mirror of
https://github.com/DarkFlippers/unleashed-firmware.git
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7c692a9f36
* bt keys: rework load and save with saved_struct * bt: rename bt keys storage functions * furi_hal_nfc: allow context switch during emilation * bt settings: rework with saved struct * infrared: replace file worker with dialogs and storage * Core, Loader: fix thread allocation tracking, much better, so wow. Co-authored-by: Aleksandr Kutuzov <alleteam@gmail.com>
329 lines
9.1 KiB
C++
329 lines
9.1 KiB
C++
/**
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* @file infrared_app.h
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* Infrared: Main infrared application class
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*/
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#pragma once
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#include <map>
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#include <infrared.h>
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#include <furi.h>
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#include <forward_list>
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#include <stdint.h>
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#include <notification/notification_messages.h>
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#include <dialogs/dialogs.h>
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#include <infrared_worker.h>
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#include "scene/infrared_app_scene.h"
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#include "scene/infrared_app_scene.h"
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#include "infrared_app_view_manager.h"
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#include "infrared_app_remote_manager.h"
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#include "infrared_app_view_manager.h"
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/** Main Infrared application class */
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class InfraredApp {
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public:
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/** Enum to save scene state: edit element */
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enum class EditElement : uint8_t {
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Button,
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Remote,
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};
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/** Enum to save scene state: edit action */
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enum class EditAction : uint8_t {
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Rename,
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Delete,
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};
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/** List of scenes for Infrared application */
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enum class Scene : uint8_t {
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Exit,
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Start,
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Universal,
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UniversalTV,
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UniversalAudio,
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UniversalAirConditioner,
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Learn,
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LearnSuccess,
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LearnEnterName,
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LearnDone,
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AskBack,
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Remote,
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RemoteList,
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Edit,
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EditKeySelect,
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EditRename,
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EditDelete,
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EditRenameDone,
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EditDeleteDone,
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};
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/** Start application
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*
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* @param args - application arguments.
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* Allowed argument is path to remote file.
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* @retval 0 on success, error code otherwise
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*/
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int32_t run(void* args);
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/** Switch to next scene. Put current scene number on stack.
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* Doesn't save scene state.
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*
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* @param index - next scene index
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*/
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void switch_to_next_scene(Scene index);
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/** Switch to next scene, but don't put current scene on
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* stack. Thus calling switch_to_previous_scene() doesn't return
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* to current scene.
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*
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* @param index - next scene index
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*/
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void switch_to_next_scene_without_saving(Scene index);
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/** Switch to previous scene. Pop scenes from stack and switch to last one.
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*
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* @param count - how many scenes should be popped
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* @retval false on failed, true on success
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*/
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bool switch_to_previous_scene(uint8_t count = 1);
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/** Get previous scene in scene stack
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*
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* @retval previous scene
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*/
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Scene get_previous_scene();
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/** Get view manager instance
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*
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* @retval view manager instance
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*/
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InfraredAppViewManager* get_view_manager();
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/** Set one of text stores
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*
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* @param index - index of text store
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* @param text - text to set
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*/
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void set_text_store(uint8_t index, const char* text...);
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/** Get value in text store
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*
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* @param index - index of text store
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* @retval value in text_store
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*/
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char* get_text_store(uint8_t index);
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/** Get text store size
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*
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* @retval size of text store
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*/
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uint8_t get_text_store_size();
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/** Get remote manager instance
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*
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* @retval remote manager instance
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*/
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InfraredAppRemoteManager* get_remote_manager();
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/** Get infrared worker instance
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*
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* @retval infrared worker instance
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*/
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InfraredWorker* get_infrared_worker();
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/** Get signal, previously got on Learn scene
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*
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* @retval received signal
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*/
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const InfraredAppSignal& get_received_signal() const;
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/** Set received signal
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*
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* @param signal - signal
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*/
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void set_received_signal(const InfraredAppSignal& signal);
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/** Switch to previous scene in one of provided in list.
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* Pop scene stack, and find first scene from list.
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*
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* @param scenes_list - list of scenes
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*/
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void search_and_switch_to_previous_scene(const std::initializer_list<Scene>& scenes_list);
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/** Set edit element value. It is used on edit scene to determine
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* what should be deleted - remote or button.
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*
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* @param value - value to set
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*/
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void set_edit_element(EditElement value);
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/** Get edit element
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*
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* @retval edit element value
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*/
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EditElement get_edit_element(void);
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/** Set edit action value. It is used on edit scene to determine
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* what action to perform - deletion or renaming.
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*
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* @param value - value to set
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*/
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void set_edit_action(EditAction value);
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/** Get edit action
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*
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* @retval edit action value
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*/
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EditAction get_edit_action(void);
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/** Get state of learning new signal.
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* Adding new remote with 1 button from start scene and
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* learning 1 additional button to remote have very similar
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* flow, so they are joined. Difference in flow is handled
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* by this boolean flag.
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*
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* @retval false if flow is in learning new remote, true if
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* adding signal to created remote
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*
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*/
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bool get_learn_new_remote();
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/** Set state of learning new signal.
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* Adding new remote with 1 button from start scene and
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* learning 1 additional button to remote have very similar
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* flow, so they are joined. Difference in flow is handled
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* by this boolean flag.
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*
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* @param value - false if flow is in learning new remote, true if
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* adding signal to created remote
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*/
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void set_learn_new_remote(bool value);
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/** Button is not assigned value
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*/
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enum : int {
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ButtonNA = -1,
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};
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/** Get current button index
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*
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* @retval current button index
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*/
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int get_current_button();
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/** Set current button index
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*
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* @param current button index
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*/
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void set_current_button(int value);
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/** Play success notification */
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void notify_success();
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/** Play red blink notification */
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void notify_red_blink();
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/** Light green */
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void notify_green_on();
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/** Disable green light */
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void notify_green_off();
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/** Play click sound */
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void notify_click();
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/** Play click and green notification */
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void notify_click_and_green_blink();
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/** Blink green light */
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void notify_blink_green();
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/** Get Dialogs instance */
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DialogsApp* get_dialogs();
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/** Text input callback
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*
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* @param context - context to pass to callback
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*/
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static void text_input_callback(void* context);
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/** Popup callback
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*
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* @param context - context to pass to callback
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*/
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static void popup_callback(void* context);
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/** Signal sent callback
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*
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* @param context - context to pass to callback
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*/
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static void signal_sent_callback(void* context);
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/** Main class constructor, initializes all critical objects */
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InfraredApp();
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/** Main class destructor, deinitializes all critical objects */
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~InfraredApp();
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/** Path to Infrared directory */
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static constexpr const char* infrared_directory = "/any/infrared";
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/** Infrared files extension (remote files and universal databases) */
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static constexpr const char* infrared_extension = ".ir";
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/** Max Raw timings in signal */
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static constexpr const uint32_t max_raw_timings_in_signal = 512;
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/** Max line length in Infrared file */
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static constexpr const uint32_t max_line_length =
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(9 + 1) * InfraredApp::max_raw_timings_in_signal + 100;
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private:
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/** Text store size */
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static constexpr const uint8_t text_store_size = 128;
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/** Amount of text stores */
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static constexpr const uint8_t text_store_max = 2;
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/** Store text here, for some views, because they doesn't
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* hold ownership of text */
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char text_store[text_store_max][text_store_size + 1];
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/**
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* Flag to control adding new signal flow.
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* Adding new remote with 1 button from start scene and
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* learning 1 additional button to remote have very similar
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* flow, so they are joined. Difference in flow is handled
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* by this boolean flag.
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*/
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bool learn_new_remote;
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/** Value to control edit scene */
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EditElement element;
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/** Value to control edit scene */
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EditAction action;
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/** Selected button index */
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uint32_t current_button;
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/** Notification instance */
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NotificationApp* notification;
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/** Dialogs instance */
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DialogsApp* dialogs;
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/** View manager instance */
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InfraredAppViewManager view_manager;
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/** Remote manager instance */
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InfraredAppRemoteManager remote_manager;
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/** Infrared worker instance */
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InfraredWorker* infrared_worker;
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/** Signal received on Learn scene */
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InfraredAppSignal received_signal;
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/** Stack of previous scenes */
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std::forward_list<Scene> previous_scenes_list;
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/** Now acting scene */
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Scene current_scene = Scene::Start;
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/** Map of index/scene objects */
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std::map<Scene, InfraredAppScene*> scenes = {
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{Scene::Start, new InfraredAppSceneStart()},
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{Scene::Universal, new InfraredAppSceneUniversal()},
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{Scene::UniversalTV, new InfraredAppSceneUniversalTV()},
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{Scene::Learn, new InfraredAppSceneLearn()},
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{Scene::LearnSuccess, new InfraredAppSceneLearnSuccess()},
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{Scene::LearnEnterName, new InfraredAppSceneLearnEnterName()},
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{Scene::LearnDone, new InfraredAppSceneLearnDone()},
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{Scene::AskBack, new InfraredAppSceneAskBack()},
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{Scene::Remote, new InfraredAppSceneRemote()},
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{Scene::RemoteList, new InfraredAppSceneRemoteList()},
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{Scene::Edit, new InfraredAppSceneEdit()},
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{Scene::EditKeySelect, new InfraredAppSceneEditKeySelect()},
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{Scene::EditRename, new InfraredAppSceneEditRename()},
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{Scene::EditDelete, new InfraredAppSceneEditDelete()},
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{Scene::EditRenameDone, new InfraredAppSceneEditRenameDone()},
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{Scene::EditDeleteDone, new InfraredAppSceneEditDeleteDone()},
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};
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};
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