#include "view_port_i.h" #include #include #include "gui.h" #include "gui_i.h" #define TAG "ViewPort" _Static_assert(ViewPortOrientationMAX == 4, "Incorrect ViewPortOrientation count"); _Static_assert( (ViewPortOrientationHorizontal == 0 && ViewPortOrientationHorizontalFlip == 1 && ViewPortOrientationVertical == 2 && ViewPortOrientationVerticalFlip == 3), "Incorrect ViewPortOrientation order"); _Static_assert(InputKeyMAX == 6, "Incorrect InputKey count"); _Static_assert( (InputKeyUp == 0 && InputKeyDown == 1 && InputKeyRight == 2 && InputKeyLeft == 3 && InputKeyOk == 4 && InputKeyBack == 5), "Incorrect InputKey order"); /** InputKey directional keys mappings for different screen orientations * */ static const InputKey view_port_input_mapping[ViewPortOrientationMAX][InputKeyMAX] = { {InputKeyUp, InputKeyDown, InputKeyRight, InputKeyLeft, InputKeyOk, InputKeyBack}, //ViewPortOrientationHorizontal {InputKeyDown, InputKeyUp, InputKeyLeft, InputKeyRight, InputKeyOk, InputKeyBack}, //ViewPortOrientationHorizontalFlip {InputKeyRight, InputKeyLeft, InputKeyDown, InputKeyUp, InputKeyOk, InputKeyBack}, //ViewPortOrientationVertical {InputKeyLeft, InputKeyRight, InputKeyUp, InputKeyDown, InputKeyOk, InputKeyBack}, //ViewPortOrientationVerticalFlip }; static const InputKey view_port_left_hand_input_mapping[InputKeyMAX] = {InputKeyDown, InputKeyUp, InputKeyLeft, InputKeyRight, InputKeyOk, InputKeyBack}; static const CanvasOrientation view_port_orientation_mapping[ViewPortOrientationMAX] = { [ViewPortOrientationHorizontal] = CanvasOrientationHorizontal, [ViewPortOrientationHorizontalFlip] = CanvasOrientationHorizontalFlip, [ViewPortOrientationVertical] = CanvasOrientationVertical, [ViewPortOrientationVerticalFlip] = CanvasOrientationVerticalFlip, }; // Remaps directional pad buttons on Flipper based on ViewPort orientation static void view_port_map_input(InputEvent* event, ViewPortOrientation orientation) { furi_assert(orientation < ViewPortOrientationMAX && event->key < InputKeyMAX); if(event->sequence_source != INPUT_SEQUENCE_SOURCE_HARDWARE) { return; } if(orientation == ViewPortOrientationHorizontal || orientation == ViewPortOrientationHorizontalFlip) { if(furi_hal_rtc_is_flag_set(FuriHalRtcFlagHandOrient)) { event->key = view_port_left_hand_input_mapping[event->key]; } } event->key = view_port_input_mapping[orientation][event->key]; } static void view_port_setup_canvas_orientation(const ViewPort* view_port, Canvas* canvas) { CanvasOrientation orientation = view_port_orientation_mapping[view_port->orientation]; if(furi_hal_rtc_is_flag_set(FuriHalRtcFlagHandOrient)) { if(orientation == CanvasOrientationHorizontal) { orientation = CanvasOrientationHorizontalFlip; } else if(orientation == CanvasOrientationHorizontalFlip) { orientation = CanvasOrientationHorizontal; } } canvas_set_orientation(canvas, orientation); } ViewPort* view_port_alloc() { ViewPort* view_port = malloc(sizeof(ViewPort)); view_port->orientation = ViewPortOrientationHorizontal; view_port->is_enabled = true; view_port->mutex = furi_mutex_alloc(FuriMutexTypeRecursive); return view_port; } void view_port_free(ViewPort* view_port) { furi_assert(view_port); furi_check(furi_mutex_acquire(view_port->mutex, FuriWaitForever) == FuriStatusOk); furi_check(view_port->gui == NULL); furi_check(furi_mutex_release(view_port->mutex) == FuriStatusOk); furi_mutex_free(view_port->mutex); free(view_port); } void view_port_set_width(ViewPort* view_port, uint8_t width) { furi_assert(view_port); furi_check(furi_mutex_acquire(view_port->mutex, FuriWaitForever) == FuriStatusOk); view_port->width = width; furi_check(furi_mutex_release(view_port->mutex) == FuriStatusOk); } uint8_t view_port_get_width(const ViewPort* view_port) { furi_assert(view_port); furi_check(furi_mutex_acquire(view_port->mutex, FuriWaitForever) == FuriStatusOk); uint8_t width = view_port->width; furi_check(furi_mutex_release(view_port->mutex) == FuriStatusOk); return width; } void view_port_set_height(ViewPort* view_port, uint8_t height) { furi_assert(view_port); furi_check(furi_mutex_acquire(view_port->mutex, FuriWaitForever) == FuriStatusOk); view_port->height = height; furi_check(furi_mutex_release(view_port->mutex) == FuriStatusOk); } uint8_t view_port_get_height(const ViewPort* view_port) { furi_assert(view_port); furi_check(furi_mutex_acquire(view_port->mutex, FuriWaitForever) == FuriStatusOk); uint8_t height = view_port->height; furi_check(furi_mutex_release(view_port->mutex) == FuriStatusOk); return height; } void view_port_enabled_set(ViewPort* view_port, bool enabled) { furi_assert(view_port); furi_check(furi_mutex_acquire(view_port->mutex, FuriWaitForever) == FuriStatusOk); if(view_port->is_enabled != enabled) { view_port->is_enabled = enabled; if(view_port->gui) gui_update(view_port->gui); } furi_check(furi_mutex_release(view_port->mutex) == FuriStatusOk); } bool view_port_is_enabled(const ViewPort* view_port) { furi_assert(view_port); furi_check(furi_mutex_acquire(view_port->mutex, FuriWaitForever) == FuriStatusOk); bool is_enabled = view_port->is_enabled; furi_check(furi_mutex_release(view_port->mutex) == FuriStatusOk); return is_enabled; } void view_port_draw_callback_set(ViewPort* view_port, ViewPortDrawCallback callback, void* context) { furi_assert(view_port); furi_check(furi_mutex_acquire(view_port->mutex, FuriWaitForever) == FuriStatusOk); view_port->draw_callback = callback; view_port->draw_callback_context = context; furi_check(furi_mutex_release(view_port->mutex) == FuriStatusOk); } void view_port_input_callback_set( ViewPort* view_port, ViewPortInputCallback callback, void* context) { furi_assert(view_port); furi_check(furi_mutex_acquire(view_port->mutex, FuriWaitForever) == FuriStatusOk); view_port->input_callback = callback; view_port->input_callback_context = context; furi_check(furi_mutex_release(view_port->mutex) == FuriStatusOk); } void view_port_update(ViewPort* view_port) { furi_assert(view_port); // We are not going to lockup system, but will notify you instead // Make sure that you don't call viewport methods inside of another mutex, especially one that is used in draw call if(furi_mutex_acquire(view_port->mutex, 2) != FuriStatusOk) { FURI_LOG_W(TAG, "ViewPort lockup: see %s:%d", __FILE__, __LINE__ - 3); } if(view_port->gui && view_port->is_enabled) gui_update(view_port->gui); furi_mutex_release(view_port->mutex); } void view_port_gui_set(ViewPort* view_port, Gui* gui) { furi_assert(view_port); furi_check(furi_mutex_acquire(view_port->mutex, FuriWaitForever) == FuriStatusOk); view_port->gui = gui; furi_check(furi_mutex_release(view_port->mutex) == FuriStatusOk); } void view_port_draw(ViewPort* view_port, Canvas* canvas) { furi_assert(view_port); furi_assert(canvas); // We are not going to lockup system, but will notify you instead // Make sure that you don't call viewport methods inside of another mutex, especially one that is used in draw call if(furi_mutex_acquire(view_port->mutex, 2) != FuriStatusOk) { FURI_LOG_W(TAG, "ViewPort lockup: see %s:%d", __FILE__, __LINE__ - 3); } furi_check(view_port->gui); if(view_port->draw_callback) { view_port_setup_canvas_orientation(view_port, canvas); view_port->draw_callback(canvas, view_port->draw_callback_context); } furi_mutex_release(view_port->mutex); } void view_port_input(ViewPort* view_port, InputEvent* event) { furi_assert(view_port); furi_assert(event); furi_check(furi_mutex_acquire(view_port->mutex, FuriWaitForever) == FuriStatusOk); furi_check(view_port->gui); if(view_port->input_callback) { ViewPortOrientation orientation = view_port_get_orientation(view_port); view_port_map_input(event, orientation); view_port->input_callback(event, view_port->input_callback_context); } furi_check(furi_mutex_release(view_port->mutex) == FuriStatusOk); } void view_port_set_orientation(ViewPort* view_port, ViewPortOrientation orientation) { furi_assert(view_port); furi_check(furi_mutex_acquire(view_port->mutex, FuriWaitForever) == FuriStatusOk); view_port->orientation = orientation; furi_check(furi_mutex_release(view_port->mutex) == FuriStatusOk); } ViewPortOrientation view_port_get_orientation(const ViewPort* view_port) { furi_check(furi_mutex_acquire(view_port->mutex, FuriWaitForever) == FuriStatusOk); ViewPortOrientation orientation = view_port->orientation; furi_check(furi_mutex_release(view_port->mutex) == FuriStatusOk); return orientation; }