[WIP] Core api (#134)

* add input debounce code from old fw

* exampl of input api

* change input API to get/release

* revert input API to read

* pointer instead of instance

* add input API description

* add display API

* rewrite display names

* migrate to valuemanager

* add links

* little changes

* add LED API

* add closing brakets

* add sound api

* change format

* Delete input.c

* Delete input.h

* change format
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# Basic concepts:
* ValueMutex
* PubSub, Publisher, Subscriber
* ValueManager
* LayeredReducer
# HAL
We use [Zephyr HAL](https://docs.zephyrproject.org/latest/reference/peripherals/index.html).
# OS
We use [CMSIS OS v2](https://www.keil.com/pack/doc/CMSIS_Dev/RTOS2/html/group__CMSIS__RTOS.html) for thread management and IPC.
# UI
* **[Input](API:Input)**
* **[Display](API:Display)**
* **[LED](API:LED)**
## vibro
* **[Sound](API:Sound)**
## backlight
# System
## batt voltage
## batt charge
# CC1101
## SPI
## IRQ
# SD Card
## SPI
# NFC
## SPI
## IRQ
# IR
## TX LED
## RX ADC
# RFID 125 kHz
## Carrier
## Pull
## Comparator RX (shared with touch key)
# Touch key
## Pull
## Comparator RX (shared with RFID 125 kHz)
# External GPIO
# External SPI
# External I2C
# UART
# USB
# BLE

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All display operations based on [u8g2](https://github.com/olikraus/u8g2) library.
API available as struct, contains u8g2 functions, instance and fonts:
```C
typedef struct {
ValueManager* display; /// ValueManager<u8g2_t*>
void (*u8g2_SetFont)(u8g2_t *u8g2, const uint8_t *font);
void (*u8g2_SetDrawColor)(u8g2_t *u8g2, uint8_t color);
void (*u8g2_SetFontMode)(u8g2_t *u8g2, uint8_t is_transparent);
u8g2_uint_t (*u8g2_DrawStr)(u8g2_t *u8g2, u8g2_uint_t x, u8g2_uint_t y, const char *str);
Fonts fonts;
} Display;
typedef struct {
const uint8_t* u8g2_font_6x10_mf;
} Fonts;
```
First of all you can open display API instance by calling `open_display`
```C
/// Get display instance and API
inline Display* open_display(const char* name) {
return (Display*)furi_open(name);
}
```
Default display name is `/dev/display`.
For draw something to display you can get display instance pointer by calling `take_display`, do something and commit your changes by calling `commit_display`:
```C
/// return pointer in case off success, NULL otherwise
inline u8g2_t* take_display(Display* api, uint32_t timeout) {
return (u8g2_t*)take_mutex(api->display->value, timeout);
}
inline void commit_display(Display* api, u8g2_t* display) {
commit_valuemanager(api->display, display);
}
```
## Usage example
```C
void u8g2_example(void* p) {
Display* display_api = open_display("/dev/display");
if(display_api == NULL) return; // display not available, critical error
u8g2_t* display = take_display(display_api);
if(display != NULL) {
display_api->u8g2_SetFont(display, display_api->fonts.u8g2_font_6x10_mf);
display_api->u8g2_SetDrawColor(display, 1);
display_api->u8g2_SetFontMode(display, 1);
display_api->u8g2_DrawStr(display, 2, 12, "hello world!");
}
commit_display(display_api, display);
}
```

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All input API available by struct:
```C
typedef struct {
Subscriber* events; /// debounced keyboards events: press/release, Subscriber<InputEvent*>
Subscriber* raw_events; /// raw keyboards events: press/release, Subscriber<InputEvent*>
ValueMutex* state; /// current keyboard state, ValueMutex<InputState*>
} Input;
```
You can get API instance by calling `open_input`:
```C
/// Get input struct
inline Input* open_input(const char* name) {
return furi_open(name);
}
```
Default (system) input name is `/dev/kb`.
Buttons state store as struct:
```C
/// Current state of buttons
typedef struct {
bool up;
bool down;
bool right;
bool left;
bool ok;
bool back;
} InputState;
```
To read buttons state you should use `read_state` function:
```C
/// read current state of all buttons. Return true if success, false otherwise
inline bool read_state(ValueMutex* state, InputState* value, uint32_t timeout) {
return read_mutex(state, (void*)value, sizeof(InputState), timeout);
}
```
Also you can subscribe to input events:
```C
/// used to pass button press/release evens
typedef struct {
Inputs input; /// what button
bool state; /// true = press, false = release
} InputEvent;
/// List of buttons
typedef enum {
InputsUp = 0,
InputsDown,
InputsRight,
InputsLeft,
InputsOk,
InputsBack,
InputsSize
} Inputs;
```
Use `subscribe_input_events` to register your callback:
```C
/// subscribe on button press/release events. Return true if success, false otherwise
inline bool subscribe_input_events(Subscriber* events, void(*cb)(InputEvent*, void*), void* ctx) {
return subscribe_pubsub(events, void(*)(void*, void*)(cb), ctx);
}
```
## Usage example
```C
// function used to handle keyboard events
void handle_keyboard(InputEvent* event, void* _ctx) {
if(event->state) {
printf("you press %d", event->input);
} else {
printf("you release %d", event->input);
}
}
void input_example(void* p) {
Input* input = open_input("/dev/kb");
if(input == NULL) return; // keyboard not available, critical error
// async way
subscribe_input_events(input->events, handle_keyboard, NULL);
// blocking way
InputState state;
while(1) {
if(read_state(input->state, &state, OsWaitForever)) {
if(state.up) {
printf("up is pressed");
delay(1000);
}
}
delay(10);
}
}
```

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LED state describes by struct:
```C
typedef struct {
uint8_t red;
uint8_t green;
uint8_t blue;
} Rgb;
```
LED API provided by struct:
```C
typedef struct {
LayeredReducer* source; /// every app add its layer to set value, LayeredReducer<Rgb*>
Subscriber* updates; /// LED value changes Supscriber<Rgb*>
ValueMutex* state; /// LED state, ValueMutex<Rgb*>
} LedApi;
```
You can get API instance by calling `open_led`:
```C
/// Add new layer to LED:
inline LedApi* open_led(const char* name) {
return (LedApi*)furi_open(name);
}
```
Default system led is `/dev/led`.
Then add new layer to control LED by calling `add_led_layer`:
```C
inline ValueManager* add_led_layer(Rgb* layer, uint8_t priority) {
ValueManager* manager = register_valuemanager((void*)layer);
if(manager == NULL) return NULL;
if(!add_layered_reducer(manager, priority, layer_compose_default)) {
unregister_valuemanager(manager);
return NULL;
}
return manager;
}
```
For change led you can get display instance pointer by calling `take_led`, do something and commit your changes by calling `commit_led`. Or you can call `write_led`:
```C
/// return pointer in case off success, NULL otherwise
inline Rgb* take_led(ValueManager* led, uint32_t timeout) {
return (Rgb*)take_mutex(led->value, timeout);
}
inline void commit_led(ValueManager* led, Rgb* value) {
commit_valuemanager(led, value);
}
/// return true if success, false otherwise
inline bool write_led(ValueManager* led, Rgb* value, uint32_t timeout) {
return write_valuemanager(state, (void*)value, sizeof(Rgb), timeout);
}
```
To read current led state you should use `read_led` function:
```C
/// return true if success, false otherwise
inline bool read_led(ValueManager* led, Rgb* value, uint32_t timeout) {
return read_mutex(led->value, (void*)value, sizeof(Rgb), timeout);
}
```
Also you can subscribe to led state changes:
Use `subscribe_led_changes` to register your callback:
```C
/// return true if success, false otherwise
inline bool subscribe_led_changes(Subscriber* updates, void(*cb)(Rgb*, void*), void* ctx) {
return subscribe_pubsub(events, void(*)(void*, void*)(cb), ctx);
}
```
## Usage example
```C
void handle_led_state(Rgb* rgb, void* _ctx) {
printf("led: #%02X%02X%02X\n", rgb->red, rgb->green, rgb->blue);
}
void led_example(void* p) {
LedApi* led_api = open_display("/dev/led");
if(led_api == NULL) return; // led not available, critical error
// subscribe to led state updates
subscribe_led_changes(led_api->updates, handle_led_state, NULL);
Rgb current_state;
if(read_led(led_api->state, &current_state, OsWaitForever)) {
printf(
"initial led: #%02X%02X%02X\n",
current_state->red,
current_state->green,
current_state->blue
);
}
// add layer to control led
ValueManager* led_manager = add_led_layer(&current_state, UI_LAYER_APP);
// write only blue by getting pointer
Rgb* rgb = take_led(led_manager, OsWaitForever);
if(rgb != NULL) {
rgb->blue = 0;
}
commit_led(led_manager, rgb);
// write RGB value
write_led(led_manager, &(Rgb{.red = 0xFA, green = 0xCE, .blue = 0x8D}), OsWaitForever);
}
```

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sound state describes by struct:
```C
typedef struct {
float freq; /// frequency in Hz
float width; /// pulse witdh 0...1
} Tone;
```
sound API provided by struct:
```C
typedef struct {
LayeredReducer* source; /// every app add its layer to set value, LayeredReducer<Tone*>
Subscriber* updates; /// sound value changes Supscriber<Tone*>
ValueMutex* state; /// sound state, ValueMutex<Tone*>
} SoundApi;
```
You can get API instance by calling `open_sound`:
```C
/// Add new layer to sound:
inline SoundApi* open_sound(const char* name) {
return (SoundApi*)furi_open(name);
}
```
Default system sound is `/dev/sound`.
Then add new layer to control sound by calling `add_sound_layer`:
```C
inline ValueManager* add_sound_layer(Tone* layer, uint8_t priority) {
ValueManager* manager = register_valuemanager((void*)layer);
if(manager == NULL) return NULL;
if(!add_layered_reducer(manager, priority, layer_compose_default)) {
unregister_valuemanager(manager);
return NULL;
}
return manager;
}
```
For change sound you can get display instance pointer by calling `take_sound`, do something and commit your changes by calling `commit_sound`. Or you can call `write_sound`:
```C
/// return pointer in case off success, NULL otherwise
inline Tone* take_sound(ValueManager* sound, uint32_t timeout) {
return (Tone*)take_mutex(sound->value, timeout);
}
inline void commit_sound(ValueManager* sound, Tone* value) {
commit_valuemanager(sound, value);
}
/// return true if success, false otherwise
inline bool write_sound(ValueManager* sound, Tone* value, uint32_t timeout) {
return write_valuemanager(state, (void*)value, sizeof(Tone), timeout);
}
```
To read current sound state you should use `read_sound` function:
```C
/// return true if success, false otherwise
inline bool read_sound(ValueManager* sound, Tone* value, uint32_t timeout) {
return read_mutex(sound->value, (void*)value, sizeof(Tone), timeout);
}
```
Also you can subscribe to sound state changes:
Use `subscribe_sound_changes` to register your callback:
```C
/// return true if success, false otherwise
inline bool subscribe_sound_changes(Subscriber* updates, void(*cb)(Tone*, void*), void* ctx) {
return subscribe_pubsub(events, void(*)(void*, void*)(cb), ctx);
}
```
## Usage example
```C
void handle_sound_state(Tone* tone, void* _ctx) {
printf("sound: %d Hz, %d %%\n", (uint16_t)tone->freq, (uint8_t)(tone->witdh * 100));
}
void sound_example(void* p) {
soundApi* sound_api = open_display("/dev/sound");
if(sound_api == NULL) return; // sound not available, critical error
// subscribe to sound state updates
subscribe_sound_changes(sound_api->updates, handle_sound_state, NULL);
Tone current_state;
if(read_sound(sound_api->state, &current_state, OsWaitForever)) {
printf(
"sound: %d Hz, %d %%\n",
(uint16_t)current_state->freq,
(uint8_t)(current_state->witdh * 100)
);
}
// add layer to control sound
ValueManager* sound_manager = add_sound_layer(&current_state, UI_LAYER_APP);
// write only freq by getting pointer
Tone* tone = take_sound(sound_manager, OsWaitForever);
if(tone != NULL) {
tone->freq = 440;
}
commit_sound(sound_manager, tone);
// write tone value
write_sound(sound_manager, &(Tone{.freq = 110., witdh = 0.5}), OsWaitForever);
}
```