- Posts: 588
Emulator for Devo12 (big screen) ready
- Hexperience
- Offline
So we need to start a list...
- More toggle icons
- More channel bars
...
There are 10 types of people in this world. Those that understand binary and those that don't.
Please Log in or Create an account to join the conversation.
- Ustas69
- Offline
- Posts: 6
Please Log in or Create an account to join the conversation.
- Hexperience
- Offline
- Posts: 588
The pots would be assinged to a channel and the channel shows in the output bars but it might be nice to be able to show some of the aux channels in the big inside trim bars
There are 10 types of people in this world. Those that understand binary and those that don't.
Please Log in or Create an account to join the conversation.
- rbe2012
- Topic Author
- Offline
- So much to do, so little time...
- Posts: 1433
- also for the main page:Hexperience wrote: - More toggle icons
- More channel bars
- more boxes for displaying telememtry and other values
- an enhanced design page
- bigger mixer curves, maybe with the ability to drag the curve to change values
Please Log in or Create an account to join the conversation.
- domcars0
- Offline
- Posts: 390
As I've coded one more toggle icon (5 instead of 4) for Devo10/7e, I needed to introduce a new define (NUM_TOGGLES) in the target/devoN/target_defs.h, may be you can use the same for the Devo12?Hexperience wrote: - More toggle icons
Devo 10 (+7e) owner. It's mine, please don't touch it with your big fingers
Please Log in or Create an account to join the conversation.
- rbe2012
- Topic Author
- Offline
- So much to do, so little time...
- Posts: 1433
Especially this one is not really target specific, but for the screen resolution. If we use it target specific, we have to double it for devo12 and emu_devo12 - not sure if there isn't a better way.
Same for devo8, devo6, emu_devo8 and devo10, devo7e.
Maybe new folders in target like common_320x240x16, common_480.. at least and a target_defs.h there which is included by the devoX/target_defs.h. Another way: place these include files in screen/320x... / screen/480x...
Please Log in or Create an account to join the conversation.
- domcars0
- Offline
- Posts: 390
rbe2012 wrote: We should think about the place for those #define directives.
Especially this one is not really target specific, but for the screen resolution. If we use it target specific, we have to double it for devo12 and emu_devo12 - not sure if there isn't a better way.
Same for devo8, devo6, emu_devo8 and devo10, devo7e.
Maybe new folders in target like common_320x240x16, common_480.. at least and a target_defs.h there which is included by the devoX/target_defs.h. Another way: place these include files in screen/320x... / screen/480x...
I though to that but as screens specs depend of TX and as I would not modify code structure just for one #define, I've put this one (NUM_TOGGLE) in the devoX/target_defs.h ...
Devo 10 (+7e) owner. It's mine, please don't touch it with your big fingers
Please Log in or Create an account to join the conversation.
- rbe2012
- Topic Author
- Offline
- So much to do, so little time...
- Posts: 1433
- text fields with changeable text controlled like the toggel icons with configurable colors (background and text)rbe2012 wrote:
- also for the main page:Hexperience wrote: - More toggle icons
- More channel bars
- more boxes for displaying telememtry and other values
- an enhanced design page
- bigger mixer curves, maybe with the ability to drag the curve to change values
Please Log in or Create an account to join the conversation.
- Hexperience
- Offline
- Posts: 588
domcars0 wrote: I though to that but as screens specs depend of TX and as I would not modify code structure just for one #define, I've put this one (NUM_TOGGLE) in the devoX/target_defs.h ...
You are correct that the screen specs are dependent on the TX, but the number of toggles (as an option) is not. In fact as you point out, the 7e needs a different number of toggles than the 10, the 8 or the 12.
So your NUM_TOGGLE define should be in the common files, and be SET in the target make files (much the same way as the screen size is.)
There are 10 types of people in this world. Those that understand binary and those that don't.
Please Log in or Create an account to join the conversation.
- rbe2012
- Topic Author
- Offline
- So much to do, so little time...
- Posts: 1433
But gui/_gui.h could be the right place.
Why should 7e and 10 need a different number of toggles? It's more a question of screen size / gui than inputs...
Please Log in or Create an account to join the conversation.
- rbe2012
- Topic Author
- Offline
- So much to do, so little time...
- Posts: 1433
Please Log in or Create an account to join the conversation.
- domcars0
- Offline
- Posts: 390
You're right rbe, 7e and 10 have the same number of toggle icons displayed.rbe2012 wrote: Why should 7e and 10 need a different number of toggles? It's more a question of screen size / gui than inputs...
(NUM_TOGGLES, does not mean number of switches but number of toggle icons to display). So NUM_TOGGLES depend of screen that depend on TX .. So we can say that NUM_TOGGLES depend on TX
Devo 10 (+7e) owner. It's mine, please don't touch it with your big fingers
Please Log in or Create an account to join the conversation.
- Hexperience
- Offline
- Posts: 588
The other thing to consider is that a user may want 6 (or more) toggle icons on their 7e and not care about seeing trims or boxes...
So there could be a new set of toggle icons, say up to 12 or more.
Those 12 could be available in every TX. However, there would be a MAX_NUM_TOGGLES that could be defined for each TX, and then from that a DISPLAYED_NUM_TOGGLES.
There are 10 types of people in this world. Those that understand binary and those that don't.
Please Log in or Create an account to join the conversation.
- Hexperience
- Offline
- Posts: 588
rbe2012 wrote: Oops, I have just seen that Hexperience has already implemented more boxes - strike it off my list
I didn't add any boxes, I just made it so they would not get hidden by the model icon, or the channel bars. It will still hide the channel bars if you add the 4th box on the right or left.
I really like the idea of being able to configure the text in a box. Being able to do that might negate the need for more toggle icons. If for example I can see in box 1 "RUD D/R ON" or whatever I want, maybe "FLAPS DOWN" or "FLAPS 50%"
There are 10 types of people in this world. Those that understand binary and those that don't.
Please Log in or Create an account to join the conversation.
- domcars0
- Offline
- Posts: 390
Hexperience wrote: OR the NUM_TOGGLES can depend on the custom settings the user has put on the screen. They could for example, have a devo8 with a max number of 4 toggle icons. But they choose to use the 6 trims so the max they can display is 3 toggle icons. The code as it exists today has a max number of 4 toggle icons. (domcars has added one). Anyway my point is that it's not just a matter of which TX.
The other thing to consider is that a user may want 6 (or more) toggle icons on their 7e and not care about seeing trims or boxes...
So there could be a new set of toggle icons, say up to 12 or more.
Those 12 could be available in every TX. However, there would be a MAX_NUM_TOGGLES that could be defined for each TX, and then from that a DISPLAYED_NUM_TOGGLES.
#define VAR are preprocessor instructions , they can't be modify by anything, so it can't depend of user settings...
When I speak about NUM_TOGGLES this is the MAX number of toggles which can be displayed by the TX (and the code)...
Remember that, in the Main Page Config, user can choose to display nothing for ToggleN ... This is where user can setup the number of toggles user want to display.
Devo 10 (+7e) owner. It's mine, please don't touch it with your big fingers
Please Log in or Create an account to join the conversation.
- Hexperience
- Offline
- Posts: 588
If I'm not mistaken there are two parts to extending the number of icons. Firstly is the configuration page, right now there is only 4 allowed. Then there is the graphic of the icon. So the TX dictates how many are configurable, but the code also has to allow the user to select 1 of the graphics inside the icon BMP file. (I see there are 7 icons in the graphics file for the devo8, one of which is a blank).
There are 10 types of people in this world. Those that understand binary and those that don't.
Please Log in or Create an account to join the conversation.
- rbe2012
- Topic Author
- Offline
- So much to do, so little time...
- Posts: 1433
Allowing more than 4 toggle icons means that for the main page object more icons must be saved (1,8kByte each). We must have a look at the RAM used...
Also I think we need more main page design options - showing more icons or more bars, left or right, more boxes, bigger model icon, whatever you could dream of... We would have to make new layouts and modify the code so these designs can be shown.
A lot of work, if you ask me... we can only get through in little steps, but we should start with defining the goal for not making everything more than once...
Please Log in or Create an account to join the conversation.
- Hexperience
- Offline
- Posts: 588
More channel bars, IF ( icons < 5)...
More icons, IF ( model.icon == large && bars < 8 )...
More (and Custom) boxes...
So I don't think we need to completely re-think the GUI to add these features. I do of course support completely re-thinking the GUI for the sake of making it all better. However, that is way, way, way beyond my skills.
There are 10 types of people in this world. Those that understand binary and those that don't.
Please Log in or Create an account to join the conversation.
- obdat
- Offline
- Posts: 2
Please Log in or Create an account to join the conversation.
- rbe2012
- Topic Author
- Offline
- So much to do, so little time...
- Posts: 1433
Please Log in or Create an account to join the conversation.
- Home
- Forum
- Development
- Development
- Emulator for Devo12 (big screen) ready