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Application selection at build time : update documentation
Update documentation about the apps (Apps.md) : fix obsolete information, add doc about user/system apps and update the part about the implementation of a new app.
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doc/code/Apps.md
118
doc/code/Apps.md
@ -9,49 +9,95 @@ This page will teach you:
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The user interface of InfiniTime is made up of **screens**.
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The user interface of InfiniTime is made up of **screens**.
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Screens that are opened from the app launcher are considered **apps**.
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Screens that are opened from the app launcher are considered **apps**.
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Every app in InfiniTime is it's own class.
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Every app in InfiniTime is its own class.
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An instance of the class is created when the app is launched, and destroyed when the user exits the app.
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An instance of the class is created when the app is launched, and destroyed when the user exits the app.
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Apps run inside the "displayapp" task (briefly discussed [here](./Intro.md)).
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Apps run inside the `DisplayApp` task (briefly discussed [here](./Intro.md)).
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Apps are responsible for everything drawn on the screen when they are running.
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Apps are responsible for everything drawn on the screen when they are running.
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By default, apps only do something (as in a function is executed) when they are created or when a touch event is detected.
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Apps can be refreshed periodically and reacts to external events (touch or button).
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## Interface
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## Interface
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Every app class has to be inside the namespace `Pinetime::Applications::Screens` and inherit from `Screen`.
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Every app class is declared inside the namespace `Pinetime::Applications::Screens`
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The constructor should have at least one parameter `DisplayApp* app`, which it needs for the constructor of its parent class Screen.
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and inherits
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Other parameters should be references to controllers that the app needs.
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from [`Pinetime::Applications::Screens::Screen`](https://github.com/InfiniTimeOrg/InfiniTime/blob/main/src/displayapp/screens/Screen.h).
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A destructor is needed to clean up LVGL and restore any changes (for example re-enable sleeping).
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App classes can override `bool OnButtonPushed()`, `bool OnTouchEvent(TouchEvents event)` and `bool OnTouchEvent(uint16_t x, uint16_t y)` to implement their own functionality for those events.
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If an app only needs to display some text and do something upon a touch screen button press,
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it does not need to override any of these functions, as LVGL can also handle touch events for you.
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If you have any doubts, you can always look at how the other apps function for reference.
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### Continuous updating
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Each app defines its own constructor.
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The constructors mostly take references to InfiniTime `Controllers` (ex: Alarm, DateTime, BLE services, Settings,...)
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the app needs for its operations. The constructor is responsible for initializing the UI of the app.
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If your app needs to be updated continuously, you can do so by overriding the `Refresh()` function in your class
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The **destructor** cleans up LVGL and restores any changes (for example re-enable sleeping).
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and calling `lv_task_create` inside the constructor.
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An example call could look like this:
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App classes can override `bool OnButtonPushed()`, `bool OnTouchEvent(TouchEvents event)`
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and `bool OnTouchEvent(uint16_t x, uint16_t y)` to implement their own functionality for those events.
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```cpp
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Apps that need to be refreshed periodically create an `lv_task` (using `lv_task_create()`)
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taskRefresh = lv_task_create(RefreshTaskCallback, LV_DISP_DEF_REFR_PERIOD, LV_TASK_PRIO_MID, this);
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that will call the method `Refresh()` periodically.
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## App types
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There are basically 2 types of applications : **system** apps and **user** apps.
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**System** applications are always built into InfiniTime, and InfiniTime cannot work properly without those apps.
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The watchfaces, settings, notifications and the application launcher are examples of such system applications.
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**User** applications are optionally built into the firmware. They extend the functionalities of the system.
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The distinction between **system** and **user** applications allows for more flexibility and customization.
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This allows to easily select which user applications must be built into the firmware
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without overflowing the system memory.
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## Apps initialization
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Apps are created by `DisplayApp` in `DisplayApp::LoadScreen()`.
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This method simply call the creates an instance of the class that corresponds to the app specified in parameters.
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The constructor of **system** apps is called directly. If the application is a **user** app,
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the corresponding `AppDescription` is first retrieved from `userApps`
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and then the function `create` is called to create an instance of the app.
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## User application selection at build time
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The list of user applications is generated at build time by the `consteval` function `CreateAppDescriptions()`
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in `UserApps.h`. This method takes the list of applications that must be built into the firmware image.
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This list of applications is defined as a list `Apps` enum values named `UserAppTypes` in `Apps.h`.
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For each application listed in `UserAppTypes`, an entry of type `AppDescription` is added to the array `userApps`.
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This entry is created by using the information provided by a template `AppTraits`
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that is customized for every user application.
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Here is an example of an AppTraits customized for the Alarm application.
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It defines the type of application, its icon and a function that returns an instance of the application.
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```c++
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template <>
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struct AppTraits<Apps::Alarm> {
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static constexpr Apps app = Apps::Alarm;
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static constexpr const char* icon = Screens::Symbols::clock;
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static Screens::Screen* Create(AppControllers& controllers) {
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return new Screens::Alarm(controllers.alarmController,
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controllers.settingsController.GetClockType(),
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*controllers.systemTask,
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controllers.motorController);
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};
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};
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```
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```
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With `taskRefresh` being a member variable of your class and of type `lv_task_t*`.
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This array `userApps` is used by `DisplayApp` to create the applications and the `AppLauncher`
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Remember to delete the task again using `lv_task_del`.
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to list all available applications.
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The function `RefreshTaskCallback` is inherited from `Screen` and just calls your `Refresh` function.
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## Creating your own app
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## Creating your own app
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A minimal app could look like this:
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A minimal user app could look like this:
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MyApp.h:
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MyApp.h:
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```cpp
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```cpp
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#pragma once
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#pragma once
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#include "displayapp/Apps.h"
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#include "displayapp/screens/Screen.h"
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#include "displayapp/screens/Screen.h"
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#include <lvgl/lvgl.h>
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#include "displayapp/Controllers.h"
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#include "Symbols.h"
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namespace Pinetime {
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namespace Pinetime {
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namespace Applications {
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namespace Applications {
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@ -62,6 +108,15 @@ namespace Pinetime {
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~MyApp() override;
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~MyApp() override;
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};
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};
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}
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}
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template <>
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struct AppTraits<Apps:MyApp> {
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static constexpr Apps app = Apps::MyApp;
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static constexpr const char* icon = Screens::Symbol::myApp;
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static Screens::Screens* Create(AppController& controllers) {
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return new Screens::MyApp();
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}
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};
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}
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}
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}
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}
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```
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```
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@ -70,7 +125,6 @@ MyApp.cpp:
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```cpp
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```cpp
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#include "displayapp/screens/MyApp.h"
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#include "displayapp/screens/MyApp.h"
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#include "displayapp/DisplayApp.h"
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using namespace Pinetime::Applications::Screens;
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using namespace Pinetime::Applications::Screens;
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@ -86,20 +140,24 @@ MyApp::~MyApp() {
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}
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}
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```
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```
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Both of these files should be in [displayapp/screens/](/src/displayapp/screens/)
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Both of these files should be in [displayapp/screens/](/src/displayapp/screens/).
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or [displayapp/screens/settings/](/src/displayapp/screens/settings/) if it's a setting app.
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Now we have our very own app, but InfiniTime does not know about it yet.
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Now we have our very own app, but InfiniTime does not know about it yet.
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The first step is to include your MyApp.cpp (or any new cpp files for that matter)
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The first step is to include your `MyApp.cpp` (or any new cpp files for that matter)
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in the compilation by adding it to [CMakeLists.txt](/CMakeLists.txt).
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in the compilation by adding it to [CMakeLists.txt](/CMakeLists.txt).
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The next step to making it launchable is to give your app an id.
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The next step to making it launch-able is to give your app an id.
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To do this, add an entry in the enum class `Pinetime::Applications::Apps` ([displayapp/Apps.h](/src/displayapp/Apps.h)).
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To do this, add an entry in the enum class `Pinetime::Applications::Apps` ([displayapp/Apps.h](/src/displayapp/Apps.h)).
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Name this entry after your app. Add `#include "displayapp/screens/MyApp.h"` to the file [displayapp/DisplayApp.cpp](/src/displayapp/DisplayApp.cpp).
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Name this entry after your app. Add `#include "displayapp/screens/MyApp.h"`
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Now, go to the function `DisplayApp::LoadScreen` and add another case to the switch statement.
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to the file [displayapp/DisplayApp.cpp](/src/displayapp/DisplayApp.cpp).
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If your application is a **system** application, go to the function `DisplayApp::LoadScreen`
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and add another case to the switch statement.
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The case will be the id you gave your app earlier.
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The case will be the id you gave your app earlier.
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If your app needs any additional arguments, this is the place to pass them.
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If your app needs any additional arguments, this is the place to pass them.
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If you want to add your app in the app launcher, add your app in [displayapp/screens/ApplicationList.h](/src/displayapp/screens/ApplicationList.h) to the array containing the applications and their corresponding symbol. If your app is a setting, do the same procedure in [displayapp/screens/settings/Settings.h](/src/displayapp/screens/settings/Settings.h).
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If your application is a **user** application, you don't need to add anything in DisplayApp,
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everything will be automatically generated for you.
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The user application will also be automatically be added to the app launcher menu.
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You should now be able to [build](../buildAndProgram.md) the firmware
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You should now be able to [build](../buildAndProgram.md) the firmware
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and flash it to your PineTime. Yay!
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and flash it to your PineTime. Yay!
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