flipperzero-firmware/applications/services/gui/scene_manager.h

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/**
* @file scene_manager.h
* GUI: SceneManager API
*/
#pragma once
[FL-2568] Infrared C port (#1326) * Add skeleton for infrared C port, rename old app * Add scene stubs * Add more views * Misc changes * Add remote and signal class stubs * Complete infrared signal class * Add remote button class stub * Check if button contains a signal during destruction * Complete infrared signal class more * Implement remote storing * Implement remote loading * Fix error handling * Implement remote transmitting * Rename scene * Canonise event consumption * Implement remote learning (stub) * Implement learn success screen (stub) * Implement AskBack scene * Improve remote saving&loading * Fix remote file name * Add LearnDone scene * Switch from Remote scene correctly * Add SceneButtonSelect * Remove unneeded assert * Add new SceneManager method * Use new SceneManager method in Infrared * Implement renaming of buttons and remotes * Implement deleting of buttons and remotes * Add universal remotes list * Add brute force code * Brute force code improvements * Partially implement Universal Remote GUI * Fix wrong singnal handling * Fully implement Universal Remote * Use standard custom events everywhere * Return infrared CLI * Remove old Infrared app * Change container name * Fix scene order * Put ButtonPanel into stack only when needed * Show loading animation during slow operations * Do not hardcode Loading widget coordinates * Switch Loading widget orientation as needed * Save Start scene state * Save Remote scene state * Save Edit scene state * Save EditButtonSelect scene state * Do not use scene state * Use string_t instead of const char* for brevity * Fix memory leak * Fix saving raw remotes * Add Infrared debug menu * Add debug view * Move Infrared monitor into Infrared application * Remove old Infrared monitor app * Use common signal received callback everywhere
2022-06-21 12:45:50 +00:00
#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(const 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(const 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);
[FL-2568] Infrared C port (#1326) * Add skeleton for infrared C port, rename old app * Add scene stubs * Add more views * Misc changes * Add remote and signal class stubs * Complete infrared signal class * Add remote button class stub * Check if button contains a signal during destruction * Complete infrared signal class more * Implement remote storing * Implement remote loading * Fix error handling * Implement remote transmitting * Rename scene * Canonise event consumption * Implement remote learning (stub) * Implement learn success screen (stub) * Implement AskBack scene * Improve remote saving&loading * Fix remote file name * Add LearnDone scene * Switch from Remote scene correctly * Add SceneButtonSelect * Remove unneeded assert * Add new SceneManager method * Use new SceneManager method in Infrared * Implement renaming of buttons and remotes * Implement deleting of buttons and remotes * Add universal remotes list * Add brute force code * Brute force code improvements * Partially implement Universal Remote GUI * Fix wrong singnal handling * Fully implement Universal Remote * Use standard custom events everywhere * Return infrared CLI * Remove old Infrared app * Change container name * Fix scene order * Put ButtonPanel into stack only when needed * Show loading animation during slow operations * Do not hardcode Loading widget coordinates * Switch Loading widget orientation as needed * Save Start scene state * Save Remote scene state * Save Edit scene state * Save EditButtonSelect scene state * Do not use scene state * Use string_t instead of const char* for brevity * Fix memory leak * Fix saving raw remotes * Add Infrared debug menu * Add debug view * Move Infrared monitor into Infrared application * Remove old Infrared monitor app * Use common signal received callback everywhere
2022-06-21 12:45:50 +00:00
/** 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