void ScrStartup_OnMain() { uint32_t elapsed = model.elapsed(); if (elapsed>2000) { if (model.fadeColorUpdate(min(255lu, ((elapsed-2000)*255)/(3000)))) { uint8_t c = model.fadeColor(); scrStartup_version.clrScheme->fore = D4D_COLOR_RGB(c,c,c); D4D_InvalidateObject(&scrStartup_version, D4D_FALSE); } } if (model.timeout() || model.touched()) uiController.notifyStartupComplete(); }
#define INACTIVE_BG_COLOR D4D_COLOR_RGB(24,24,24) #define ACTIVE_BG_COLOR D4D_COLOR_RGB(140,0,25) #define INACTIVE_FG_LOW_COLOR D4D_COLOR_RGB(64,64,64) #define ACTIVE_FG_LOW_COLOR D4D_COLOR_RGB(160,160,160) #define INACTIVE_FS_COLOR D4D_COLOR_RGB(128,128,128) #define ACTIVE_FG_COLOR D4D_COLOR_RGB(255,255,255) static D4D_BOOL actuator_views_state[MAX_ACTUATOR_COUNT]; const WIDGET_COLOR_SCHEME color_scheme_device = { ACTIVE_BG_COLOR, // bkg active INACTIVE_BG_COLOR, // bkg disable ACTIVE_BG_COLOR, // focus ACTIVE_BG_COLOR, // capture D4D_COLOR_RGB(192,192,192), // fg D4D_COLOR_RGB(128,128,128), // fg inactive D4D_COLOR_RGB(255,255,255), D4D_COLOR_RGB(255,255,255), }; const WIDGET_COLOR_SCHEME color_scheme_connection = { ACTIVE_BG_COLOR, // bkg active INACTIVE_BG_COLOR, // bkg disable ACTIVE_BG_COLOR, // focus ACTIVE_BG_COLOR, // capture ACTIVE_FG_LOW_COLOR, // fg INACTIVE_FG_LOW_COLOR, // fg disabled ACTIVE_FG_LOW_COLOR, // fg focus ACTIVE_FG_LOW_COLOR, // fg capture };