unleashed-firmware/lib/app-template/app-template.h

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C
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#pragma once
#include "callback-connector.h"
#include "flipper.h"
#include "flipper_v2.h"
// simple app class with template variables <state, events>
template <class TState, class TEvent> class AppTemplate {
public:
Widget* widget;
osMessageQueueId_t event_queue;
TState state;
ValueMutex state_mutex;
Gui* gui;
AppTemplate();
~AppTemplate();
void input_callback(InputEvent* input_event, void* ctx);
void draw_callback(Canvas* canvas, void* ctx);
virtual void render(Canvas* canvas) = 0;
void acquire_state(void);
void release_state(void);
bool get_event(TEvent* event, uint32_t timeout);
void app_ready(void);
void exit(void);
void update_gui(void);
};
template <class TState, class TEvent> AppTemplate<TState, TEvent>::AppTemplate() {
// allocate events queue
event_queue = osMessageQueueNew(10, sizeof(TEvent), NULL);
// allocate valuemutex
// TODO: use plain os mutex?
if(!init_mutex(&state_mutex, &state, sizeof(TState))) {
printf("cannot create mutex\n");
furiac_exit(NULL);
}
// open gui
gui = (Gui*)furi_open("gui");
if(gui == NULL) {
printf("gui is not available\n");
furiac_exit(NULL);
}
// allocate widget
widget = widget_alloc();
}
template <class TState, class TEvent> AppTemplate<TState, TEvent>::~AppTemplate() {
}
// generic input callback
template <class TState, class TEvent>
void AppTemplate<TState, TEvent>::input_callback(InputEvent* input_event, void* ctx) {
AppTemplate* app = static_cast<AppTemplate*>(ctx);
TEvent event;
event.type = TEvent::EventTypeKey;
event.value.input = *input_event;
osMessageQueuePut(app->event_queue, &event, 0, 0);
}
// generic draw callback
template <class TState, class TEvent>
void AppTemplate<TState, TEvent>::draw_callback(Canvas* canvas, void* ctx) {
AppTemplate* app = static_cast<AppTemplate*>(ctx);
app->acquire_state();
canvas_clear(canvas);
app->render(canvas);
app->release_state();
}
template <class TState, class TEvent> void AppTemplate<TState, TEvent>::acquire_state(void) {
acquire_mutex(&state_mutex, osWaitForever);
}
template <class TState, class TEvent> void AppTemplate<TState, TEvent>::release_state(void) {
release_mutex(&state_mutex, &state);
}
template <class TState, class TEvent>
bool AppTemplate<TState, TEvent>::get_event(TEvent* event, uint32_t timeout) {
osStatus_t event_status = osMessageQueueGet(event_queue, event, NULL, timeout);
return (event_status == osOK);
}
// signal that app is ready, and we can render something
// also unblock dependent tasks
template <class TState, class TEvent> void AppTemplate<TState, TEvent>::app_ready(void) {
// connect widget with input callback
auto input_cb_ref = cbc::obtain_connector(this, &AppTemplate::input_callback);
widget_input_callback_set(widget, input_cb_ref, this);
// connect widget with draw callback
auto draw_cb_ref = cbc::obtain_connector(this, &AppTemplate::draw_callback);
widget_draw_callback_set(widget, draw_cb_ref, this);
// add widget
gui_add_widget(gui, widget, GuiLayerFullscreen);
// signal that our app ready to work
furiac_ready();
}
template <class TState, class TEvent> void AppTemplate<TState, TEvent>::exit(void) {
// TODO remove all widgets create by app
widget_enabled_set(widget, false);
furiac_exit(NULL);
}
template <class TState, class TEvent> void AppTemplate<TState, TEvent>::update_gui(void) {
widget_update(widget);
}