mirror of
https://github.com/DarkFlippers/unleashed-firmware
synced 2024-11-24 05:23:06 +00:00
178 lines
5 KiB
C++
178 lines
5 KiB
C++
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#include <map>
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#include <forward_list>
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#include <initializer_list>
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#define GENERIC_SCENE_ENUM_VALUES Uninitalized, Exit, Start
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#define GENERIC_EVENT_ENUM_VALUES Tick, Back
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/**
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* @brief Controller for scene navigation in application
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*
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* @tparam TScene generic scene class
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* @tparam TApp application class
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*/
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template <typename TScene, typename TApp> class SceneController {
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public:
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/**
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* @brief Add scene to scene container
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*
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* @param scene_index scene index
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* @param scene_pointer scene object pointer
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*/
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void add_scene(typename TApp::SceneType scene_index, TScene* scene_pointer) {
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furi_check(scenes.count(scene_index) == 0);
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scenes[scene_index] = scene_pointer;
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}
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/**
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* @brief Switch to next scene and store current scene in previous scenes list
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*
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* @param scene_index next scene index
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* @param need_restore true, if we want the scene to restore its parameters
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*/
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void switch_to_next_scene(typename TApp::SceneType scene_index, bool need_restore = false) {
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previous_scenes_list.push_front(current_scene_index);
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switch_to_scene(scene_index, need_restore);
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}
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/**
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* @brief Switch to next scene without ability to return to current scene
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*
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* @param scene_index next scene index
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* @param need_restore true, if we want the scene to restore its parameters
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*/
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void switch_to_scene(typename TApp::SceneType scene_index, bool need_restore = false) {
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if(scene_index != TApp::SceneType::Exit) {
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scenes[current_scene_index]->on_exit(app);
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current_scene_index = scene_index;
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scenes[current_scene_index]->on_enter(app, need_restore);
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}
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}
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/**
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* @brief Search the scene in the list of previous scenes and switch to it
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*
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* @param scene_index_list list of scene indexes to which you want to switch
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*/
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void search_and_switch_to_previous_scene(
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const std::initializer_list<typename TApp::SceneType>& scene_index_list) {
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auto previous_scene_index = TApp::SceneType::Start;
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bool scene_found = false;
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while(!scene_found) {
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previous_scene_index = get_previous_scene_index();
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for(const auto& element : scene_index_list) {
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if(previous_scene_index == element) {
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scene_found = true;
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break;
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}
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}
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}
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switch_to_scene(previous_scene_index, true);
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}
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/**
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* @brief Start application main cycle
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*
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* @param tick_length_ms tick event length in milliseconds
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*/
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void process(uint32_t tick_length_ms = 100) {
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typename TApp::Event event;
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bool consumed;
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bool exit = false;
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current_scene_index = TApp::SceneType::Start;
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scenes[current_scene_index]->on_enter(app, false);
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while(!exit) {
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app->view_controller.receive_event(&event);
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consumed = scenes[current_scene_index]->on_event(app, &event);
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if(!consumed) {
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if(event.type == TApp::EventType::Back) {
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exit = switch_to_previous_scene();
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}
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}
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};
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scenes[current_scene_index]->on_exit(app);
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}
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/**
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* @brief Switch to previous scene
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*
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* @param count how many steps back
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* @return true if app need to exit
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*/
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bool switch_to_previous_scene(uint8_t count = 1) {
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auto previous_scene_index = TApp::SceneType::Start;
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for(uint8_t i = 0; i < count; i++) previous_scene_index = get_previous_scene_index();
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if(previous_scene_index == TApp::SceneType::Exit) return true;
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switch_to_scene(previous_scene_index, true);
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return false;
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}
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/**
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* @brief Construct a new Scene Controller object
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*
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* @param app_pointer pointer to application class
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*/
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SceneController(TApp* app_pointer) {
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app = app_pointer;
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current_scene_index = TApp::SceneType::Uninitalized;
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}
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/**
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* @brief Destroy the Scene Controller object
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*
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*/
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~SceneController() {
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for(auto& it : scenes) delete it.second;
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}
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private:
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/**
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* @brief Scenes pointers container
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*
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*/
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std::map<typename TApp::SceneType, TScene*> scenes;
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/**
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* @brief List of indexes of previous scenes
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*
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*/
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std::forward_list<typename TApp::SceneType> previous_scenes_list;
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/**
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* @brief Current scene index holder
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*
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*/
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typename TApp::SceneType current_scene_index;
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/**
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* @brief Application pointer holder
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*
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*/
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TApp* app;
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/**
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* @brief Get the previous scene index
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*
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* @return previous scene index
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*/
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typename TApp::SceneType get_previous_scene_index() {
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auto scene_index = TApp::SceneType::Exit;
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if(!previous_scenes_list.empty()) {
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scene_index = previous_scenes_list.front();
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previous_scenes_list.pop_front();
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}
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return scene_index;
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}
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};
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