/* 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 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 show_available_subviews(Canvas *canvas, ProtoViewApp *app, int last_subview) { int subview = get_current_subview(app); 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 process_subview_updown(ProtoViewApp *app, InputEvent input, int last_subview) { int subview = get_current_subview(app); if (input.type == InputTypePress) { if (input.key == InputKeyUp) { if (subview != 0) app->current_subview[app->current_view]--; return true; } 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 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 dismiss_keyboard(ProtoViewApp *app) { view_dispatcher_stop(app->view_dispatcher); } /* =========================== Canvas extensions ============================ */ void canvas_draw_str_with_border(Canvas* canvas, uint8_t x, uint8_t y, const char* str, Color text_color, Color border_color) { struct { 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); 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); canvas_draw_str(canvas,x,y,str); canvas_set_color(canvas, ColorBlack); }