#include #include #include #define GENERIC_SCENE_ENUM_VALUES Exit, Start #define GENERIC_EVENT_ENUM_VALUES Tick, Back /** * @brief Controller for scene navigation in application * * @tparam TScene generic scene class * @tparam TApp application class */ template class SceneController { public: /** * @brief Add scene to scene container * * @param scene_index scene index * @param scene_pointer scene object pointer */ void add_scene(typename TApp::SceneType scene_index, TScene* scene_pointer) { furi_check(scenes.count(scene_index) == 0); scenes[scene_index] = scene_pointer; } /** * @brief Switch to next scene and store current scene in previous scenes list * * @param scene_index next scene index * @param need_restore true, if we want the scene to restore its parameters */ void switch_to_next_scene(typename TApp::SceneType scene_index, bool need_restore = false) { previous_scenes_list.push_front(current_scene_index); switch_to_scene(scene_index, need_restore); } /** * @brief Switch to next scene without ability to return to current scene * * @param scene_index next scene index * @param need_restore true, if we want the scene to restore its parameters */ void switch_to_scene(typename TApp::SceneType scene_index, bool need_restore = false) { if(scene_index != TApp::SceneType::Exit) { scenes[current_scene_index]->on_exit(app); current_scene_index = scene_index; scenes[current_scene_index]->on_enter(app, need_restore); } } /** * @brief Search the scene in the list of previous scenes and switch to it * * @param scene_index_list list of scene indexes to which you want to switch */ bool search_and_switch_to_previous_scene( const std::initializer_list& scene_index_list) { auto previous_scene_index = TApp::SceneType::Exit; bool scene_found = false; bool result = false; while(!scene_found) { previous_scene_index = get_previous_scene_index(); for(const auto& element : scene_index_list) { if(previous_scene_index == element) { scene_found = true; result = true; break; } if(previous_scene_index == TApp::SceneType::Exit) { scene_found = true; break; } } } if(result) { switch_to_scene(previous_scene_index, true); } return result; } bool search_and_switch_to_another_scene( const std::initializer_list& scene_index_list, typename TApp::SceneType scene_index) { auto previous_scene_index = TApp::SceneType::Exit; bool scene_found = false; bool result = false; while(!scene_found) { previous_scene_index = get_previous_scene_index(); for(const auto& element : scene_index_list) { if(previous_scene_index == element) { scene_found = true; result = true; break; } if(previous_scene_index == TApp::SceneType::Exit) { scene_found = true; break; } } } if(result) { switch_to_scene(scene_index, true); } return result; } bool has_previous_scene( const std::initializer_list& scene_index_list) { bool result = false; for(auto const& previous_element : previous_scenes_list) { for(const auto& element : scene_index_list) { if(previous_element == element) { result = true; break; } if(previous_element == TApp::SceneType::Exit) { break; } } if(result) break; } return result; } /** * @brief Start application main cycle * * @param tick_length_ms tick event length in milliseconds */ void process( uint32_t /* tick_length_ms */ = 100, typename TApp::SceneType start_scene_index = TApp::SceneType::Start) { typename TApp::Event event; bool consumed; bool exit = false; current_scene_index = start_scene_index; scenes[current_scene_index]->on_enter(app, false); while(!exit) { app->view_controller.receive_event(&event); consumed = scenes[current_scene_index]->on_event(app, &event); if(!consumed) { if(event.type == TApp::EventType::Back) { exit = switch_to_previous_scene(); } } }; scenes[current_scene_index]->on_exit(app); } /** * @brief Switch to previous scene * * @param count how many steps back * @return true if app need to exit */ bool switch_to_previous_scene(uint8_t count = 1) { auto previous_scene_index = TApp::SceneType::Start; for(uint8_t i = 0; i < count; i++) previous_scene_index = get_previous_scene_index(); if(previous_scene_index == TApp::SceneType::Exit) return true; switch_to_scene(previous_scene_index, true); return false; } /** * @brief Construct a new Scene Controller object * * @param app_pointer pointer to application class */ SceneController(TApp* app_pointer) { app = app_pointer; current_scene_index = TApp::SceneType::Exit; } /** * @brief Destroy the Scene Controller object * */ ~SceneController() { for(auto& it : scenes) delete it.second; } private: /** * @brief Scenes pointers container * */ std::map scenes; /** * @brief List of indexes of previous scenes * */ std::forward_list previous_scenes_list; /** * @brief Current scene index holder * */ typename TApp::SceneType current_scene_index; /** * @brief Application pointer holder * */ TApp* app; /** * @brief Get the previous scene index * * @return previous scene index */ typename TApp::SceneType get_previous_scene_index() { auto scene_index = TApp::SceneType::Exit; if(!previous_scenes_list.empty()) { scene_index = previous_scenes_list.front(); previous_scenes_list.pop_front(); } return scene_index; } };