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unleashed-firmware/applications/services/gui/view_dispatcher.h
あく 6d8b050eda [FL-3833] Furi: event loop (#3675)
* Furi: epoll prototype

* Gui: simplify view_dispatcher custom event processing

* Furi: add missing critical sections to epoll

* Furi: add epoll unit tests, fully implement level processing for in and out events

* Furi: properly trigger epoll item event on adding mq, update tests.

* Unit tests: cleanup defines

* Furi: protect epoll from modification in callback

* Furi: rename epoll into event_loop, cleanup api naming

* Sync API Symbols

* Furi: add event loop contract and link api, port mq to new api, cleanup code

* Format Sources

* Furi: cleanup mq and event loop code

* Furi: remove unused staff from message queue

* ApiSymbols: remove event loop from public APIs.

* Fix furi unit tests

---------

Co-authored-by: Georgii Surkov <georgii.surkov@outlook.com>
Co-authored-by: Georgii Surkov <37121527+gsurkov@users.noreply.github.com>
2024-06-10 20:53:08 +03:00

184 lines
5.4 KiB
C

/**
* @file view_dispatcher.h
* @brief GUI: ViewDispatcher API
*
* @warning Views added to a ViewDispatcher MUST NOT be in a ViewStack at the same time.
*/
#pragma once
#include "view.h"
#include "gui.h"
#include "scene_manager.h"
#ifdef __cplusplus
extern "C" {
#endif
/** ViewDispatcher view_port placement */
typedef enum {
ViewDispatcherTypeDesktop, /**< Desktop layer: fullscreen with status bar on top of it. For internal usage. */
ViewDispatcherTypeWindow, /**< Window layer: with status bar */
ViewDispatcherTypeFullscreen /**< Fullscreen layer: without status bar */
} ViewDispatcherType;
typedef struct ViewDispatcher ViewDispatcher;
/** Prototype for custom event callback */
typedef bool (*ViewDispatcherCustomEventCallback)(void* context, uint32_t event);
/** Prototype for navigation event callback */
typedef bool (*ViewDispatcherNavigationEventCallback)(void* context);
/** Prototype for tick event callback */
typedef void (*ViewDispatcherTickEventCallback)(void* context);
/** Allocate ViewDispatcher instance
*
* @return pointer to ViewDispatcher instance
*/
ViewDispatcher* view_dispatcher_alloc(void);
/** Free ViewDispatcher instance
*
* @param view_dispatcher pointer to ViewDispatcher
*/
void view_dispatcher_free(ViewDispatcher* view_dispatcher);
/** Enable queue support
*
* Allocates event_loop, input and event message queues. Must be used with
* `view_dispatcher_run`
*
* @param view_dispatcher ViewDispatcher instance
*/
void view_dispatcher_enable_queue(ViewDispatcher* view_dispatcher);
/** Send custom event
*
* @param view_dispatcher ViewDispatcher instance
* @param[in] event The event
*/
void view_dispatcher_send_custom_event(ViewDispatcher* view_dispatcher, uint32_t event);
/** Set custom event handler
*
* Called on Custom Event, if it is not consumed by view
*
* @param view_dispatcher ViewDispatcher instance
* @param callback ViewDispatcherCustomEventCallback instance
*/
void view_dispatcher_set_custom_event_callback(
ViewDispatcher* view_dispatcher,
ViewDispatcherCustomEventCallback callback);
/** Set navigation event handler
*
* Called on Input Short Back Event, if it is not consumed by view
*
* @param view_dispatcher ViewDispatcher instance
* @param callback ViewDispatcherNavigationEventCallback instance
*/
void view_dispatcher_set_navigation_event_callback(
ViewDispatcher* view_dispatcher,
ViewDispatcherNavigationEventCallback callback);
/** Set tick event handler
*
* @param view_dispatcher ViewDispatcher instance
* @param callback ViewDispatcherTickEventCallback
* @param tick_period callback call period
*/
void view_dispatcher_set_tick_event_callback(
ViewDispatcher* view_dispatcher,
ViewDispatcherTickEventCallback callback,
uint32_t tick_period);
/** Set event callback context
*
* @param view_dispatcher ViewDispatcher instance
* @param context pointer to context
*/
void view_dispatcher_set_event_callback_context(ViewDispatcher* view_dispatcher, void* context);
/** Get event_loop instance
*
* event_loop instance is allocated on `view_dispatcher_enable_queue` and used
* in view_dispatcher_run.
*
* You can add your objects into event_loop instance, but don't run the loop on
* your side it will cause issues with input processing on dispatcher stop.
*
* @param view_dispatcher ViewDispatcher instance
*
* @return The event_loop instance.
*/
FuriEventLoop* view_dispatcher_get_event_loop(ViewDispatcher* view_dispatcher);
/** Run ViewDispatcher
*
* Use only after queue enabled
*
* @param view_dispatcher ViewDispatcher instance
*/
void view_dispatcher_run(ViewDispatcher* view_dispatcher);
/** Stop ViewDispatcher
*
* Use only after queue enabled
*
* @param view_dispatcher ViewDispatcher instance
*/
void view_dispatcher_stop(ViewDispatcher* view_dispatcher);
/** Add view to ViewDispatcher
*
* @param view_dispatcher ViewDispatcher instance
* @param view_id View id to register
* @param view View instance
*/
void view_dispatcher_add_view(ViewDispatcher* view_dispatcher, uint32_t view_id, View* view);
/** Remove view from ViewDispatcher
*
* @param view_dispatcher ViewDispatcher instance
* @param view_id View id to remove
*/
void view_dispatcher_remove_view(ViewDispatcher* view_dispatcher, uint32_t view_id);
/** Switch to View
*
* @param view_dispatcher ViewDispatcher instance
* @param view_id View id to register
* @warning switching may be delayed till input events complementarity
* reached
*/
void view_dispatcher_switch_to_view(ViewDispatcher* view_dispatcher, uint32_t view_id);
/** Send ViewPort of this ViewDispatcher instance to front
*
* @param view_dispatcher ViewDispatcher instance
*/
void view_dispatcher_send_to_front(ViewDispatcher* view_dispatcher);
/** Send ViewPort of this ViewDispatcher instance to back
*
* @param view_dispatcher ViewDispatcher instance
*/
void view_dispatcher_send_to_back(ViewDispatcher* view_dispatcher);
/** Attach ViewDispatcher to GUI
*
* @param view_dispatcher ViewDispatcher instance
* @param gui GUI instance to attach to
* @param[in] type The type
*/
void view_dispatcher_attach_to_gui(
ViewDispatcher* view_dispatcher,
Gui* gui,
ViewDispatcherType type);
#ifdef __cplusplus
}
#endif