fix: recognize actual button, not wrong one
This commit was merged in pull request #30.
This commit is contained in:
+6
-6
@@ -95,12 +95,12 @@ async fn main(spawner: Spawner) {
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let button_config = InputConfig::default().with_pull(Pull::Up);
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let inputs = Inputs {
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up: Input::new(peripherals.GPIO38, button_config.clone()),
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down: Input::new(peripherals.GPIO39, button_config.clone()),
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left: Input::new(peripherals.GPIO40, button_config.clone()),
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right: Input::new(peripherals.GPIO41, button_config.clone()),
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back: Input::new(peripherals.GPIO42, button_config.clone()),
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ok: Input::new(peripherals.GPIO45, button_config.clone()),
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up: Input::new(peripherals.GPIO38, button_config),
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down: Input::new(peripherals.GPIO39, button_config),
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left: Input::new(peripherals.GPIO40, button_config),
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right: Input::new(peripherals.GPIO41, button_config),
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back: Input::new(peripherals.GPIO42, button_config),
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ok: Input::new(peripherals.GPIO45, button_config),
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};
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log::info!("Setup complete, entering main loop");
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@@ -1,3 +1,7 @@
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use embassy_futures::select::select_array;
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use embassy_time::{Duration, Timer};
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use embedded_hal::digital::InputPin;
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use embedded_hal_async::digital::Wait;
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use esp_hal::gpio::Input;
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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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@@ -16,3 +20,62 @@ pub struct Inputs {
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pub back: Input<'static>,
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pub ok: Input<'static>,
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}
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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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pub enum ButtonAction {
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Up = 0,
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Down = 1,
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Left = 2,
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Right = 3,
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Ok = 4,
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Back = 5,
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}
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impl Inputs {
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pub async fn wait_for_press(&mut self) -> ButtonAction {
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let (_, index) = select_array([
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wait_for_button(&mut self.up),
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wait_for_button(&mut self.down),
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wait_for_button(&mut self.left),
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wait_for_button(&mut self.right),
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wait_for_button(&mut self.ok),
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wait_for_button(&mut self.back),
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])
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.await;
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match index {
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0 => ButtonAction::Up,
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1 => ButtonAction::Down,
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2 => ButtonAction::Left,
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3 => ButtonAction::Right,
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4 => ButtonAction::Ok,
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5 => ButtonAction::Back,
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id => panic!("Unknown button {id} pressed"),
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}
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}
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}
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/// Waits for a button press, filtering out fast transients and mechanical bounce.
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async fn wait_for_button<P>(pin: &mut P)
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where
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P: Wait + InputPin,
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{
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loop {
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// 1. Wait for the hardware interrupt (could be a real press or crosstalk)
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let _ = pin.wait_for_falling_edge().await;
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// 2. Debounce window: let the noise settle
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Timer::after(Duration::from_millis(30)).await;
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// 3. Verify the pin is still held down
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// (Adapt unwrap() based on your specific HAL's Error type)
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if pin.is_low().unwrap_or(false) {
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// OPTIONAL: Wait for the button to be released before returning
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// so holding it down doesn't spam triggers.
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// let _ = pin.wait_for_rising_edge().await;
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// Timer::after(Duration::from_millis(30)).await;
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return;
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}
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}
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}
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@@ -1,13 +1,12 @@
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use crate::card::model::Card;
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use crate::navigation::inputs::ButtonAction;
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use crate::navigation::state::NavigationState;
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use crate::views::view::View;
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use crate::{display::primary_lcd::PrimaryLcdDisplay, navigation::inputs::Inputs};
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use embassy_futures::select::{Either, Either6, select};
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use embassy_futures::select::select6;
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use embassy_time::{Duration, Timer};
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use embassy_futures::select::{Either, select};
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use embassy_sync::blocking_mutex::raw::CriticalSectionRawMutex;
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use embassy_time::{Duration, Timer};
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pub type Mutex<T> = embassy_sync::mutex::Mutex<CriticalSectionRawMutex, T>;
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pub type Signal<T> = embassy_sync::signal::Signal<CriticalSectionRawMutex, T>;
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@@ -16,12 +15,7 @@ const DEBOUNCE_DURATION_MILLIS: u64 = 100;
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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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pub enum Action {
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Up,
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Down,
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Left,
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Right,
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Ok,
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Back,
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Button(ButtonAction),
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Timer,
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}
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@@ -40,39 +34,29 @@ pub trait Navigable {
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}
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#[embassy_executor::task]
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pub async fn run(mut inputs: Inputs, display: &'static mut PrimaryLcdDisplay<'static>, ) {
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pub async fn run(mut inputs: Inputs, display: &'static mut PrimaryLcdDisplay<'static>) {
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log::info!("starting navigation");
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let mut state = NavigationState::new();
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state.screens.last().unwrap().display(display).await;
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loop {
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let selection_buttons = select6(
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inputs.up.wait_for_low(),
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inputs.down.wait_for_low(),
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inputs.left.wait_for_low(),
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inputs.right.wait_for_low(),
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inputs.ok.wait_for_low(),
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inputs.back.wait_for_low(),
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);
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let selection = select(selection_buttons, Timer::after(Duration::from_millis(DEBOUNCE_DURATION_MILLIS))).await;
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let selection = select(
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inputs.wait_for_press(),
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Timer::after(Duration::from_millis(DEBOUNCE_DURATION_MILLIS)),
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)
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.await;
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let action = match selection {
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Either::First(selection_buttons) => match selection_buttons {
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Either6::First(_) => Action::Up,
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Either6::Second(_) => Action::Down,
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Either6::Third(_) => Action::Left,
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Either6::Fourth(_) => Action::Right,
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Either6::Fifth(_) => Action::Ok,
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Either6::Sixth(_) => Action::Back,
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},
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Either::First(button) => Action::Button(button),
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Either::Second(_) => Action::Timer,
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};
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if Action::Timer != action {
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log::info!("Action: {:?}", action);
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}
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let new_state = if action == Action::Back {
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let new_state = if action == Action::Button(ButtonAction::Back) {
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if state.screens.len() > 1 {
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state.screens.pop();
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}
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+48
-37
@@ -1,10 +1,10 @@
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use alloc::vec;
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use core::future;
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use crate::card::model::Card;
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use crate::card::{decoder::split_nfc_hex, mock::*};
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use crate::display::primary_lcd::PrimaryLcdDisplay;
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use crate::navigation::inputs::ButtonAction;
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use crate::views::card_view::CardView;
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use crate::views::journal_view::JournalView;
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use crate::views::{menu_item, settings_menu::SettingsMenu, view::View};
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@@ -37,43 +37,54 @@ impl Navigable for MainMenu {
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}
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fn handle_input(&self, input: Action) -> impl core::future::Future<Output = NewState> + Send {
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let card_mock1 = Card::try_from(split_nfc_hex(&MOCK_PAYLOAD3).unwrap()).unwrap();
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let card_mock2 = Card::try_from(split_nfc_hex(&MOCK_PAYLOAD2).unwrap()).unwrap();
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let new_menu = match input {
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Action::Up => {
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let new_selected = if (self.selected - 1) < 0 {
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MAX_SELECTED - 1
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} else {
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self.selected - 1
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async move {
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let Action::Button(input) = input else {
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// Skip timer inputs
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return NewState {
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view: View::Main(self.clone()),
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replace_view: true,
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redraw: false,
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};
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View::Main(MainMenu {
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selected: new_selected,
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})
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}
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Action::Down => {
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let new_selected = self.selected.wrapping_add(1) % MAX_SELECTED;
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View::Main(MainMenu {
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selected: new_selected,
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})
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}
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Action::Ok => match self.selected {
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0 => View::Scan(crate::views::scan_menu::ScanMenu { progress: 0 }),
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1 => View::Card(CardView { card: card_mock1 }),
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2 => View::Journal(JournalView {
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cards: vec![card_mock1, card_mock2],
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selected_card: 0,
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}),
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3 => View::Settings(SettingsMenu { selected: 0 }),
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_ => View::Main(self.clone()),
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},
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_ => View::Main(self.clone()),
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};
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};
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future::ready(NewState {
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replace_view: matches!(new_menu, View::Main(_)),
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view: new_menu,
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redraw: !matches!(input, Action::Timer),
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})
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let card_mock1 = Card::try_from(split_nfc_hex(&MOCK_PAYLOAD3).unwrap()).unwrap();
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let card_mock2 = Card::try_from(split_nfc_hex(&MOCK_PAYLOAD2).unwrap()).unwrap();
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let new_menu = match input {
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ButtonAction::Up => {
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let new_selected = if (self.selected - 1) < 0 {
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MAX_SELECTED - 1
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} else {
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self.selected - 1
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};
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View::Main(MainMenu {
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selected: new_selected,
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})
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}
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ButtonAction::Down => {
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let new_selected = self.selected.wrapping_add(1) % MAX_SELECTED;
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View::Main(MainMenu {
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selected: new_selected,
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})
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}
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ButtonAction::Ok => match self.selected {
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0 => View::Scan(crate::views::scan_menu::ScanMenu { progress: 0 }),
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1 => View::Card(CardView { card: card_mock1 }),
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2 => View::Journal(JournalView {
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cards: vec![card_mock1, card_mock2],
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selected_card: 0,
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}),
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3 => View::Settings(SettingsMenu { selected: 0 }),
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_ => View::Main(self.clone()),
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},
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_ => View::Main(self.clone()),
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};
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NewState {
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replace_view: matches!(new_menu, View::Main(_)),
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view: new_menu,
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redraw: true,
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}
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}
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}
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}
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@@ -1,4 +1,5 @@
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use crate::display::primary_lcd::PrimaryLcdDisplay;
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use crate::navigation::inputs::ButtonAction;
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use crate::navigation::navigation::CARD_DATA;
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use crate::navigation::navigation::NewState;
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@@ -96,7 +97,7 @@ impl Navigable for ScanMenu {
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}
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} else {
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let new_progress = match input {
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Action::Up => self.progress.wrapping_add(5),
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Action::Button(ButtonAction::Up) => self.progress.wrapping_add(5),
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_ => self.progress,
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};
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NewState {
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@@ -104,7 +105,7 @@ impl Navigable for ScanMenu {
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progress: new_progress,
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}),
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replace_view: true,
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redraw: matches!(input, Action::Up | Action::Timer),
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redraw: matches!(input, Action::Button(ButtonAction::Up) | Action::Timer),
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}
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}
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}
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