#pragma once #include "event_loop.h" #include "event_loop_link_i.h" #include "event_loop_timer_i.h" #include "event_loop_tick_i.h" #include #include #include #include "thread.h" struct FuriEventLoopItem { // Source FuriEventLoop* owner; // Tracking item FuriEventLoopEvent event; FuriEventLoopObject* object; const FuriEventLoopContract* contract; // Callback and context FuriEventLoopEventCallback callback; void* callback_context; // Waiting list ILIST_INTERFACE(WaitingList, FuriEventLoopItem); }; ILIST_DEF(WaitingList, FuriEventLoopItem, M_POD_OPLIST) /* Event Loop RB tree */ #define FURI_EVENT_LOOP_TREE_RANK (4) BPTREE_DEF2( // NOLINT FuriEventLoopTree, FURI_EVENT_LOOP_TREE_RANK, FuriEventLoopObject*, /* pointer to object we track */ M_PTR_OPLIST, FuriEventLoopItem*, /* pointer to the FuriEventLoopItem */ M_PTR_OPLIST) #define M_OPL_FuriEventLoopTree_t() BPTREE_OPLIST(FuriEventLoopTree, M_POD_OPLIST) #define FURI_EVENT_LOOP_FLAG_NOTIFY_INDEX (2) typedef enum { FuriEventLoopFlagEvent = (1 << 0), FuriEventLoopFlagStop = (1 << 1), FuriEventLoopFlagTimer = (1 << 2), FuriEventLoopFlagPending = (1 << 3), } FuriEventLoopFlag; #define FuriEventLoopFlagAll \ (FuriEventLoopFlagEvent | FuriEventLoopFlagStop | FuriEventLoopFlagTimer | \ FuriEventLoopFlagPending) typedef enum { FuriEventLoopProcessStatusComplete, FuriEventLoopProcessStatusIncomplete, FuriEventLoopProcessStatusAgain, FuriEventLoopProcessStatusFreeLater, } FuriEventLoopProcessStatus; typedef enum { FuriEventLoopStateStopped, FuriEventLoopStateIdle, FuriEventLoopStateProcessing, } FuriEventLoopState; typedef struct { FuriEventLoopPendingCallback callback; void* context; } FuriEventLoopPendingQueueItem; LIST_DUAL_PUSH_DEF(PendingQueue, FuriEventLoopPendingQueueItem, M_POD_OPLIST) struct FuriEventLoop { // Only works if all operations are done from the same thread FuriThreadId thread_id; // Poller state volatile FuriEventLoopState state; // Event handling FuriEventLoopTree_t tree; WaitingList_t waiting_list; // Active timer list TimerList_t timer_list; // Timer request queue TimerQueue_t timer_queue; // Pending callback queue PendingQueue_t pending_queue; // Tick event FuriEventLoopTick tick; };