Complete rewrite of the display code to make dynamic widgets possible.
Widgets rendering is now class based, but D4D/eGUI really doesn't want to be used this way.
Most macros are defined as static const, which doesn't help with putting the objects into a class as member variables. Resorted to manually defining objects in most places and skipping the macros.
For now it works, but a C++ based framework in the future would be nice.
display settings can now be received as protobuf. 6 widgets can be configured: position, name, type, associated block, color
new fonts. Using kakwa instead of arial as default font now
added icon font and constexpr template functions to only include selected icons in build
new loading screen and revised startup sequence
wifi settings can be set over serial/protobuf
touch settings can be set remotely and are stored using cbox
Composite number library (CNL ) updated
Fixed point to string conversion
eGUI updated and refactored were needed for C++ compatibility
added optional sanitizer in build to detect memory errors and undefined behavior
removed coverage from default simulator build to reduce size
Complete rewrite of the display code to make dynamic widgets possible.
Widgets rendering is now class based, but D4D/eGUI really doesn't want to be used this way. Most macros are defined as static const, which doesn't help with putting the objects into a class as member variables. Resorted to manually defining objects in most places and skipping the macros. For now it works, but a C++ based framework in the future would be nice.