* Gui: refactor buttons remapping Instead of calling 3 separate functions with a ton of switch/case statements, use a 2-dimensional lookup table to remap buttons based on the orientation. * Gui: cleanup input mapping and fix incorrect asserts * SnakeGame: handle input special case Co-authored-by: Aleksandr Kutuzov <alleteam@gmail.com>
		
			
				
	
	
		
			176 lines
		
	
	
		
			5.1 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			176 lines
		
	
	
		
			5.1 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
#include "view_port_i.h"
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#include <furi.h>
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#include "gui.h"
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#include "gui_i.h"
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// TODO add mutex to view_port ops
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_Static_assert(ViewPortOrientationMAX == 4, "Incorrect ViewPortOrientation count");
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_Static_assert(
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    (ViewPortOrientationHorizontal == 0 && ViewPortOrientationHorizontalFlip == 1 &&
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     ViewPortOrientationVertical == 2 && ViewPortOrientationVerticalFlip == 3),
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    "Incorrect ViewPortOrientation order");
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_Static_assert(InputKeyMAX == 6, "Incorrect InputKey count");
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_Static_assert(
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    (InputKeyUp == 0 && InputKeyDown == 1 && InputKeyRight == 2 && InputKeyLeft == 3 &&
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     InputKeyOk == 4 && InputKeyBack == 5),
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    "Incorrect InputKey order");
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/** InputKey directional keys mappings for different screen orientations
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* 
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*/
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static const InputKey view_port_input_mapping[ViewPortOrientationMAX][InputKeyMAX] = {
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    {InputKeyUp,
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     InputKeyDown,
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     InputKeyRight,
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     InputKeyLeft,
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     InputKeyOk,
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     InputKeyBack}, //ViewPortOrientationHorizontal
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    {InputKeyDown,
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     InputKeyUp,
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     InputKeyLeft,
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     InputKeyRight,
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     InputKeyOk,
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     InputKeyBack}, //ViewPortOrientationHorizontalFlip
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    {InputKeyRight,
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     InputKeyLeft,
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     InputKeyDown,
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     InputKeyUp,
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     InputKeyOk,
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     InputKeyBack}, //ViewPortOrientationVertical
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    {InputKeyLeft,
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     InputKeyRight,
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     InputKeyUp,
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     InputKeyDown,
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     InputKeyOk,
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     InputKeyBack}, //ViewPortOrientationVerticalFlip
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};
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// Remaps directional pad buttons on Flipper based on ViewPort orientation
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static void view_port_map_input(InputEvent* event, ViewPortOrientation orientation) {
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    furi_assert(orientation < ViewPortOrientationMAX && event->key < InputKeyMAX);
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    event->key = view_port_input_mapping[orientation][event->key];
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}
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static void view_port_setup_canvas_orientation(const ViewPort* view_port, Canvas* canvas) {
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    switch(view_port->orientation) {
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    case ViewPortOrientationHorizontalFlip:
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        canvas_set_orientation(canvas, CanvasOrientationHorizontalFlip);
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        break;
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    case ViewPortOrientationVertical:
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        canvas_set_orientation(canvas, CanvasOrientationVertical);
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        break;
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    case ViewPortOrientationVerticalFlip:
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        canvas_set_orientation(canvas, CanvasOrientationVerticalFlip);
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        break;
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    default:
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        canvas_set_orientation(canvas, CanvasOrientationHorizontal);
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        break;
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    };
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}
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ViewPort* view_port_alloc() {
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    ViewPort* view_port = malloc(sizeof(ViewPort));
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    view_port->orientation = ViewPortOrientationHorizontal;
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    view_port->is_enabled = true;
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    return view_port;
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}
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void view_port_free(ViewPort* view_port) {
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    furi_assert(view_port);
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    furi_check(view_port->gui == NULL);
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    free(view_port);
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}
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void view_port_set_width(ViewPort* view_port, uint8_t width) {
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    furi_assert(view_port);
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    view_port->width = width;
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}
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uint8_t view_port_get_width(ViewPort* view_port) {
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    furi_assert(view_port);
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    return view_port->width;
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}
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void view_port_set_height(ViewPort* view_port, uint8_t height) {
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    furi_assert(view_port);
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    view_port->height = height;
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}
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uint8_t view_port_get_height(ViewPort* view_port) {
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    furi_assert(view_port);
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    return view_port->height;
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}
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void view_port_enabled_set(ViewPort* view_port, bool enabled) {
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    furi_assert(view_port);
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    if(view_port->is_enabled != enabled) {
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        view_port->is_enabled = enabled;
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        if(view_port->gui) gui_update(view_port->gui);
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    }
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}
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bool view_port_is_enabled(ViewPort* view_port) {
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    furi_assert(view_port);
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    return view_port->is_enabled;
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}
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void view_port_draw_callback_set(ViewPort* view_port, ViewPortDrawCallback callback, void* context) {
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    furi_assert(view_port);
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    view_port->draw_callback = callback;
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    view_port->draw_callback_context = context;
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}
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void view_port_input_callback_set(
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    ViewPort* view_port,
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    ViewPortInputCallback callback,
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    void* context) {
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    furi_assert(view_port);
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    view_port->input_callback = callback;
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    view_port->input_callback_context = context;
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}
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void view_port_update(ViewPort* view_port) {
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    furi_assert(view_port);
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    if(view_port->gui && view_port->is_enabled) gui_update(view_port->gui);
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}
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void view_port_gui_set(ViewPort* view_port, Gui* gui) {
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    furi_assert(view_port);
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    view_port->gui = gui;
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}
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void view_port_draw(ViewPort* view_port, Canvas* canvas) {
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    furi_assert(view_port);
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    furi_assert(canvas);
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    furi_check(view_port->gui);
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    if(view_port->draw_callback) {
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        view_port_setup_canvas_orientation(view_port, canvas);
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        view_port->draw_callback(canvas, view_port->draw_callback_context);
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    }
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}
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void view_port_input(ViewPort* view_port, InputEvent* event) {
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    furi_assert(view_port);
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    furi_assert(event);
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    furi_check(view_port->gui);
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    if(view_port->input_callback) {
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        ViewPortOrientation orientation = view_port_get_orientation(view_port);
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        view_port_map_input(event, orientation);
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        view_port->input_callback(event, view_port->input_callback_context);
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    }
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}
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void view_port_set_orientation(ViewPort* view_port, ViewPortOrientation orientation) {
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    furi_assert(view_port);
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    view_port->orientation = orientation;
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}
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ViewPortOrientation view_port_get_orientation(const ViewPort* view_port) {
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    return view_port->orientation;
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}
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