unleashed-firmware/applications/external/protoview/ui.c

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/* Copyright (C) 2022-2023 Salvatore Sanfilippo -- All Rights Reserved
* See the LICENSE file for information about the license. */
#include "app.h"
/* =========================== Subview handling ================================
* Note that these are not the Flipper subviews, but the subview system
* implemented inside ProtoView.
* ========================================================================== */
/* Return the ID of the currently selected subview, of the current
* view. */
int ui_get_current_subview(ProtoViewApp* app) {
return app->current_subview[app->current_view];
}
/* Called by view rendering callback that has subviews, to show small triangles
* facing down/up if there are other subviews the user can access with up
* and down. */
void ui_show_available_subviews(Canvas* canvas, ProtoViewApp* app, int last_subview) {
int subview = ui_get_current_subview(app);
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if(subview != 0) canvas_draw_triangle(canvas, 120, 5, 8, 5, CanvasDirectionBottomToTop);
if(subview != last_subview - 1)
canvas_draw_triangle(canvas, 120, 59, 8, 5, CanvasDirectionTopToBottom);
}
/* Handle up/down keys when we are in a subview. If the function catched
* such keypress, it returns true, so that the actual view input callback
* knows it can just return ASAP without doing anything. */
bool ui_process_subview_updown(ProtoViewApp* app, InputEvent input, int last_subview) {
int subview = ui_get_current_subview(app);
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if(input.type == InputTypePress) {
if(input.key == InputKeyUp) {
if(subview != 0) app->current_subview[app->current_view]--;
return true;
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} else if(input.key == InputKeyDown) {
if(subview != last_subview - 1) app->current_subview[app->current_view]++;
return true;
}
}
return false;
}
/* ============================= Text input ====================================
* Normally we just use our own private UI widgets. However for the text input
* widget, that is quite complex, visualizes a keyboard and must be standardized
* for user coherent experience, we use the one provided by the Flipper
* framework. The following two functions allow to show the keyboard to get
* text and later dismiss it.
* ========================================================================== */
/* Show the keyboard, take the user input and store it into the specified
* 'buffer' of 'buflen' total bytes. When the user is done, the done_callback
* is called passing the application context to it. Such callback needs
* to do whatever it wants with the input buffer and dismissi the keyboard
* calling: dismiss_keyboard(app);
*
* Note: if the buffer is not a null-termined zero string, what it contains will
* be used as initial input for the user. */
void ui_show_keyboard(
ProtoViewApp* app,
char* buffer,
uint32_t buflen,
void (*done_callback)(void*)) {
app->show_text_input = true;
app->text_input_buffer = buffer;
app->text_input_buffer_len = buflen;
app->text_input_done_callback = done_callback;
}
void ui_dismiss_keyboard(ProtoViewApp* app) {
view_dispatcher_stop(app->view_dispatcher);
}
/* ================================= Alert ================================== */
/* Set an alert message to be shown over any currently active view, for
* the specified amount of time of 'ttl' milliseconds. */
void ui_show_alert(ProtoViewApp* app, const char* text, uint32_t ttl) {
app->alert_dismiss_time = furi_get_tick() + furi_ms_to_ticks(ttl);
snprintf(app->alert_text, ALERT_MAX_LEN, "%s", text);
}
/* Cancel the alert before its time has elapsed. */
void ui_dismiss_alert(ProtoViewApp* app) {
app->alert_dismiss_time = 0;
}
/* Show the alert if an alert is set. This is called after the currently
* active view displayed its stuff, so we overwrite the screen with the
* alert message. */
void ui_draw_alert_if_needed(Canvas* canvas, ProtoViewApp* app) {
if(app->alert_dismiss_time == 0) {
/* No active alert. */
return;
} else if(app->alert_dismiss_time < furi_get_tick()) {
/* Alert just expired. */
ui_dismiss_alert(app);
return;
}
/* Show the alert. A box with black border and a text inside. */
canvas_set_font(canvas, FontPrimary);
uint8_t w = canvas_string_width(canvas, app->alert_text);
uint8_t h = 8; // Font height.
uint8_t text_x = 64 - (w / 2);
uint8_t text_y = 32 + 4;
uint8_t padding = 3;
canvas_set_color(canvas, ColorBlack);
canvas_draw_box(
canvas, text_x - padding, text_y - padding - h, w + padding * 2, h + padding * 2);
canvas_set_color(canvas, ColorWhite);
canvas_draw_box(
canvas,
text_x - padding + 1,
text_y - padding - h + 1,
w + padding * 2 - 2,
h + padding * 2 - 2);
canvas_set_color(canvas, ColorBlack);
canvas_draw_str(canvas, text_x, text_y, app->alert_text);
}
/* =========================== Canvas extensions ============================ */
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void canvas_draw_str_with_border(
Canvas* canvas,
uint8_t x,
uint8_t y,
const char* str,
Color text_color,
Color border_color) {
struct {
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uint8_t x;
uint8_t y;
} dir[8] = {{-1, -1}, {0, -1}, {1, -1}, {1, 0}, {1, 1}, {0, 1}, {-1, 1}, {-1, 0}};
/* Rotate in all the directions writing the same string to create a
* border, then write the actual string in the other color in the
* middle. */
canvas_set_color(canvas, border_color);
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for(int j = 0; j < 8; j++) canvas_draw_str(canvas, x + dir[j].x, y + dir[j].y, str);
canvas_set_color(canvas, text_color);
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canvas_draw_str(canvas, x, y, str);
canvas_set_color(canvas, ColorBlack);
}