unleashed-firmware/applications/services/gui/scene_manager.c
あく acc39a4bc0
Api Symbols: replace asserts with checks (#3507)
* Api Symbols: replace asserts with checks
* Api Symbols: replace asserts with checks part 2
* Update no args function signatures with void, to help compiler to track incorrect usage
* More unavoidable void
* Update PVS config and code to make it happy
* Format sources
* nfc: fix checks
* dead code cleanup & include fixes

Co-authored-by: gornekich <n.gorbadey@gmail.com>
Co-authored-by: hedger <hedger@users.noreply.github.com>
Co-authored-by: hedger <hedger@nanode.su>
2024-03-19 23:43:52 +09:00

244 lines
8.7 KiB
C

#include "scene_manager_i.h"
#include <furi.h>
SceneManager* scene_manager_alloc(const SceneManagerHandlers* app_scene_handlers, void* context) {
furi_check(context);
SceneManager* scene_manager = malloc(sizeof(SceneManager));
// Set SceneManager context and scene handlers
scene_manager->context = context;
scene_manager->scene_handlers = app_scene_handlers;
// Allocate all scenes
scene_manager->scene = malloc(sizeof(AppScene) * app_scene_handlers->scene_num);
// Initialize ScaneManager array for navigation
SceneManagerIdStack_init(scene_manager->scene_id_stack);
return scene_manager;
}
void scene_manager_free(SceneManager* scene_manager) {
furi_check(scene_manager);
// Clear ScaneManager array
SceneManagerIdStack_clear(scene_manager->scene_id_stack);
// Clear allocated scenes
free(scene_manager->scene);
// Free SceneManager structure
free(scene_manager);
}
void scene_manager_set_scene_state(SceneManager* scene_manager, uint32_t scene_id, uint32_t state) {
furi_check(scene_manager);
furi_check(scene_id < scene_manager->scene_handlers->scene_num);
scene_manager->scene[scene_id].state = state;
}
uint32_t scene_manager_get_scene_state(const SceneManager* scene_manager, uint32_t scene_id) {
furi_check(scene_manager);
furi_check(scene_id < scene_manager->scene_handlers->scene_num);
return scene_manager->scene[scene_id].state;
}
bool scene_manager_handle_custom_event(SceneManager* scene_manager, uint32_t custom_event) {
furi_check(scene_manager);
SceneManagerEvent event = {
.type = SceneManagerEventTypeCustom,
.event = custom_event,
};
bool result = false;
if(SceneManagerIdStack_size(scene_manager->scene_id_stack) > 0) {
uint32_t* scene_id_p = SceneManagerIdStack_back(scene_manager->scene_id_stack);
uint32_t scene_id = *scene_id_p;
result = scene_manager->scene_handlers->on_event_handlers[scene_id](
scene_manager->context, event);
}
return result;
}
bool scene_manager_handle_back_event(SceneManager* scene_manager) {
furi_check(scene_manager);
SceneManagerEvent event = {
.type = SceneManagerEventTypeBack,
};
bool consumed = false;
if(SceneManagerIdStack_size(scene_manager->scene_id_stack) > 0) {
uint32_t* scene_id_p = SceneManagerIdStack_back(scene_manager->scene_id_stack);
uint32_t scene_id = *scene_id_p;
consumed = scene_manager->scene_handlers->on_event_handlers[scene_id](
scene_manager->context, event);
}
if(!consumed) {
consumed = scene_manager_previous_scene(scene_manager);
}
return consumed;
}
void scene_manager_handle_tick_event(SceneManager* scene_manager) {
furi_check(scene_manager);
SceneManagerEvent event = {
.type = SceneManagerEventTypeTick,
};
if(SceneManagerIdStack_size(scene_manager->scene_id_stack) > 0) {
uint32_t* scene_id_p = SceneManagerIdStack_back(scene_manager->scene_id_stack);
uint32_t scene_id = *scene_id_p;
scene_manager->scene_handlers->on_event_handlers[scene_id](scene_manager->context, event);
}
}
void scene_manager_next_scene(SceneManager* scene_manager, uint32_t next_scene_id) {
furi_check(scene_manager);
furi_check(next_scene_id < scene_manager->scene_handlers->scene_num);
// Check if it is not the first scene
if(SceneManagerIdStack_size(scene_manager->scene_id_stack) > 0) {
uint32_t cur_scene_id = *SceneManagerIdStack_back(scene_manager->scene_id_stack);
scene_manager->scene_handlers->on_exit_handlers[cur_scene_id](scene_manager->context);
}
// Add next scene and run on_enter
SceneManagerIdStack_push_back(scene_manager->scene_id_stack, next_scene_id);
scene_manager->scene_handlers->on_enter_handlers[next_scene_id](scene_manager->context);
}
bool scene_manager_previous_scene(SceneManager* scene_manager) {
furi_check(scene_manager);
if(SceneManagerIdStack_size(scene_manager->scene_id_stack) > 0) {
uint32_t cur_scene_id = 0;
SceneManagerIdStack_pop_back(&cur_scene_id, scene_manager->scene_id_stack);
// Handle exit from start scene separately
if(SceneManagerIdStack_size(scene_manager->scene_id_stack) == 0) {
scene_manager->scene_handlers->on_exit_handlers[cur_scene_id](scene_manager->context);
return false;
}
uint32_t prev_scene_id = *SceneManagerIdStack_back(scene_manager->scene_id_stack);
scene_manager->scene_handlers->on_exit_handlers[cur_scene_id](scene_manager->context);
scene_manager->scene_handlers->on_enter_handlers[prev_scene_id](scene_manager->context);
return true;
} else {
return false;
}
}
bool scene_manager_search_and_switch_to_previous_scene(
SceneManager* scene_manager,
uint32_t scene_id) {
furi_check(scene_manager);
if(SceneManagerIdStack_size(scene_manager->scene_id_stack) > 0) {
uint32_t prev_scene_id = 0;
uint32_t cur_scene_id = *SceneManagerIdStack_back(scene_manager->scene_id_stack);
SceneManagerIdStack_it_t scene_it;
SceneManagerIdStack_it_last(scene_it, scene_manager->scene_id_stack);
// Search scene with given id in navigation stack
bool scene_found = false;
while(!scene_found) {
SceneManagerIdStack_previous(scene_it);
if(SceneManagerIdStack_end_p(scene_it)) {
return false;
}
prev_scene_id = *SceneManagerIdStack_ref(scene_it);
if(prev_scene_id == scene_id) {
scene_found = true;
}
}
// Remove all scene id from navigation stack
SceneManagerIdStack_next(scene_it);
SceneManagerIdStack_pop_until(scene_manager->scene_id_stack, scene_it);
scene_manager->scene_handlers->on_exit_handlers[cur_scene_id](scene_manager->context);
scene_manager->scene_handlers->on_enter_handlers[prev_scene_id](scene_manager->context);
return true;
} else {
return false;
}
}
bool scene_manager_search_and_switch_to_previous_scene_one_of(
SceneManager* scene_manager,
const uint32_t* scene_ids,
size_t scene_ids_size) {
furi_check(scene_manager);
furi_check(scene_ids);
bool scene_found = false;
for(size_t i = 0; i < scene_ids_size; ++i) {
const uint32_t scene_id = scene_ids[i];
if(scene_manager_has_previous_scene(scene_manager, scene_id)) {
scene_manager_search_and_switch_to_previous_scene(scene_manager, scene_id);
scene_found = true;
break;
}
}
return scene_found;
}
bool scene_manager_has_previous_scene(const SceneManager* scene_manager, uint32_t scene_id) {
furi_check(scene_manager);
bool scene_found = false;
if(SceneManagerIdStack_size(scene_manager->scene_id_stack) > 0) {
uint32_t prev_scene_id;
SceneManagerIdStack_it_t scene_it;
SceneManagerIdStack_it_last(scene_it, scene_manager->scene_id_stack);
// Perform search in scene stack
while(!scene_found) {
SceneManagerIdStack_previous(scene_it);
if(SceneManagerIdStack_end_p(scene_it)) {
break;
}
prev_scene_id = *SceneManagerIdStack_ref(scene_it);
if(prev_scene_id == scene_id) {
scene_found = true;
}
}
}
return scene_found;
}
bool scene_manager_search_and_switch_to_another_scene(
SceneManager* scene_manager,
uint32_t scene_id) {
furi_check(scene_manager);
furi_check(scene_id < scene_manager->scene_handlers->scene_num);
if(SceneManagerIdStack_size(scene_manager->scene_id_stack) > 0) {
uint32_t cur_scene_id = *SceneManagerIdStack_back(scene_manager->scene_id_stack);
SceneManagerIdStack_it_t scene_it;
SceneManagerIdStack_it(scene_it, scene_manager->scene_id_stack);
SceneManagerIdStack_next(scene_it);
// Remove all scene id from navigation stack until first scene
SceneManagerIdStack_pop_until(scene_manager->scene_id_stack, scene_it);
// Add next scene
SceneManagerIdStack_push_back(scene_manager->scene_id_stack, scene_id);
scene_manager->scene_handlers->on_exit_handlers[cur_scene_id](scene_manager->context);
scene_manager->scene_handlers->on_enter_handlers[scene_id](scene_manager->context);
return true;
} else {
return false;
}
}
void scene_manager_stop(SceneManager* scene_manager) {
furi_check(scene_manager);
if(SceneManagerIdStack_size(scene_manager->scene_id_stack) > 0) {
uint32_t cur_scene_id = *SceneManagerIdStack_back(scene_manager->scene_id_stack);
scene_manager->scene_handlers->on_exit_handlers[cur_scene_id](scene_manager->context);
}
}