cpp template application library (#232)
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lib/app-template/app-template.cpp
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92
lib/app-template/app-template.cpp
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#include "flipper.h"
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#include "flipper_v2.h"
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#include "app-template.h"
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/*
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To use this example you need to rename
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AppExampleState - class to hold app state
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AppExampleEvent - class to hold app event
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AppExample - app class
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app_cpp_example - function that launch app
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*/
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// event enumeration type
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typedef uint8_t event_t;
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// app state class
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class AppExampleState {
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public:
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// state data
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uint8_t example_data;
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// state initializer
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AppExampleState() {
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example_data = 12;
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}
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};
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// app events class
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class AppExampleEvent {
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public:
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// events enum
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static const event_t EventTypeTick = 0;
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static const event_t EventTypeKey = 1;
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// payload
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union {
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InputEvent input;
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} value;
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// event type
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event_t type;
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};
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// our app derived from base AppTemplate class
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// with template variables <state, events>
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class AppExample : public AppTemplate<AppExampleState, AppExampleEvent> {
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public:
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void run();
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void render(CanvasApi* canvas);
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};
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// start app
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void AppExample::run() {
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AppExampleEvent event;
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while(1) {
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if(get_event(&event, 1000)) {
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if(event.type == AppExampleEvent::EventTypeKey) {
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// press events
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if(event.value.input.state && event.value.input.input == InputBack) {
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printf("bye!\n");
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exit();
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}
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if(event.value.input.state && event.value.input.input == InputUp) {
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// to read or write state you need to execute
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// acquire modify release state
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acquire_state();
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state.example_data = 24;
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release_state();
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}
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}
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}
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// signal to force gui update
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update_gui();
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};
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}
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// render app
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void AppExample::render(CanvasApi* canvas) {
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// here you dont need to call acquire_state or release_state
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// to read or write app state, that already handled by caller
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canvas->set_color(canvas, ColorBlack);
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canvas->set_font(canvas, FontPrimary);
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canvas->draw_str(canvas, 2, state.example_data, "Example app");
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}
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// app enter function
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extern "C" void app_cpp_example(void* p) {
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AppExample* app = new AppExample();
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app->run();
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}
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107
lib/app-template/app-template.h
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107
lib/app-template/app-template.h
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#pragma once
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#include "callback-connector.h"
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#include "flipper.h"
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#include "flipper_v2.h"
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// simple app class with template variables <state, events>
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template <class TState, class TEvent> class AppTemplate {
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public:
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AppTemplate();
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~AppTemplate();
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void input_callback(InputEvent* input_event, void* ctx);
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void draw_callback(CanvasApi* canvas, void* ctx);
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virtual void render(CanvasApi* canvas) = 0;
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Widget* widget;
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osMessageQueueId_t event_queue;
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TState state;
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ValueMutex state_mutex;
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GuiApi* gui;
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void acquire_state(void);
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void release_state(void);
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bool get_event(TEvent* event, uint32_t timeout);
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void exit(void);
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void update_gui(void);
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};
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template <class TState, class TEvent> AppTemplate<TState, TEvent>::AppTemplate() {
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// allocate events queue
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event_queue = osMessageQueueNew(10, sizeof(TEvent), NULL);
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// allocate valuemutex
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// TODO: use plain os mutex?
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if(!init_mutex(&state_mutex, &state, sizeof(TState))) {
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printf("cannot create mutex\n");
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furiac_exit(NULL);
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}
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// allocate widget
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widget = widget_alloc();
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// connect widget with input callback
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auto input_cb_ref = cbc::obtain_connector(this, &AppTemplate::input_callback);
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widget_input_callback_set(widget, input_cb_ref, this);
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// connect widget with draw callback
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auto draw_cb_ref = cbc::obtain_connector(this, &AppTemplate::draw_callback);
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widget_draw_callback_set(widget, draw_cb_ref, this);
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// open gui and add widget
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gui = (GuiApi*)furi_open("gui");
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if(gui == NULL) {
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printf("gui is not available\n");
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furiac_exit(NULL);
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}
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gui->add_widget(gui, widget, GuiLayerFullscreen);
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}
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template <class TState, class TEvent> AppTemplate<TState, TEvent>::~AppTemplate() {
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}
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// generic input callback
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template <class TState, class TEvent>
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void AppTemplate<TState, TEvent>::input_callback(InputEvent* input_event, void* ctx) {
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AppTemplate* app = static_cast<AppTemplate*>(ctx);
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TEvent event;
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event.type = TEvent::EventTypeKey;
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event.value.input = *input_event;
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osMessageQueuePut(app->event_queue, &event, 0, 0);
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}
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// generic draw callback
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template <class TState, class TEvent>
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void AppTemplate<TState, TEvent>::draw_callback(CanvasApi* canvas, void* ctx) {
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AppTemplate* app = static_cast<AppTemplate*>(ctx);
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app->acquire_state();
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canvas->clear(canvas);
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app->render(canvas);
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app->release_state();
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}
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template <class TState, class TEvent> void AppTemplate<TState, TEvent>::acquire_state(void) {
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acquire_mutex(&state_mutex, osWaitForever);
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}
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template <class TState, class TEvent> void AppTemplate<TState, TEvent>::release_state(void) {
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release_mutex(&state_mutex, &state);
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}
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template <class TState, class TEvent>
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bool AppTemplate<TState, TEvent>::get_event(TEvent* event, uint32_t timeout) {
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osStatus_t event_status = osMessageQueueGet(event_queue, &event, NULL, timeout);
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return (event_status == osOK);
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}
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template <class TState, class TEvent> void AppTemplate<TState, TEvent>::exit(void) {
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// TODO remove all widgets create by app
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widget_enabled_set(widget, false);
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furiac_exit(NULL);
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}
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template <class TState, class TEvent> void AppTemplate<TState, TEvent>::update_gui(void) {
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widget_update(widget);
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}
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