[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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82
wiki/fw/Core-API.md
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82
wiki/fw/Core-API.md
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# Basic concepts:
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* ValueMutex
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* PubSub, Publisher, Subscriber
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* ValueManager
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* LayeredReducer
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# HAL
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We use [Zephyr HAL](https://docs.zephyrproject.org/latest/reference/peripherals/index.html).
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# OS
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We use [CMSIS OS v2](https://www.keil.com/pack/doc/CMSIS_Dev/RTOS2/html/group__CMSIS__RTOS.html) for thread management and IPC.
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# UI
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* **[Input](API:Input)**
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* **[Display](API:Display)**
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* **[LED](API:LED)**
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## vibro
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* **[Sound](API:Sound)**
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## backlight
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# System
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## batt voltage
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## batt charge
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# CC1101
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## SPI
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## IRQ
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# SD Card
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## SPI
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# NFC
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## SPI
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## IRQ
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# IR
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## TX LED
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## RX ADC
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# RFID 125 kHz
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## Carrier
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## Pull
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## Comparator RX (shared with touch key)
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# Touch key
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## Pull
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## Comparator RX (shared with RFID 125 kHz)
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# External GPIO
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# External SPI
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# External I2C
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# UART
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# USB
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# BLE
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61
wiki/fw/api/API:Display.md
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61
wiki/fw/api/API:Display.md
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All display operations based on [u8g2](https://github.com/olikraus/u8g2) library.
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API available as struct, contains u8g2 functions, instance and fonts:
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```C
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typedef struct {
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ValueManager* display; /// ValueManager<u8g2_t*>
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void (*u8g2_SetFont)(u8g2_t *u8g2, const uint8_t *font);
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void (*u8g2_SetDrawColor)(u8g2_t *u8g2, uint8_t color);
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void (*u8g2_SetFontMode)(u8g2_t *u8g2, uint8_t is_transparent);
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u8g2_uint_t (*u8g2_DrawStr)(u8g2_t *u8g2, u8g2_uint_t x, u8g2_uint_t y, const char *str);
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Fonts fonts;
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} Display;
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typedef struct {
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const uint8_t* u8g2_font_6x10_mf;
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} Fonts;
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```
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First of all you can open display API instance by calling `open_display`
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```C
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/// Get display instance and API
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inline Display* open_display(const char* name) {
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return (Display*)furi_open(name);
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}
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```
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Default display name is `/dev/display`.
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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`:
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```C
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/// return pointer in case off success, NULL otherwise
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inline u8g2_t* take_display(Display* api, uint32_t timeout) {
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return (u8g2_t*)take_mutex(api->display->value, timeout);
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}
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inline void commit_display(Display* api, u8g2_t* display) {
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commit_valuemanager(api->display, display);
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}
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```
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## Usage example
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```C
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void u8g2_example(void* p) {
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Display* display_api = open_display("/dev/display");
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if(display_api == NULL) return; // display not available, critical error
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u8g2_t* display = take_display(display_api);
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if(display != NULL) {
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display_api->u8g2_SetFont(display, display_api->fonts.u8g2_font_6x10_mf);
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display_api->u8g2_SetDrawColor(display, 1);
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display_api->u8g2_SetFontMode(display, 1);
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display_api->u8g2_DrawStr(display, 2, 12, "hello world!");
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}
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commit_display(display_api, display);
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}
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```
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107
wiki/fw/api/API:Input.md
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wiki/fw/api/API:Input.md
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All input API available by struct:
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```C
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typedef struct {
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Subscriber* events; /// debounced keyboards events: press/release, Subscriber<InputEvent*>
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Subscriber* raw_events; /// raw keyboards events: press/release, Subscriber<InputEvent*>
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ValueMutex* state; /// current keyboard state, ValueMutex<InputState*>
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} Input;
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```
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You can get API instance by calling `open_input`:
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```C
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/// Get input struct
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inline Input* open_input(const char* name) {
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return furi_open(name);
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}
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```
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Default (system) input name is `/dev/kb`.
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Buttons state store as struct:
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```C
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/// Current state of buttons
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typedef struct {
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bool up;
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bool down;
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bool right;
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bool left;
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bool ok;
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bool back;
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} InputState;
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```
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To read buttons state you should use `read_state` function:
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```C
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/// read current state of all buttons. Return true if success, false otherwise
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inline bool read_state(ValueMutex* state, InputState* value, uint32_t timeout) {
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return read_mutex(state, (void*)value, sizeof(InputState), timeout);
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}
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```
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Also you can subscribe to input events:
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```C
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/// used to pass button press/release evens
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typedef struct {
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Inputs input; /// what button
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bool state; /// true = press, false = release
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} InputEvent;
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/// List of buttons
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typedef enum {
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InputsUp = 0,
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InputsDown,
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InputsRight,
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InputsLeft,
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InputsOk,
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InputsBack,
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InputsSize
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} Inputs;
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```
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Use `subscribe_input_events` to register your callback:
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```C
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/// subscribe on button press/release events. Return true if success, false otherwise
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inline bool subscribe_input_events(Subscriber* events, void(*cb)(InputEvent*, void*), void* ctx) {
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return subscribe_pubsub(events, void(*)(void*, void*)(cb), ctx);
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}
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```
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## Usage example
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```C
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// function used to handle keyboard events
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void handle_keyboard(InputEvent* event, void* _ctx) {
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if(event->state) {
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printf("you press %d", event->input);
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} else {
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printf("you release %d", event->input);
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}
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}
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void input_example(void* p) {
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Input* input = open_input("/dev/kb");
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if(input == NULL) return; // keyboard not available, critical error
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// async way
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subscribe_input_events(input->events, handle_keyboard, NULL);
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// blocking way
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InputState state;
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while(1) {
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if(read_state(input->state, &state, OsWaitForever)) {
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if(state.up) {
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printf("up is pressed");
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delay(1000);
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}
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}
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delay(10);
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}
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}
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```
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124
wiki/fw/api/API:LED.md
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wiki/fw/api/API:LED.md
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LED state describes by struct:
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```C
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typedef struct {
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uint8_t red;
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uint8_t green;
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uint8_t blue;
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} Rgb;
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```
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LED API provided by struct:
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```C
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typedef struct {
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LayeredReducer* source; /// every app add its layer to set value, LayeredReducer<Rgb*>
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Subscriber* updates; /// LED value changes Supscriber<Rgb*>
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ValueMutex* state; /// LED state, ValueMutex<Rgb*>
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} LedApi;
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```
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You can get API instance by calling `open_led`:
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```C
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/// Add new layer to LED:
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inline LedApi* open_led(const char* name) {
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return (LedApi*)furi_open(name);
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}
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```
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Default system led is `/dev/led`.
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Then add new layer to control LED by calling `add_led_layer`:
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```C
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inline ValueManager* add_led_layer(Rgb* layer, uint8_t priority) {
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ValueManager* manager = register_valuemanager((void*)layer);
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if(manager == NULL) return NULL;
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if(!add_layered_reducer(manager, priority, layer_compose_default)) {
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unregister_valuemanager(manager);
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return NULL;
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}
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return manager;
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}
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```
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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`:
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```C
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/// return pointer in case off success, NULL otherwise
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inline Rgb* take_led(ValueManager* led, uint32_t timeout) {
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return (Rgb*)take_mutex(led->value, timeout);
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}
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inline void commit_led(ValueManager* led, Rgb* value) {
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commit_valuemanager(led, value);
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}
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/// return true if success, false otherwise
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inline bool write_led(ValueManager* led, Rgb* value, uint32_t timeout) {
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return write_valuemanager(state, (void*)value, sizeof(Rgb), timeout);
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}
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```
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To read current led state you should use `read_led` function:
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```C
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/// return true if success, false otherwise
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inline bool read_led(ValueManager* led, Rgb* value, uint32_t timeout) {
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return read_mutex(led->value, (void*)value, sizeof(Rgb), timeout);
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}
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```
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Also you can subscribe to led state changes:
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Use `subscribe_led_changes` to register your callback:
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```C
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/// return true if success, false otherwise
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inline bool subscribe_led_changes(Subscriber* updates, void(*cb)(Rgb*, void*), void* ctx) {
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return subscribe_pubsub(events, void(*)(void*, void*)(cb), ctx);
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}
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```
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## Usage example
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```C
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void handle_led_state(Rgb* rgb, void* _ctx) {
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printf("led: #%02X%02X%02X\n", rgb->red, rgb->green, rgb->blue);
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}
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void led_example(void* p) {
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LedApi* led_api = open_display("/dev/led");
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if(led_api == NULL) return; // led not available, critical error
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// subscribe to led state updates
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subscribe_led_changes(led_api->updates, handle_led_state, NULL);
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Rgb current_state;
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if(read_led(led_api->state, ¤t_state, OsWaitForever)) {
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printf(
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"initial led: #%02X%02X%02X\n",
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current_state->red,
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current_state->green,
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current_state->blue
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);
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}
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// add layer to control led
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ValueManager* led_manager = add_led_layer(¤t_state, UI_LAYER_APP);
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// write only blue by getting pointer
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Rgb* rgb = take_led(led_manager, OsWaitForever);
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if(rgb != NULL) {
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rgb->blue = 0;
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}
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commit_led(led_manager, rgb);
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// write RGB value
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write_led(led_manager, &(Rgb{.red = 0xFA, green = 0xCE, .blue = 0x8D}), OsWaitForever);
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}
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```
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122
wiki/fw/api/API:Sound.md
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122
wiki/fw/api/API:Sound.md
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sound state describes by struct:
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```C
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typedef struct {
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float freq; /// frequency in Hz
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float width; /// pulse witdh 0...1
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} Tone;
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```
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sound API provided by struct:
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```C
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typedef struct {
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LayeredReducer* source; /// every app add its layer to set value, LayeredReducer<Tone*>
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Subscriber* updates; /// sound value changes Supscriber<Tone*>
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ValueMutex* state; /// sound state, ValueMutex<Tone*>
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} SoundApi;
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```
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You can get API instance by calling `open_sound`:
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```C
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/// Add new layer to sound:
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inline SoundApi* open_sound(const char* name) {
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return (SoundApi*)furi_open(name);
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}
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```
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Default system sound is `/dev/sound`.
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Then add new layer to control sound by calling `add_sound_layer`:
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```C
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inline ValueManager* add_sound_layer(Tone* layer, uint8_t priority) {
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ValueManager* manager = register_valuemanager((void*)layer);
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if(manager == NULL) return NULL;
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if(!add_layered_reducer(manager, priority, layer_compose_default)) {
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unregister_valuemanager(manager);
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return NULL;
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}
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return manager;
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}
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```
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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`:
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```C
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/// return pointer in case off success, NULL otherwise
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inline Tone* take_sound(ValueManager* sound, uint32_t timeout) {
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return (Tone*)take_mutex(sound->value, timeout);
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}
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inline void commit_sound(ValueManager* sound, Tone* value) {
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commit_valuemanager(sound, value);
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}
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/// return true if success, false otherwise
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inline bool write_sound(ValueManager* sound, Tone* value, uint32_t timeout) {
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return write_valuemanager(state, (void*)value, sizeof(Tone), timeout);
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}
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```
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To read current sound state you should use `read_sound` function:
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```C
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/// return true if success, false otherwise
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inline bool read_sound(ValueManager* sound, Tone* value, uint32_t timeout) {
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return read_mutex(sound->value, (void*)value, sizeof(Tone), timeout);
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}
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```
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Also you can subscribe to sound state changes:
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Use `subscribe_sound_changes` to register your callback:
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```C
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/// return true if success, false otherwise
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inline bool subscribe_sound_changes(Subscriber* updates, void(*cb)(Tone*, void*), void* ctx) {
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return subscribe_pubsub(events, void(*)(void*, void*)(cb), ctx);
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}
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```
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## Usage example
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```C
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void handle_sound_state(Tone* tone, void* _ctx) {
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printf("sound: %d Hz, %d %%\n", (uint16_t)tone->freq, (uint8_t)(tone->witdh * 100));
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}
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void sound_example(void* p) {
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soundApi* sound_api = open_display("/dev/sound");
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if(sound_api == NULL) return; // sound not available, critical error
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// subscribe to sound state updates
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subscribe_sound_changes(sound_api->updates, handle_sound_state, NULL);
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Tone current_state;
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if(read_sound(sound_api->state, ¤t_state, OsWaitForever)) {
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printf(
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"sound: %d Hz, %d %%\n",
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(uint16_t)current_state->freq,
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(uint8_t)(current_state->witdh * 100)
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);
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}
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// add layer to control sound
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ValueManager* sound_manager = add_sound_layer(¤t_state, UI_LAYER_APP);
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// write only freq by getting pointer
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Tone* tone = take_sound(sound_manager, OsWaitForever);
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if(tone != NULL) {
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tone->freq = 440;
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}
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commit_sound(sound_manager, tone);
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// write tone value
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write_sound(sound_manager, &(Tone{.freq = 110., witdh = 0.5}), OsWaitForever);
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}
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```
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