mirror of
https://github.com/DarkFlippers/unleashed-firmware
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3a86da5526
* SubGhz: refactoring GUI ReadRAW * SubGhz: replacing memcpy with strcpy * SubGhz: fix button name "Mode", fix delete scene, fix show name when loading a key * SubGhz: refactoring GUI SubGhz * scene_manager: add exit from last scene API * subghz: stop scene manager before stopping view dispatcher Co-authored-by: gornekich <n.gorbadey@gmail.com> Co-authored-by: あく <alleteam@gmail.com>
168 lines
4.5 KiB
C
Executable file
168 lines
4.5 KiB
C
Executable file
/**
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* @file scene_manager.h
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* GUI: SceneManager API
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*/
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#pragma once
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#include <stdint.h>
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#include <stdbool.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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/** Scene Manager events type */
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typedef enum {
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SceneManagerEventTypeCustom,
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SceneManagerEventTypeBack,
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SceneManagerEventTypeTick,
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} SceneManagerEventType;
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/** Scene Manager event
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*/
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typedef struct {
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SceneManagerEventType type;
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uint32_t event;
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} SceneManagerEvent;
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/** Prototype for Scene on_enter handler */
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typedef void (*AppSceneOnEnterCallback)(void* context);
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/** Prototype for Scene on_event handler */
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typedef bool (*AppSceneOnEventCallback)(void* context, SceneManagerEvent event);
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/** Prototype for Scene on_exit handler */
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typedef void (*AppSceneOnExitCallback)(void* context);
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/** Scene Manager configuration structure
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* Contains array of Scene handlers
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*/
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typedef struct {
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const AppSceneOnEnterCallback* on_enter_handlers;
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const AppSceneOnEventCallback* on_event_handlers;
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const AppSceneOnExitCallback* on_exit_handlers;
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const uint32_t scene_num;
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} SceneManagerHandlers;
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typedef struct SceneManager SceneManager;
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/** Set Scene state
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*
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* @param scene_manager SceneManager instance
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* @param scene_id Scene ID
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* @param state Scene new state
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*/
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void scene_manager_set_scene_state(SceneManager* scene_manager, uint32_t scene_id, uint32_t state);
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/** Get Scene state
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*
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* @param scene_manager SceneManager instance
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* @param scene_id Scene ID
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*
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* @return Scene state
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*/
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uint32_t scene_manager_get_scene_state(SceneManager* scene_manager, uint32_t scene_id);
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/** Scene Manager allocation and configuration
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*
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* Scene Manager allocates all scenes internally
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*
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* @param app_scene_handlers SceneManagerHandlers instance
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* @param context context to be set on Scene handlers calls
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*
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* @return SceneManager instance
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*/
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SceneManager* scene_manager_alloc(const SceneManagerHandlers* app_scene_handlers, void* context);
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/** Free Scene Manager with allocated Scenes
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*
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* @param scene_manager SceneManager instance
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*/
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void scene_manager_free(SceneManager* scene_manager);
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/** Custom event handler
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*
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* Calls Scene event handler with Custom event parameter
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*
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* @param scene_manager SceneManager instance
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* @param custom_event Custom event code
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*
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* @return true if event was consumed, false otherwise
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*/
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bool scene_manager_handle_custom_event(SceneManager* scene_manager, uint32_t custom_event);
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/** Back event handler
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*
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* Calls Scene event handler with Back event parameter
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*
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* @param scene_manager SceneManager instance
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*
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* @return true if event was consumed, false otherwise
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*/
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bool scene_manager_handle_back_event(SceneManager* scene_manager);
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/** Tick event handler
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*
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* Calls Scene event handler with Tick event parameter
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*
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* @param scene_manager SceneManager instance
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* @return true if event was consumed, false otherwise
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*/
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void scene_manager_handle_tick_event(SceneManager* scene_manager);
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/** Add and run next Scene
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*
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* @param scene_manager SceneManager instance
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* @param next_scene_id next Scene ID
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*/
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void scene_manager_next_scene(SceneManager* scene_manager, uint32_t next_scene_id);
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/** Run previous Scene
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*
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* @param scene_manager SceneManager instance
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*
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* @return true if previous scene was found, false otherwise
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*/
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bool scene_manager_previous_scene(SceneManager* scene_manager);
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/** Search previous Scene
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*
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* @param scene_manager SceneManager instance
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* @param scene_id Scene ID
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*
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* @return true if previous scene was found, false otherwise
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*/
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bool scene_manager_has_previous_scene(SceneManager* scene_manager, uint32_t scene_id);
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/** Search and switch to previous Scene
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*
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* @param scene_manager SceneManager instance
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* @param scene_id Scene ID
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*
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* @return true if previous scene was found, false otherwise
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*/
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bool scene_manager_search_and_switch_to_previous_scene(
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SceneManager* scene_manager,
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uint32_t scene_id);
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/** Clear Scene stack and switch to another Scene
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*
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* @param scene_manager SceneManager instance
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* @param scene_id Scene ID
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*
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* @return true if previous scene was found, false otherwise
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*/
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bool scene_manager_search_and_switch_to_another_scene(
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SceneManager* scene_manager,
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uint32_t scene_id);
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/** Exit from current scene
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*
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* @param scene_manager SceneManager instance
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*/
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void scene_manager_stop(SceneManager* scene_manager);
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#ifdef __cplusplus
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}
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#endif
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