unleashed-firmware/applications/services/gui/view_port.c
あく 5a8a13639b
[FL-3842] Desktop lockup fix, GUI improvements (#3710)
* Gui: increase ViewDispatcher messages queues size, improves event processing with blocking operations.
* Gui: fix log message text in view dispatcher, loosen some mutexes in view port
2024-06-14 02:47:43 +10:00

254 lines
9.4 KiB
C

#include "view_port_i.h"
#include <furi.h>
#include <furi_hal.h>
#include "gui.h"
#include "gui_i.h"
#define TAG "ViewPort"
_Static_assert(ViewPortOrientationMAX == 4, "Incorrect ViewPortOrientation count");
_Static_assert(
(ViewPortOrientationHorizontal == 0 && ViewPortOrientationHorizontalFlip == 1 &&
ViewPortOrientationVertical == 2 && ViewPortOrientationVerticalFlip == 3),
"Incorrect ViewPortOrientation order");
_Static_assert(InputKeyMAX == 6, "Incorrect InputKey count");
_Static_assert(
(InputKeyUp == 0 && InputKeyDown == 1 && InputKeyRight == 2 && InputKeyLeft == 3 &&
InputKeyOk == 4 && InputKeyBack == 5),
"Incorrect InputKey order");
/** InputKey directional keys mappings for different screen orientations
*
*/
static const InputKey view_port_input_mapping[ViewPortOrientationMAX][InputKeyMAX] = {
{InputKeyUp,
InputKeyDown,
InputKeyRight,
InputKeyLeft,
InputKeyOk,
InputKeyBack}, //ViewPortOrientationHorizontal
{InputKeyDown,
InputKeyUp,
InputKeyLeft,
InputKeyRight,
InputKeyOk,
InputKeyBack}, //ViewPortOrientationHorizontalFlip
{InputKeyRight,
InputKeyLeft,
InputKeyDown,
InputKeyUp,
InputKeyOk,
InputKeyBack}, //ViewPortOrientationVertical
{InputKeyLeft,
InputKeyRight,
InputKeyUp,
InputKeyDown,
InputKeyOk,
InputKeyBack}, //ViewPortOrientationVerticalFlip
};
static const InputKey view_port_left_hand_input_mapping[InputKeyMAX] =
{InputKeyDown, InputKeyUp, InputKeyLeft, InputKeyRight, InputKeyOk, InputKeyBack};
static const CanvasOrientation view_port_orientation_mapping[ViewPortOrientationMAX] = {
[ViewPortOrientationHorizontal] = CanvasOrientationHorizontal,
[ViewPortOrientationHorizontalFlip] = CanvasOrientationHorizontalFlip,
[ViewPortOrientationVertical] = CanvasOrientationVertical,
[ViewPortOrientationVerticalFlip] = CanvasOrientationVerticalFlip,
};
// Remaps directional pad buttons on Flipper based on ViewPort orientation
static void view_port_map_input(InputEvent* event, ViewPortOrientation orientation) {
furi_check(orientation < ViewPortOrientationMAX && event->key < InputKeyMAX);
if(event->sequence_source != INPUT_SEQUENCE_SOURCE_HARDWARE) {
return;
}
if(orientation == ViewPortOrientationHorizontal ||
orientation == ViewPortOrientationHorizontalFlip) {
if(furi_hal_rtc_is_flag_set(FuriHalRtcFlagHandOrient)) {
event->key = view_port_left_hand_input_mapping[event->key];
}
}
event->key = view_port_input_mapping[orientation][event->key];
}
static void view_port_setup_canvas_orientation(const ViewPort* view_port, Canvas* canvas) {
CanvasOrientation orientation = view_port_orientation_mapping[view_port->orientation];
if(furi_hal_rtc_is_flag_set(FuriHalRtcFlagHandOrient)) {
if(orientation == CanvasOrientationHorizontal) {
orientation = CanvasOrientationHorizontalFlip;
} else if(orientation == CanvasOrientationHorizontalFlip) {
orientation = CanvasOrientationHorizontal;
}
}
canvas_set_orientation(canvas, orientation);
}
ViewPort* view_port_alloc(void) {
ViewPort* view_port = malloc(sizeof(ViewPort));
view_port->orientation = ViewPortOrientationHorizontal;
view_port->is_enabled = true;
view_port->mutex = furi_mutex_alloc(FuriMutexTypeRecursive);
return view_port;
}
void view_port_free(ViewPort* view_port) {
furi_check(view_port);
furi_check(furi_mutex_acquire(view_port->mutex, FuriWaitForever) == FuriStatusOk);
furi_check(view_port->gui == NULL);
furi_check(furi_mutex_release(view_port->mutex) == FuriStatusOk);
furi_mutex_free(view_port->mutex);
free(view_port);
}
void view_port_set_width(ViewPort* view_port, uint8_t width) {
furi_check(view_port);
furi_check(furi_mutex_acquire(view_port->mutex, FuriWaitForever) == FuriStatusOk);
view_port->width = width;
furi_check(furi_mutex_release(view_port->mutex) == FuriStatusOk);
}
uint8_t view_port_get_width(const ViewPort* view_port) {
furi_check(view_port);
furi_check(furi_mutex_acquire(view_port->mutex, FuriWaitForever) == FuriStatusOk);
uint8_t width = view_port->width;
furi_check(furi_mutex_release(view_port->mutex) == FuriStatusOk);
return width;
}
void view_port_set_height(ViewPort* view_port, uint8_t height) {
furi_check(view_port);
furi_check(furi_mutex_acquire(view_port->mutex, FuriWaitForever) == FuriStatusOk);
view_port->height = height;
furi_check(furi_mutex_release(view_port->mutex) == FuriStatusOk);
}
uint8_t view_port_get_height(const ViewPort* view_port) {
furi_check(view_port);
furi_check(furi_mutex_acquire(view_port->mutex, FuriWaitForever) == FuriStatusOk);
uint8_t height = view_port->height;
furi_check(furi_mutex_release(view_port->mutex) == FuriStatusOk);
return height;
}
void view_port_enabled_set(ViewPort* view_port, bool enabled) {
furi_check(view_port);
// We are not going to lockup system, but will notify you instead
// Make sure that you don't call viewport methods inside of another mutex, especially one that is used in draw call
if(furi_mutex_acquire(view_port->mutex, 2) != FuriStatusOk) {
FURI_LOG_W(TAG, "ViewPort lockup: see %s:%d", __FILE__, __LINE__ - 3);
}
if(view_port->is_enabled != enabled) {
view_port->is_enabled = enabled;
if(view_port->gui) gui_update(view_port->gui);
}
furi_mutex_release(view_port->mutex);
}
bool view_port_is_enabled(const ViewPort* view_port) {
furi_check(view_port);
furi_check(furi_mutex_acquire(view_port->mutex, FuriWaitForever) == FuriStatusOk);
bool is_enabled = view_port->is_enabled;
furi_check(furi_mutex_release(view_port->mutex) == FuriStatusOk);
return is_enabled;
}
void view_port_draw_callback_set(ViewPort* view_port, ViewPortDrawCallback callback, void* context) {
furi_check(view_port);
furi_check(furi_mutex_acquire(view_port->mutex, FuriWaitForever) == FuriStatusOk);
view_port->draw_callback = callback;
view_port->draw_callback_context = context;
furi_check(furi_mutex_release(view_port->mutex) == FuriStatusOk);
}
void view_port_input_callback_set(
ViewPort* view_port,
ViewPortInputCallback callback,
void* context) {
furi_check(view_port);
furi_check(furi_mutex_acquire(view_port->mutex, FuriWaitForever) == FuriStatusOk);
view_port->input_callback = callback;
view_port->input_callback_context = context;
furi_check(furi_mutex_release(view_port->mutex) == FuriStatusOk);
}
void view_port_update(ViewPort* view_port) {
furi_check(view_port);
// We are not going to lockup system, but will notify you instead
// Make sure that you don't call viewport methods inside of another mutex, especially one that is used in draw call
if(furi_mutex_acquire(view_port->mutex, 2) != FuriStatusOk) {
FURI_LOG_W(TAG, "ViewPort lockup: see %s:%d", __FILE__, __LINE__ - 3);
}
if(view_port->gui && view_port->is_enabled) gui_update(view_port->gui);
furi_mutex_release(view_port->mutex);
}
void view_port_gui_set(ViewPort* view_port, Gui* gui) {
furi_check(view_port);
furi_check(furi_mutex_acquire(view_port->mutex, FuriWaitForever) == FuriStatusOk);
view_port->gui = gui;
furi_check(furi_mutex_release(view_port->mutex) == FuriStatusOk);
}
void view_port_draw(ViewPort* view_port, Canvas* canvas) {
furi_check(view_port);
furi_check(canvas);
// We are not going to lockup system, but will notify you instead
// Make sure that you don't call viewport methods inside of another mutex, especially one that is used in draw call
if(furi_mutex_acquire(view_port->mutex, 2) != FuriStatusOk) {
FURI_LOG_W(TAG, "ViewPort lockup: see %s:%d", __FILE__, __LINE__ - 3);
}
furi_check(view_port->gui);
if(view_port->draw_callback) {
view_port_setup_canvas_orientation(view_port, canvas);
view_port->draw_callback(canvas, view_port->draw_callback_context);
}
furi_mutex_release(view_port->mutex);
}
void view_port_input(ViewPort* view_port, InputEvent* event) {
furi_check(view_port);
furi_check(event);
furi_check(furi_mutex_acquire(view_port->mutex, FuriWaitForever) == FuriStatusOk);
furi_check(view_port->gui);
if(view_port->input_callback) {
ViewPortOrientation orientation = view_port_get_orientation(view_port);
view_port_map_input(event, orientation);
view_port->input_callback(event, view_port->input_callback_context);
}
furi_check(furi_mutex_release(view_port->mutex) == FuriStatusOk);
}
void view_port_set_orientation(ViewPort* view_port, ViewPortOrientation orientation) {
furi_check(view_port);
furi_check(furi_mutex_acquire(view_port->mutex, FuriWaitForever) == FuriStatusOk);
view_port->orientation = orientation;
furi_check(furi_mutex_release(view_port->mutex) == FuriStatusOk);
}
ViewPortOrientation view_port_get_orientation(const ViewPort* view_port) {
furi_check(view_port);
// We are not going to lockup system, but will notify you instead
// Make sure that you don't call viewport methods inside of another mutex, especially one that is used in draw call
if(furi_mutex_acquire(view_port->mutex, 2) != FuriStatusOk) {
FURI_LOG_W(TAG, "ViewPort lockup: see %s:%d", __FILE__, __LINE__ - 3);
}
ViewPortOrientation orientation = view_port->orientation;
furi_mutex_release(view_port->mutex);
return orientation;
}