Change pointer types for mesh node references to const in multiple applets

This commit is contained in:
Ben Meadors
2026-05-09 12:27:08 -05:00
parent b3497cf688
commit 3ca23400ef
4 changed files with 7 additions and 7 deletions
@@ -136,7 +136,7 @@ void InkHUD::MapApplet::onRender(bool full)
printAt(vertBarX + (bottomLabelW / 2) + 1, bottomLabelY + (bottomLabelH / 2), vertBottomLabel, CENTER, MIDDLE);
// Draw our node LAST with full white fill + outline
meshtastic_NodeInfoLite *ourNode = nodeDB->getMeshNode(nodeDB->getNodeNum());
const meshtastic_NodeInfoLite *ourNode = nodeDB->getMeshNode(nodeDB->getNodeNum());
meshtastic_PositionLite ourSelfPos;
if (ourNode && nodeDB->hasValidPosition(ourNode) && nodeDB->copyNodePosition(ourNode->num, ourSelfPos)) {
Marker self = calculateMarker(ourSelfPos.latitude_i * 1e-7, ourSelfPos.longitude_i * 1e-7, false, 0);
@@ -169,7 +169,7 @@ void InkHUD::MapApplet::onRender(bool full)
void InkHUD::MapApplet::getMapCenter(float *lat, float *lng)
{
// If we have a valid position for our own node, use that as the anchor
meshtastic_NodeInfoLite *ourNode = nodeDB->getMeshNode(nodeDB->getNodeNum());
const meshtastic_NodeInfoLite *ourNode = nodeDB->getMeshNode(nodeDB->getNodeNum());
meshtastic_PositionLite ourSelfPos;
if (ourNode && nodeDB->hasValidPosition(ourNode) && nodeDB->copyNodePosition(ourNode->num, ourSelfPos)) {
*lat = ourSelfPos.latitude_i * 1e-7;
@@ -50,8 +50,8 @@ ProcessMessage InkHUD::NodeListApplet::handleReceived(const meshtastic_MeshPacke
c.signal = getSignalStrength(mp.rx_snr, mp.rx_rssi);
// Assemble info: from nodeDB (needed to detect changes)
meshtastic_NodeInfoLite *node = nodeDB->getMeshNode(c.nodeNum);
meshtastic_NodeInfoLite *ourNode = nodeDB->getMeshNode(nodeDB->getNodeNum());
const meshtastic_NodeInfoLite *node = nodeDB->getMeshNode(c.nodeNum);
const meshtastic_NodeInfoLite *ourNode = nodeDB->getMeshNode(nodeDB->getNodeNum());
if (node) {
if (node->has_hops_away)
c.hopsAway = node->hops_away;
@@ -2098,7 +2098,7 @@ void InkHUD::MenuApplet::populateRecipientPage()
// Don't want some monstrous list that takes 100 clicks to reach exit
if (favoriteCount < 20) {
for (uint32_t i = 0; i < nodeCount; i++) {
meshtastic_NodeInfoLite *node = nodeDB->getMeshNodeByIndex(i);
const meshtastic_NodeInfoLite *node = nodeDB->getMeshNodeByIndex(i);
// Skip node if not a favorite
if (!nodeInfoLiteIsFavorite(node))
@@ -80,8 +80,8 @@ void InkHUD::HeardApplet::populateFromNodeDB()
ordered.resize(maxCards());
// Create card info for these (stale) node observations
meshtastic_NodeInfoLite *ourNode = nodeDB->getMeshNode(nodeDB->getNodeNum());
for (meshtastic_NodeInfoLite *node : ordered) {
const meshtastic_NodeInfoLite *ourNode = nodeDB->getMeshNode(nodeDB->getNodeNum());
for (const meshtastic_NodeInfoLite *node : ordered) {
CardInfo c;
c.nodeNum = node->num;