action_menu.c 18 KB

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  1. #include "action_menu.h"
  2. #include <gui/canvas.h>
  3. #include <gui/elements.h>
  4. #include <input/input.h>
  5. #include <furi.h>
  6. #include <stdint.h>
  7. #include <m-array.h>
  8. #include "quac_icons.h"
  9. #define ITEM_FIRST_OFFSET 17
  10. #define ITEM_NEXT_OFFSET 4
  11. #define ITEM_HEIGHT 14
  12. #define ITEM_WIDTH 64
  13. #define BUTTONS_PER_SCREEN 6
  14. #define ITEMS_PER_SCREEN_LANDSCAPE 3
  15. #define ITEMS_PER_SCREEN_PORTRAIT 6
  16. static const Icon* ActionMenuIcons[] = {
  17. [ActionMenuItemTypeSubGHz] = &I_SubGHz_10px,
  18. [ActionMenuItemTypeRFID] = &I_RFID_10px,
  19. [ActionMenuItemTypeIR] = &I_IR_10px,
  20. [ActionMenuItemTypePlaylist] = &I_Playlist_10px,
  21. [ActionMenuItemTypeGroup] = &I_Directory_10px,
  22. [ActionMenuItemTypeSettings] = &I_Settings_10px,
  23. };
  24. struct ActionMenuItem {
  25. const char* label;
  26. IconAnimation* icon;
  27. uint32_t index;
  28. ActionMenuItemCallback callback;
  29. ActionMenuItemType type;
  30. void* callback_context;
  31. };
  32. ARRAY_DEF(ActionMenuItemArray, ActionMenuItem, M_POD_OPLIST);
  33. #define M_OPL_ActionMenuItemArray_t() ARRAY_OPLIST(ActionMenuItemArray, M_POD_OPLIST)
  34. struct ActionMenu {
  35. View* view;
  36. bool freeze_input;
  37. };
  38. typedef struct {
  39. ActionMenuItemArray_t items;
  40. size_t position;
  41. size_t window_position;
  42. FuriString* header;
  43. ActionMenuLayout layout;
  44. bool show_icons;
  45. bool show_headers;
  46. } ActionMenuModel;
  47. static void action_menu_draw_landscape(Canvas* canvas, ActionMenuModel* model) {
  48. const uint8_t item_height = 16;
  49. uint8_t item_width = canvas_width(canvas) - 5; // space for scrollbar
  50. const bool have_header = furi_string_size(model->header) && model->show_headers;
  51. canvas_clear(canvas);
  52. if(have_header) {
  53. canvas_set_font(canvas, FontPrimary);
  54. canvas_draw_str(canvas, 4, 11, furi_string_get_cstr(model->header));
  55. }
  56. canvas_set_font(canvas, FontSecondary);
  57. size_t position = 0;
  58. const size_t items_on_screen = ITEMS_PER_SCREEN_LANDSCAPE + (have_header ? 0 : 1);
  59. uint8_t y_offset = have_header ? 16 : 0;
  60. const size_t x_txt_start = model->show_icons ? 18 : 4;
  61. ActionMenuItemArray_it_t it;
  62. for(ActionMenuItemArray_it(it, model->items); !ActionMenuItemArray_end_p(it);
  63. ActionMenuItemArray_next(it)) {
  64. const size_t item_position = position - model->window_position;
  65. if(item_position < items_on_screen) {
  66. if(position == model->position) {
  67. canvas_set_color(canvas, ColorBlack);
  68. elements_slightly_rounded_box(
  69. canvas,
  70. 0,
  71. y_offset + (item_position * item_height) + 1,
  72. item_width,
  73. item_height - 2);
  74. canvas_set_color(canvas, ColorWhite);
  75. } else {
  76. canvas_set_color(canvas, ColorBlack);
  77. }
  78. const ActionMenuItem* item = ActionMenuItemArray_cref(it);
  79. if(model->show_icons) {
  80. canvas_draw_icon(
  81. canvas,
  82. 4,
  83. y_offset + (item_position * item_height) + 3,
  84. ActionMenuIcons[item->type]);
  85. }
  86. FuriString* disp_str;
  87. disp_str = furi_string_alloc_set(item->label);
  88. elements_string_fit_width(canvas, disp_str, item_width - (6 * 2));
  89. canvas_draw_str(
  90. canvas,
  91. x_txt_start, // 6
  92. y_offset + (item_position * item_height) + item_height - 4,
  93. furi_string_get_cstr(disp_str));
  94. furi_string_free(disp_str);
  95. }
  96. position++;
  97. }
  98. elements_scrollbar(canvas, model->position, ActionMenuItemArray_size(model->items));
  99. }
  100. static void action_menu_draw_portrait(Canvas* canvas, ActionMenuModel* model) {
  101. const bool have_header = furi_string_size(model->header) && model->show_headers;
  102. const size_t items_per_screen = have_header ? ITEMS_PER_SCREEN_PORTRAIT :
  103. ITEMS_PER_SCREEN_PORTRAIT + 1;
  104. const size_t active_screen = model->position / items_per_screen;
  105. const size_t items_size = ActionMenuItemArray_size(model->items);
  106. const size_t max_screen = items_size ? (items_size - 1) / items_per_screen : 0;
  107. canvas_clear(canvas);
  108. // Draw up/down arrows, as needed
  109. if(active_screen > 0) {
  110. canvas_draw_icon(canvas, 28, 1, &I_ArrowUp_8x4);
  111. }
  112. if(max_screen > active_screen) {
  113. canvas_draw_icon(canvas, 28, 123, &I_ArrowDown_8x4);
  114. }
  115. if(have_header) {
  116. canvas_set_font(canvas, FontPrimary);
  117. elements_string_fit_width(canvas, model->header, ITEM_WIDTH - 6);
  118. canvas_draw_str_aligned(
  119. canvas, 32, 10, AlignCenter, AlignCenter, furi_string_get_cstr(model->header));
  120. }
  121. canvas_set_font(canvas, FontSecondary);
  122. size_t item_position = 0;
  123. const size_t x_txt_start = model->show_icons ? 16 : 4;
  124. const size_t y_offset = have_header ? ITEM_FIRST_OFFSET : 6;
  125. const size_t item_next_offset = have_header ? ITEM_NEXT_OFFSET : ITEM_NEXT_OFFSET - 1;
  126. ActionMenuItemArray_it_t it;
  127. for(ActionMenuItemArray_it(it, model->items); !ActionMenuItemArray_end_p(it);
  128. ActionMenuItemArray_next(it), ++item_position) {
  129. if(active_screen == (item_position / items_per_screen)) {
  130. uint8_t position_offset = item_position % items_per_screen;
  131. bool selected = item_position == model->position;
  132. // draw the item
  133. uint8_t item_y = y_offset + (position_offset * (ITEM_HEIGHT + item_next_offset));
  134. canvas_set_color(canvas, ColorBlack);
  135. if(selected) {
  136. // Same as elements_slightly_rounded_box with radius of 5
  137. canvas_draw_rbox(canvas, 0, item_y, ITEM_WIDTH, ITEM_HEIGHT, 1);
  138. canvas_set_color(canvas, ColorWhite);
  139. } else {
  140. canvas_draw_rframe(canvas, 0, item_y, ITEM_WIDTH, ITEM_HEIGHT, 1);
  141. }
  142. const ActionMenuItem* item = ActionMenuItemArray_cref(it);
  143. if(model->show_icons) {
  144. canvas_draw_icon(canvas, 3, item_y + 2, ActionMenuIcons[item->type]);
  145. }
  146. FuriString* disp_str;
  147. disp_str = furi_string_alloc_set(item->label);
  148. elements_string_fit_width(canvas, disp_str, ITEM_WIDTH - 6);
  149. canvas_draw_str(
  150. canvas,
  151. x_txt_start,
  152. item_y + (ITEM_HEIGHT / 2) + 3,
  153. furi_string_get_cstr(disp_str));
  154. furi_string_free(disp_str);
  155. }
  156. }
  157. }
  158. static void action_menu_view_draw_callback(Canvas* canvas, void* context) {
  159. furi_assert(canvas);
  160. ActionMenuModel* model = (ActionMenuModel*)context;
  161. if(model->layout == ActionMenuLayoutLandscape) {
  162. action_menu_draw_landscape(canvas, model);
  163. } else {
  164. action_menu_draw_portrait(canvas, model);
  165. }
  166. }
  167. static void action_menu_process_up(ActionMenu* action_menu) {
  168. furi_assert(action_menu);
  169. with_view_model(
  170. action_menu->view,
  171. ActionMenuModel * model,
  172. {
  173. const size_t items_size = ActionMenuItemArray_size(model->items);
  174. if(model->layout == ActionMenuLayoutPortrait) {
  175. if(model->position > 0) {
  176. model->position--;
  177. } else {
  178. model->position = items_size - 1;
  179. }
  180. } else {
  181. const size_t items_on_screen = furi_string_empty(model->header) ? 4 : 3;
  182. if(model->position > 0) {
  183. model->position--;
  184. if((model->position == model->window_position) &&
  185. (model->window_position > 0)) {
  186. model->window_position--;
  187. }
  188. } else {
  189. model->position = items_size - 1;
  190. if(model->position > items_on_screen - 1) {
  191. model->window_position = model->position - (items_on_screen - 1);
  192. }
  193. }
  194. }
  195. },
  196. true);
  197. }
  198. static void action_menu_process_down(ActionMenu* action_menu) {
  199. furi_assert(action_menu);
  200. with_view_model(
  201. action_menu->view,
  202. ActionMenuModel * model,
  203. {
  204. const size_t items_size = ActionMenuItemArray_size(model->items);
  205. if(model->layout == ActionMenuLayoutPortrait) {
  206. if(model->position < items_size - 1) {
  207. model->position++;
  208. } else {
  209. model->position = 0;
  210. }
  211. } else {
  212. const size_t items_on_screen = furi_string_empty(model->header) ? 4 : 3;
  213. if(model->position < items_size - 1) {
  214. model->position++;
  215. if((model->position - model->window_position > items_on_screen - 2) &&
  216. (model->window_position < items_size - items_on_screen)) {
  217. model->window_position++;
  218. }
  219. } else {
  220. model->position = 0;
  221. model->window_position = 0;
  222. }
  223. }
  224. },
  225. true);
  226. }
  227. static void action_menu_process_ok(ActionMenu* action_menu, InputType type) {
  228. furi_assert(action_menu);
  229. // UNUSED(type);
  230. FURI_LOG_I("AM", "OK pressed! %d: %s", type, input_get_type_name(type));
  231. ActionMenuItem* item = NULL;
  232. with_view_model(
  233. action_menu->view,
  234. ActionMenuModel * model,
  235. {
  236. if(model->position < (ActionMenuItemArray_size(model->items))) {
  237. item = ActionMenuItemArray_get(model->items, model->position);
  238. }
  239. },
  240. false);
  241. // Landscape: Press, Short, Release
  242. if(item) {
  243. if(type == InputTypeRelease && item->callback)
  244. item->callback(item->callback_context, item->index, type);
  245. }
  246. }
  247. static bool action_menu_view_input_callback(InputEvent* event, void* context) {
  248. furi_assert(event);
  249. ActionMenu* action_menu = context;
  250. bool consumed = false;
  251. // Item selection
  252. if(event->key == InputKeyOk) {
  253. if((event->type == InputTypeRelease) || (event->type == InputTypePress)) {
  254. consumed = true;
  255. action_menu->freeze_input = (event->type == InputTypePress);
  256. action_menu_process_ok(action_menu, event->type);
  257. } else if(event->type == InputTypeShort) {
  258. consumed = true;
  259. action_menu_process_ok(action_menu, event->type);
  260. }
  261. }
  262. if(!action_menu->freeze_input &&
  263. ((event->type == InputTypeRepeat) || (event->type == InputTypeShort))) {
  264. // FURI_LOG_I("AM", "Directional key: %d", event->key);
  265. switch(event->key) {
  266. case InputKeyUp:
  267. consumed = true;
  268. action_menu_process_up(action_menu);
  269. break;
  270. case InputKeyDown:
  271. consumed = true;
  272. action_menu_process_down(action_menu);
  273. break;
  274. case InputKeyRight:
  275. FURI_LOG_W("AM", "InputKeyRight ignored");
  276. // consumed = true;
  277. // action_menu_process_right(action_menu);
  278. break;
  279. case InputKeyLeft:
  280. FURI_LOG_W("AM", "InputKeyLeft ignored");
  281. // consumed = true;
  282. // action_menu_process_left(action_menu);
  283. break;
  284. default:
  285. break;
  286. }
  287. }
  288. return consumed;
  289. }
  290. View* action_menu_get_view(ActionMenu* action_menu) {
  291. furi_assert(action_menu);
  292. return action_menu->view;
  293. }
  294. void action_menu_reset(ActionMenu* action_menu) {
  295. furi_assert(action_menu);
  296. with_view_model(
  297. action_menu->view,
  298. ActionMenuModel * model,
  299. {
  300. // for
  301. // M_EACH(item, model->items, ActionMenuItemArray_t) {
  302. // icon_animation_stop(item->icon);
  303. // icon_animation_free(item->icon);
  304. // }
  305. ActionMenuItemArray_reset(model->items);
  306. model->position = 0;
  307. model->window_position = 0;
  308. furi_string_reset(model->header);
  309. },
  310. true);
  311. }
  312. void action_menu_set_layout(ActionMenu* action_menu, ActionMenuLayout layout) {
  313. furi_assert(action_menu);
  314. with_view_model(
  315. action_menu->view,
  316. ActionMenuModel * model,
  317. {
  318. model->layout = layout;
  319. if(model->layout == ActionMenuLayoutLandscape) {
  320. view_set_orientation(action_menu->view, ViewOrientationHorizontal);
  321. } else {
  322. view_set_orientation(action_menu->view, ViewOrientationVertical);
  323. }
  324. },
  325. true);
  326. }
  327. void action_menu_set_header(ActionMenu* action_menu, const char* header) {
  328. furi_assert(action_menu);
  329. with_view_model(
  330. action_menu->view,
  331. ActionMenuModel * model,
  332. {
  333. if(header == NULL) {
  334. furi_string_reset(model->header);
  335. } else {
  336. furi_string_set_str(model->header, header);
  337. }
  338. },
  339. true);
  340. }
  341. void action_menu_set_show_icons(ActionMenu* action_menu, bool show_icons) {
  342. with_view_model(
  343. action_menu->view, ActionMenuModel * model, { model->show_icons = show_icons; }, true);
  344. }
  345. void action_menu_set_show_headers(ActionMenu* action_menu, bool show_headers) {
  346. with_view_model(
  347. action_menu->view, ActionMenuModel * model, { model->show_headers = show_headers; }, true);
  348. }
  349. ActionMenuItem* action_menu_add_item(
  350. ActionMenu* action_menu,
  351. const char* label,
  352. int32_t index,
  353. ActionMenuItemCallback callback,
  354. ActionMenuItemType type,
  355. void* callback_context) {
  356. ActionMenuItem* item = NULL;
  357. furi_assert(label);
  358. furi_assert(action_menu);
  359. with_view_model(
  360. action_menu->view,
  361. ActionMenuModel * model,
  362. {
  363. item = ActionMenuItemArray_push_new(model->items);
  364. item->label = label;
  365. // item->icon = icon ? icon_animation_alloc(icon) : NULL; // or default icon?
  366. // view_tie_icon_animation(action_menu->view, item->icon);
  367. item->index = index;
  368. item->type = type;
  369. item->callback = callback;
  370. item->callback_context = callback_context;
  371. },
  372. true);
  373. return item;
  374. }
  375. ActionMenu* action_menu_alloc(void) {
  376. ActionMenu* action_menu = malloc(sizeof(ActionMenu));
  377. action_menu->view = view_alloc();
  378. view_set_orientation(action_menu->view, ViewOrientationHorizontal);
  379. view_set_context(action_menu->view, action_menu);
  380. view_allocate_model(action_menu->view, ViewModelTypeLocking, sizeof(ActionMenuModel));
  381. view_set_draw_callback(action_menu->view, action_menu_view_draw_callback);
  382. view_set_input_callback(action_menu->view, action_menu_view_input_callback);
  383. with_view_model(
  384. action_menu->view,
  385. ActionMenuModel * model,
  386. {
  387. ActionMenuItemArray_init(model->items);
  388. model->position = 0;
  389. model->window_position = 0;
  390. model->header = furi_string_alloc();
  391. model->layout = ActionMenuLayoutLandscape; // TODO: ehhhhhhhhhhhhhhhhhhh
  392. model->show_icons = true;
  393. model->show_headers = true;
  394. },
  395. true);
  396. action_menu->freeze_input = false;
  397. return action_menu;
  398. }
  399. void action_menu_free(ActionMenu* action_menu) {
  400. furi_assert(action_menu);
  401. with_view_model(
  402. action_menu->view,
  403. ActionMenuModel * model,
  404. {
  405. // for
  406. // M_EACH(item, model->items, ActionMenuItemArray_t) {
  407. // icon_animation_stop(item->icon);
  408. // icon_animation_free(item->icon);
  409. // }
  410. ActionMenuItemArray_clear(model->items);
  411. furi_string_free(model->header);
  412. },
  413. true);
  414. view_free(action_menu->view);
  415. free(action_menu);
  416. }
  417. void action_menu_set_selected_item(ActionMenu* action_menu, uint32_t index) {
  418. furi_assert(action_menu);
  419. ActionMenuModel* m = view_get_model(action_menu->view);
  420. if(m->layout == ActionMenuLayoutPortrait) {
  421. with_view_model(
  422. action_menu->view,
  423. ActionMenuModel * model,
  424. {
  425. size_t item_position = 0;
  426. ActionMenuItemArray_it_t it;
  427. for(ActionMenuItemArray_it(it, model->items); !ActionMenuItemArray_end_p(it);
  428. ActionMenuItemArray_next(it), ++item_position) {
  429. if((uint32_t)ActionMenuItemArray_cref(it)->index == index) {
  430. model->position = item_position;
  431. break;
  432. }
  433. }
  434. },
  435. true);
  436. } else {
  437. with_view_model(
  438. action_menu->view,
  439. ActionMenuModel * model,
  440. {
  441. size_t position = 0;
  442. ActionMenuItemArray_it_t it;
  443. for(ActionMenuItemArray_it(it, model->items); !ActionMenuItemArray_end_p(it);
  444. ActionMenuItemArray_next(it)) {
  445. if(index == ActionMenuItemArray_cref(it)->index) {
  446. break;
  447. }
  448. position++;
  449. }
  450. const size_t items_size = ActionMenuItemArray_size(model->items);
  451. if(position >= items_size) {
  452. position = 0;
  453. }
  454. model->position = position;
  455. model->window_position = position;
  456. if(model->window_position > 0) {
  457. model->window_position -= 1;
  458. }
  459. const size_t items_on_screen = furi_string_empty(model->header) ? 4 : 3;
  460. if(items_size <= items_on_screen) {
  461. model->window_position = 0;
  462. } else {
  463. const size_t pos = items_size - items_on_screen;
  464. if(model->window_position > pos) {
  465. model->window_position = pos;
  466. }
  467. }
  468. },
  469. true);
  470. }
  471. }