flipperzero-firmware/applications/infrared/infrared_app.h
Albert Kharisov 052237f8c9
[FL-2279] IR doxygen, rename irda -> infrared (#1010)
* IR: Doxygen docs, some rename
* Rename irda -> infrared
* Rollback collateral renames

Co-authored-by: あく <alleteam@gmail.com>
2022-02-25 18:22:58 +03:00

323 lines
9.0 KiB
C++

/**
* @file infrared_app.h
* Infrared: Main infrared application class
*/
#pragma once
#include <map>
#include <infrared.h>
#include <furi.h>
#include <forward_list>
#include <stdint.h>
#include <notification/notification_messages.h>
#include <infrared_worker.h>
#include "scene/infrared_app_scene.h"
#include "scene/infrared_app_scene.h"
#include "infrared_app_view_manager.h"
#include "infrared_app_remote_manager.h"
#include "infrared_app_view_manager.h"
/** Main Infrared application class */
class InfraredApp {
public:
/** Enum to save scene state: edit element */
enum class EditElement : uint8_t {
Button,
Remote,
};
/** Enum to save scene state: edit action */
enum class EditAction : uint8_t {
Rename,
Delete,
};
/** List of scenes for Infrared application */
enum class Scene : uint8_t {
Exit,
Start,
Universal,
UniversalTV,
UniversalAudio,
UniversalAirConditioner,
Learn,
LearnSuccess,
LearnEnterName,
LearnDone,
AskBack,
Remote,
RemoteList,
Edit,
EditKeySelect,
EditRename,
EditDelete,
EditRenameDone,
EditDeleteDone,
};
/** Start application
*
* @param args - application arguments.
* Allowed argument is path to remote file.
* @retval 0 on success, error code otherwise
*/
int32_t run(void* args);
/** Switch to next scene. Put current scene number on stack.
* Doesn't save scene state.
*
* @param index - next scene index
*/
void switch_to_next_scene(Scene index);
/** Switch to next scene, but don't put current scene on
* stack. Thus calling switch_to_previous_scene() doesn't return
* to current scene.
*
* @param index - next scene index
*/
void switch_to_next_scene_without_saving(Scene index);
/** Switch to previous scene. Pop scenes from stack and switch to last one.
*
* @param count - how many scenes should be popped
* @retval false on failed, true on success
*/
bool switch_to_previous_scene(uint8_t count = 1);
/** Get previous scene in scene stack
*
* @retval previous scene
*/
Scene get_previous_scene();
/** Get view manager instance
*
* @retval view manager instance
*/
InfraredAppViewManager* get_view_manager();
/** Set one of text stores
*
* @param index - index of text store
* @param text - text to set
*/
void set_text_store(uint8_t index, const char* text...);
/** Get value in text store
*
* @param index - index of text store
* @retval value in text_store
*/
char* get_text_store(uint8_t index);
/** Get text store size
*
* @retval size of text store
*/
uint8_t get_text_store_size();
/** Get remote manager instance
*
* @retval remote manager instance
*/
InfraredAppRemoteManager* get_remote_manager();
/** Get infrared worker instance
*
* @retval infrared worker instance
*/
InfraredWorker* get_infrared_worker();
/** Get signal, previously got on Learn scene
*
* @retval received signal
*/
const InfraredAppSignal& get_received_signal() const;
/** Set received signal
*
* @param signal - signal
*/
void set_received_signal(const InfraredAppSignal& signal);
/** Switch to previous scene in one of provided in list.
* Pop scene stack, and find first scene from list.
*
* @param scenes_list - list of scenes
*/
void search_and_switch_to_previous_scene(const std::initializer_list<Scene>& scenes_list);
/** Set edit element value. It is used on edit scene to determine
* what should be deleted - remote or button.
*
* @param value - value to set
*/
void set_edit_element(EditElement value);
/** Get edit element
*
* @retval edit element value
*/
EditElement get_edit_element(void);
/** Set edit action value. It is used on edit scene to determine
* what action to perform - deletion or renaming.
*
* @param value - value to set
*/
void set_edit_action(EditAction value);
/** Get edit action
*
* @retval edit action value
*/
EditAction get_edit_action(void);
/** Get state of learning new signal.
* Adding new remote with 1 button from start scene and
* learning 1 additional button to remote have very similar
* flow, so they are joined. Difference in flow is handled
* by this boolean flag.
*
* @retval false if flow is in learning new remote, true if
* adding signal to created remote
*
*/
bool get_learn_new_remote();
/** Set state of learning new signal.
* Adding new remote with 1 button from start scene and
* learning 1 additional button to remote have very similar
* flow, so they are joined. Difference in flow is handled
* by this boolean flag.
*
* @param value - false if flow is in learning new remote, true if
* adding signal to created remote
*/
void set_learn_new_remote(bool value);
/** Button is not assigned value
*/
enum : int {
ButtonNA = -1,
};
/** Get current button index
*
* @retval current button index
*/
int get_current_button();
/** Set current button index
*
* @param current button index
*/
void set_current_button(int value);
/** Play success notification */
void notify_success();
/** Play red blink notification */
void notify_red_blink();
/** Light green */
void notify_green_on();
/** Disable green light */
void notify_green_off();
/** Play click sound */
void notify_click();
/** Play click and green notification */
void notify_click_and_green_blink();
/** Blink green light */
void notify_blink_green();
/** Text input callback
*
* @param context - context to pass to callback
*/
static void text_input_callback(void* context);
/** Popup callback
*
* @param context - context to pass to callback
*/
static void popup_callback(void* context);
/** Signal sent callback
*
* @param context - context to pass to callback
*/
static void signal_sent_callback(void* context);
/** Main class constructor, initializes all critical objects */
InfraredApp();
/** Main class destructor, deinitializes all critical objects */
~InfraredApp();
/** Path to Infrared directory */
static constexpr const char* infrared_directory = "/any/infrared";
/** Infrared files extension (remote files and universal databases) */
static constexpr const char* infrared_extension = ".ir";
/** Max Raw timings in signal */
static constexpr const uint32_t max_raw_timings_in_signal = 512;
/** Max line length in Infrared file */
static constexpr const uint32_t max_line_length =
(9 + 1) * InfraredApp::max_raw_timings_in_signal + 100;
private:
/** Text store size */
static constexpr const uint8_t text_store_size = 128;
/** Amount of text stores */
static constexpr const uint8_t text_store_max = 2;
/** Store text here, for some views, because they doesn't
* hold ownership of text */
char text_store[text_store_max][text_store_size + 1];
/**
* Flag to control adding new signal flow.
* Adding new remote with 1 button from start scene and
* learning 1 additional button to remote have very similar
* flow, so they are joined. Difference in flow is handled
* by this boolean flag.
*/
bool learn_new_remote;
/** Value to control edit scene */
EditElement element;
/** Value to control edit scene */
EditAction action;
/** Selected button index */
uint32_t current_button;
/** Notification instance */
NotificationApp* notification;
/** View manager instance */
InfraredAppViewManager view_manager;
/** Remote manager instance */
InfraredAppRemoteManager remote_manager;
/** Infrared worker instance */
InfraredWorker* infrared_worker;
/** Signal received on Learn scene */
InfraredAppSignal received_signal;
/** Stack of previous scenes */
std::forward_list<Scene> previous_scenes_list;
/** Now acting scene */
Scene current_scene = Scene::Start;
/** Map of index/scene objects */
std::map<Scene, InfraredAppScene*> scenes = {
{Scene::Start, new InfraredAppSceneStart()},
{Scene::Universal, new InfraredAppSceneUniversal()},
{Scene::UniversalTV, new InfraredAppSceneUniversalTV()},
{Scene::Learn, new InfraredAppSceneLearn()},
{Scene::LearnSuccess, new InfraredAppSceneLearnSuccess()},
{Scene::LearnEnterName, new InfraredAppSceneLearnEnterName()},
{Scene::LearnDone, new InfraredAppSceneLearnDone()},
{Scene::AskBack, new InfraredAppSceneAskBack()},
{Scene::Remote, new InfraredAppSceneRemote()},
{Scene::RemoteList, new InfraredAppSceneRemoteList()},
{Scene::Edit, new InfraredAppSceneEdit()},
{Scene::EditKeySelect, new InfraredAppSceneEditKeySelect()},
{Scene::EditRename, new InfraredAppSceneEditRename()},
{Scene::EditDelete, new InfraredAppSceneEditDelete()},
{Scene::EditRenameDone, new InfraredAppSceneEditRenameDone()},
{Scene::EditDeleteDone, new InfraredAppSceneEditDeleteDone()},
};
};