Shared hardware-independent UI Core (engines, models, declarative settings schema) behind MyMesh's AbstractUITask, with ui-lvgl (rich, Wio Tracker L2 first) and ui-new (lite, OLED/e-ink/nRF52) as frontends. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
8.3 KiB
UI Core + frontends — design
Status: 📋 draft for review (2026-09-24). Branch: wio-tracker-l2.
Why
The Wio Tracker L2 (320×240 colour touch LCD, no joystick) gets a new LVGL 9
interface. Rather than a second, parallel copy of everything Solo does, the
application logic moves out of ui-new into a hardware-independent UI Core
that every frontend shares:
| Frontend | Devices | Toolkit | Input |
|---|---|---|---|
ui-lvgl (rich) |
Wio Tracker L2 first; later other ESP32-S3 colour boards | LVGL 9 | pointer (touch) + focus (buttons, CardKB) |
ui-new (lite) |
OLED / e-ink / nRF52 (Wio L1, T-Echo Lite, Heltec, …) | DisplayDriver |
focus (joystick, buttons, CardKB) |
A feature written once in the Core (live share, locator, unread tracking, a new
setting) then shows up on both. ui-new is not rewritten: it is re-pointed at
the Core and stays the lite frontend.
Non-goals: changing the mesh protocol, MyMesh, persistence formats
(NodePrefs layout, /scopes1, trail files), or the companion app protocol.
Current state
ui-new is 18.5k lines. UITask implements AbstractUITask (the interface
MyMesh calls into) and hosts the screens, so logic and drawing are
interleaved. Classified:
Models — already UI-free, move as-is
MessageHistory.h— channel (48) / DM (32) rings, unread counters + overflow flags.Trail.h/TrailStore, waypoints (WaypointsViewstorage half),ScopeList.h.
Engines — logic living inside UITask.cpp / UITask.h
- Unread tracking — DM unread table (
_dm_unread_table,newMsg,addDMMsg,reconcileDMUnread), room unread. - Notifications —
showAlert,notify,SoundNotifier, LED (userLedHandler), wake-on-message (checkDisplayOn, auto-off). - Live share — session timer, movement/heartbeat gate,
sendLocationShare, scope guard,onSharedLocation/live-track expiry. - Locator — geofence state machine, proximity beeper (
evaluateLocator,fireLocator, targets). - Trail — sampling, auto-pause, low-battery auto-save.
- Course over ground —
pushCogFix,currentCourse,currentLocation. - Clock tools — alarm / countdown / ring (
evaluateAlarm,tickClockTools,fireClockAlert). - Ping —
startPing,handlePingResult. - Device controls — GPS on/off, GPIO (
setGpioMode, bot GPIO), buzzer mode/volume, brightness, radio apply (applyTxPower,applyApc,applyRadioParams, …). - Bot hooks —
botSetGPS,botBuzz,botSetGPIO, …
Screen-embedded logic (harder to extract)
SettingsScreen.h(1.3k lines) — ~40 items, each with inline get/format/step/apply code.NearbyScreen.h— contact discovery/sorting;AdminScreen.h— repeater admin session;BotScreen.h;RepeaterScreen.h;MessagesScreen.h(2.6k lines) — list ordering, favourites, context-menu actions mixed with rendering.
Pure view / widgets — stay in ui-new
- Rendering of every screen,
KeyboardWidget,PopupMenu,AccordionList,TabBar,icons.h,GfxUtils.h, marquee, badges.
Architecture
MyMesh ──(AbstractUITask callbacks)──► UiCore ──events──► Frontend (ui-new | ui-lvgl)
▲ │ ▲ │
└──────────── mesh actions ────────────┘ └──── actions ─────┘
engines, models, settings schema
Platform services (per board): Sound, DisplayPower, Input sources, Led
1. UiCore owns the mesh-facing interface
UiCore implements AbstractUITask. MyMesh keeps calling exactly the same
methods; they land in the Core, which updates models/engines and emits events.
The frontend no longer implements AbstractUITask at all. This is the single
point that makes both frontends receive identical behaviour.
2. Engines
One class per engine from the inventory above, each with begin(prefs, …),
loop(now_ms) and a small public API. No drawing, no DisplayDriver, no
screen pointers. Engines that need to show something emit an event
(AlertRequested{text, ms}, LocShareEnded, AlarmFired, …) instead of
calling showAlert() directly.
Constraints (the lite frontend runs on nRF52 with ~215 KB flash / ~65 KB RAM
free): no heap allocation, no RTTI/exceptions, no STL containers, fixed-size
buffers — the same rules ui-new follows today. Extraction must be roughly
size-neutral on WioTrackerL1_companion_solo_dual.
3. Events: Core → frontend
A small fixed-size queue of tagged events plus coarse dirty flags
(DIRTY_MESSAGES, DIRTY_CONTACTS, DIRTY_STATUS, …). The frontend drains
the queue in its loop() and redraws what is dirty. No callbacks into the
frontend from inside mesh processing — which also keeps the e-ink busy-wait
pump rule ("never re-enter UI code from the radio path") trivially true.
4. Actions: frontend → Core
Plain methods on the Core facade: sendDM, sendChannelMsg, markRead,
setLiveShare, setLocatorTarget, toggleGps, startPing, … Both frontends
call the same ones, so e.g. "marking a channel read" has one implementation.
5. Declarative settings schema
Replaces the per-item code in SettingsScreen:
struct SettingDef {
const char* id; // stable key, also used for search / CLI
const char* label;
uint8_t section; // Radio / System / Display / …
SettingType type; // Bool, Enum, Int, Text, Action
// accessors over NodePrefs; enum labels; min/max/step
int (*get)(const NodePrefs&);
void (*set)(NodePrefs&, int);
const char* (*label_for)(int v); // Enum/Int formatting
bool (*visible)(const NodePrefs&); // build- or state-dependent rows
bool (*locked)(const NodePrefs&, const char** why); // "Off while repeating"
void (*apply)(UiCore&); // side effect after set (radio, display…)
};
ui-new renders it as today's accordion list; ui-lvgl as switches, dropdowns
and sliders. Build-time gating (FEAT_*) stays in the table via #if, so a
hidden row costs no flash.
6. Platform services
Per-board implementations behind small interfaces: Sound (buzzer PWM today;
I2S ES8311 tone generator on L2), DisplayPower (auto-off, brightness), Led,
and input sources. Input reaches frontends in two forms: focus keys (the
existing KEY_* codes — joystick, buttons, CardKB) and pointer events
(down/move/up with coordinates — touch). LVGL consumes both natively; ui-new
consumes keys only.
ui-lvgl specifics
- LVGL 9 (pinned), memory in a PSRAM pool; partial-render buffers in internal RAM, flush over QSPI via LovyanGFX.
- Theme tokens (colours, spacing, typography) in one place — the first chance to realise the "Amber Trace" direction in colour.
- Fonts with full Latin/Polish/Cyrillic coverage.
- Runs in the WASM sim at 320×240 with mouse as touch, so most UI work needs no flashing.
- PR #3381's LVGL UI is a reference for platform glue (flush, GT911, PSRAM pool) only; its screens are not adopted.
Migration plan
Each step keeps WioTrackerL1_companion_solo_dual behaviour identical and is
checked in the sim plus on L1 hardware before the next one.
- Skeleton.
examples/companion_radio/ui-core/; add it to every solo env'sbuild_src_filter/ include path. MoveMessageHistory+ DM unread tracking into it;ui-newuses them through the Core. - Engines, one per commit. Clock tools → ping → course-over-ground → live share → locator → trail → notifications.
UITaskshrinks to screen management + drawing. - Flip the interface.
UiCoreimplementsAbstractUITask;ui-new'sUITaskbecomes a frontend fed by events. - Settings schema. Convert
SettingsScreensection by section. ui-lvglskeleton for L2 + sim target: boot, home, message list/conversation, keyboard. Then screens by priority.- Contacts/Nearby, Admin, Bot logic extraction as the LVGL screens for them are built.
Decisions
- Upstream merge cost accepted (2026-09-24). Moving code out of
ui-newwill conflict with upstream edits to the same files; this fork'sui-newis already heavily diverged, and upstream is itself working toward a larger UI abstraction — revisit alignment when that lands. - Scope is UI only (2026-09-24). The settings schema and event queue serve the on-device frontends; CLI and companion-app settings/push paths are untouched for now.