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