mirror of
https://github.com/DarkFlippers/unleashed-firmware
synced 2024-11-27 15:00:46 +00:00
e17336498d
* Gui: move rotation logic to ViewPort, replace delayed View switch in ViewDispatcher with event filtering and redirection to previous view. * SubGhz: add function description * Gui, Input: add event id to input events. * SubGhz: fix "crashing on ?" * SubGhz: add icon scanning * SubGhz: updated interface read scene, updated interface config scene * Assets: update subghz assets * SubGhz: replaced the picture in the read scene, changed the paths to additional files * SubGhz: fix deadlock in timer callback * SubGhz: fix icon read scene * SubGhz: fix icon read scene * SubGhz: fix duble text transmitter scene * SubGhz: correct spelling. Gui: bigger queue for ViewDispatcher. * SubGhz: fix creation and transmission of dynamic code without the presence of a manufactory key * SubGhz: fix keelog, setting a name in the absence of a manufactory key * SubGhz: fix load bad keelog key * Format sources * Furi: remove garbage from core. GpioTester: fix memory leak and cleanup * Accessor: remove obsolete notification code * MusicPlayer: remove input event injection * Input: rename id to sequence Co-authored-by: Aleksandr Kutuzov <alleteam@gmail.com>
139 lines
3.7 KiB
C
139 lines
3.7 KiB
C
#include "view_port_i.h"
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#include <furi.h>
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#include "gui.h"
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#include "gui_i.h"
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// TODO add mutex to view_port ops
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static void view_port_rotate_buttons(InputEvent* event) {
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switch(event->key) {
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case InputKeyUp:
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event->key = InputKeyRight;
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break;
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case InputKeyDown:
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event->key = InputKeyLeft;
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break;
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case InputKeyRight:
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event->key = InputKeyDown;
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break;
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case InputKeyLeft:
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event->key = InputKeyUp;
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break;
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default:
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break;
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}
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}
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static void view_port_setup_canvas_orientation(const ViewPort* view_port, Canvas* canvas) {
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if(view_port->orientation == ViewPortOrientationHorizontal) {
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canvas_set_orientation(canvas, CanvasOrientationHorizontal);
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} else if(view_port->orientation == ViewPortOrientationVertical) {
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canvas_set_orientation(canvas, CanvasOrientationVertical);
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}
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}
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ViewPort* view_port_alloc() {
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ViewPort* view_port = furi_alloc(sizeof(ViewPort));
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view_port->orientation = ViewPortOrientationHorizontal;
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view_port->is_enabled = true;
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return view_port;
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}
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void view_port_free(ViewPort* view_port) {
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furi_assert(view_port);
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furi_check(view_port->gui == NULL);
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free(view_port);
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}
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void view_port_set_width(ViewPort* view_port, uint8_t width) {
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furi_assert(view_port);
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view_port->width = width;
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}
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uint8_t view_port_get_width(ViewPort* view_port) {
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furi_assert(view_port);
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return view_port->width;
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}
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void view_port_set_height(ViewPort* view_port, uint8_t height) {
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furi_assert(view_port);
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view_port->height = height;
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}
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uint8_t view_port_get_height(ViewPort* view_port) {
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furi_assert(view_port);
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return view_port->height;
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}
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void view_port_enabled_set(ViewPort* view_port, bool enabled) {
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furi_assert(view_port);
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if(view_port->is_enabled != enabled) {
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view_port->is_enabled = enabled;
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if(view_port->gui) gui_update(view_port->gui);
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}
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}
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bool view_port_is_enabled(ViewPort* view_port) {
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furi_assert(view_port);
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return view_port->is_enabled;
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}
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void view_port_draw_callback_set(ViewPort* view_port, ViewPortDrawCallback callback, void* context) {
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furi_assert(view_port);
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view_port->draw_callback = callback;
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view_port->draw_callback_context = context;
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}
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void view_port_input_callback_set(
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ViewPort* view_port,
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ViewPortInputCallback callback,
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void* context) {
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furi_assert(view_port);
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view_port->input_callback = callback;
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view_port->input_callback_context = context;
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}
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void view_port_update(ViewPort* view_port) {
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furi_assert(view_port);
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if(view_port->gui && view_port->is_enabled) gui_update(view_port->gui);
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}
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void view_port_gui_set(ViewPort* view_port, Gui* gui) {
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furi_assert(view_port);
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view_port->gui = gui;
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}
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void view_port_draw(ViewPort* view_port, Canvas* canvas) {
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furi_assert(view_port);
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furi_assert(canvas);
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furi_check(view_port->gui);
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if(view_port->draw_callback) {
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view_port_setup_canvas_orientation(view_port, canvas);
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view_port->draw_callback(canvas, view_port->draw_callback_context);
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}
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}
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void view_port_input(ViewPort* view_port, InputEvent* event) {
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furi_assert(view_port);
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furi_assert(event);
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furi_check(view_port->gui);
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if(view_port->input_callback) {
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if(view_port_get_orientation(view_port) == ViewPortOrientationVertical) {
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view_port_rotate_buttons(event);
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}
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view_port->input_callback(event, view_port->input_callback_context);
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}
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}
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void view_port_set_orientation(ViewPort* view_port, ViewPortOrientation orientation) {
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furi_assert(view_port);
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view_port->orientation = orientation;
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}
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ViewPortOrientation view_port_get_orientation(const ViewPort* view_port) {
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return view_port->orientation;
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}
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