mirror of
https://github.com/DarkFlippers/unleashed-firmware
synced 2024-11-30 16:29:12 +00:00
a8acfcabb4
* Add skeleton for infrared C port, rename old app * Add scene stubs * Add more views * Misc changes * Add remote and signal class stubs * Complete infrared signal class * Add remote button class stub * Check if button contains a signal during destruction * Complete infrared signal class more * Implement remote storing * Implement remote loading * Fix error handling * Implement remote transmitting * Rename scene * Canonise event consumption * Implement remote learning (stub) * Implement learn success screen (stub) * Implement AskBack scene * Improve remote saving&loading * Fix remote file name * Add LearnDone scene * Switch from Remote scene correctly * Add SceneButtonSelect * Remove unneeded assert * Add new SceneManager method * Use new SceneManager method in Infrared * Implement renaming of buttons and remotes * Implement deleting of buttons and remotes * Add universal remotes list * Add brute force code * Brute force code improvements * Partially implement Universal Remote GUI * Fix wrong singnal handling * Fully implement Universal Remote * Use standard custom events everywhere * Return infrared CLI * Remove old Infrared app * Change container name * Fix scene order * Put ButtonPanel into stack only when needed * Show loading animation during slow operations * Do not hardcode Loading widget coordinates * Switch Loading widget orientation as needed * Save Start scene state * Save Remote scene state * Save Edit scene state * Save EditButtonSelect scene state * Do not use scene state * Use string_t instead of const char* for brevity * Fix memory leak * Fix saving raw remotes * Add Infrared debug menu * Add debug view * Move Infrared monitor into Infrared application * Remove old Infrared monitor app * Use common signal received callback everywhere
182 lines
4.9 KiB
C
Executable file
182 lines
4.9 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 <stddef.h>
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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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/** Search and switch to previous Scene, multiple choice
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*
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* @param scene_manager SceneManager instance
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* @param scene_ids Array of scene IDs
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* @param scene_ids_size Array of scene IDs size
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*
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* @return true if one of previous scenes was found, false otherwise
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*/
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bool scene_manager_search_and_switch_to_previous_scene_one_of(
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SceneManager* scene_manager,
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const uint32_t* scene_ids,
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size_t scene_ids_size);
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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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