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