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* Docs: Fix doxygen references from PR 4168 * Update JS GUI adapter table --------- Co-authored-by: hedger <hedger@users.noreply.github.com>
231 lines
7.9 KiB
Markdown
231 lines
7.9 KiB
Markdown
# GUI module {#js_gui}
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The module allows you to use GUI (graphical user interface) in concepts off the Flipper Zero firmware. Call the `require` function to load the module before first using its methods. This module depends on the `event_loop` module, so it **must** be imported after the `event_loop` import:
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```js
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let eventLoop = require("event_loop");
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let gui = require("gui");
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```
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## Submodules
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GUI module has several submodules:
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- @subpage js_gui__byte_input — Keyboard-like hex input
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- @subpage js_gui__dialog — Dialog with up to 3 options
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- @subpage js_gui__empty_screen — Just empty screen
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- @subpage js_gui__file_picker — Displays a file selection prompt
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- @subpage js_gui__icon — Retrieves and loads icons for use in GUI
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- @subpage js_gui__loading — Displays an animated hourglass icon
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- @subpage js_gui__submenu — Displays a scrollable list of clickable textual entries
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- @subpage js_gui__text_box — Simple multiline text box
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- @subpage js_gui__text_input — Keyboard-like text input
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- @subpage js_gui__widget — Displays a combination of custom elements on one screen
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---
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## Conceptualizing GUI
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### Event loop
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It is highly recommended to familiarize yourself with the event loop first
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before doing GUI-related things.
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### Canvas
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The canvas is just a drawing area with no abstractions over it. Drawing on the
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canvas directly (i.e. not through a viewport) is useful in case you want to
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implement a custom design element, but this is rather uncommon.
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### Viewport
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A viewport is a window into a rectangular portion of the canvas. Applications
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always access the canvas through a viewport.
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### View
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In Flipper's terminology, a "View" is a fullscreen design element that assumes
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control over the entire viewport and all input events. Different types of views
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are available (not all of which are unfortunately currently implemented in JS):
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| View | Has JS adapter? |
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|----------------------|-----------------------|
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| `button_menu` | ❌ |
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| `button_panel` | ❌ |
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| `byte_input` | ✅ |
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| `dialog_ex` | ✅ (as `dialog`) |
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| `empty_screen` | ✅ |
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| `file_browser` | ✅ (as `file_picker`) |
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| `loading` | ✅ |
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| `menu` | ❌ |
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| `number_input` | ❌ |
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| `popup` | ❌ |
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| `submenu` | ✅ |
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| `text_box` | ✅ |
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| `text_input` | ✅ |
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| `variable_item_list` | ❌ |
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| `widget` | ✅ |
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In JS, each view has its own set of properties (or just "props"). The programmer
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can manipulate these properties in two ways:
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- Instantiate a `View` using the `makeWith(props)` method, passing an object
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with the initial properties
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- Call `set(name, value)` to modify a property of an existing `View`
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### View Dispatcher
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The view dispatcher holds references to all the views that an application needs
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and switches between them as the application makes requests to do so.
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### Scene Manager
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The scene manager is an optional add-on to the view dispatcher that makes
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managing applications with complex navigation flows easier. It is currently
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inaccessible from JS.
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### Approaches
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In total, there are three different approaches that you may take when writing
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a GUI application:
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| Approach | Use cases | Available from JS |
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|----------------|------------------------------------------------------------------------------|-------------------|
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| ViewPort only | Accessing the graphics API directly, without any of the nice UI abstractions | ❌ |
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| ViewDispatcher | Common UI elements that fit with the overall look of the system | ✅ |
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| SceneManager | Additional navigation flow management for complex applications | ❌ |
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---
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## Example
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An example with three different views using the ViewDispatcher approach:
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```js
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let eventLoop = require("event_loop");
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let gui = require("gui");
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let loadingView = require("gui/loading");
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let submenuView = require("gui/submenu");
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let emptyView = require("gui/empty_screen");
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// Common pattern: declare all the views in an object. This is absolutely not
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// required, but adds clarity to the script.
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let views = {
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// the view dispatcher auto-✨magically✨ remembers views as they are created
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loading: loadingView.make(),
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empty: emptyView.make(),
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demos: submenuView.makeWith({
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items: [
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"Hourglass screen",
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"Empty screen",
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"Exit app",
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],
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}),
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};
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// go to different screens depending on what was selected
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eventLoop.subscribe(views.demos.chosen, function (_sub, index, gui, eventLoop, views) {
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if (index === 0) {
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gui.viewDispatcher.switchTo(views.loading);
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} else if (index === 1) {
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gui.viewDispatcher.switchTo(views.empty);
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} else if (index === 2) {
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eventLoop.stop();
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}
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}, gui, eventLoop, views);
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// go to the demo chooser screen when the back key is pressed
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eventLoop.subscribe(gui.viewDispatcher.navigation, function (_sub, _, gui, views) {
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gui.viewDispatcher.switchTo(views.demos);
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}, gui, views);
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// run UI
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gui.viewDispatcher.switchTo(views.demos);
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eventLoop.run();
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```
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---
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# API reference
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## viewDispatcher
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The `viewDispatcher` constant holds the `ViewDispatcher` singleton.
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<br>
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### viewDispatcher.switchTo(view)
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Switches to a view, giving it control over the display and input.
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**Parameters**
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- `view`: the `View` to switch to
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<br>
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### viewDispatcher.sendTo(direction)
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Sends the viewport that the dispatcher manages to the front of the stackup
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(effectively making it visible), or to the back (effectively making it
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invisible).
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**Parameters**
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- `direction`: either `"front"` or `"back"`
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<br>
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### viewDispatcher.sendCustom(event)
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Sends a custom number to the `custom` event handler.
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**Parameters**
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- `event`: number to send
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<br>
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### viewDispatcher.custom
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An event loop `Contract` object that identifies the custom event source,
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triggered by `ViewDispatcher.sendCustom(event)`.
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<br>
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### viewDispatcher.navigation
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An event loop `Contract` object that identifies the navigation event source,
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triggered when the back key is pressed.
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<br>
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### viewDispatcher.currentView
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The `View` object currently being shown.
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<br>
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## ViewFactory
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When you import a module implementing a view, a `ViewFactory` is instantiated. For example, in the example above, `loadingView`, `submenuView` and `emptyView` are view factories.
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<br>
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### ViewFactory.make()
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Creates an instance of a `View`.
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<br>
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### ViewFactory.makeWith(props, children)
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Creates an instance of a `View` and assigns initial properties from `props` and optionally a list of children.
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**Parameters**
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- `props`: simple key-value object, e.g. `{ header: "Header" }`
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- `children`: optional array of children, e.g. `[ { element: "button", button: "right", text: "Back" } ]`
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## View
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When you call `ViewFactory.make()` or `ViewFactory.makeWith()`, a `View` is instantiated. For example, in the example above, `views.loading`, `views.demos` and `views.empty` are views.
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<br>
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### View.set(property, value)
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Assign value to property by name.
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**Parameters**
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- `property`: name of the property to change
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- `value`: value to assign to the property
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<br>
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### View.addChild(child)
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Adds a child to the `View`.
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**Parameters**
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- `child`: the child to add, e.g. `{ element: "button", button: "right", text: "Back" }`
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The format of the `child` parameter depends on the type of View that you're working with. Look in the View documentation.
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### View.resetChildren()
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Removes all children from the `View`.
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### View.setChildren(children)
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Removes all previous children from the `View` and assigns new children.
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**Parameters**
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- `children`: the array of new children, e.g. `[ { element: "button", button: "right", text: "Back" } ]`
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