modeld two-state; UI: immediate blank on ignition off; READY splash on wake
- modeld: simplified to 0fps (standstill or parked) or 20fps. Removed 4/10fps reduced-rate path, republish caching, FPCC/liveCalibration reads, and ModelFps per-cycle param writes. - ui.cc updateWakefulness: ignition on→off now resets interactive_timeout to 0 for immediate screen blank. Tap still wakes via existing handler. - home.cc offroadTransition(false): reset ready->has_driven to false so the READY text appears on fresh ignition, not the textless post-drive splash. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -122,9 +122,11 @@ void HomeWindow::offroadTransition(bool offroad) {
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slayout->setCurrentWidget(ready);
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} else {
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// CLEARPILOT: start onroad in splash — updateState will switch to
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// camera view once the car shifts out of park
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// camera view once the car shifts out of park. Reset has_driven so
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// fresh ignition shows the READY text (not the post-drive textless splash).
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LOGW("CLP UI: onroad transition -> showing splash (parked)");
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was_parked_onroad = true;
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ready->has_driven = false;
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slayout->setCurrentWidget(ready);
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}
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}
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+4
-1
@@ -558,7 +558,10 @@ void Device::updateWakefulness(const UIState &s) {
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}
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if (ignition_state_changed) {
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if (ignition_on && s.scene.screen_brightness_onroad == 0 && !s.scene.standby_mode) {
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if (!ignition_on) {
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// CLEARPILOT: ignition on→off blanks the screen immediately (tap still wakes).
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resetInteractiveTimeout(0, 0);
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} else if (s.scene.screen_brightness_onroad == 0 && !s.scene.standby_mode) {
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resetInteractiveTimeout(0, 0);
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} else {
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resetInteractiveTimeout(s.scene.screen_timeout, s.scene.screen_timeout_onroad);
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