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unleashed-firmware/applications/system/js_app/packages/fz-sdk/gui/index.d.ts
Anna Antonenko 85e5642b2a [FL-3918] Full-fledged JS SDK + npm packages (#3963)
* feat: js sdk
* refactor: move js back where it belongs
* docs: generate docs using typedoc
* feat: sdk versioning scheme
* ci: silence pvs warning
* docs: bring back old incomplete js docs
* style: readAnalog naming
* fix: rename script compatibility screens

Co-authored-by: あく <alleteam@gmail.com>
2024-10-31 11:42:57 +09:00

172 lines
6.1 KiB
TypeScript

/**
* ```js
* let eventLoop = require("event_loop");
* let gui = require("gui");
* ```
*
* This module depends on the `event_loop` module, so it _must_ only be imported
* after `event_loop` is imported.
*
* ## Conceptualizing GUI
* ### Event loop
* It is highly recommended to familiarize yourself with the event loop first
* before doing GUI-related things.
*
* ### Canvas
* The canvas is just a drawing area with no abstractions over it. Drawing on
* the canvas directly (i.e. not through a viewport) is useful in case you want
* to implement a custom design element, but this is rather uncommon.
*
* ### Viewport
* A viewport is a window into a rectangular portion of the canvas. Applications
* always access the canvas through a viewport.
*
* ### View
* In Flipper's terminology, a "View" is a fullscreen design element that
* assumes control over the entire viewport and all input events. Different
* types of views are available (not all of which are unfortunately currently
* implemented in JS):
* | View | Has JS adapter? |
* |----------------------|------------------|
* | `button_menu` | ❌ |
* | `button_panel` | ❌ |
* | `byte_input` | ❌ |
* | `dialog_ex` | ✅ (as `dialog`) |
* | `empty_screen` | ✅ |
* | `file_browser` | ❌ |
* | `loading` | ✅ |
* | `menu` | ❌ |
* | `number_input` | ❌ |
* | `popup` | ❌ |
* | `submenu` | ✅ |
* | `text_box` | ✅ |
* | `text_input` | ✅ |
* | `variable_item_list` | ❌ |
* | `widget` | ❌ |
*
* In JS, each view has its own set of properties (or just "props"). The
* programmer can manipulate these properties in two ways:
* - Instantiate a `View` using the `makeWith(props)` method, passing an
* object with the initial properties
* - Call `set(name, value)` to modify a property of an existing `View`
*
* ### View Dispatcher
* The view dispatcher holds references to all the views that an application
* needs and switches between them as the application makes requests to do so.
*
* ### Scene Manager
* The scene manager is an optional add-on to the view dispatcher that makes
* managing applications with complex navigation flows easier. It is currently
* inaccessible from JS.
*
* ### Approaches
* In total, there are three different approaches that you may take when writing
* a GUI application:
* | Approach | Use cases | Available from JS |
* |----------------|------------------------------------------------------------------------------|-------------------|
* | ViewPort only | Accessing the graphics API directly, without any of the nice UI abstractions | ❌ |
* | ViewDispatcher | Common UI elements that fit with the overall look of the system | ✅ |
* | SceneManager | Additional navigation flow management for complex applications | ❌ |
*
* # Example
* An example with three different views using the ViewDispatcher approach:
* ```js
* let eventLoop = require("event_loop");
* let gui = require("gui");
* let loadingView = require("gui/loading");
* let submenuView = require("gui/submenu");
* let emptyView = require("gui/empty_screen");
*
* // Common pattern: declare all the views in an object. This is absolutely not
* // required, but adds clarity to the script.
* let views = {
* // the view dispatcher auto-✨magically✨ remembers views as they are created
* loading: loadingView.make(),
* empty: emptyView.make(),
* demos: submenuView.makeWith({
* items: [
* "Hourglass screen",
* "Empty screen",
* "Exit app",
* ],
* }),
* };
*
* // go to different screens depending on what was selected
* eventLoop.subscribe(views.demos.chosen, function (_sub, index, gui, eventLoop, views) {
* if (index === 0) {
* gui.viewDispatcher.switchTo(views.loading);
* } else if (index === 1) {
* gui.viewDispatcher.switchTo(views.empty);
* } else if (index === 2) {
* eventLoop.stop();
* }
* }, gui, eventLoop, views);
*
* // go to the demo chooser screen when the back key is pressed
* eventLoop.subscribe(gui.viewDispatcher.navigation, function (_sub, _, gui, views) {
* gui.viewDispatcher.switchTo(views.demos);
* }, gui, views);
*
* // run UI
* gui.viewDispatcher.switchTo(views.demos);
* eventLoop.run();
* ```
*
* @version Added in JS SDK 0.1
* @module
*/
import type { Contract } from "../event_loop";
type Properties = { [K: string]: any };
export declare class View<Props extends Properties> {
set<P extends keyof Props>(property: P, value: Props[P]): void;
}
export declare class ViewFactory<Props extends Properties, V extends View<Props>> {
make(): V;
makeWith(initial: Partial<Props>): V;
}
/**
* @version Added in JS SDK 0.1
*/
declare class ViewDispatcher {
/**
* Event source for `sendCustom` events
* @version Added in JS SDK 0.1
*/
custom: Contract<number>;
/**
* Event source for navigation events (back key presses)
* @version Added in JS SDK 0.1
*/
navigation: Contract;
/**
* Sends a number to the custom event handler
* @param event number to send
* @version Added in JS SDK 0.1
*/
sendCustom(event: number): void;
/**
* Switches to a view
* @param assoc View-ViewDispatcher association as returned by `add`
* @version Added in JS SDK 0.1
*/
switchTo(assoc: View<any>): void;
/**
* Sends this ViewDispatcher to the front or back, above or below all other
* GUI viewports
* @param direction Either `"front"` or `"back"`
* @version Added in JS SDK 0.1
*/
sendTo(direction: "front" | "back"): void;
}
/**
* @version Added in JS SDK 0.1
*/
export const viewDispatcher: ViewDispatcher;