mirror of
https://github.com/DarkFlippers/unleashed-firmware
synced 2024-11-15 01:07:22 +00:00
68a3f6b4b7
* Add F5 target, lp5562 driver and api-hal-light. Update api-usage, switch to F5 by default. * API HAL: add i2c and hardware version api. Dolphin: show hardware version. * OTP version generator and flashing utility. * Assets script: fix code formatting * Backport F5 changes to F4 * F4: disable insomnia, prevent damage to BLE RX path * F5 HAL API Light: remove magic delay to fix magic BLE * Dolphin: HW target validation on start * invert RSSI indication in sub-1 * API HAL: rename board to body in version api * Gpio tester: detach and release viewport on exit Co-authored-by: aanper <mail@s3f.ru>
113 lines
No EOL
3.4 KiB
C++
113 lines
No EOL
3.4 KiB
C++
#pragma once
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#include "callback-connector.h"
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#include <furi.h>
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#include <api-hal.h>
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#include <gui/gui.h>
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#include <input/input.h>
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// simple app class with template variables <state, events>
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template <class TState, class TEvent> class AppTemplate {
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public:
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ViewPort* view_port;
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osMessageQueueId_t event_queue;
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TState state;
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ValueMutex state_mutex;
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Gui* gui;
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AppTemplate();
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~AppTemplate();
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void input_callback(InputEvent* input_event, void* ctx);
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void draw_callback(Canvas* canvas, void* ctx);
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virtual void render(Canvas* canvas) = 0;
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void acquire_state(void);
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void release_state(void);
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bool get_event(TEvent* event, uint32_t timeout);
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void app_ready(void);
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uint8_t exit(void);
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void update_gui(void);
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};
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template <class TState, class TEvent> AppTemplate<TState, TEvent>::AppTemplate() {
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// allocate events queue
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event_queue = osMessageQueueNew(10, sizeof(TEvent), NULL);
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// allocate valuemutex
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// TODO: use plain os mutex?
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if(!init_mutex(&state_mutex, &state, sizeof(TState))) {
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printf("cannot create mutex\n");
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furi_check(0);
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}
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// open gui
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gui = (Gui*)furi_record_open("gui");
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// allocate view_port
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view_port = view_port_alloc();
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}
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template <class TState, class TEvent> AppTemplate<TState, TEvent>::~AppTemplate() {
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}
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// generic input callback
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template <class TState, class TEvent>
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void AppTemplate<TState, TEvent>::input_callback(InputEvent* input_event, void* ctx) {
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AppTemplate* app = static_cast<AppTemplate*>(ctx);
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TEvent event;
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event.type = TEvent::EventTypeKey;
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event.value.input = *input_event;
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osMessageQueuePut(app->event_queue, &event, 0, 0);
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}
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// generic draw callback
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template <class TState, class TEvent>
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void AppTemplate<TState, TEvent>::draw_callback(Canvas* canvas, void* ctx) {
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AppTemplate* app = static_cast<AppTemplate*>(ctx);
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app->acquire_state();
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canvas_clear(canvas);
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app->render(canvas);
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app->release_state();
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}
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template <class TState, class TEvent> void AppTemplate<TState, TEvent>::acquire_state(void) {
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acquire_mutex(&state_mutex, osWaitForever);
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}
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template <class TState, class TEvent> void AppTemplate<TState, TEvent>::release_state(void) {
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release_mutex(&state_mutex, &state);
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}
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template <class TState, class TEvent>
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bool AppTemplate<TState, TEvent>::get_event(TEvent* event, uint32_t timeout) {
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osStatus_t event_status = osMessageQueueGet(event_queue, event, NULL, timeout);
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return (event_status == osOK);
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}
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// signal that app is ready, and we can render something
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// also unblock dependent tasks
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template <class TState, class TEvent> void AppTemplate<TState, TEvent>::app_ready(void) {
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// connect view_port with input callback
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auto input_cb_ref = cbc::obtain_connector(this, &AppTemplate::input_callback);
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view_port_input_callback_set(view_port, input_cb_ref, this);
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// connect view_port with draw callback
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auto draw_cb_ref = cbc::obtain_connector(this, &AppTemplate::draw_callback);
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view_port_draw_callback_set(view_port, draw_cb_ref, this);
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// add view_port
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gui_add_view_port(gui, view_port, GuiLayerFullscreen);
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}
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template <class TState, class TEvent> uint8_t AppTemplate<TState, TEvent>::exit(void) {
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// TODO remove all view_ports create by app
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view_port_enabled_set(view_port, false);
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return 255;
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}
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template <class TState, class TEvent> void AppTemplate<TState, TEvent>::update_gui(void) {
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view_port_update(view_port);
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} |