mirror of
https://github.com/DarkFlippers/unleashed-firmware
synced 2024-12-21 02:03:18 +00:00
102 lines
2.6 KiB
Text
102 lines
2.6 KiB
Text
#include <furi.h>
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typedef enum {
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EventTypeTick,
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EventTypeKey,
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// add your events type
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} EventType;
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typedef struct {
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union {
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InputEvent input;
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// add your events payload
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} value;
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EventType type;
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} Event;
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typedef struct {
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// describe state here
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} State;
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static void render_callback(Canvas* canvas, void* ctx) {
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State* state = (State*)acquire_mutex((ValueMutex*)ctx, 25);
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canvas_clear(canvas);
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// draw your app
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release_mutex((ValueMutex*)ctx, state);
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}
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static void input_callback(InputEvent* input_event, void* ctx) {
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osMessageQueueId_t event_queue = (QueueHandle_t)ctx;
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Event event;
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event.type = EventTypeKey;
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event.value.input = *input_event;
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osMessageQueuePut(event_queue, &event, 0, 0);
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}
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void template_app(void* p) {
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osMessageQueueId_t event_queue = osMessageQueueNew(1, sizeof(Event), NULL);
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State _state;
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/* init state here */
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ValueMutex state_mutex;
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if(!init_mutex(&state_mutex, &_state, sizeof(State))) {
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printf("cannot create mutex\r\n");
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furiac_exit(NULL);
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}
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ViewPort* view_port = view_port_alloc();
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view_port_draw_callback_set(view_port, render_callback, &state_mutex);
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view_port_input_callback_set(view_port, input_callback, event_queue);
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// Open GUI and register view_port
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Gui* gui = furi_record_open("gui");
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if(gui == NULL) {
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printf("gui is not available\r\n");
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furiac_exit(NULL);
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}
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gui_add_view_port(gui, view_port, /* specify UI layer */);
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Event event;
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while(1) {
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osStatus_t event_status = osMessageQueueGet(
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event_queue, &event, NULL,
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/* specify timeout */
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);
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State* state = (State*)acquire_mutex_block(&state_mutex);
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if(event_status == osOK) {
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if(event.type == 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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}
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if(event.value.input.state && event.value.input.input == InputUp) {
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}
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if(event.value.input.state && event.value.input.input == InputDown) {
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}
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if(event.value.input.state && event.value.input.input == InputLeft) {
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}
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if(event.value.input.state && event.value.input.input == InputRight) {
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}
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if(event.value.input.input == InputOk) {
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}
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}
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} else {
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// event timeout
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}
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// common code, for example, force update UI
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// view_port_update(view_port);
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release_mutex(&state_mutex, state);
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}
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}
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