app-template.h 3.4 KB

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  1. #pragma once
  2. #include "callback-connector.h"
  3. #include <furi.h>
  4. #include <gui/gui.h>
  5. #include <input/input.h>
  6. // simple app class with template variables <state, events>
  7. template <class TState, class TEvent> class AppTemplate {
  8. public:
  9. ViewPort* view_port;
  10. osMessageQueueId_t event_queue;
  11. TState state;
  12. ValueMutex state_mutex;
  13. Gui* gui;
  14. AppTemplate();
  15. ~AppTemplate();
  16. void input_callback(InputEvent* input_event, void* ctx);
  17. void draw_callback(Canvas* canvas, void* ctx);
  18. virtual void render(Canvas* canvas) = 0;
  19. void acquire_state(void);
  20. void release_state(void);
  21. bool get_event(TEvent* event, uint32_t timeout);
  22. void app_ready(void);
  23. void exit(void);
  24. void update_gui(void);
  25. };
  26. template <class TState, class TEvent> AppTemplate<TState, TEvent>::AppTemplate() {
  27. // allocate events queue
  28. event_queue = osMessageQueueNew(10, sizeof(TEvent), NULL);
  29. // allocate valuemutex
  30. // TODO: use plain os mutex?
  31. if(!init_mutex(&state_mutex, &state, sizeof(TState))) {
  32. printf("cannot create mutex\n");
  33. furiac_exit();
  34. }
  35. // open gui
  36. gui = (Gui*)furi_record_open("gui");
  37. // allocate view_port
  38. view_port = view_port_alloc();
  39. }
  40. template <class TState, class TEvent> AppTemplate<TState, TEvent>::~AppTemplate() {
  41. }
  42. // generic input callback
  43. template <class TState, class TEvent>
  44. void AppTemplate<TState, TEvent>::input_callback(InputEvent* input_event, void* ctx) {
  45. AppTemplate* app = static_cast<AppTemplate*>(ctx);
  46. TEvent event;
  47. event.type = TEvent::EventTypeKey;
  48. event.value.input = *input_event;
  49. osMessageQueuePut(app->event_queue, &event, 0, 0);
  50. }
  51. // generic draw callback
  52. template <class TState, class TEvent>
  53. void AppTemplate<TState, TEvent>::draw_callback(Canvas* canvas, void* ctx) {
  54. AppTemplate* app = static_cast<AppTemplate*>(ctx);
  55. app->acquire_state();
  56. canvas_clear(canvas);
  57. app->render(canvas);
  58. app->release_state();
  59. }
  60. template <class TState, class TEvent> void AppTemplate<TState, TEvent>::acquire_state(void) {
  61. acquire_mutex(&state_mutex, osWaitForever);
  62. }
  63. template <class TState, class TEvent> void AppTemplate<TState, TEvent>::release_state(void) {
  64. release_mutex(&state_mutex, &state);
  65. }
  66. template <class TState, class TEvent>
  67. bool AppTemplate<TState, TEvent>::get_event(TEvent* event, uint32_t timeout) {
  68. osStatus_t event_status = osMessageQueueGet(event_queue, event, NULL, timeout);
  69. return (event_status == osOK);
  70. }
  71. // signal that app is ready, and we can render something
  72. // also unblock dependent tasks
  73. template <class TState, class TEvent> void AppTemplate<TState, TEvent>::app_ready(void) {
  74. // connect view_port with input callback
  75. auto input_cb_ref = cbc::obtain_connector(this, &AppTemplate::input_callback);
  76. view_port_input_callback_set(view_port, input_cb_ref, this);
  77. // connect view_port with draw callback
  78. auto draw_cb_ref = cbc::obtain_connector(this, &AppTemplate::draw_callback);
  79. view_port_draw_callback_set(view_port, draw_cb_ref, this);
  80. // add view_port
  81. gui_add_view_port(gui, view_port, GuiLayerFullscreen);
  82. }
  83. template <class TState, class TEvent> void AppTemplate<TState, TEvent>::exit(void) {
  84. // TODO remove all view_ports create by app
  85. view_port_enabled_set(view_port, false);
  86. osThreadExit();
  87. }
  88. template <class TState, class TEvent> void AppTemplate<TState, TEvent>::update_gui(void) {
  89. view_port_update(view_port);
  90. }