mirror of
https://github.com/DarkFlippers/unleashed-firmware.git
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146 lines
5.6 KiB
C
146 lines
5.6 KiB
C
/* Copyright (C) 2022-2023 Salvatore Sanfilippo -- All Rights Reserved
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* See the LICENSE file for information about the license. */
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#include "app.h"
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/* =========================== Subview handling ================================
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* Note that these are not the Flipper subviews, but the subview system
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* implemented inside ProtoView.
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* ========================================================================== */
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/* Return the ID of the currently selected subview, of the current
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* view. */
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int ui_get_current_subview(ProtoViewApp* app) {
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return app->current_subview[app->current_view];
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}
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/* Called by view rendering callback that has subviews, to show small triangles
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* facing down/up if there are other subviews the user can access with up
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* and down. */
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void ui_show_available_subviews(Canvas* canvas, ProtoViewApp* app, int last_subview) {
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int subview = ui_get_current_subview(app);
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if(subview != 0) canvas_draw_triangle(canvas, 120, 5, 8, 5, CanvasDirectionBottomToTop);
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if(subview != last_subview - 1)
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canvas_draw_triangle(canvas, 120, 59, 8, 5, CanvasDirectionTopToBottom);
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}
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/* Handle up/down keys when we are in a subview. If the function catched
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* such keypress, it returns true, so that the actual view input callback
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* knows it can just return ASAP without doing anything. */
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bool ui_process_subview_updown(ProtoViewApp* app, InputEvent input, int last_subview) {
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int subview = ui_get_current_subview(app);
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if(input.type == InputTypePress) {
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if(input.key == InputKeyUp) {
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if(subview != 0) app->current_subview[app->current_view]--;
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return true;
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} else if(input.key == InputKeyDown) {
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if(subview != last_subview - 1) app->current_subview[app->current_view]++;
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return true;
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}
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}
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return false;
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}
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/* ============================= Text input ====================================
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* Normally we just use our own private UI widgets. However for the text input
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* widget, that is quite complex, visualizes a keyboard and must be standardized
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* for user coherent experience, we use the one provided by the Flipper
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* framework. The following two functions allow to show the keyboard to get
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* text and later dismiss it.
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* ========================================================================== */
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/* Show the keyboard, take the user input and store it into the specified
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* 'buffer' of 'buflen' total bytes. When the user is done, the done_callback
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* is called passing the application context to it. Such callback needs
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* to do whatever it wants with the input buffer and dismissi the keyboard
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* calling: dismiss_keyboard(app);
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*
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* Note: if the buffer is not a null-termined zero string, what it contains will
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* be used as initial input for the user. */
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void ui_show_keyboard(
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ProtoViewApp* app,
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char* buffer,
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uint32_t buflen,
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void (*done_callback)(void*)) {
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app->show_text_input = true;
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app->text_input_buffer = buffer;
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app->text_input_buffer_len = buflen;
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app->text_input_done_callback = done_callback;
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}
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void ui_dismiss_keyboard(ProtoViewApp* app) {
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view_dispatcher_stop(app->view_dispatcher);
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}
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/* ================================= Alert ================================== */
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/* Set an alert message to be shown over any currently active view, for
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* the specified amount of time of 'ttl' milliseconds. */
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void ui_show_alert(ProtoViewApp* app, const char* text, uint32_t ttl) {
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app->alert_dismiss_time = furi_get_tick() + furi_ms_to_ticks(ttl);
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snprintf(app->alert_text, ALERT_MAX_LEN, "%s", text);
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}
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/* Cancel the alert before its time has elapsed. */
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void ui_dismiss_alert(ProtoViewApp* app) {
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app->alert_dismiss_time = 0;
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}
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/* Show the alert if an alert is set. This is called after the currently
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* active view displayed its stuff, so we overwrite the screen with the
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* alert message. */
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void ui_draw_alert_if_needed(Canvas* canvas, ProtoViewApp* app) {
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if(app->alert_dismiss_time == 0) {
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/* No active alert. */
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return;
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} else if(app->alert_dismiss_time < furi_get_tick()) {
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/* Alert just expired. */
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ui_dismiss_alert(app);
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return;
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}
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/* Show the alert. A box with black border and a text inside. */
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canvas_set_font(canvas, FontPrimary);
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uint8_t w = canvas_string_width(canvas, app->alert_text);
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uint8_t h = 8; // Font height.
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uint8_t text_x = 64 - (w / 2);
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uint8_t text_y = 32 + 4;
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uint8_t padding = 3;
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canvas_set_color(canvas, ColorBlack);
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canvas_draw_box(
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canvas, text_x - padding, text_y - padding - h, w + padding * 2, h + padding * 2);
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canvas_set_color(canvas, ColorWhite);
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canvas_draw_box(
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canvas,
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text_x - padding + 1,
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text_y - padding - h + 1,
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w + padding * 2 - 2,
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h + padding * 2 - 2);
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canvas_set_color(canvas, ColorBlack);
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canvas_draw_str(canvas, text_x, text_y, app->alert_text);
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}
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/* =========================== Canvas extensions ============================ */
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void canvas_draw_str_with_border(
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Canvas* canvas,
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uint8_t x,
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uint8_t y,
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const char* str,
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Color text_color,
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Color border_color) {
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struct {
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uint8_t x;
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uint8_t y;
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} dir[8] = {{-1, -1}, {0, -1}, {1, -1}, {1, 0}, {1, 1}, {0, 1}, {-1, 1}, {-1, 0}};
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/* Rotate in all the directions writing the same string to create a
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* border, then write the actual string in the other color in the
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* middle. */
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canvas_set_color(canvas, border_color);
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for(int j = 0; j < 8; j++) canvas_draw_str(canvas, x + dir[j].x, y + dir[j].y, str);
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canvas_set_color(canvas, text_color);
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canvas_draw_str(canvas, x, y, str);
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canvas_set_color(canvas, ColorBlack);
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}
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