrow_w;
if (text_w < cw) text_w = cw;
for (int i = 0; i < vis && (_scroll + i) < _count; i++) {
int idx = _scroll + i;
int py = list_y + i * item_h + 1;
if (idx == _sel) {
display.setColor(DisplayDriver::LIGHT);
// Stops short of the scroll-indicator gutter, like every other list's
// selection bar (e.g. drawList's row width - reserve) — otherwise the
// bar paints over the indicator's column instead of framing it.
display.fillRect(bx + 1, py - 1, bw - 2 - arrow_w, item_h);
display.setColor(DisplayDriver::DARK);
} else {
display.setColor(DisplayDriver::LIGHT);
}
display.drawTextEllipsized(bx + pad, py, text_w, _items[idx]);
display.setColor(DisplayDriver::LIGHT);
}
// Same proportional track + thumb indicator the rest of the UI uses,
// anchored to the box's own right edge (a couple px clear of the border)
// instead of the screen edge since this box floats centred on screen.
drawScrollIndicator(display, bx + bw - 2, list_y, vis * item_h, _count, vis, _scroll);
display.setColor(DisplayDriver::LIGHT);
return 50;
}
Result handleInput(char c) {
if (_count == 0) { active = false; return CANCELLED; }
// Selection only moves here; render() keeps it scrolled into view.
if (c == KEY_UP) { _sel = (_sel > 0) ? _sel - 1 : _count - 1; return NONE; }
if (c == KEY_DOWN) { _sel = (_sel < _count - 1) ? _sel + 1 : 0; return NONE; }
if (c == KEY_ENTER) { active = false; return SELECTED; }
if (c == KEY_CANCEL || c == KEY_CONTEXT_MENU) { active = false; return CANCELLED; }
return NONE;
}
int selectedIndex() const { return _sel; }
int count() const { return _count; }
void setSelected(int i) { if (i >= 0 && i < _count) _sel = i; }
};