unleashed-firmware/applications/gui/scene_manager.h

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C
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#pragma once
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#include <stdbool.h>
/** Scene Manager events type
*/
typedef enum {
SceneManagerEventTypeCustom,
SceneManagerEventTypeBack,
SceneManagerEventTypeTick,
} SceneManagerEventType;
/** Scene Manager event
*/
typedef struct {
SceneManagerEventType type;
uint32_t event;
} SceneManagerEvent;
/** Prototype for Scene on_enter handler */
typedef void (*AppSceneOnEnterCallback)(void* context);
/** Prototype for Scene on_event handler */
typedef bool (*AppSceneOnEventCallback)(void* context, SceneManagerEvent event);
/** Prototype for Scene on_exit handler */
typedef void (*AppSceneOnExitCallback)(void* context);
/** Scene Manager configuration structure
* Contains array of Scene handlers
*/
typedef struct {
const AppSceneOnEnterCallback* on_enter_handlers;
const AppSceneOnEventCallback* on_event_handlers;
const AppSceneOnExitCallback* on_exit_handlers;
const uint32_t scene_num;
} SceneManagerHandlers;
typedef struct SceneManager SceneManager;
/** Set Scene state
* @param scene_manager SceneManager instance
* @param scene_id Scene ID
* @param state Scene new state
*/
void scene_manager_set_scene_state(SceneManager* scene_manager, uint32_t scene_id, uint32_t state);
/** Get Scene state
* @param scene_manager SceneManager instance
* @param scene_id Scene ID
* @return Scene state
*/
uint32_t scene_manager_get_scene_state(SceneManager* scene_manager, uint32_t scene_id);
/** Scene Manager allocation and configuration
* Scene Manager allocates all scenes internally
* @param app_scene_handlers SceneManagerHandlers instance
* @param context context to be set on Scene handlers calls
* @return SceneManager instance
*/
SceneManager* scene_manager_alloc(const SceneManagerHandlers* app_scene_handlers, void* context);
/** Free Scene Manager with allocated Scenes
* @param scene_manager SceneManager instance
*/
void scene_manager_free(SceneManager* scene_manager);
/** Custom event handler
* Calls Scene event handler with Custom event parameter
* @param scene_manager SceneManager instance
* @param custom_event Custom event code
* @return true if event was consumed, false otherwise
*/
bool scene_manager_handle_custom_event(SceneManager* scene_manager, uint32_t custom_event);
/** Back event handler
* Calls Scene event handler with Back event parameter
* @param scene_manager SceneManager instance
* @return true if event was consumed, false otherwise
*/
bool scene_manager_handle_back_event(SceneManager* scene_manager);
/** Tick event handler
* Calls Scene event handler with Tick event parameter
* @param scene_manager SceneManager instance
* @return true if event was consumed, false otherwise
*/
void scene_manager_handle_tick_event(SceneManager* scene_manager);
/** Add and run next Scene
* @param scene_manager SceneManager instance
* @param next_scene_id next Scene ID
*/
void scene_manager_next_scene(SceneManager* scene_manager, uint32_t next_scene_id);
/** Run previous Scene
* @param scene_manager SceneManager instance
* @return true if previous scene was found, false otherwise
*/
bool scene_manager_previous_scene(SceneManager* scene_manager);
/** Search previous Scene
* @param scene_manager SceneManager instance
* @param scene_id Scene ID
* @return true if previous scene was found, false otherwise
*/
bool scene_manager_has_previous_scene(SceneManager* scene_manager, uint32_t scene_id);
/** Search and switch to previous Scene
* @param scene_manager SceneManager instance
* @param scene_id Scene ID
* @return true if previous scene was found, false otherwise
*/
bool scene_manager_search_and_switch_to_previous_scene(
SceneManager* scene_manager,
uint32_t scene_id);
/** Clear Scene stack and switch to another Scene
* @param scene_manager SceneManager instance
* @param scene_id Scene ID
* @return true if previous scene was found, false otherwise
*/
bool scene_manager_search_and_switch_to_another_scene(
SceneManager* scene_manager,
uint32_t scene_id);
#ifdef __cplusplus
}
#endif