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https://github.com/DarkFlippers/unleashed-firmware
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70 lines
2.1 KiB
C
70 lines
2.1 KiB
C
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#pragma once
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#include <gui/gui.h>
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#include <furi.h>
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typedef struct {
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void (*callback)(void* state); //Callback for when the item is dequeued
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void (*render)(
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const void* state,
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Canvas* const canvas); //Callback for the rendering loop while this item is running
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void (*start)(void* state); //Callback when this item is started running
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void* next; //Pointer to the next item
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uint32_t duration; //duration of the item
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} QueueItem;
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typedef struct {
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unsigned int start; //current queue item start time
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QueueItem* current; //current queue item
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bool running; //is the queue running
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} QueueState;
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/**
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* Enqueue a new item.
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*
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* @param queue_state The queue state pointer
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* @param app_state Your app state
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* @param done Callback for dequeue event
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* @param start Callback for when the item is activated
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* @param render Callback to render loop if needed
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* @param duration Length of the item
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*/
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void enqueue(
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QueueState* queue_state,
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void* app_state,
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void (*done)(void* state),
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void (*start)(void* state),
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void (*render)(const void* state, Canvas* const canvas),
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uint32_t duration);
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/**
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* Clears all queue items
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*
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* @param queue_state The queue state pointer
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*/
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void queue_clear(QueueState* queue_state);
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/**
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* Dequeues the active queue item. Usually you don't need to call it directly.
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*
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* @param queue_state The queue state pointer
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* @param app_state Your application state
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*/
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void dequeue(QueueState* queue_state, void* app_state);
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/**
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* Runs the queue logic (place it in your tick function)
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*
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* @param queue_state The queue state pointer
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* @param app_state Your application state
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* @return FALSE when there is nothing to run, TRUE otherwise
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*/
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bool run_queue(QueueState* queue_state, void* app_state);
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/**
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* Calls the currently active queue items render callback (if there is any)
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*
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* @param queue_state The queue state pointer
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* @param app_state Your application state
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* @param canvas Pointer to Flipper's canvas object
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*/
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void render_queue(const QueueState* queue_state, const void* app_state, Canvas* const canvas);
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