graphics library refactoring and bugfixes
This commit is contained in:
65
graphics/elements/controls/push_button.lua
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65
graphics/elements/controls/push_button.lua
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-- Button Graphics Element
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local tcd = require("scada-common.tcallbackdsp")
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local element = require("graphics.element")
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---@class push_button_args
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---@field text string button text
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---@field callback function function to call on touch
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---@field min_width? integer text length + 2 if omitted
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---@field active_fg_bg? cpair foreground/background colors when pressed
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---@field parent graphics_element
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---@field x? integer 1 if omitted
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---@field y? integer 1 if omitted
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---@field height? integer parent height if omitted
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---@field fg_bg? cpair foreground/background colors
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-- new push button
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---@param args push_button_args
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local function push_button(args)
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assert(type(args.text) == "string", "graphics.elements.controls.push_button: text is a required field")
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assert(type(args.callback) == "function", "graphics.elements.controls.push_button: callback is a required field")
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-- single line
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args.height = 1
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local text_width = string.len(args.text)
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args.width = math.max(text_width + 2, args.min_width)
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-- create new graphics element base object
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local e = element.new(args)
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local h_pad = math.floor((e.frame.w - text_width) / 2)
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local v_pad = math.floor(e.frame.h / 2) + 1
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-- write the button text
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e.window.setCursorPos(h_pad, v_pad)
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e.window.write(args.text)
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-- handle touch
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---@param event monitor_touch monitor touch event
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---@diagnostic disable-next-line: unused-local
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function e.handle_touch(event)
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if args.active_fg_bg ~= nil then
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-- show as pressed
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e.window.setTextColor(args.active_fg_bg.fgd)
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e.window.setBackgroundColor(args.active_fg_bg.bkg)
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e.window.redraw()
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-- show as unpressed in 0.5 seconds
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tcd.dispatch(0.5, function ()
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e.window.setTextColor(e.fg_bg.fgd)
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e.window.setBackgroundColor(e.fg_bg.bkg)
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e.window.redraw()
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end)
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end
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-- call the touch callback
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args.callback()
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end
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return e.get()
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end
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return push_button
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91
graphics/elements/controls/spinbox_numeric.lua
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91
graphics/elements/controls/spinbox_numeric.lua
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-- Spinbox Numeric Graphics Element
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local element = require("graphics.element")
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local util = require("scada-common.util")
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---@class spinbox_args
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---@field default? number default value, defaults to 0.0
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---@field whole_num_precision integer number of whole number digits
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---@field fractional_precision integer number of fractional digits
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---@field arrow_fg_bg cpair arrow foreground/background colors
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---@field parent graphics_element
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---@field x? integer 1 if omitted
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---@field y? integer 1 if omitted
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---@field fg_bg? cpair foreground/background colors
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-- new spinbox control
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---@param args spinbox_args
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local function spinbox(args)
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-- properties
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local value = args.default or 0.0
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local digits = {}
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local wn_prec = args.whole_num_precision
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local fr_prec = args.fractional_precision
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local dec_point_x = args.whole_num_precision + 1
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assert(util.is_int(wn_prec), "graphics.element.controls.spinbox_numeric: whole number precision must be an integer")
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assert(util.is_int(fr_prec), "graphics.element.controls.spinbox_numeric: fractional precision must be an integer")
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assert(type(args.arrow_fg_bg) == "table", "graphics.element.spinbox_numeric: arrow_fg_bg is a required field")
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local initial_str = util.sprintf("%" .. wn_prec .. "." .. fr_prec .. "f", value)
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---@diagnostic disable-next-line: discard-returns
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initial_str:gsub("%d", function(char) table.insert(digits, char) end)
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-- determine widths
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args.width = wn_prec + fr_prec + util.trinary(fr_prec > 0, 1, 0)
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args.height = 3
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-- create new graphics element base object
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local e = element.new(args)
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-- draw the arrows
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e.window.setBackgroundColor(args.arrow_fg_bg.bkg)
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e.window.setTextColor(args.arrow_fg_bg.fgd)
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e.window.setCursorPos(1, 1)
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e.window.write(util.strrep("\x1e", wn_prec))
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e.window.setCursorPos(1, 3)
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e.window.write(util.strrep("\x1f", wn_prec))
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if fr_prec > 0 then
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e.window.setCursorPos(1, 1)
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e.window.write(" " .. util.strrep("\x1e", fr_prec))
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e.window.setCursorPos(1, 3)
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e.window.write(" " .. util.strrep("\x1f", fr_prec))
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end
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-- handle touch
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---@param event monitor_touch monitor touch event
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function e.handle_touch(event)
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-- only handle if on an increment or decrement arrow
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if event.x ~= dec_point_x then
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local idx = util.trinary(event.x > dec_point_x, event.x - 1, event.x)
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if event.y == 1 then
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-- increment
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digits[idx] = digits[idx] + 1
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elseif event.y == 3 then
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-- decrement
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digits[idx] = digits[idx] - 1
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end
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-- update value
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value = 0
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for i = 1, #digits do
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local pow = math.abs(wn_prec - i)
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if i <= wn_prec then
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value = value + (digits[i] * (10 ^ pow))
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else
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value = value + (digits[i] * (10 ^ -pow))
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end
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end
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end
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end
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-- get current value
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---@return number|integer
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function e.get_value() return value end
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return e.get()
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end
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return spinbox
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77
graphics/elements/controls/switch_button.lua
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77
graphics/elements/controls/switch_button.lua
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@@ -0,0 +1,77 @@
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-- Button Graphics Element
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local element = require("graphics.element")
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---@class switch_button_args
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---@field text string button text
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---@field callback function function to call on touch
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---@field default? boolean default state, defaults to off (false)
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---@field min_width? integer text length + 2 if omitted
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---@field active_fg_bg cpair foreground/background colors when pressed
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---@field parent graphics_element
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---@field x? integer 1 if omitted
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---@field y? integer 1 if omitted
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---@field height? integer parent height if omitted
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---@field fg_bg? cpair foreground/background colors
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-- new switch button (latch high/low)
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---@param args switch_button_args
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local function switch_button(args)
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assert(type(args.text) == "string", "graphics.elements.controls.switch_button: text is a required field")
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assert(type(args.callback) == "function", "graphics.elements.controls.switch_button: callback is a required field")
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assert(type(args.active_fg_bg) == "table", "graphics.elements.controls.switch_button: active_fg_bg is a required field")
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-- single line
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args.height = 1
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-- button state (convert nil to false if missing)
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local state = args.default or false
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-- determine widths
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local text_width = string.len(args.text)
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args.width = math.max(text_width + 2, args.min_width)
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-- create new graphics element base object
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local e = element.new(args)
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local h_pad = math.floor((e.frame.w - text_width) / 2)
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local v_pad = math.floor(e.frame.h / 2) + 1
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-- write the button text
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e.window.setCursorPos(h_pad, v_pad)
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e.window.write(args.text)
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-- show the button state
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local function draw_state()
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if state then
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-- show as pressed
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e.window.setTextColor(args.active_fg_bg.fgd)
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e.window.setBackgroundColor(args.active_fg_bg.bkg)
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else
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-- show as unpressed
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e.window.setTextColor(e.fg_bg.fgd)
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e.window.setBackgroundColor(e.fg_bg.bkg)
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end
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e.window.redraw()
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end
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-- initial draw
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draw_state()
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-- handle touch
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---@param event monitor_touch monitor touch event
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---@diagnostic disable-next-line: unused-local
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function e.handle_touch(event)
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-- toggle state
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state = not state
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draw_state()
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-- call the touch callback with state
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args.callback(state)
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end
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return e.get()
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end
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return switch_button
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