unleashed-firmware/applications/services/gui/scene_manager.h
SG b9a766d909 [FL-2627] Flipper applications: SDK, build and debug system (#1387)
* Added support for running applications from SD card (FAPs - Flipper Application Packages)
* Added plugin_dist target for fbt to build FAPs
* All apps of type FlipperAppType.EXTERNAL and FlipperAppType.PLUGIN are built as FAPs by default
* Updated VSCode configuration for new fbt features - re-deploy stock configuration to use them
* Added debugging support for FAPs with fbt debug & VSCode
* Added public firmware API with automated versioning

Co-authored-by: hedger <hedger@users.noreply.github.com>
Co-authored-by: SG <who.just.the.doctor@gmail.com>
Co-authored-by: あく <alleteam@gmail.com>
2022-09-15 02:21:03 +09:00

183 lines
4.9 KiB
C

/**
* @file scene_manager.h
* GUI: SceneManager API
*/
#pragma once
#include <stddef.h>
#include <stdint.h>
#include <stdbool.h>
#ifdef __cplusplus
extern "C" {
#endif
/** 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);
/** Search and switch to previous Scene, multiple choice
*
* @param scene_manager SceneManager instance
* @param scene_ids Array of scene IDs
* @param scene_ids_size Array of scene IDs size
*
* @return true if one of previous scenes was found, false otherwise
*/
bool scene_manager_search_and_switch_to_previous_scene_one_of(
SceneManager* scene_manager,
const uint32_t* scene_ids,
size_t scene_ids_size);
/** 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);
/** Exit from current scene
*
* @param scene_manager SceneManager instance
*/
void scene_manager_stop(SceneManager* scene_manager);
#ifdef __cplusplus
}
#endif