* Input: refactoring, platform agnostic key configuration, update usage across project. Minor queue usage fixes and tick timings. * Gui: lighter and more efficient input and draw call dispatching, ViewPort rearranging API. View: conditional model updates, API usage update. * BT: smaller update delay * GUI: ViewPort visibility check
		
			
				
	
	
		
			129 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			129 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
#include "dialog.h"
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#include <gui/elements.h>
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#include <furi.h>
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struct Dialog {
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    View* view;
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    void* context;
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    DialogResultCallback callback;
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};
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typedef struct {
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    const char* header_text;
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    const char* text;
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    const char* left_text;
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    const char* right_text;
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} DialogModel;
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static void dialog_view_draw_callback(Canvas* canvas, void* _model) {
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    DialogModel* model = _model;
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    uint8_t canvas_center = canvas_width(canvas) / 2;
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    // Prepare canvas
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    canvas_clear(canvas);
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    canvas_set_color(canvas, ColorBlack);
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    // Draw header
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    canvas_set_font(canvas, FontPrimary);
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    canvas_draw_str_aligned(
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        canvas, canvas_center, 17, AlignCenter, AlignBottom, model->header_text);
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    // Draw text
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    canvas_set_font(canvas, FontSecondary);
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    elements_multiline_text_aligned(
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        canvas, canvas_center, 32, AlignCenter, AlignCenter, model->text);
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    // Draw buttons
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    elements_button_left(canvas, model->left_text);
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    elements_button_right(canvas, model->right_text);
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}
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static bool dialog_view_input_callback(InputEvent* event, void* context) {
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    Dialog* dialog = context;
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    bool consumed = false;
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    // Process key presses only
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    if(event->type == InputTypeShort && dialog->callback) {
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        if(event->key == InputKeyLeft) {
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            dialog->callback(DialogResultLeft, dialog->context);
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            consumed = true;
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        } else if(event->key == InputKeyRight) {
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            dialog->callback(DialogResultRight, dialog->context);
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            consumed = true;
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        }
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    }
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    return consumed;
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}
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Dialog* dialog_alloc() {
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    Dialog* dialog = furi_alloc(sizeof(Dialog));
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    dialog->view = view_alloc();
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    view_set_context(dialog->view, dialog);
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    view_allocate_model(dialog->view, ViewModelTypeLockFree, sizeof(DialogModel));
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    view_set_draw_callback(dialog->view, dialog_view_draw_callback);
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    view_set_input_callback(dialog->view, dialog_view_input_callback);
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    return dialog;
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}
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void dialog_free(Dialog* dialog) {
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    furi_assert(dialog);
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    view_free(dialog->view);
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    free(dialog);
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}
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View* dialog_get_view(Dialog* dialog) {
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    furi_assert(dialog);
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    return dialog->view;
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}
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void dialog_set_result_callback(Dialog* dialog, DialogResultCallback callback) {
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    furi_assert(dialog);
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    dialog->callback = callback;
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}
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void dialog_set_context(Dialog* dialog, void* context) {
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    furi_assert(dialog);
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    dialog->context = context;
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}
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void dialog_set_header_text(Dialog* dialog, const char* text) {
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    furi_assert(dialog);
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    furi_assert(text);
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    with_view_model(
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        dialog->view, (DialogModel * model) {
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            model->header_text = text;
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            return true;
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        });
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}
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void dialog_set_text(Dialog* dialog, const char* text) {
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    furi_assert(dialog);
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    furi_assert(text);
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    with_view_model(
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        dialog->view, (DialogModel * model) {
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            model->text = text;
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            return true;
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        });
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}
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void dialog_set_left_button_text(Dialog* dialog, const char* text) {
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    furi_assert(dialog);
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    furi_assert(text);
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    with_view_model(
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        dialog->view, (DialogModel * model) {
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            model->left_text = text;
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            return true;
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        });
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}
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void dialog_set_right_button_text(Dialog* dialog, const char* text) {
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    furi_assert(dialog);
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    furi_assert(text);
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    with_view_model(
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        dialog->view, (DialogModel * model) {
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            model->right_text = text;
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            return true;
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        });
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}
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