#387 handle resizing, improved reconnect handling, fixed disconnect detection bug
This commit is contained in:
@@ -242,43 +242,43 @@ function renderer.ui_ready() return engine.ui_ready end
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function renderer.handle_disconnect(device)
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local is_used = false
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if engine.monitors ~= nil then
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if engine.monitors.primary == device then
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if engine.ui.main_display ~= nil then
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-- delete element tree and clear root UI elements
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engine.ui.main_display.delete()
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end
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if not engine.monitors then return false end
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is_used = true
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engine.monitors.primary = nil
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engine.ui.main_display = nil
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if engine.monitors.primary == device then
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if engine.ui.main_display ~= nil then
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-- delete element tree and clear root UI elements
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engine.ui.main_display.delete()
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end
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iocontrol.fp_monitor_state("main", false)
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elseif engine.monitors.flow == device then
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if engine.ui.flow_display ~= nil then
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-- delete element tree and clear root UI elements
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engine.ui.flow_display.delete()
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end
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is_used = true
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engine.monitors.primary = nil
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engine.ui.main_display = nil
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is_used = true
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engine.monitors.flow = nil
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engine.ui.flow_display = nil
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iocontrol.fp_monitor_state("main", false)
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elseif engine.monitors.flow == device then
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if engine.ui.flow_display ~= nil then
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-- delete element tree and clear root UI elements
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engine.ui.flow_display.delete()
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end
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iocontrol.fp_monitor_state("flow", false)
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else
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for idx, monitor in pairs(engine.monitors.unit_displays) do
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if monitor == device then
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if engine.ui.unit_displays[idx] ~= nil then
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engine.ui.unit_displays[idx].delete()
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end
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is_used = true
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engine.monitors.flow = nil
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engine.ui.flow_display = nil
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is_used = true
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engine.monitors.unit_displays[idx] = nil
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engine.ui.unit_displays[idx] = nil
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iocontrol.fp_monitor_state(idx, false)
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break
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iocontrol.fp_monitor_state("flow", false)
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else
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for idx, monitor in pairs(engine.monitors.unit_displays) do
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if monitor == device then
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if engine.ui.unit_displays[idx] ~= nil then
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engine.ui.unit_displays[idx].delete()
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end
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is_used = true
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engine.monitors.unit_displays[idx] = nil
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engine.ui.unit_displays[idx] = nil
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iocontrol.fp_monitor_state(idx, false)
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break
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end
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end
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end
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@@ -293,52 +293,32 @@ end
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function renderer.handle_reconnect(name, device)
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local is_used = false
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if engine.monitors ~= nil then
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if engine.monitors.primary_name == name then
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is_used = true
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_init_display(device)
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engine.monitors.primary = device
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if not engine.monitors then return false end
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local disp_x, disp_y = engine.monitors.primary.getSize()
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engine.dmesg_window.reposition(1, 1, disp_x, disp_y, engine.monitors.primary)
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-- note: handle_resize is a more adaptive way of re-initializing a connected monitor
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-- since it can handle a monitor being reconnected that isn't the right size
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if engine.ui_ready and (engine.ui.main_display == nil) then
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engine.dmesg_window.setVisible(false)
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if engine.monitors.primary_name == name then
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is_used = true
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engine.monitors.primary = device
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engine.ui.main_display = DisplayBox{window=device,fg_bg=style.root}
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main_view(engine.ui.main_display)
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else
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engine.dmesg_window.setVisible(true)
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engine.dmesg_window.redraw()
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end
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local disp_x, disp_y = engine.monitors.primary.getSize()
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engine.dmesg_window.reposition(1, 1, disp_x, disp_y, engine.monitors.primary)
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iocontrol.fp_monitor_state("main", true)
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elseif engine.monitors.flow_name == name then
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is_used = true
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_init_display(device)
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engine.monitors.flow = device
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renderer.handle_resize(name)
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elseif engine.monitors.flow_name == name then
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is_used = true
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engine.monitors.flow = device
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if engine.ui_ready and (engine.ui.flow_display == nil) then
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engine.ui.flow_display = DisplayBox{window=device,fg_bg=style.root}
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flow_view(engine.ui.flow_display)
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end
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renderer.handle_resize(name)
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else
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for idx, monitor in ipairs(engine.monitors.unit_name_map) do
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if monitor == name then
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is_used = true
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engine.monitors.unit_displays[idx] = device
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iocontrol.fp_monitor_state("flow", true)
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else
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for idx, monitor in ipairs(engine.monitors.unit_name_map) do
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if monitor == name then
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is_used = true
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_init_display(device)
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engine.monitors.unit_displays[idx] = device
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if engine.ui_ready and (engine.ui.unit_displays[idx] == nil) then
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engine.ui.unit_displays[idx] = DisplayBox{window=device,fg_bg=style.root}
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unit_view(engine.ui.unit_displays[idx], idx)
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end
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iocontrol.fp_monitor_state(idx, true)
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break
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end
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renderer.handle_resize(name)
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break
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end
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end
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end
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@@ -346,6 +326,151 @@ function renderer.handle_reconnect(name, device)
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return is_used
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end
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-- handle a monitor being resized<br>
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-- returns if this monitor is assigned + if the assigned screen still fits
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---@param name string monitor name
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---@return boolean is_used, boolean is_ok
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function renderer.handle_resize(name)
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local is_used = false
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local is_ok = true
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local ui = engine.ui
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if not engine.monitors then return false, false end
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if engine.monitors.primary_name == name and engine.monitors.primary then
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local device = engine.monitors.primary ---@type table
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-- this is necessary if the bottom left block was broken and on reconnect
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_init_display(device)
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is_used = true
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-- resize dmesg window if needed, but don't make it thinner
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local disp_w, disp_h = engine.monitors.primary.getSize()
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local dmsg_w, dmsg_h = engine.dmesg_window.getSize()
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if disp_h ~= dmsg_h then
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engine.dmesg_window = window.reposition(1, 1, math.max(disp_w, dmsg_w), disp_h, engine.monitors.primary)
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end
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if ui.main_display then
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ui.main_display.delete()
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ui.main_display = nil
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end
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iocontrol.fp_monitor_state("main", true)
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engine.dmesg_window.setVisible(not engine.ui_ready)
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if engine.ui_ready then
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local ok = pcall(function ()
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ui.main_display = DisplayBox{window=device,fg_bg=style.root}
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main_view(ui.main_display)
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end)
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if not ok then
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if ui.main_display then
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ui.main_display.delete()
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ui.main_display = nil
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end
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device.setCursorPos(1, 1)
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device.setBackgroundColor(colors.black)
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device.setTextColor(colors.red)
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device.clear()
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device.write("monitor too small")
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iocontrol.fp_monitor_state("main", false)
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is_ok = false
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end
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else engine.dmesg_window.redraw() end
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elseif engine.monitors.flow_name == name and engine.monitors.flow then
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local device = engine.monitors.flow ---@type table
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-- this is necessary if the bottom left block was broken and on reconnect
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_init_display(device)
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is_used = true
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if ui.flow_display then
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ui.flow_display.delete()
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ui.flow_display = nil
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end
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iocontrol.fp_monitor_state("flow", true)
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if engine.ui_ready then
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engine.dmesg_window.setVisible(false)
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local ok = pcall(function ()
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ui.flow_display = DisplayBox{window=device,fg_bg=style.root}
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flow_view(ui.flow_display)
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end)
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if not ok then
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if ui.flow_display then
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ui.flow_display.delete()
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ui.flow_display = nil
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end
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device.setCursorPos(1, 1)
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device.setBackgroundColor(colors.black)
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device.setTextColor(colors.red)
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device.clear()
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device.write("monitor too small")
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iocontrol.fp_monitor_state("flow", false)
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is_ok = false
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end
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end
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else
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for idx, monitor in ipairs(engine.monitors.unit_name_map) do
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local device = engine.monitors.unit_displays[idx]
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if monitor == name and device then
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-- this is necessary if the bottom left block was broken and on reconnect
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_init_display(device)
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is_used = true
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if ui.unit_displays[idx] then
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ui.unit_displays[idx].delete()
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ui.unit_displays[idx] = nil
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end
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iocontrol.fp_monitor_state(idx, true)
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if engine.ui_ready then
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engine.dmesg_window.setVisible(false)
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local ok = pcall(function ()
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ui.unit_displays[idx] = DisplayBox{window=device,fg_bg=style.root}
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unit_view(ui.unit_displays[idx], idx)
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end)
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if not ok then
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if ui.unit_displays[idx] then
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ui.unit_displays[idx].delete()
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ui.unit_displays[idx] = nil
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end
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device.setCursorPos(1, 1)
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device.setBackgroundColor(colors.black)
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device.setTextColor(colors.red)
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device.clear()
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device.write("monitor too small")
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iocontrol.fp_monitor_state(idx, false)
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is_ok = false
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end
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end
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break
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end
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end
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end
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return is_used, is_ok
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end
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-- handle a touch event
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---@param event mouse_interaction|nil
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@@ -355,15 +480,14 @@ function renderer.handle_mouse(event)
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engine.ui.front_panel.handle_mouse(event)
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elseif engine.ui_ready then
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if event.monitor == engine.monitors.primary_name then
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engine.ui.main_display.handle_mouse(event)
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if engine.ui.main_display then engine.ui.main_display.handle_mouse(event) end
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elseif event.monitor == engine.monitors.flow_name then
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engine.ui.flow_display.handle_mouse(event)
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if engine.ui.flow_display then engine.ui.flow_display.handle_mouse(event) end
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else
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for id, monitor in ipairs(engine.monitors.unit_name_map) do
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if event.monitor == monitor then
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local layout = engine.ui.unit_displays[id] ---@type graphics_element
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layout.handle_mouse(event)
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break
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local display = engine.ui.unit_displays[id]
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if event.monitor == monitor and display then
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if display then display.handle_mouse(event) end
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end
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end
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end
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