diff options
Diffstat (limited to 'source/Core/Threads')
-rw-r--r-- | source/Core/Threads/UI/logic/SolderingProfile.cpp | 32 |
1 files changed, 24 insertions, 8 deletions
diff --git a/source/Core/Threads/UI/logic/SolderingProfile.cpp b/source/Core/Threads/UI/logic/SolderingProfile.cpp index 3746ae5e..01ca7ced 100644 --- a/source/Core/Threads/UI/logic/SolderingProfile.cpp +++ b/source/Core/Threads/UI/logic/SolderingProfile.cpp @@ -49,15 +49,26 @@ OperatingMode gui_solderingProfileMode(const ButtonState buttons, guiContext *cx if (cxt->scratch_state.state6 == 0) { cxt->scratch_state.state6 = tipTemp; // if this is hotter than the preheat temperature, we should fail - if (cxt->scratch_state.state6 >= 55) { + if (cxt->scratch_state.state6 >= cxt->scratch_state.state5) { warnUser(translatedString(Tr->TooHotToStartProfileWarning), buttons); return OperatingMode::HomeScreen; } } uint16_t phaseElapsedSeconds = (xTaskGetTickCount() - cxt->scratch_state.state3) / TICKS_SECOND; - // have we finished this phase? - if (phaseElapsedSeconds >= cxt->scratch_state.state2 && tipTemp == cxt->scratch_state.state5) { + // Have we finished this phase? + // Check if we have hit our temperature target in either direction. + bool phaseTargetReached = false; + if (cxt->scratch_state.state6 < cxt->scratch_state.state5 && tipTemp >= cxt->scratch_state.state5) { + phaseTargetReached = true; + } else if (cxt->scratch_state.state6 > cxt->scratch_state.state5 && tipTemp <= cxt->scratch_state.state5) { + phaseTargetReached = true; + } else if (tipTemp == cxt->scratch_state.state5) { + phaseTargetReached = true; + } + + // If we both hit the temperature target and enough time has passed, phase complete. + if (phaseElapsedSeconds >= cxt->scratch_state.state2 && phaseTargetReached) { cxt->scratch_state.state1++; cxt->scratch_state.state6 = cxt->scratch_state.state5; cxt->scratch_state.state3 = xTaskGetTickCount(); @@ -115,13 +126,18 @@ OperatingMode gui_solderingProfileMode(const ButtonState buttons, guiContext *cx // determine current target temp if (cxt->scratch_state.state6 < cxt->scratch_state.state5) { - if (profileCurrentTargetTemp < cxt->scratch_state.state5) { - profileCurrentTargetTemp = cxt->scratch_state.state6 + ((xTaskGetTickCount() - cxt->viewEnterTime) / phaseTicksPerDegree); - } - } else { + profileCurrentTargetTemp = cxt->scratch_state.state6 + ((xTaskGetTickCount() - cxt->viewEnterTime) / phaseTicksPerDegree); if (profileCurrentTargetTemp > cxt->scratch_state.state5) { - profileCurrentTargetTemp = cxt->scratch_state.state6 - ((xTaskGetTickCount() - cxt->viewEnterTime) / phaseTicksPerDegree); + profileCurrentTargetTemp = cxt->scratch_state.state5; + } + } else if (cxt->scratch_state.state6 > cxt->scratch_state.state5) { + profileCurrentTargetTemp = cxt->scratch_state.state6 - ((xTaskGetTickCount() - cxt->viewEnterTime) / phaseTicksPerDegree); + // Chance of an overflow when ramping up is basically zero, but chance of an underflow here is quite high. If the target underflowed, snap it back. + if (profileCurrentTargetTemp < cxt->scratch_state.state5 || profileCurrentTargetTemp > cxt->scratch_state.state6) { + profileCurrentTargetTemp = cxt->scratch_state.state5; } + } else { + profileCurrentTargetTemp = cxt->scratch_state.state5; } // Draw in the screen details |