-- SPDX-FileCopyrightText: 2023 jacqueline -- -- SPDX-License-Identifier: GPL-3.0-only local lvgl = require("lvgl") local backstack = require("backstack") local widgets = require("widgets") local styles = require("styles") local volume = require("volume") local display = require("display") local controls = require("controls") local bluetooth = require("bluetooth") local theme = require("theme") local filesystem = require("filesystem") local database = require("database") local usb = require("usb") local font = require("font") local main_menu = require("main_menu") local img = require("images") local nvs = require("nvs") local sd_card = require("sd_card") local settings = {} local SettingsScreen = widgets.MenuScreen:new { show_back = true, create_ui = function(self) widgets.MenuScreen.create_ui(self) self.content = self.root:Object { flex = { flex_direction = "column", flex_wrap = "nowrap", justify_content = "flex-start", align_items = "flex-start", align_content = "flex-start", }, w = lvgl.PCT(100), flex_grow = 1, pad_left = 4, pad_right = 4, } end, on_hide = function(self) nvs.write(); end } local BluetoothPairing = SettingsScreen:new { title = "Nearby Devices", create_ui = function(self) SettingsScreen.create_ui(self) local devices = self.content:List { w = lvgl.PCT(100), h = lvgl.SIZE_CONTENT, } self.bindings = self.bindings + { bluetooth.discovered_devices:bind(function(devs) devices:clean() for _, dev in pairs(devs) do devices:add_btn(nil, dev.name):onClicked(function() bluetooth.paired_device:set(dev) backstack.pop() end) end end) } end, on_show = function() bluetooth.discovering:set(true) end, on_hide = function() bluetooth.discovering:set(false) end, } settings.BluetoothSettings = SettingsScreen:new { title = "Bluetooth", create_ui = function(self) SettingsScreen.create_ui(self) -- Enable/Disable switch local enable_container = self.content:Object { flex = { flex_direction = "row", justify_content = "flex-start", align_items = "center", align_content = "flex-start", }, w = lvgl.PCT(100), h = lvgl.SIZE_CONTENT, pad_bottom = 1, } enable_container:Label { text = "Enable", flex_grow = 1 } local enable_sw = enable_container:Switch {} local enable_sw_desc = widgets.Description(enable_sw, "Enable Bluetooth") enable_sw:onevent(lvgl.EVENT.VALUE_CHANGED, function() local enabled = enable_sw:enabled() bluetooth.enabled:set(enabled) end) enable_sw:focus() self.bindings = self.bindings + { bluetooth.enabled:bind(function(en) if en then enable_sw:add_state(lvgl.STATE.CHECKED) enable_sw_desc:set({text="Disable Bluetooth"}) else enable_sw:clear_state(lvgl.STATE.CHECKED) enable_sw_desc:set({text="Enable Bluetooth"}) end end), } -- Connection status -- This is presented as a label on the field showing the currently paired -- device. local paired_label = self.content:Label { text = "", pad_bottom = 1, } theme.set_subject(paired_label, "settings_title") self.bindings = self.bindings + { bluetooth.connecting:bind(function(conn) if conn then paired_label:set { text = "Connecting to:" } else if bluetooth.connected:get() then paired_label:set { text = "Connected to:" } else paired_label:set { text = "Paired with:" } end end end), } -- The name of the currently paired device. local paired_container = self.content:Object { flex = { flex_direction = "row", justify_content = "flex-start", align_items = "flex-start", align_content = "flex-start", }, w = lvgl.PCT(100), h = lvgl.SIZE_CONTENT, pad_bottom = 2, } local paired_device = paired_container:Label { flex_grow = 1, } local clear_paired = paired_container:Button {} clear_paired:Label { text = "x" } clear_paired:onClicked(function() bluetooth.paired_device:set() end) self.bindings = self.bindings + { bluetooth.paired_device:bind(function(device) if device then paired_device:set { text = device.name } clear_paired:clear_flag(lvgl.FLAG.HIDDEN) else paired_device:set { text = "None" } clear_paired:add_flag(lvgl.FLAG.HIDDEN) end end), } theme.set_subject(self.content:Label { text = "Known Devices", pad_bottom = 1, }, "settings_title") local devices = self.content:List { w = lvgl.PCT(100), h = lvgl.SIZE_CONTENT, } -- 'Pair new device' button that goes to the discovery screen. local button_container = self.content:Object { w = lvgl.PCT(100), h = lvgl.SIZE_CONTENT, flex = { flex_direction = "row", justify_content = "center", align_items = "space-evenly", align_content = "center", }, pad_top = 4, pad_column = 4, } button_container:add_style(styles.list_item) local pair_new = button_container:Button {} pair_new:Label { text = "Pair new device" } pair_new:onClicked(function() backstack.push(BluetoothPairing:new()) end) self.bindings = self.bindings + { bluetooth.known_devices:bind(function(devs) local group = lvgl.group.get_default() group.remove_obj(pair_new) devices:clean() for _, dev in pairs(devs) do devices:add_btn(nil, dev.name):onClicked(function() bluetooth.paired_device:set(dev) end) end group:add_obj(pair_new) end) } end } settings.HeadphonesSettings = SettingsScreen:new { title = "Headphones", create_ui = function(self) SettingsScreen.create_ui(self) theme.set_subject(self.content:Label { text = "Maximum volume limit", }, "settings_title") local volume_chooser = self.content:Dropdown { options = "Line Level (-10 dB)\nCD Level (+6 dB)\nMaximum (+10dB)", selected = 1, symbol = img.chevron, } local limits = { -10, 6, 10 } volume_chooser:onevent(lvgl.EVENT.VALUE_CHANGED, function() -- luavgl dropdown binding uses 0-based indexing :( local selection = volume_chooser:get('selected') + 1 volume.limit_db:set(limits[selection]) end) local volume_chooser_desc = widgets.Description(volume_chooser, "Maximum volume limit") volume_chooser:focus() theme.set_subject(self.content:Label { text = "Left/Right balance", }, "settings_title") local balance = self.content:Slider { w = lvgl.PCT(100), range = { min = -100, max = 100 }, value = 0, } local balance_desc = widgets.Description(balance, "Left/Right Balance") balance:onevent(lvgl.EVENT.VALUE_CHANGED, function() volume.left_bias:set(-balance:value()) end) local balance_label = self.content:Label {} self.bindings = self.bindings + { volume.limit_db:bind(function(limit) for i = 1, #limits do if limits[i] == limit then volume_chooser:set { selected = i - 1 } end end end), volume.left_bias:bind(function(bias) balance:set { value = -bias } if bias < 0 then balance_label:set { text = string.format("Left %.2fdB", bias / 4) } elseif bias > 0 then balance_label:set { text = string.format("Right %.2fdB", -bias / 4) } else balance_label:set { text = "Balanced" } end end), } end } settings.DisplaySettings = SettingsScreen:new { title = "Display", create_ui = function(self) SettingsScreen.create_ui(self) local brightness_title = self.content:Object { flex = { flex_direction = "row", justify_content = "flex-start", align_items = "flex-start", align_content = "flex-start", }, w = lvgl.PCT(100), h = lvgl.SIZE_CONTENT, } brightness_title:Label { text = "Brightness", flex_grow = 1 } local brightness_pct = brightness_title:Label {} theme.set_subject(brightness_pct, "settings_title") local brightness = self.content:Slider { w = lvgl.PCT(100), range = { min = 20, max = 100 }, value = display.brightness:get(), } local brightness_desc = widgets.Description(brightness, "Brightness") brightness:onevent(lvgl.EVENT.VALUE_CHANGED, function() display.brightness:set(brightness:value()) end) brightness:focus() self.bindings = self.bindings + { display.brightness:bind(function(b) brightness_pct:set { text = tostring(b) .. "%" } end) } -- Only show the TTS option if there are voice samples on disk. local tts_iter = filesystem.iterator("/.tangara-tts/") for _ in tts_iter do local text_to_speech_container = self.content:Object { flex = { flex_direction = "row", justify_content = "flex-start", align_items = "center", align_content = "flex-start", }, w = lvgl.PCT(100), h = lvgl.SIZE_CONTENT, pad_bottom = 4, } text_to_speech_container:add_style(styles.list_item) text_to_speech_container:Label { text = "Spoken Interface", flex_grow = 1 } local text_to_speech_sw = text_to_speech_container:Switch {} local tts_desc = widgets.Description(text_to_speech_sw, "Spoken interface") text_to_speech_sw:onevent(lvgl.EVENT.VALUE_CHANGED, function() display.text_to_speech:set(text_to_speech_sw:enabled()) end) self.bindings = self.bindings + { display.text_to_speech:bind(function(en) if en then text_to_speech_sw:add_state(lvgl.STATE.CHECKED) else text_to_speech_sw:clear_state(lvgl.STATE.CHECKED) end end), } break end end } settings.ThemeSettings = SettingsScreen:new { title = "Theme", create_ui = function(self) SettingsScreen.create_ui(self) theme.set_subject(self.content:Label { text = "Theme", }, "settings_title") local themeOptions = {} themeOptions["Dark"] = "/lua/theme_dark.lua" themeOptions["Light"] = "/lua/theme_light.lua" themeOptions["High Contrast"] = "/lua/theme_hicon.lua" -- Parse theme directory for more themes local theme_dir_iter = filesystem.iterator("/.themes/") for dir in theme_dir_iter do local theme_name = tostring(dir):match("(.+).lua$") if (theme_name) then themeOptions[theme_name] = "/sd/.themes/" .. theme_name .. ".lua" end end local saved_theme = theme.theme_filename(); local saved_theme_name = saved_theme:match(".+/(.*).lua$") local options = "" local idx = 0 local selected_idx = -1 for i, v in pairs(themeOptions) do if (saved_theme == v) then selected_idx = idx end if idx > 0 then options = options .. "\n" end options = options .. i idx = idx + 1 end if (selected_idx == -1) then options = options .. "\n" .. saved_theme_name selected_idx = idx end local theme_chooser = self.content:Dropdown { options = options, symbol = img.chevron, } local theme_chooser_desc = widgets.Description(theme_chooser, "Theme") theme_chooser:set({ selected = selected_idx }) theme_chooser:onevent(lvgl.EVENT.VALUE_CHANGED, function() local option = theme_chooser:get('selected_str') local selectedTheme = themeOptions[option] if (selectedTheme) then theme.load_theme(tostring(selectedTheme)) backstack.reset(main_menu:new()) end end) theme_chooser:focus() end } settings.InputSettings = SettingsScreen:new { title = "Input Method", create_ui = function(self) SettingsScreen.create_ui(self) -- Use the control scheme enum lists to generate the relevant dropdowns local make_scheme_control = function(self, scheme_list, control_scheme) local option_to_scheme = {} local scheme_to_option = {} local option_idx = 0 local options = "" -- Sort the keys to order the dropdowns the same as the enums keys = {} for i in pairs(scheme_list) do table.insert(keys, i) end table.sort(keys) for i, k in pairs(keys) do v = scheme_list[k] option_to_scheme[option_idx] = k scheme_to_option[k] = option_idx if option_idx > 0 then options = options .. "\n" end options = options .. v option_idx = option_idx + 1 end local controls_chooser = self.content:Dropdown { options = options, symbol = img.chevron, } self.bindings = self.bindings + { control_scheme:bind(function(s) local option = scheme_to_option[s] controls_chooser:set({ selected = option }) end) } controls_chooser:onevent(lvgl.EVENT.VALUE_CHANGED, function() local option = controls_chooser:get('selected') local scheme = option_to_scheme[option] control_scheme:set(scheme) end) return controls_chooser end theme.set_subject(self.content:Label { text = "Control scheme", }, "settings_title") local controls_chooser = make_scheme_control(self, controls.schemes(), controls.scheme) local controls_chooser_desc = widgets.Description(controls_chooser, "Control scheme") theme.set_subject(self.content:Label { text = "Control scheme when locked", }, "settings_title") local controls_locked = make_scheme_control(self, controls.locked_schemes(), controls.locked_scheme) local controls_locked_desc = widgets.Description(controls_locked, "Control scheme when locked") theme.set_subject(self.content:Label { text = "Haptics Mode", }, "settings_title") make_scheme_control(self, controls.haptics_modes(), controls.haptics_mode) controls_chooser:focus() theme.set_subject(self.content:Label { text = "Scroll Sensitivity", }, "settings_title") local slider_scale = 4; -- Power steering local sensitivity = self.content:Slider { w = lvgl.PCT(90), range = { min = 0, max = 255 / slider_scale }, value = controls.scroll_sensitivity:get() / slider_scale, } sensitivity:onevent(lvgl.EVENT.VALUE_CHANGED, function() controls.scroll_sensitivity:set(sensitivity:value() * slider_scale) end) local sensitivity_desc = widgets.Description(sensitivity, "Scroll Sensitivity") end } settings.SDSettings = SettingsScreen:new { title = "SD Card", create_ui = function(self) SettingsScreen.create_ui(self) local actions_container = self.content:Object { w = lvgl.PCT(100), h = lvgl.SIZE_CONTENT, flex = { flex_direction = "row", justify_content = "center", align_items = "space-evenly", align_content = "center", }, pad_top = 4, pad_column = 4, } actions_container:add_style(styles.list_item) local busy_text = self.content:Label { w = lvgl.PCT(100), text = "", long_mode = lvgl.LABEL.LONG_WRAP, } local busy_text_bind = function() if database.updating:get() then busy_text:clear_flag(lvgl.FLAG.HIDDEN) busy_text:set { text = "Your database is currently updating. Please wait." } elseif usb.msc_enabled:get() then busy_text:clear_flag(lvgl.FLAG.HIDDEN) busy_text:set { text = "USB Mass Storage is currently enabled. Please disable it before unmounting." } elseif not sd_card.mounted:get() then busy_text:clear_flag(lvgl.FLAG.HIDDEN) busy_text:set { text = "No SD card is currently mounted." } else busy_text:add_flag(lvgl.FLAG.HIDDEN) end end self.bindings = self.bindings + { sd_card.mounted:bind(busy_text_bind), database.updating:bind(busy_text_bind), usb.msc_enabled:bind(busy_text_bind) } local unmount_btn = actions_container:Button {} unmount_btn:Label { text = "Unmount" } unmount_btn:onClicked(function() sd_card.unmount() end) local unmount_btn_bind = function() if sd_card.mounted:get() and not database.updating:get() and not usb.msc_enabled:get() then unmount_btn:clear_flag(lvgl.FLAG.HIDDEN) else unmount_btn:add_flag(lvgl.FLAG.HIDDEN) end end self.bindings = self.bindings + { sd_card.mounted:bind(unmount_btn_bind), database.updating:bind(unmount_btn_bind), usb.msc_enabled:bind(unmount_btn_bind) } unmount_btn:focus() end } settings.MassStorageSettings = SettingsScreen:new { title = "USB Storage", create_ui = function(self) SettingsScreen.create_ui(self) local version = require("version").samd() if tonumber(version) < 3 then self.content:Label { w = lvgl.PCT(100), text = "Usb Mass Storage requires a SAMD21 firmware version >=3." } return end local enable_container = self.content:Object { flex = { flex_direction = "row", justify_content = "flex-start", align_items = "center", align_content = "flex-start", }, w = lvgl.PCT(100), h = lvgl.SIZE_CONTENT, pad_bottom = 1, } enable_container:Label { text = "Enable", flex_grow = 1 } local enable_sw = enable_container:Switch {} local enable_sw_desc = widgets.Description(enable_sw, "Enable USB Storage") local busy_text = self.content:Label { w = lvgl.PCT(100), text = "", long_mode = lvgl.LABEL.LONG_WRAP, } local bind_switch = function() if usb.msc_enabled:get() then enable_sw:add_state(lvgl.STATE.CHECKED) enable_sw_desc:set({ text = "Disable USB Storage"}) else enable_sw:clear_state(lvgl.STATE.CHECKED) enable_sw_desc:set({text = "Enable USB Storage"}) end end enable_sw:onevent(lvgl.EVENT.VALUE_CHANGED, function() if not usb.msc_busy:get() and not database.updating:get() then usb.msc_enabled:set(enable_sw:enabled()) end bind_switch() end) enable_sw:focus() self.bindings = self.bindings + { usb.msc_enabled:bind(bind_switch), usb.msc_busy:bind(function(busy) if busy then busy_text:clear_flag(lvgl.FLAG.HIDDEN) else busy_text:add_flag(lvgl.FLAG.HIDDEN) end end), database.updating:bind(function(updating) if updating then busy_text:clear_flag(lvgl.FLAG.HIDDEN) busy_text:set { text = "Your database is currently updating. Please wait." } else busy_text:add_flag(lvgl.FLAG.HIDDEN) busy_text:set { text = "USB is currently busy. Do not unplug or remove the SD card." } end end) } end, can_pop = function() return not usb.msc_enabled:get() end } settings.DatabaseSettings = SettingsScreen:new { title = "Database", create_ui = function(self) SettingsScreen.create_ui(self) local db = require("database") widgets.Row(self.content, "Schema version", db.version()) widgets.Row(self.content, "Size on disk", string.format("%.1f KiB", db.size() / 1024)) local auto_update_container = self.content:Object { flex = { flex_direction = "row", justify_content = "flex-start", align_items = "center", align_content = "flex-start", }, w = lvgl.PCT(100), h = lvgl.SIZE_CONTENT, pad_bottom = 4, } auto_update_container:add_style(styles.list_item) auto_update_container:Label { text = "Auto update", flex_grow = 1 } local auto_update_sw = auto_update_container:Switch {} local auto_update_desc = widgets.Description(auto_update_sw, "Auto update") auto_update_sw:onevent(lvgl.EVENT.VALUE_CHANGED, function() database.auto_update:set(auto_update_sw:enabled()) if auto_update_sw:enabled() then auto_update_desc:set({text = "Disable auto-update"}) else auto_update_desc:set({text = "Enable auto-update"}) end end) local actions_container = self.content:Object { w = lvgl.PCT(100), h = lvgl.SIZE_CONTENT, flex = { flex_direction = "row", justify_content = "center", align_items = "space-evenly", align_content = "center", }, pad_top = 4, pad_column = 4, } actions_container:add_style(styles.list_item) local update = actions_container:Button {} update:Label { text = "Update now" } update:onClicked(function() database.update() end) update:focus() self.bindings = self.bindings + { database.auto_update:bind(function(en) if en then auto_update_sw:add_state(lvgl.STATE.CHECKED) else auto_update_sw:clear_state(lvgl.STATE.CHECKED) end end), } end } settings.PowerSettings = SettingsScreen:new { title = "Power", create_ui = function(self) SettingsScreen.create_ui(self) local power = require("power") local charge_pct = widgets.Row(self.content, "Charge").right local charge_volts = widgets.Row(self.content, "Voltage").right local charge_state = widgets.Row(self.content, "Status").right self.bindings = self.bindings + { power.battery_pct:bind(function(pct) charge_pct:set { text = string.format("%d%%", pct) } end), power.battery_millivolts:bind(function(mv) charge_volts:set { text = string.format("%.2fV", mv / 1000) } end), power.charge_state:bind(function(state) charge_state:set { text = state } end), } local fast_charge_container = self.content:Object { flex = { flex_direction = "row", justify_content = "flex-start", align_items = "center", align_content = "flex-start", }, w = lvgl.PCT(100), h = lvgl.SIZE_CONTENT, pad_bottom = 4, } fast_charge_container:add_style(styles.list_item) fast_charge_container:Label { text = "Fast Charging", flex_grow = 1 } local fast_charge_sw = fast_charge_container:Switch {} local fast_charge_desc = widgets.Description(fast_charge_sw, "Fast Charging") fast_charge_sw:onevent(lvgl.EVENT.VALUE_CHANGED, function() power.fast_charge:set(fast_charge_sw:enabled()) end) self.bindings = self.bindings + { power.fast_charge:bind(function(en) if en then fast_charge_sw:add_state(lvgl.STATE.CHECKED) fast_charge_desc:set({text = "Disable Fast Charging"}) else fast_charge_sw:clear_state(lvgl.STATE.CHECKED) fast_charge_desc:set({text = "Enable Fast Charging"}) end end), } end } local SamdConfirmation = SettingsScreen:new { title = "Are you sure?", create_ui = function(self) SettingsScreen.create_ui(self) self.content:Label { w = lvgl.PCT(100), text = "After selecting 'flash', copy the new UF2 file onto the USB drive that appears. The screen will be blank until the update is finished.", long_mode = lvgl.LABEL.LONG_WRAP, } local button_container = self.content:Object { w = lvgl.PCT(100), h = lvgl.SIZE_CONTENT, flex = { flex_direction = "row", justify_content = "center", align_items = "space-evenly", align_content = "center", }, pad_top = 4, pad_column = 4, } button_container:add_style(styles.list_item) local update = button_container:Button {} update:Label { text = "Flash" } update:onClicked(function() require("version").update_samd() end) end } settings.FirmwareSettings = SettingsScreen:new { title = "Firmware", create_ui = function(self) SettingsScreen.create_ui(self) local version = require("version") widgets.Row(self.content, "ESP32", version.esp()) widgets.Row(self.content, "SAMD21", version.samd()) widgets.Row(self.content, "Collator", version.collator()) local button_container = self.content:Object { w = lvgl.PCT(100), h = lvgl.SIZE_CONTENT, flex = { flex_direction = "row", justify_content = "center", align_items = "space-evenly", align_content = "center", }, pad_top = 4, pad_column = 4, } button_container:add_style(styles.list_item) local update = button_container:Button {} update:Label { text = "Update SAMD21" } update:onClicked(function() backstack.push(SamdConfirmation:new()) end) end } settings.LicensesScreen = SettingsScreen:new { title = "Licenses", create_ui = function(self) SettingsScreen.create_ui(self) require("licenses")(self) end } local FccStatementScreen = SettingsScreen:new { title = "FCC Statement", create_ui = function(self) SettingsScreen.create_ui(self) local text_part = function(text) self.content:Label { w = lvgl.PCT(100), h = lvgl.SIZE_CONTENT, text = text, text_font = font.fusion_10, long_mode = lvgl.LABEL.LONG_WRAP, } end text_part( "This device complies with part 15 of the FCC Rules. Operation is subject to the following two conditions:") text_part("(1) This device may not cause harmful interference, and") text_part( "(2) this device must accept any interference received, including interference that may cause undesired operation.") local scroller = self.content:Object { w = 1, h = 1 } scroller:onevent(lvgl.EVENT.FOCUSED, function() scroller:scroll_to_view(1); end) lvgl.group.get_default():add_obj(scroller) end } settings.RegulatoryScreen = SettingsScreen:new { title = "Regulatory", create_ui = function(self) SettingsScreen.create_ui(self) local version = require("version") local small_row = function(left, right) local container = self.content:Object { flex = { flex_direction = "row", justify_content = "flex-start", align_items = "flex-start", align_content = "flex-start" }, w = lvgl.PCT(100), h = lvgl.SIZE_CONTENT } container:add_style(styles.list_item) container:Label { text = left, flex_grow = 1, text_font = font.fusion_10, } container:Label { text = right, text_font = font.fusion_10, } end small_row("Manufacturer", "cool tech zone") small_row("Product model", "CTZ-1") small_row("FCC ID", "2BG33-CTZ1") local button_container = self.content:Object { w = lvgl.PCT(100), h = lvgl.SIZE_CONTENT, flex = { flex_direction = "row", justify_content = "center", align_items = "space-evenly", align_content = "center", }, pad_top = 4, pad_column = 4, } button_container:add_style(styles.list_item) local button = button_container:Button {} button:Label { text = "FCC Statement" } button:onClicked(function() backstack.push(FccStatementScreen:new()) end) local logo_container = self.content:Object { w = lvgl.PCT(100), h = lvgl.SIZE_CONTENT, flex = { flex_direction = "row", justify_content = "center", align_items = "center", align_content = "center", }, pad_top = 4, pad_column = 4, } theme.set_subject(logo_container, "regulatory_icons") button_container:add_style(styles.list_item) logo_container:Image { src = "//lua/img/ce.png" } logo_container:Image { src = "//lua/img/weee.png" } end } settings.Root = widgets.MenuScreen:new { show_back = true, title = "Settings", create_ui = function(self) widgets.MenuScreen.create_ui(self) local list = self.root:List { w = lvgl.PCT(100), h = lvgl.PCT(100), flex_grow = 1, } -- Creates a section header, not selectable. -- The return value can be passed into submenu() if scrolling behavior -- needs special treatment. local function section(name) local elem = list:Label { text = name, pad_left = 4, } theme.set_subject(elem, "settings_title") return elem end -- Creates a selectable menu item that opens the screen given by 'class'. -- If 'section_label' is given, will scroll that section header label into -- view when this item is selected; this helps with the very top section, -- which normally has nothing scrolling it into view. local function submenu(name, class, section_label) local item = list:add_btn(nil, name) item:onClicked(function() backstack.push(class:new()) end) if section_label then -- Make sure item is visible, and, ideally, the section header. item:onevent(lvgl.EVENT.FOCUSED, function() -- Scroll to section in case it's off the top of the screen. -- (0 for no animation; doesn't work if both scroll with animation.) section_label:scroll_to_view(0); -- Scroll to item in case it's off the bottom of the screen. item:scroll_to_view(1); end) end item:add_style(styles.list_item) return item end local audio_section = section("Audio") local first_item = submenu("Bluetooth", settings.BluetoothSettings, audio_section) submenu("Headphones", settings.HeadphonesSettings) section("Interface") submenu("Display", settings.DisplaySettings) submenu("Theme", settings.ThemeSettings) submenu("Input Method", settings.InputSettings) section("Storage") submenu("SD Card", settings.SDSettings) submenu("USB", settings.MassStorageSettings) section("System") submenu("Database", settings.DatabaseSettings) submenu("Power", settings.PowerSettings) section("About") submenu("Firmware", settings.FirmwareSettings) submenu("Licenses", settings.LicensesScreen) submenu("Regulatory", settings.RegulatoryScreen) first_item:focus() end } return settings