Reset interaction timeout on wake
Prevents the device from immediately going back to sleep, rendering it less responsive.
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1 changed files with 9 additions and 2 deletions
11
src/main.cpp
11
src/main.cpp
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@ -498,6 +498,10 @@ public:
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break;
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}
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}
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if (!awake) {
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awake = true;
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last_interaction_time = current_time;
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}
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if (current_time >= next_clock_update) {
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ESP_LOGD("LifeTracker", "Updating clock and battery display");
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next_clock_update = next_minute(current_time);
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@ -505,6 +509,8 @@ public:
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drawBattery();
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} else {
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if (current_time - last_interaction_time > INACTIVITY_THRESHOLD) {
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awake = false;
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drawBattery();
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int seconds = next_clock_update - current_time;
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ESP_LOGD("LifeTracker", "Sleep for %d seconds", seconds);
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M5.Power.lightSleep(seconds * 1000000, true); // Delay in microseconds
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@ -518,6 +524,7 @@ public:
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protected:
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enum Mode {Playing, CommanderDamage, ConfirmReset};
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Mode mode;
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bool awake = true;
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struct Rect {
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int x;
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int y;
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@ -734,12 +741,12 @@ protected:
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M5Canvas canvas(&M5.Display);
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canvas.setFont(&fonts::Font0);
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canvas.setTextSize(3);
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canvas.createSprite(canvas.fontHeight(), canvas.textWidth("100%"));
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canvas.createSprite(canvas.fontHeight(), canvas.textWidth("100% "));
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canvas.fillSprite(TFT_BLACK);
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canvas.setTextColor(TFT_WHITE);
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canvas.setRotation(3);
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int battery = M5.Power.getBatteryLevel();
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canvas.printf("%3d%%", battery);
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canvas.printf("%3d%% %s", battery, awake ? " " : "zZ");
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canvas.pushSprite(0, M5.Display.height() - canvas.width());
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}
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};
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