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https://github.com/DarkFlippers/unleashed-firmware.git
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4cf98867a0
* Add signal API * Add signal support to loader * Add signal support to ViewDispatcher * Remove extra signal definitions * Fix typos Co-authored-by: Silent <CookiePLMonster@users.noreply.github.com> * scripts: runfap: close current app pre-launch * loader: enable backlight when starting an app * scripts: removed distfap.py * Do not expose signal API via ViewDispatcher * scripts: runfap: iterative retry to launch * Add a loader signal subcommand * Furi, Gui: move signal handling from View Dispatcher to Event Loop Co-authored-by: Silent <CookiePLMonster@users.noreply.github.com> Co-authored-by: hedger <hedger@nanode.su> Co-authored-by: Aleksandr Kutuzov <alleteam@gmail.com>
184 lines
5.4 KiB
C
184 lines
5.4 KiB
C
/**
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* @file view_dispatcher.h
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* @brief GUI: ViewDispatcher API
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*
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* @warning Views added to a ViewDispatcher MUST NOT be in a ViewStack at the same time.
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*/
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#pragma once
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#include "view.h"
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#include "gui.h"
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#include "scene_manager.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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/** ViewDispatcher view_port placement */
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typedef enum {
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ViewDispatcherTypeDesktop, /**< Desktop layer: fullscreen with status bar on top of it. For internal usage. */
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ViewDispatcherTypeWindow, /**< Window layer: with status bar */
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ViewDispatcherTypeFullscreen /**< Fullscreen layer: without status bar */
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} ViewDispatcherType;
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typedef struct ViewDispatcher ViewDispatcher;
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/** Prototype for custom event callback */
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typedef bool (*ViewDispatcherCustomEventCallback)(void* context, uint32_t event);
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/** Prototype for navigation event callback */
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typedef bool (*ViewDispatcherNavigationEventCallback)(void* context);
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/** Prototype for tick event callback */
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typedef void (*ViewDispatcherTickEventCallback)(void* context);
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/** Allocate ViewDispatcher instance
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*
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* @return pointer to ViewDispatcher instance
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*/
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ViewDispatcher* view_dispatcher_alloc(void);
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/** Free ViewDispatcher instance
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*
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* @param view_dispatcher pointer to ViewDispatcher
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*/
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void view_dispatcher_free(ViewDispatcher* view_dispatcher);
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/** Enable queue support
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*
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* Allocates event_loop, input and event message queues. Must be used with
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* `view_dispatcher_run`
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*
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* @param view_dispatcher ViewDispatcher instance
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*/
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void view_dispatcher_enable_queue(ViewDispatcher* view_dispatcher);
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/** Send custom event
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*
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* @param view_dispatcher ViewDispatcher instance
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* @param[in] event The event
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*/
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void view_dispatcher_send_custom_event(ViewDispatcher* view_dispatcher, uint32_t event);
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/** Set custom event handler
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*
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* Called on Custom Event, if it is not consumed by view
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*
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* @param view_dispatcher ViewDispatcher instance
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* @param callback ViewDispatcherCustomEventCallback instance
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*/
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void view_dispatcher_set_custom_event_callback(
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ViewDispatcher* view_dispatcher,
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ViewDispatcherCustomEventCallback callback);
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/** Set navigation event handler
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*
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* Called on Input Short Back Event, if it is not consumed by view
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*
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* @param view_dispatcher ViewDispatcher instance
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* @param callback ViewDispatcherNavigationEventCallback instance
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*/
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void view_dispatcher_set_navigation_event_callback(
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ViewDispatcher* view_dispatcher,
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ViewDispatcherNavigationEventCallback callback);
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/** Set tick event handler
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*
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* @param view_dispatcher ViewDispatcher instance
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* @param callback ViewDispatcherTickEventCallback
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* @param tick_period callback call period
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*/
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void view_dispatcher_set_tick_event_callback(
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ViewDispatcher* view_dispatcher,
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ViewDispatcherTickEventCallback callback,
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uint32_t tick_period);
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/** Set event callback context
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*
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* @param view_dispatcher ViewDispatcher instance
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* @param context pointer to context
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*/
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void view_dispatcher_set_event_callback_context(ViewDispatcher* view_dispatcher, void* context);
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/** Get event_loop instance
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*
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* event_loop instance is allocated on `view_dispatcher_enable_queue` and used
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* in view_dispatcher_run.
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*
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* You can add your objects into event_loop instance, but don't run the loop on
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* your side as it will cause issues with input processing on dispatcher stop.
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*
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* @param view_dispatcher ViewDispatcher instance
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*
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* @return The event_loop instance.
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*/
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FuriEventLoop* view_dispatcher_get_event_loop(ViewDispatcher* view_dispatcher);
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/** Run ViewDispatcher
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*
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* Use only after queue enabled
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*
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* @param view_dispatcher ViewDispatcher instance
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*/
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void view_dispatcher_run(ViewDispatcher* view_dispatcher);
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/** Stop ViewDispatcher
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*
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* Use only after queue enabled
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*
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* @param view_dispatcher ViewDispatcher instance
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*/
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void view_dispatcher_stop(ViewDispatcher* view_dispatcher);
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/** Add view to ViewDispatcher
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*
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* @param view_dispatcher ViewDispatcher instance
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* @param view_id View id to register
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* @param view View instance
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*/
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void view_dispatcher_add_view(ViewDispatcher* view_dispatcher, uint32_t view_id, View* view);
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/** Remove view from ViewDispatcher
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*
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* @param view_dispatcher ViewDispatcher instance
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* @param view_id View id to remove
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*/
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void view_dispatcher_remove_view(ViewDispatcher* view_dispatcher, uint32_t view_id);
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/** Switch to View
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*
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* @param view_dispatcher ViewDispatcher instance
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* @param view_id View id to register
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* @warning switching may be delayed till input events complementarity
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* reached
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*/
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void view_dispatcher_switch_to_view(ViewDispatcher* view_dispatcher, uint32_t view_id);
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/** Send ViewPort of this ViewDispatcher instance to front
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*
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* @param view_dispatcher ViewDispatcher instance
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*/
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void view_dispatcher_send_to_front(ViewDispatcher* view_dispatcher);
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/** Send ViewPort of this ViewDispatcher instance to back
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*
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* @param view_dispatcher ViewDispatcher instance
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*/
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void view_dispatcher_send_to_back(ViewDispatcher* view_dispatcher);
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/** Attach ViewDispatcher to GUI
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*
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* @param view_dispatcher ViewDispatcher instance
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* @param gui GUI instance to attach to
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* @param[in] type The type
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*/
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void view_dispatcher_attach_to_gui(
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ViewDispatcher* view_dispatcher,
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Gui* gui,
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ViewDispatcherType type);
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#ifdef __cplusplus
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}
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#endif
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