a96f23af9b
* fix multithread logic * more buffer for dallas id string * update apps to use new logic * delay_us small speedup * add consant qualifier to gpio records and some core api * fix some apps to use simpler method of getting gpio record * fix ibutton app, stupid stack problem
117 lines
3.5 KiB
C++
117 lines
3.5 KiB
C++
#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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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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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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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 app_ready(void);
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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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// open gui
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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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// allocate widget
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widget = widget_alloc();
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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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// signal that app is ready, and we can render something
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// also unblock dependent tasks
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template <class TState, class TEvent> void AppTemplate<TState, TEvent>::app_ready(void) {
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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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// add widget
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gui->add_widget(gui, widget, GuiLayerFullscreen);
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// signal that our app ready to work
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furiac_ready();
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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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} |