mirror of
https://github.com/DarkFlippers/unleashed-firmware
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052237f8c9
* IR: Doxygen docs, some rename * Rename irda -> infrared * Rollback collateral renames Co-authored-by: あく <alleteam@gmail.com>
305 lines
8.9 KiB
C++
305 lines
8.9 KiB
C++
/**
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* @file infrared_app_scene.h
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* Infrared: Application scenes
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*/
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#pragma once
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#include "../infrared_app_event.h"
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#include <furi_hal_infrared.h>
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#include "infrared.h"
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#include <vector>
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#include <string>
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#include "../infrared_app_brute_force.h"
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/** Anonymous class */
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class InfraredApp;
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/** Base Scene class */
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class InfraredAppScene {
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public:
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/** Called when enter scene */
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virtual void on_enter(InfraredApp* app) = 0;
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/** Events handler callback */
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virtual bool on_event(InfraredApp* app, InfraredAppEvent* event) = 0;
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/** Called when exit scene */
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virtual void on_exit(InfraredApp* app) = 0;
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/** Virtual destructor of base class */
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virtual ~InfraredAppScene(){};
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private:
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};
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/** Start scene
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* Main Infrared application menu
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*/
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class InfraredAppSceneStart : public InfraredAppScene {
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public:
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/** Called when enter scene */
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void on_enter(InfraredApp* app) final;
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/** Events handler callback */
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bool on_event(InfraredApp* app, InfraredAppEvent* event) final;
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/** Called when exit scene */
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void on_exit(InfraredApp* app) final;
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private:
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/** Save previously selected submenu index
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* to highlight it when get back */
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uint32_t submenu_item_selected = 0;
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};
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/** Universal menu scene
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* Scene to select universal remote
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*/
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class InfraredAppSceneUniversal : public InfraredAppScene {
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public:
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/** Called when enter scene */
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void on_enter(InfraredApp* app) final;
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/** Events handler callback */
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bool on_event(InfraredApp* app, InfraredAppEvent* event) final;
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/** Called when exit scene */
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void on_exit(InfraredApp* app) final;
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private:
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/** Save previously selected submenu index
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* to highlight it when get back */
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uint32_t submenu_item_selected = 0;
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};
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/** Learn new signal scene
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* On this scene catching new IR signal performed.
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*/
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class InfraredAppSceneLearn : public InfraredAppScene {
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public:
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/** Called when enter scene */
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void on_enter(InfraredApp* app) final;
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/** Events handler callback */
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bool on_event(InfraredApp* app, InfraredAppEvent* event) final;
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/** Called when exit scene */
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void on_exit(InfraredApp* app) final;
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};
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/** New signal learn succeeded scene
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*/
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class InfraredAppSceneLearnSuccess : public InfraredAppScene {
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public:
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/** Called when enter scene */
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void on_enter(InfraredApp* app) final;
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/** Events handler callback */
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bool on_event(InfraredApp* app, InfraredAppEvent* event) final;
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/** Called when exit scene */
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void on_exit(InfraredApp* app) final;
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bool button_pressed = false;
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};
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/** Scene to enter name for new button in remote
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*/
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class InfraredAppSceneLearnEnterName : public InfraredAppScene {
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public:
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/** Called when enter scene */
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void on_enter(InfraredApp* app) final;
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/** Events handler callback */
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bool on_event(InfraredApp* app, InfraredAppEvent* event) final;
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/** Called when exit scene */
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void on_exit(InfraredApp* app) final;
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};
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/** Scene where signal is learnt
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*/
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class InfraredAppSceneLearnDone : public InfraredAppScene {
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public:
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/** Called when enter scene */
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void on_enter(InfraredApp* app) final;
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/** Events handler callback */
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bool on_event(InfraredApp* app, InfraredAppEvent* event) final;
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/** Called when exit scene */
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void on_exit(InfraredApp* app) final;
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};
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/** Remote interface scene
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* On this scene you can send IR signals from selected remote
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*/
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class InfraredAppSceneRemote : public InfraredAppScene {
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public:
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/** Called when enter scene */
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void on_enter(InfraredApp* app) final;
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/** Events handler callback */
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bool on_event(InfraredApp* app, InfraredAppEvent* event) final;
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/** Called when exit scene */
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void on_exit(InfraredApp* app) final;
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private:
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/** container of button names in current remote. */
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std::vector<std::string> buttons_names;
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/** Save previously selected index
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* to highlight it when get back */
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uint32_t buttonmenu_item_selected = 0;
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/** state flag to show button is pressed.
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* As long as send-signal button pressed no other button
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* events are handled. */
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bool button_pressed = false;
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};
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/** List of remotes scene
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* Every remote is a file, located on internal/external storage.
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* Every file has same format, and same extension.
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* Files are parsed as you enter 'Remote scene' and showed
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* as a buttons.
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*/
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class InfraredAppSceneRemoteList : public InfraredAppScene {
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public:
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/** Called when enter scene */
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void on_enter(InfraredApp* app) final;
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/** Events handler callback */
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bool on_event(InfraredApp* app, InfraredAppEvent* event) final;
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/** Called when exit scene */
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void on_exit(InfraredApp* app) final;
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private:
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/** Save previously selected index
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* to highlight it when get back */
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uint32_t submenu_item_selected = 0;
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/** Remote names to show them in submenu */
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std::vector<std::string> remote_names;
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};
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class InfraredAppSceneAskBack : public InfraredAppScene {
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public:
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/** Called when enter scene */
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void on_enter(InfraredApp* app) final;
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/** Events handler callback */
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bool on_event(InfraredApp* app, InfraredAppEvent* event) final;
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/** Called when exit scene */
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void on_exit(InfraredApp* app) final;
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};
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class InfraredAppSceneEdit : public InfraredAppScene {
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public:
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/** Called when enter scene */
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void on_enter(InfraredApp* app) final;
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/** Events handler callback */
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bool on_event(InfraredApp* app, InfraredAppEvent* event) final;
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/** Called when exit scene */
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void on_exit(InfraredApp* app) final;
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private:
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/** Save previously selected index
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* to highlight it when get back */
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uint32_t submenu_item_selected = 0;
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};
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class InfraredAppSceneEditKeySelect : public InfraredAppScene {
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public:
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/** Called when enter scene */
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void on_enter(InfraredApp* app) final;
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/** Events handler callback */
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bool on_event(InfraredApp* app, InfraredAppEvent* event) final;
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/** Called when exit scene */
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void on_exit(InfraredApp* app) final;
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private:
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/** Button names to show them in submenu */
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std::vector<std::string> buttons_names;
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};
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class InfraredAppSceneEditRename : public InfraredAppScene {
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public:
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/** Called when enter scene */
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void on_enter(InfraredApp* app) final;
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/** Events handler callback */
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bool on_event(InfraredApp* app, InfraredAppEvent* event) final;
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/** Called when exit scene */
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void on_exit(InfraredApp* app) final;
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};
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class InfraredAppSceneEditDelete : public InfraredAppScene {
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public:
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/** Called when enter scene */
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void on_enter(InfraredApp* app) final;
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/** Events handler callback */
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bool on_event(InfraredApp* app, InfraredAppEvent* event) final;
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/** Called when exit scene */
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void on_exit(InfraredApp* app) final;
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};
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class InfraredAppSceneEditRenameDone : public InfraredAppScene {
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public:
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/** Called when enter scene */
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void on_enter(InfraredApp* app) final;
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/** Events handler callback */
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bool on_event(InfraredApp* app, InfraredAppEvent* event) final;
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/** Called when exit scene */
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void on_exit(InfraredApp* app) final;
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};
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class InfraredAppSceneEditDeleteDone : public InfraredAppScene {
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public:
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/** Called when enter scene */
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void on_enter(InfraredApp* app) final;
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/** Events handler callback */
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bool on_event(InfraredApp* app, InfraredAppEvent* event) final;
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/** Called when exit scene */
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void on_exit(InfraredApp* app) final;
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};
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class InfraredAppSceneUniversalCommon : public InfraredAppScene {
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/** Brute force started flag */
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bool brute_force_started = false;
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protected:
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/** Events handler callback */
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bool on_event(InfraredApp* app, InfraredAppEvent* event) final;
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/** Called when exit scene */
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void on_exit(InfraredApp* app) final;
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/** Show popup window
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*
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* @param app - application instance
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*/
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void show_popup(InfraredApp* app, int record_amount);
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/** Hide popup window
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*
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* @param app - application instance
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*/
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void hide_popup(InfraredApp* app);
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/** Propagate progress in popup window
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*
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* @param app - application instance
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*/
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bool progress_popup(InfraredApp* app);
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/** Item selected callback
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*
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* @param context - context
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* @param index - selected item index
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*/
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static void infrared_app_item_callback(void* context, uint32_t index);
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/** Brute Force instance */
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InfraredAppBruteForce brute_force;
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/** Constructor */
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InfraredAppSceneUniversalCommon(const char* filename)
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: brute_force(filename) {
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}
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/** Destructor */
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~InfraredAppSceneUniversalCommon() {
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}
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};
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class InfraredAppSceneUniversalTV : public InfraredAppSceneUniversalCommon {
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public:
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/** Called when enter scene */
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void on_enter(InfraredApp* app) final;
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/** Constructor
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* Specifies path to brute force db library */
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InfraredAppSceneUniversalTV()
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: InfraredAppSceneUniversalCommon("/ext/infrared/assets/tv.ir") {
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}
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/** Destructor */
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~InfraredAppSceneUniversalTV() {
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}
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};
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