nesso 0.0.6

Rust SDK facade for Arduino Nesso N1 on ESP32-C6.
Documentation
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//! Lightweight graphics and UI helpers for Nesso display applications.
//!
//! The helpers operate on any `embedded-graphics` draw target and do not own
//! application state. They are intended for small embedded screens where layout
//! and dirty-region rendering should stay predictable.

use embedded_graphics::{
    Drawable,
    mono_font::{MonoTextStyleBuilder, ascii::FONT_6X10},
    pixelcolor::Rgb565,
    prelude::*,
    primitives::{Circle, PrimitiveStyle, Rectangle},
    text::{Alignment, Text},
};

/// Insets applied around a rectangle.
#[derive(Clone, Copy, Debug, Default, Eq, PartialEq)]
pub struct Insets {
    /// Left inset in pixels.
    pub left: u32,
    /// Top inset in pixels.
    pub top: u32,
    /// Right inset in pixels.
    pub right: u32,
    /// Bottom inset in pixels.
    pub bottom: u32,
}

impl Insets {
    /// Creates symmetric horizontal and vertical insets.
    #[must_use]
    pub const fn symmetric(horizontal: u32, vertical: u32) -> Self {
        Self {
            left: horizontal,
            top: vertical,
            right: horizontal,
            bottom: vertical,
        }
    }

    /// Applies the insets to `area`.
    #[must_use]
    pub fn apply(self, area: Rectangle) -> Rectangle {
        let width = area
            .size
            .width
            .saturating_sub(self.left.saturating_add(self.right));
        let height = area
            .size
            .height
            .saturating_sub(self.top.saturating_add(self.bottom));
        Rectangle::new(
            area.top_left + Point::new(self.left as i32, self.top as i32),
            Size::new(width, height),
        )
    }
}

/// Horizontal text alignment.
#[derive(Clone, Copy, Debug, Eq, PartialEq)]
pub enum TextAlign {
    /// Align text to the left edge.
    Left,
    /// Align text around the horizontal center.
    Center,
    /// Align text to the right edge.
    Right,
}

/// Text drawing style for compact embedded UI labels.
#[derive(Clone, Copy, Debug, Eq, PartialEq)]
pub struct LabelStyle {
    /// Text color.
    pub color: Rgb565,
    /// Optional background color used to clear the label area first.
    pub background: Option<Rgb565>,
    /// Horizontal alignment.
    pub align: TextAlign,
}

/// Multi-line text drawing style.
#[derive(Clone, Copy, Debug, Eq, PartialEq)]
pub struct TextBlockStyle {
    /// Text color.
    pub color: Rgb565,
    /// Optional background color used to clear the text block first.
    pub background: Option<Rgb565>,
    /// Space between text baselines in pixels.
    pub line_height: u32,
}

impl TextBlockStyle {
    /// Creates a text block style with the built-in mono font.
    #[must_use]
    pub const fn new(color: Rgb565) -> Self {
        Self {
            color,
            background: None,
            line_height: 12,
        }
    }

    /// Returns this style with a background clear color.
    #[must_use]
    pub const fn with_background(mut self, background: Rgb565) -> Self {
        self.background = Some(background);
        self
    }
}

impl LabelStyle {
    /// Creates a centered label style with no background clear.
    #[must_use]
    pub const fn centered(color: Rgb565) -> Self {
        Self {
            color,
            background: None,
            align: TextAlign::Center,
        }
    }

    /// Returns this style with a background clear color.
    #[must_use]
    pub const fn with_background(mut self, background: Rgb565) -> Self {
        self.background = Some(background);
        self
    }
}

/// Layout helper for a fixed-size screen.
#[derive(Clone, Copy, Debug, Eq, PartialEq)]
pub struct ScreenLayout {
    bounds: Rectangle,
}

impl ScreenLayout {
    /// Creates a layout helper from a screen size.
    #[must_use]
    pub fn new(size: Size) -> Self {
        Self {
            bounds: Rectangle::new(Point::zero(), size),
        }
    }

    /// Returns the full screen bounds.
    #[must_use]
    pub const fn bounds(&self) -> Rectangle {
        self.bounds
    }

    /// Returns the content bounds after applying insets.
    #[must_use]
    pub fn content(&self, insets: Insets) -> Rectangle {
        insets.apply(self.bounds)
    }

    /// Returns a horizontal row inside the screen.
    #[must_use]
    pub fn row(&self, y: i32, height: u32, insets: Insets) -> Rectangle {
        let content = self.content(insets);
        Rectangle::new(
            Point::new(content.top_left.x, y),
            Size::new(content.size.width, height),
        )
    }
}

/// Trait for stateful screens that render into an embedded-graphics target.
pub trait View<D>
where
    D: DrawTarget<Color = Rgb565>,
{
    /// Draws the view into the provided target.
    fn render(&mut self, target: &mut D) -> Result<(), D::Error>;
}

/// Draws one text label inside `area`.
pub fn draw_label<D>(
    target: &mut D,
    area: Rectangle,
    text: &str,
    style: LabelStyle,
) -> Result<(), D::Error>
where
    D: DrawTarget<Color = Rgb565>,
{
    if let Some(background) = style.background {
        area.into_styled(PrimitiveStyle::with_fill(background))
            .draw(target)?;
    }

    let (x, alignment) = match style.align {
        TextAlign::Left => (area.top_left.x, Alignment::Left),
        TextAlign::Center => (
            area.top_left.x + (area.size.width / 2) as i32,
            Alignment::Center,
        ),
        TextAlign::Right => (area.top_left.x + area.size.width as i32, Alignment::Right),
    };
    let y = area.top_left.y + (area.size.height / 2) as i32 + 4;
    let text_style = MonoTextStyleBuilder::new()
        .font(&FONT_6X10)
        .text_color(style.color)
        .build();

    Text::with_alignment(text, Point::new(x, y), text_style, alignment)
        .draw(target)
        .map(|_| ())
}

/// Draws a horizontal progress bar.
pub fn draw_progress_bar<D>(
    target: &mut D,
    area: Rectangle,
    value: u8,
    foreground: Rgb565,
    background: Rgb565,
) -> Result<(), D::Error>
where
    D: DrawTarget<Color = Rgb565>,
{
    area.into_styled(PrimitiveStyle::with_fill(background))
        .draw(target)?;

    let clamped = value.min(100);
    let filled_width = area.size.width.saturating_mul(u32::from(clamped)) / 100;
    if filled_width == 0 {
        return Ok(());
    }

    Rectangle::new(area.top_left, Size::new(filled_width, area.size.height))
        .into_styled(PrimitiveStyle::with_fill(foreground))
        .draw(target)
}

/// Draws a filled pill shape inside `area`.
///
/// The helper clips naturally through the target. Very narrow areas fall back
/// to a filled rectangle.
pub fn draw_filled_pill<D>(target: &mut D, area: Rectangle, color: Rgb565) -> Result<(), D::Error>
where
    D: DrawTarget<Color = Rgb565>,
{
    if area.size.width <= area.size.height {
        return area
            .into_styled(PrimitiveStyle::with_fill(color))
            .draw(target);
    }

    let radius = area.size.height / 2;
    let diameter = radius * 2;
    let style = PrimitiveStyle::with_fill(color);
    Circle::new(area.top_left, diameter)
        .into_styled(style)
        .draw(target)?;
    Circle::new(
        Point::new(
            area.top_left.x + area.size.width as i32 - diameter as i32,
            area.top_left.y,
        ),
        diameter,
    )
    .into_styled(style)
    .draw(target)?;
    Rectangle::new(
        Point::new(area.top_left.x + radius as i32, area.top_left.y),
        Size::new(area.size.width - diameter, area.size.height),
    )
    .into_styled(style)
    .draw(target)
}

/// Draws a filled circular sector in degrees.
///
/// `start_degrees` is measured clockwise from the positive X axis and
/// `sweep_degrees` is clamped to `[-360, 360]`. The implementation is intended
/// for compact embedded gauges and indicators, not sub-pixel antialiasing.
pub fn draw_filled_sector<D>(
    target: &mut D,
    center: Point,
    radius: i32,
    start_degrees: i32,
    sweep_degrees: i32,
    color: Rgb565,
) -> Result<(), D::Error>
where
    D: DrawTarget<Color = Rgb565>,
{
    if radius <= 0 || sweep_degrees == 0 {
        return Ok(());
    }

    let radius_squared = radius * radius;
    let sweep = sweep_degrees.clamp(-360, 360);
    let start = normalize_degrees(start_degrees);
    let end = normalize_degrees(start_degrees + sweep);

    for y in -radius..=radius {
        for x in -radius..=radius {
            if x * x + y * y > radius_squared {
                continue;
            }

            let angle = point_degrees(x, y);
            if angle_in_sweep(angle, start, end, sweep) {
                Pixel(center + Point::new(x, y), color).draw(target)?;
            }
        }
    }

    Ok(())
}

/// Draws wrapped text inside `area` and returns the number of lines drawn.
///
/// Wrapping uses the built-in 6x10 mono font metrics. Text is clipped at the
/// bottom of `area`; words longer than the available width are split.
pub fn draw_wrapped_text<D>(
    target: &mut D,
    area: Rectangle,
    text: &str,
    style: TextBlockStyle,
) -> Result<usize, D::Error>
where
    D: DrawTarget<Color = Rgb565>,
{
    if let Some(background) = style.background {
        area.into_styled(PrimitiveStyle::with_fill(background))
            .draw(target)?;
    }

    let max_chars = (area.size.width / 6).max(1) as usize;
    let max_lines = (area.size.height / style.line_height).max(1) as usize;
    let text_style = MonoTextStyleBuilder::new()
        .font(&FONT_6X10)
        .text_color(style.color)
        .build();
    let mut lines_drawn = 0usize;
    let mut remaining = text.trim();

    while !remaining.is_empty() && lines_drawn < max_lines {
        let (line, rest) = split_line(remaining, max_chars);
        let baseline = area.top_left.y + 10 + (lines_drawn as i32 * style.line_height as i32);
        Text::new(line, Point::new(area.top_left.x, baseline), text_style).draw(target)?;
        lines_drawn += 1;
        remaining = rest.trim_start();
    }

    Ok(lines_drawn)
}

fn split_line(text: &str, max_chars: usize) -> (&str, &str) {
    if text.chars().count() <= max_chars {
        return (text, "");
    }

    let mut split_byte = 0;
    let mut last_space = None;
    for (char_count, (byte_index, ch)) in text.char_indices().enumerate() {
        if char_count == max_chars {
            break;
        }
        split_byte = byte_index + ch.len_utf8();
        if ch.is_whitespace() {
            last_space = Some(byte_index);
        }
    }

    let split_at = last_space.filter(|space| *space > 0).unwrap_or(split_byte);
    (&text[..split_at], &text[split_at..])
}

fn normalize_degrees(degrees: i32) -> i32 {
    let normalized = degrees % 360;
    if normalized < 0 {
        normalized + 360
    } else {
        normalized
    }
}

fn point_degrees(x: i32, y: i32) -> i32 {
    let radians = libm::atan2f(y as f32, x as f32);
    normalize_degrees((radians * 180.0 / core::f32::consts::PI) as i32)
}

fn angle_in_sweep(angle: i32, start: i32, end: i32, sweep: i32) -> bool {
    if sweep >= 360 || sweep <= -360 {
        return true;
    }

    if sweep > 0 {
        if start <= end {
            angle >= start && angle <= end
        } else {
            angle >= start || angle <= end
        }
    } else if end <= start {
        angle <= start && angle >= end
    } else {
        angle <= start || angle >= end
    }
}

/// Easing curve for simple frame-based transitions.
#[derive(Clone, Copy, Debug, Eq, PartialEq)]
pub enum Easing {
    /// Linear interpolation.
    Linear,
    /// Smooth ease-in/ease-out interpolation.
    SmoothStep,
}

/// Integer transition helper for simple embedded animations.
#[derive(Clone, Copy, Debug, Eq, PartialEq)]
pub struct Transition {
    from: i32,
    to: i32,
    frames: u16,
    current: u16,
    easing: Easing,
}

impl Transition {
    /// Creates a new integer transition.
    #[must_use]
    pub const fn new(from: i32, to: i32, frames: u16, easing: Easing) -> Self {
        Self {
            from,
            to,
            frames,
            current: 0,
            easing,
        }
    }

    /// Advances the transition by one frame and returns the current value.
    #[must_use]
    pub fn step(&mut self) -> i32 {
        if self.current < self.frames {
            self.current += 1;
        }
        self.value()
    }

    /// Returns the current interpolated value.
    #[must_use]
    pub fn value(&self) -> i32 {
        if self.frames == 0 {
            return self.to;
        }
        let progress = self.current.min(self.frames) as f32 / self.frames as f32;
        let t = match self.easing {
            Easing::Linear => progress,
            Easing::SmoothStep => progress * progress * (3.0 - 2.0 * progress),
        };
        self.from + ((self.to - self.from) as f32 * t) as i32
    }

    /// Returns true when the transition has reached its final frame.
    #[must_use]
    pub const fn is_finished(&self) -> bool {
        self.current >= self.frames
    }
}