Exemplo n.º 1
0
static bool ManualZone(const KVPairs & key_value_pairs)
{
	freeMemory();

	// Turn off the current schedules.
	SetRunSchedules(false);

	bool bOn = false;
	int iZoneNum = -1;

	// Iterate through the kv pairs and update the appropriate structure values.
	for (int i = 0; i < key_value_pairs.num_pairs; i++)
	{
		const char * key = key_value_pairs.keys[i];
		const char * value = key_value_pairs.values[i];
		if ((strcmp(key, "zone") == 0) && (value[0] == 'z') && (value[1] > 'a') && (value[1] <= ('a' + NUM_ZONES)))
		{
			iZoneNum = value[1] - 'a';
		}
		else if (strcmp(key, "state") == 0)
		{
			if (strcmp(value, "on") == 0)
				bOn = true;
			else
				bOn = false;
		}
	}
	if ((iZoneNum >= 0) && bOn)
	{
		TurnOnZone(iZoneNum);
		runState.SetManual(true, iZoneNum);
	}
	else
	{
		TurnOffZones();
		runState.SetManual(false);
	}
	return true;
}
// this version uses QuickSchedule mechanism, allows setting run time as well as multi-valve runs
void manual_station_on(byte sid, int ontimer)
{
        if( sid >= NUM_ZONES ) return;    // basic protection, ensure that required zone number is within acceptable range

        // So, we first end any schedule that's currently running by turning things off then on again.
        ReloadEvents();

        if( ActiveZoneNum() != -1 ){    // something is currently running, turn it off

                TurnOffZones();
                runState.SetManual(false);
        }

        for( byte n=0; n<NUM_ZONES; n++ ){

                quickSchedule.zone_duration[n] = 0;  // clear up QuickSchedule to zero out run time for all zones
        }

// set run time for required zone.
//
        quickSchedule.zone_duration[sid] = ontimer;

        LoadSchedTimeEvents(0, true);
}
 // Home screen mode handler.
 // It is responsible for updating the UI and handling input keys. All operations are asynchronous - must return right away.
 // Typically it is called from loop(), but could be called from other places as well, usually to force UI refresh.
 // Parameter indicates whether UI refresh is required (e.g. if the screen was previously modified by some other code).
 // TRUE means that refresh is required, FALSE means nobody touched LCD since the last call to this handler and UI updates could be more targeted.
 //
 byte OSLocalUI::modeHandler_Home(byte forceRefresh)
 {
   static unsigned long old_millis = 0;

// assert
   if( osUI_Mode != OSUI_MODE_HOME )  return false;  // Basic protection to ensure current UI mode is actually HOME mode.

   if( forceRefresh == 2 ){     // entering this Mode

     display_board = 0;         // set initial view to board 0;

   }

   char btn = get_button_async(0);

// handle input
   if( btn == BUTTON_MODE ){

       set_mode( OSUI_MODE_MANUAL ); // change mode to "view settings" which is the next mode
       return true;
   }
   else if( btn == BUTTON_CONFIRM ){

      if( GetRunSchedules() )  SetRunSchedules(false);  // schedules are currently enabled, disable it
      else   {

           if( ActiveZoneNum() != -1 ){    // schedules are disabled, but something is currently running (manual mode), turn it off

                TurnOffZones();
                runState.SetManual(false);
           }
           else  {

               SetRunSchedules(true);  // schedules are currently disabled and no manual channels running, enable schedules
           }
      }

// Apply changes to stop/start schedules as required.
          ReloadEvents();

          forceRefresh = 1;             // force UI refresh to provide immediate visual feedback
   }

 // Show time and station status
// if 1 second has passed
  unsigned long  new_millis = millis();    // Note: we are using built-in Arduino millis() function instead of now() or time-zone adjusted LocalNow(), because it is a lot faster
                                                             // and for detecting second change it does not make any difference.

  if( ((new_millis - old_millis) >= 1000) || (forceRefresh != 0) ){   // update UI once a second, OR if explicit refresh is required

    old_millis = new_millis;
    lcd_print_time(0);       // print time

    // process LCD display
    if(SHOW_MEMORY)
      lcd_print_memory(1);
    else
      lcd_print_station(1, ui_anim_chars[now()%3]);
  }

  return true;
}