mirror of
https://github.com/DarkFlippers/unleashed-firmware
synced 2024-11-23 21:13:16 +00:00
91c1eaf5a8
* scene_manager: search -> search_and_switch_to previous_scene * scene_manager: add search and switch to another scene API * scene_manager: Navigation -> Back event
183 lines
6.7 KiB
C
Executable file
183 lines
6.7 KiB
C
Executable file
#include "scene_manager_i.h"
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#include <furi.h>
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SceneManager* scene_manager_alloc(const SceneManagerHandlers* app_scene_handlers, void* context) {
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furi_assert(context);
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SceneManager* scene_manager = furi_alloc(sizeof(SceneManager));
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// Set SceneManager context and scene handlers
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scene_manager->context = context;
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scene_manager->scene_handlers = app_scene_handlers;
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// Allocate all scenes
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scene_manager->scene = furi_alloc(sizeof(AppScene) * app_scene_handlers->scene_num);
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// Initialize ScaneManager array for navigation
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SceneManagerIdStack_init(scene_manager->scene_id_stack);
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return scene_manager;
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}
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void scene_manager_free(SceneManager* scene_manager) {
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furi_assert(scene_manager);
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// Clear ScaneManager array
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SceneManagerIdStack_clear(scene_manager->scene_id_stack);
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// Clear allocated scenes
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free(scene_manager->scene);
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// Free SceneManager structure
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free(scene_manager);
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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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furi_assert(scene_manager);
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furi_assert(scene_id < scene_manager->scene_handlers->scene_num);
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scene_manager->scene[scene_id].state = 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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furi_assert(scene_manager);
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furi_assert(scene_id < scene_manager->scene_handlers->scene_num);
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return scene_manager->scene[scene_id].state;
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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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furi_assert(scene_manager);
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SceneManagerEvent event = {
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.type = SceneManagerEventTypeCustom,
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.event = custom_event,
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};
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uint32_t scene_id = *SceneManagerIdStack_back(scene_manager->scene_id_stack);
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return scene_manager->scene_handlers->on_event_handlers[scene_id](
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scene_manager->context, event);
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}
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bool scene_manager_handle_back_event(SceneManager* scene_manager) {
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furi_assert(scene_manager);
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SceneManagerEvent event = {
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.type = SceneManagerEventTypeBack,
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};
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uint32_t scene_id = *SceneManagerIdStack_back(scene_manager->scene_id_stack);
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bool consumed =
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scene_manager->scene_handlers->on_event_handlers[scene_id](scene_manager->context, event);
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if(!consumed) {
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consumed = scene_manager_previous_scene(scene_manager);
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}
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return consumed;
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}
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void scene_manager_handle_tick_event(SceneManager* scene_manager) {
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furi_assert(scene_manager);
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SceneManagerEvent event = {
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.type = SceneManagerEventTypeTick,
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};
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uint32_t scene_id = *SceneManagerIdStack_back(scene_manager->scene_id_stack);
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scene_manager->scene_handlers->on_event_handlers[scene_id](scene_manager->context, event);
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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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furi_assert(scene_manager);
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furi_assert(next_scene_id < scene_manager->scene_handlers->scene_num);
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// Check if it is not the first scene
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if(SceneManagerIdStack_size(scene_manager->scene_id_stack)) {
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uint32_t cur_scene_id = *SceneManagerIdStack_back(scene_manager->scene_id_stack);
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scene_manager->scene_handlers->on_exit_handlers[cur_scene_id](scene_manager->context);
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}
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// Add next scene and run on_enter
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SceneManagerIdStack_push_back(scene_manager->scene_id_stack, next_scene_id);
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scene_manager->scene_handlers->on_enter_handlers[next_scene_id](scene_manager->context);
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}
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bool scene_manager_previous_scene(SceneManager* scene_manager) {
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furi_assert(scene_manager);
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uint32_t cur_scene_id = 0;
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SceneManagerIdStack_pop_back(&cur_scene_id, scene_manager->scene_id_stack);
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// Handle exit from start scene separately
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if(SceneManagerIdStack_size(scene_manager->scene_id_stack) == 0) {
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scene_manager->scene_handlers->on_exit_handlers[cur_scene_id](scene_manager->context);
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return false;
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}
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uint32_t prev_scene_id = *SceneManagerIdStack_back(scene_manager->scene_id_stack);
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scene_manager->scene_handlers->on_exit_handlers[cur_scene_id](scene_manager->context);
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scene_manager->scene_handlers->on_enter_handlers[prev_scene_id](scene_manager->context);
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return true;
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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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furi_assert(scene_manager);
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uint32_t prev_scene_id = 0;
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uint32_t cur_scene_id = *SceneManagerIdStack_back(scene_manager->scene_id_stack);
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SceneManagerIdStack_it_t scene_it;
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SceneManagerIdStack_it_last(scene_it, scene_manager->scene_id_stack);
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// Search scene with given id in navigation stack
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bool scene_found = false;
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while(!scene_found) {
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SceneManagerIdStack_previous(scene_it);
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if(SceneManagerIdStack_end_p(scene_it)) {
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return false;
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}
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prev_scene_id = *SceneManagerIdStack_ref(scene_it);
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if(prev_scene_id == scene_id) {
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scene_found = true;
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}
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}
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// Remove all scene id from navigation stack
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SceneManagerIdStack_next(scene_it);
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SceneManagerIdStack_pop_until(scene_manager->scene_id_stack, scene_it);
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scene_manager->scene_handlers->on_exit_handlers[cur_scene_id](scene_manager->context);
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scene_manager->scene_handlers->on_enter_handlers[prev_scene_id](scene_manager->context);
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return true;
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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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furi_assert(scene_manager);
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bool scene_found = false;
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uint32_t prev_scene_id;
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SceneManagerIdStack_it_t scene_it;
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SceneManagerIdStack_it_last(scene_it, scene_manager->scene_id_stack);
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// Perform search in scene stack
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while(!scene_found) {
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SceneManagerIdStack_previous(scene_it);
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if(SceneManagerIdStack_end_p(scene_it)) {
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break;
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}
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prev_scene_id = *SceneManagerIdStack_ref(scene_it);
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if(prev_scene_id == scene_id) {
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scene_found = true;
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}
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}
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return scene_found;
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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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furi_assert(scene_manager);
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furi_assert(scene_id < scene_manager->scene_handlers->scene_num);
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uint32_t cur_scene_id = *SceneManagerIdStack_back(scene_manager->scene_id_stack);
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SceneManagerIdStack_it_t scene_it;
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SceneManagerIdStack_it(scene_it, scene_manager->scene_id_stack);
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SceneManagerIdStack_next(scene_it);
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// Remove all scene id from navigation stack until first scene
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SceneManagerIdStack_pop_until(scene_manager->scene_id_stack, scene_it);
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// Add next scene
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SceneManagerIdStack_push_back(scene_manager->scene_id_stack, scene_id);
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scene_manager->scene_handlers->on_exit_handlers[cur_scene_id](scene_manager->context);
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scene_manager->scene_handlers->on_enter_handlers[scene_id](scene_manager->context);
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return true;
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}
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