mirror of
https://github.com/DarkFlippers/unleashed-firmware
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d3ff787864
* GUI: abolish API injection into instances. Update usage by 3rd party apps. * GUI: update documentation. Cleanup api usage. Adjust status bar item spacing.
102 lines
2.6 KiB
C++
102 lines
2.6 KiB
C++
#include "flipper.h"
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#include "flipper_v2.h"
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#include "app-template.h"
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/*
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To use this example you need to rename
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AppExampleState - class to hold app state
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AppExampleEvent - class to hold app event
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AppExample - app class
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app_cpp_example - function that launch app
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*/
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// event enumeration type
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typedef uint8_t event_t;
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// app state class
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class AppExampleState {
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public:
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// state data
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uint8_t example_data;
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// state initializer
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AppExampleState() {
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example_data = 0;
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}
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};
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// app events class
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class AppExampleEvent {
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public:
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// events enum
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static const event_t EventTypeTick = 0;
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static const event_t EventTypeKey = 1;
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// payload
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union {
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InputEvent input;
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} value;
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// event type
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event_t type;
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};
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// our app derived from base AppTemplate class
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// with template variables <state, events>
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class AppExample : public AppTemplate<AppExampleState, AppExampleEvent> {
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public:
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void run();
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void render(Canvas* canvas);
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};
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// start app
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void AppExample::run() {
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// here we dont need to acquire or release state
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// because before we call app_ready our application is "single threaded"
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state.example_data = 12;
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// signal that we ready to render and ipc
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app_ready();
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// from here, any data that pass in render function must be guarded
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// by calling acquire_state and release_state
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AppExampleEvent event;
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while(1) {
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if(get_event(&event, 1000)) {
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if(event.type == AppExampleEvent::EventTypeKey) {
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// press events
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if(event.value.input.state && event.value.input.input == InputBack) {
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printf("bye!\n");
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exit();
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}
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if(event.value.input.state && event.value.input.input == InputUp) {
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// to read or write state you need to execute
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// acquire modify release state
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acquire_state();
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state.example_data = 24;
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release_state();
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}
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}
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}
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// signal to force gui update
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update_gui();
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};
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}
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// render app
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void AppExample::render(Canvas* canvas) {
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// here you dont need to call acquire_state or release_state
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// to read or write app state, that already handled by caller
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canvas_set_color(canvas, ColorBlack);
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canvas_set_font(canvas, FontPrimary);
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canvas_draw_str(canvas, 2, state.example_data, "Example app");
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}
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// app enter function
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extern "C" void app_cpp_example(void* p) {
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AppExample* app = new AppExample();
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app->run();
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}
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