unleashed-firmware/lib/app-scened-template/scene_controller.hpp
hedger 7879876ba1
[FL-3863] toolchain: v37 (#3746)
* toolchain: v36
* toolchain: fixed cert path; lib: nanopb: updated to 0.4.8
* fbtenv: rolled back cert path for 3.11
* clang-format: updated config for v18
* linter fixes
* clang-format: properly regenerated config (`clang-format -style=file:.clang-format -dump-config > .clang-format-new; mv .clang-format-new .clang-format`)
* clang-format: AllowShortLoopsOnASingleLine: false
* toolchain: v37
* fbt: compilation_db.py: fixes for Windows
2024-07-05 18:27:21 +01:00

247 lines
6.8 KiB
C++

#include <map>
#include <forward_list>
#include <initializer_list>
#define GENERIC_SCENE_ENUM_VALUES Exit, Start
#define GENERIC_EVENT_ENUM_VALUES Tick, Back
/**
* @brief Controller for scene navigation in application
*
* @tparam TScene generic scene class
* @tparam TApp application class
*/
template <typename TScene, typename TApp>
class SceneController {
public:
/**
* @brief Add scene to scene container
*
* @param scene_index scene index
* @param scene_pointer scene object pointer
*/
void add_scene(typename TApp::SceneType scene_index, TScene* scene_pointer) {
furi_check(scenes.count(scene_index) == 0);
scenes[scene_index] = scene_pointer;
}
/**
* @brief Switch to next scene and store current scene in previous scenes list
*
* @param scene_index next scene index
* @param need_restore true, if we want the scene to restore its parameters
*/
void switch_to_next_scene(typename TApp::SceneType scene_index, bool need_restore = false) {
previous_scenes_list.push_front(current_scene_index);
switch_to_scene(scene_index, need_restore);
}
/**
* @brief Switch to next scene without ability to return to current scene
*
* @param scene_index next scene index
* @param need_restore true, if we want the scene to restore its parameters
*/
void switch_to_scene(typename TApp::SceneType scene_index, bool need_restore = false) {
if(scene_index != TApp::SceneType::Exit) {
scenes[current_scene_index]->on_exit(app);
current_scene_index = scene_index;
scenes[current_scene_index]->on_enter(app, need_restore);
}
}
/**
* @brief Search the scene in the list of previous scenes and switch to it
*
* @param scene_index_list list of scene indexes to which you want to switch
*/
bool search_and_switch_to_previous_scene(
const std::initializer_list<typename TApp::SceneType>& scene_index_list) {
auto previous_scene_index = TApp::SceneType::Exit;
bool scene_found = false;
bool result = false;
while(!scene_found) {
previous_scene_index = get_previous_scene_index();
for(const auto& element : scene_index_list) {
if(previous_scene_index == element) {
scene_found = true;
result = true;
break;
}
if(previous_scene_index == TApp::SceneType::Exit) {
scene_found = true;
break;
}
}
}
if(result) {
switch_to_scene(previous_scene_index, true);
}
return result;
}
bool search_and_switch_to_another_scene(
const std::initializer_list<typename TApp::SceneType>& scene_index_list,
typename TApp::SceneType scene_index) {
auto previous_scene_index = TApp::SceneType::Exit;
bool scene_found = false;
bool result = false;
while(!scene_found) {
previous_scene_index = get_previous_scene_index();
for(const auto& element : scene_index_list) {
if(previous_scene_index == element) {
scene_found = true;
result = true;
break;
}
if(previous_scene_index == TApp::SceneType::Exit) {
scene_found = true;
break;
}
}
}
if(result) {
switch_to_scene(scene_index, true);
}
return result;
}
bool has_previous_scene(
const std::initializer_list<typename TApp::SceneType>& scene_index_list) {
bool result = false;
for(auto const& previous_element : previous_scenes_list) {
for(const auto& element : scene_index_list) {
if(previous_element == element) {
result = true;
break;
}
if(previous_element == TApp::SceneType::Exit) {
break;
}
}
if(result) break;
}
return result;
}
/**
* @brief Start application main cycle
*
* @param tick_length_ms tick event length in milliseconds
*/
void process(
uint32_t /* tick_length_ms */ = 100,
typename TApp::SceneType start_scene_index = TApp::SceneType::Start) {
typename TApp::Event event;
bool consumed;
bool exit = false;
current_scene_index = start_scene_index;
scenes[current_scene_index]->on_enter(app, false);
while(!exit) {
app->view_controller.receive_event(&event);
consumed = scenes[current_scene_index]->on_event(app, &event);
if(!consumed) {
if(event.type == TApp::EventType::Back) {
exit = switch_to_previous_scene();
}
}
};
scenes[current_scene_index]->on_exit(app);
}
/**
* @brief Switch to previous scene
*
* @param count how many steps back
* @return true if app need to exit
*/
bool switch_to_previous_scene(uint8_t count = 1) {
auto previous_scene_index = TApp::SceneType::Start;
for(uint8_t i = 0; i < count; i++)
previous_scene_index = get_previous_scene_index();
if(previous_scene_index == TApp::SceneType::Exit) return true;
switch_to_scene(previous_scene_index, true);
return false;
}
/**
* @brief Construct a new Scene Controller object
*
* @param app_pointer pointer to application class
*/
SceneController(TApp* app_pointer) {
app = app_pointer;
current_scene_index = TApp::SceneType::Exit;
}
/**
* @brief Destroy the Scene Controller object
*
*/
~SceneController() {
for(auto& it : scenes)
delete it.second;
}
private:
/**
* @brief Scenes pointers container
*
*/
std::map<typename TApp::SceneType, TScene*> scenes;
/**
* @brief List of indexes of previous scenes
*
*/
std::forward_list<typename TApp::SceneType> previous_scenes_list;
/**
* @brief Current scene index holder
*
*/
typename TApp::SceneType current_scene_index;
/**
* @brief Application pointer holder
*
*/
TApp* app;
/**
* @brief Get the previous scene index
*
* @return previous scene index
*/
typename TApp::SceneType get_previous_scene_index() {
auto scene_index = TApp::SceneType::Exit;
if(!previous_scenes_list.empty()) {
scene_index = previous_scenes_list.front();
previous_scenes_list.pop_front();
}
return scene_index;
}
};