🐛 Fix kinetic ABL mesh after refactor (#24107)

Followup to #23868
This commit is contained in:
tombrazier
2022-04-29 18:54:57 +01:00
committed by GitHub
parent e633ef895d
commit 60b6df4542
4 changed files with 8 additions and 4 deletions

View File

@@ -200,7 +200,7 @@ void DGUSScreenHandler::StoreSettings(char *buff) {
data.initialized = true;
data.volume = dgus_display.GetVolume();
data.brightness = dgus_display.GetBrightness();
data.abl = (ExtUI::getLevelingActive() && ExtUI::getMeshValid());
data.abl_okay = (ExtUI::getLevelingActive() && ExtUI::getMeshValid());
memcpy(buff, &data, sizeof(data));
}
@@ -216,8 +216,7 @@ void DGUSScreenHandler::LoadSettings(const char *buff) {
dgus_display.SetBrightness(data.initialized ? data.brightness : DGUS_DEFAULT_BRIGHTNESS);
if (data.initialized) {
leveling_active = (data.abl && ExtUI::getMeshValid());
leveling_active = (data.abl_okay && ExtUI::getMeshValid());
ExtUI::setLevelingActive(leveling_active);
}
}

View File

@@ -134,7 +134,7 @@ private:
bool initialized;
uint8_t volume;
uint8_t brightness;
bool abl;
bool abl_okay;
} eeprom_data_t;
};