* Desktop Animation (part 1): Ugly naked ohmygod architecture
* fix butthurt, fix locked scene
* Change SD icons, fixes
* Fix level update animation
* Fixes, correct butthurt
* Clean up code
* furi_assert(0) -> furi_crash("msg")
* Gui: rename none layer to desktop, update docs.
Co-authored-by: あく <alleteam@gmail.com>
		
	
			
		
			
				
	
	
		
			168 lines
		
	
	
		
			4.9 KiB
		
	
	
	
		
			C
		
	
	
		
			Executable File
		
	
	
	
	
			
		
		
	
	
			168 lines
		
	
	
		
			4.9 KiB
		
	
	
	
		
			C
		
	
	
		
			Executable File
		
	
	
	
	
/**
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 * @file view_dispatcher.h
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 * GUI: ViewDispatcher API
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 */
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#pragma once
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#include "view.h"
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#include "gui.h"
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#include "scene_manager.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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/** ViewDispatcher view_port placement */
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typedef enum {
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    ViewDispatcherTypeDesktop, /**< Desktop layer: fullscreen with status bar on top of it. For internal usage. */
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    ViewDispatcherTypeWindow, /**< Window layer: with status bar  */
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    ViewDispatcherTypeFullscreen /**< Fullscreen layer: without status bar */
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} ViewDispatcherType;
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typedef struct ViewDispatcher ViewDispatcher;
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/** Prototype for custom event callback */
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typedef bool (*ViewDispatcherCustomEventCallback)(void* context, uint32_t event);
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/** Prototype for navigation event callback */
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typedef bool (*ViewDispatcherNavigationEventCallback)(void* context);
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/** Prototype for tick event callback */
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typedef void (*ViewDispatcherTickEventCallback)(void* context);
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/** Allocate ViewDispatcher instance
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 *
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 * @return     pointer to ViewDispatcher instance
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 */
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ViewDispatcher* view_dispatcher_alloc();
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/** Free ViewDispatcher instance
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 *
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 * @param      view_dispatcher  pointer to ViewDispatcher
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 */
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void view_dispatcher_free(ViewDispatcher* view_dispatcher);
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/** Enable queue support
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 *
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 * If queue enabled all input and custom events will be dispatched throw
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 * internal queue
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 *
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 * @param      view_dispatcher  ViewDispatcher instance
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 */
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void view_dispatcher_enable_queue(ViewDispatcher* view_dispatcher);
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/** Send custom event
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 *
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 * @param      view_dispatcher  ViewDispatcher instance
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 * @param[in]  event            The event
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 */
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void view_dispatcher_send_custom_event(ViewDispatcher* view_dispatcher, uint32_t event);
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/** Set custom event handler
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 *
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 * Called on Custom Event, if it is not consumed by view
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 *
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 * @param      view_dispatcher  ViewDispatcher instance
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 * @param      callback         ViewDispatcherCustomEventCallback instance
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 */
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void view_dispatcher_set_custom_event_callback(
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    ViewDispatcher* view_dispatcher,
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    ViewDispatcherCustomEventCallback callback);
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/** Set navigation event handler
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 *
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 * Called on Input Short Back Event, if it is not consumed by view
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 *
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 * @param      view_dispatcher  ViewDispatcher instance
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 * @param      callback         ViewDispatcherNavigationEventCallback instance
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 */
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void view_dispatcher_set_navigation_event_callback(
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    ViewDispatcher* view_dispatcher,
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    ViewDispatcherNavigationEventCallback callback);
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/** Set tick event handler
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 *
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 * @param      view_dispatcher  ViewDispatcher instance
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 * @param      callback         ViewDispatcherTickEventCallback
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 * @param      tick_period      callback call period
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 */
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void view_dispatcher_set_tick_event_callback(
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    ViewDispatcher* view_dispatcher,
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    ViewDispatcherTickEventCallback callback,
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    uint32_t tick_period);
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/** Set event callback context
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 *
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 * @param      view_dispatcher  ViewDispatcher instance
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 * @param      context          pointer to context
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 */
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void view_dispatcher_set_event_callback_context(ViewDispatcher* view_dispatcher, void* context);
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/** Run ViewDispatcher
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 *
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 * Use only after queue enabled
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 *
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 * @param      view_dispatcher  ViewDispatcher instance
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 */
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void view_dispatcher_run(ViewDispatcher* view_dispatcher);
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/** Stop ViewDispatcher
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 *
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 * Use only after queue enabled
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 *
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 * @param      view_dispatcher  ViewDispatcher instance
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 */
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void view_dispatcher_stop(ViewDispatcher* view_dispatcher);
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/** Add view to ViewDispatcher
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 *
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 * @param      view_dispatcher  ViewDispatcher instance
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 * @param      view_id          View id to register
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 * @param      view             View instance
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 */
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void view_dispatcher_add_view(ViewDispatcher* view_dispatcher, uint32_t view_id, View* view);
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/** Remove view from ViewDispatcher
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 *
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 * @param      view_dispatcher  ViewDispatcher instance
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 * @param      view_id          View id to remove
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 */
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void view_dispatcher_remove_view(ViewDispatcher* view_dispatcher, uint32_t view_id);
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/** Switch to View
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 *
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 * @param      view_dispatcher  ViewDispatcher instance
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 * @param      view_id          View id to register
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 * @warning    switching may be delayed till input events complementarity
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 *             reached
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 */
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void view_dispatcher_switch_to_view(ViewDispatcher* view_dispatcher, uint32_t view_id);
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/** Send ViewPort of this ViewDispatcher instance to front
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 *
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 * @param      view_dispatcher  ViewDispatcher instance
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 */
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void view_dispatcher_send_to_front(ViewDispatcher* view_dispatcher);
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/** Send ViewPort of this ViewDispatcher instance to back
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 *
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 * @param      view_dispatcher  ViewDispatcher instance
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 */
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void view_dispatcher_send_to_back(ViewDispatcher* view_dispatcher);
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/** Attach ViewDispatcher to GUI
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 *
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 * @param      view_dispatcher  ViewDispatcher instance
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 * @param      gui              GUI instance to attach to
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 * @param[in]  type             The type
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 */
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void view_dispatcher_attach_to_gui(
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    ViewDispatcher* view_dispatcher,
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    Gui* gui,
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    ViewDispatcherType type);
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#ifdef __cplusplus
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}
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#endif
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