unleashed-firmware/applications/gui/view_i.h

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#pragma once
#include "view.h"
#include "view_dispatcher_i.h"
[FL-140] Core api dynamic records (#296) * SYSTEM: tickless mode with deep sleep. * Move FreeRTOS ticks to lptim2 * API: move all sumbodules init routines to one place. Timebase: working lptim2 at tick source. * API Timebase: lp-timer routines, timer access safe zones prediction and synchronization. FreeRTOS: adjust configuration for tickless mode. * NFC: support for tickless mode. * API Timebase: improve tick error handling in IRQ. Apploader: use insomnia mode to run applications. * BLE: prevent sleep while core2 starting * HAL: nap while in insomnia mode * init records work * try to implement record delete * tests and flapp * flapp subsystem * new core functions to get app stat, simplify core code * fix thread termination * add strdup to core * fix tests * Refactoring: remove all unusued parts, update API usage, aggreagate API sources and headers, new record storage * Refactoring: update furi record api usage, cleanup code * Fix broken merge for freertos apps * Core, Target: fix compilation warnings * Drop firmware target local * HAL Timebase, Power, Clock: semaphore guarded access to clock and power modes, better sleep mode. * SD-Filesystem: wait for all deps to arrive before adding widget. Core, BLE: disable debug dump to serial. * delete old app example-ipc * delete old app fatfs list * fix strobe app, add input header * delete old display driver * comment old app qr-code * fix sd-card test, add forced widget update * remove unused new core test * increase heap to 128k * comment and assert old core tests * fix syntax Co-authored-by: Aleksandr Kutuzov <alleteam@gmail.com>
2021-01-20 16:09:26 +00:00
#include <furi.h>
typedef struct {
void* data;
osMutexId_t mutex;
} ViewModelLocking;
struct View {
ViewDispatcher* dispatcher;
ViewDrawCallback draw_callback;
ViewInputCallback input_callback;
ViewModelType model_type;
ViewNavigationCallback previous_callback;
ViewNavigationCallback next_callback;
void* model;
void* context;
};
/* Set View dispatcher */
void view_set_dispatcher(View* view, ViewDispatcher* view_dispatcher);
/* Unlock model */
void view_unlock_model(View* view);
/* Draw Callback for View dispatcher */
void view_draw(View* view, Canvas* canvas);
/* Input Callback for View dispatcher */
bool view_input(View* view, InputEvent* event);
/* Previous Callback for View dispatcher */
uint32_t view_previous(View* view);
/* Next Callback for View dispatcher */
uint32_t view_next(View* view);