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- #pragma once
- #include "callback-connector.h"
- #include <furi.h>
- #include <furi-hal.h>
- #include <gui/gui.h>
- #include <input/input.h>
- // simple app class with template variables <state, events>
- template <class TState, class TEvent> class AppTemplate {
- public:
- ViewPort* view_port;
- osMessageQueueId_t event_queue;
- TState state;
- ValueMutex state_mutex;
- Gui* gui;
- AppTemplate();
- ~AppTemplate();
- void input_callback(InputEvent* input_event, void* ctx);
- void draw_callback(Canvas* canvas, void* ctx);
- virtual void render(Canvas* canvas) = 0;
- void acquire_state(void);
- void release_state(void);
- bool get_event(TEvent* event, uint32_t timeout);
- void app_ready(void);
- uint8_t exit(void);
- void update_gui(void);
- };
- template <class TState, class TEvent> AppTemplate<TState, TEvent>::AppTemplate() {
- // allocate events queue
- event_queue = osMessageQueueNew(10, sizeof(TEvent), NULL);
- // allocate valuemutex
- // TODO: use plain os mutex?
- if(!init_mutex(&state_mutex, &state, sizeof(TState))) {
- printf("cannot create mutex\n");
- furi_crash(NULL);
- }
- // open gui
- gui = (Gui*)furi_record_open("gui");
- // allocate view_port
- view_port = view_port_alloc();
- }
- template <class TState, class TEvent> AppTemplate<TState, TEvent>::~AppTemplate() {
- }
- // generic input callback
- template <class TState, class TEvent>
- void AppTemplate<TState, TEvent>::input_callback(InputEvent* input_event, void* ctx) {
- AppTemplate* app = static_cast<AppTemplate*>(ctx);
- TEvent event;
- event.type = TEvent::EventTypeKey;
- event.value.input = *input_event;
- osMessageQueuePut(app->event_queue, &event, 0, 0);
- }
- // generic draw callback
- template <class TState, class TEvent>
- void AppTemplate<TState, TEvent>::draw_callback(Canvas* canvas, void* ctx) {
- AppTemplate* app = static_cast<AppTemplate*>(ctx);
- app->acquire_state();
- canvas_clear(canvas);
- app->render(canvas);
- app->release_state();
- }
- template <class TState, class TEvent> void AppTemplate<TState, TEvent>::acquire_state(void) {
- acquire_mutex(&state_mutex, osWaitForever);
- }
- template <class TState, class TEvent> void AppTemplate<TState, TEvent>::release_state(void) {
- release_mutex(&state_mutex, &state);
- }
- template <class TState, class TEvent>
- bool AppTemplate<TState, TEvent>::get_event(TEvent* event, uint32_t timeout) {
- osStatus_t event_status = osMessageQueueGet(event_queue, event, NULL, timeout);
- return (event_status == osOK);
- }
- // signal that app is ready, and we can render something
- // also unblock dependent tasks
- template <class TState, class TEvent> void AppTemplate<TState, TEvent>::app_ready(void) {
- // connect view_port with input callback
- auto input_cb_ref = cbc::obtain_connector(this, &AppTemplate::input_callback);
- view_port_input_callback_set(view_port, input_cb_ref, this);
- // connect view_port with draw callback
- auto draw_cb_ref = cbc::obtain_connector(this, &AppTemplate::draw_callback);
- view_port_draw_callback_set(view_port, draw_cb_ref, this);
- // add view_port
- gui_add_view_port(gui, view_port, GuiLayerFullscreen);
- }
- template <class TState, class TEvent> uint8_t AppTemplate<TState, TEvent>::exit(void) {
- // TODO remove all view_ports create by app
- view_port_enabled_set(view_port, false);
- return 255;
- }
- template <class TState, class TEvent> void AppTemplate<TState, TEvent>::update_gui(void) {
- view_port_update(view_port);
- }
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