| 1 | //! The Overview page: battery, noise control, sound, and the buds' other settings. |
| 2 | |
| 3 | use budctl_core::status::{AncLevel, Charge, NoiseMode, Switch}; |
| 4 | use iced::Element; |
| 5 | |
| 6 | use crate::demo::Buds; |
| 7 | use crate::glyphs; |
| 8 | use crate::theme::Look; |
| 9 | use crate::ui::{self, Opt}; |
| 10 | use crate::{Message, Page}; |
| 11 | |
| 12 | /// The switches the "sound" section shows, in this order. The others go under "buds". |
| 13 | const SOUND: [&str; 3] = ["game", "spatial", "bass-boost"]; |
| 14 | |
| 15 | /// The line under a switch's name, for the switches the GUI knows. |
| 16 | fn about(key: &str) -> Option<&'static str> { |
| 17 | match key { |
| 18 | "game" => Some("lower latency, for games and video"), |
| 19 | "spatial" => Some("wider, surround-like sound"), |
| 20 | "bass-boost" => Some("stronger low end"), |
| 21 | "wind" => Some("less wind noise outdoors"), |
| 22 | "dual" => Some("stay connected to two devices at once"), |
| 23 | _ => None, |
| 24 | } |
| 25 | } |
| 26 | |
| 27 | pub fn view<'a>(look: Look, buds: &'a Buds, anc_level: AncLevel) -> Element<'a, Message> { |
| 28 | let status = &buds.status; |
| 29 | let switch = |s: &Switch| { |
| 30 | ui::switch_row( |
| 31 | look, |
| 32 | s.label.to_lowercase(), |
| 33 | about(s.key), |
| 34 | s.on, |
| 35 | Message::Switch(s.key, !s.on), |
| 36 | ) |
| 37 | }; |
| 38 | |
| 39 | let mut sound = vec![ui::section(look, "sound")]; |
| 40 | sound.extend( |
| 41 | SOUND |
| 42 | .iter() |
| 43 | .filter_map(|key| status.switches.iter().find(|s| s.key == *key)) |
| 44 | .map(switch), |
| 45 | ); |
| 46 | sound.push(ui::link_row( |
| 47 | look, |
| 48 | "equalizer", |
| 49 | Some("presets, and your own"), |
| 50 | Some(buds.eq_name.clone()), |
| 51 | Message::Open(Page::Equalizer), |
| 52 | )); |
| 53 | |
| 54 | let mut rest = vec![ui::section(look, "buds")]; |
| 55 | rest.extend(status.switches.iter().filter(|s| !SOUND.contains(&s.key)).map(switch)); |
| 56 | rest.push(ui::link_row( |
| 57 | look, |
| 58 | "gestures", |
| 59 | Some("taps and holds on each bud"), |
| 60 | None, |
| 61 | Message::Open(Page::Gestures), |
| 62 | )); |
| 63 | rest.push(ui::link_row( |
| 64 | look, |
| 65 | "earbuds", |
| 66 | Some("find my earbuds, firmware"), |
| 67 | None, |
| 68 | Message::Open(Page::Earbuds), |
| 69 | )); |
| 70 | |
| 71 | let mut sections = vec![battery(look, buds)]; |
| 72 | sections.extend( |
| 73 | status |
| 74 | .noise_control |
| 75 | .as_ref() |
| 76 | .map(|now| noise_control(look, &now.mode, anc_level)), |
| 77 | ); |
| 78 | sections.extend([sound, rest]); |
| 79 | ui::sections(sections) |
| 80 | } |
| 81 | |
| 82 | fn battery<'a>(look: Look, buds: &Buds) -> Vec<Element<'a, Message>> { |
| 83 | let p = look.p; |
| 84 | let bar = |name: &'a str, charge: Option<Charge>| match charge { |
| 85 | Some(charge) => { |
| 86 | let low = charge.level <= 15 && !charge.charging; |
| 87 | let value = if charge.charging { |
| 88 | format!("{}% charging", charge.level) |
| 89 | } else { |
| 90 | format!("{}%", charge.level) |
| 91 | }; |
| 92 | let fraction = f32::from(charge.level.min(100)) / 100.0; |
| 93 | ui::stat_bar(look, name, fraction, value, if low { p.err } else { p.accent }) |
| 94 | } |
| 95 | None => ui::stat_bar(look, name, 0.0, "unknown".to_owned(), p.accent), |
| 96 | }; |
| 97 | let battery = buds.status.battery; |
| 98 | vec![ |
| 99 | ui::section(look, "battery"), |
| 100 | bar("left", battery.left), |
| 101 | bar("right", battery.right), |
| 102 | bar("case", battery.case), |
| 103 | ] |
| 104 | } |
| 105 | |
| 106 | fn noise_control<'a>(look: Look, mode: &str, anc_level: AncLevel) -> Vec<Element<'a, Message>> { |
| 107 | let modes = [ |
| 108 | (glyphs::NOISE_OFF, "off", NoiseMode::Off), |
| 109 | (glyphs::ANC, "noise cancelling", NoiseMode::Anc(anc_level)), |
| 110 | (glyphs::TRANSPARENCY, "transparency", NoiseMode::Transparency), |
| 111 | ]; |
| 112 | let options = modes |
| 113 | .into_iter() |
| 114 | .map(|(glyph, words, set)| Opt { |
| 115 | glyph: Some(glyph), |
| 116 | words, |
| 117 | chosen: set.name() == mode, |
| 118 | on_press: Message::Noise(set), |
| 119 | }) |
| 120 | .collect(); |
| 121 | let mut rows = vec![ui::section(look, "noise control"), ui::choice(look, "mode", options)]; |
| 122 | if mode == NoiseMode::Anc(anc_level).name() { |
| 123 | let levels = [ |
| 124 | (AncLevel::Light, "light"), |
| 125 | (AncLevel::Medium, "medium"), |
| 126 | (AncLevel::Deep, "deep"), |
| 127 | ] |
| 128 | .into_iter() |
| 129 | .map(|(level, words)| Opt { |
| 130 | glyph: None, |
| 131 | words, |
| 132 | chosen: level == anc_level, |
| 133 | on_press: Message::Noise(NoiseMode::Anc(level)), |
| 134 | }) |
| 135 | .collect(); |
| 136 | rows.push(ui::choice(look, "strength", levels)); |
| 137 | } |
| 138 | rows |
| 139 | } |