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unleashed-firmware/documentation/js/js_gui.md
WillyJL d34ff3310d JS: Update and fix docs, fix Number.toString() with decimals (#4168)
* Update and fix JS docs

This could really use some automation, atleast for API reference
There are TypeScript definitions and typedocs, we don't need to be monkeys copying and reformatting this to API reference by hand

* Fix bugged character

* JS: Fix Number.toString() with decimals

* Fix

* Forgot this one

* docs: mention per-view child format

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---------

Co-authored-by: Anna Antonenko <portasynthinca3@gmail.com>
Co-authored-by: hedger <hedger@nanode.su>
Co-authored-by: hedger <hedger@users.noreply.github.com>
2025-04-01 15:02:12 +04:00

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Markdown

# GUI module {#js_gui}
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:
```js
let eventLoop = require("event_loop");
let gui = require("gui");
```
## Submodules
GUI module has several submodules:
- @subpage js_gui__submenu — Displays a scrollable list of clickable textual entries
- @subpage js_gui__loading — Displays an animated hourglass icon
- @subpage js_gui__empty_screen — Just empty screen
- @subpage js_gui__text_input — Keyboard-like text input
- @subpage js_gui__text_box — Simple multiline text box
- @subpage js_gui__dialog — Dialog with up to 3 options
- @subpage js_gui__widget — Displays a combination of custom elements on one screen
---
## 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();
```
---
# API reference
## viewDispatcher
The `viewDispatcher` constant holds the `ViewDispatcher` singleton.
<br>
### viewDispatcher.switchTo(view)
Switches to a view, giving it control over the display and input.
**Parameters**
- `view`: the `View` to switch to
<br>
### viewDispatcher.sendTo(direction)
Sends the viewport that the dispatcher manages to the front of the stackup
(effectively making it visible), or to the back (effectively making it
invisible).
**Parameters**
- `direction`: either `"front"` or `"back"`
<br>
### viewDispatcher.sendCustom(event)
Sends a custom number to the `custom` event handler.
**Parameters**
- `event`: number to send
<br>
### viewDispatcher.custom
An event loop `Contract` object that identifies the custom event source,
triggered by `ViewDispatcher.sendCustom(event)`.
<br>
### viewDispatcher.navigation
An event loop `Contract` object that identifies the navigation event source,
triggered when the back key is pressed.
<br>
### viewDispatcher.currentView
The `View` object currently being shown.
<br>
## ViewFactory
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.
<br>
### ViewFactory.make()
Creates an instance of a `View`.
<br>
### ViewFactory.makeWith(props, children)
Creates an instance of a `View` and assigns initial properties from `props` and optionally a list of children.
**Parameters**
- `props`: simple key-value object, e.g. `{ header: "Header" }`
- `children`: optional array of children, e.g. `[ { element: "button", button: "right", text: "Back" } ]`
## View
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.
<br>
### View.set(property, value)
Assign value to property by name.
**Parameters**
- `property`: name of the property to change
- `value`: value to assign to the property
<br>
### View.addChild(child)
Adds a child to the `View`.
**Parameters**
- `child`: the child to add, e.g. `{ element: "button", button: "right", text: "Back" }`
The format of the `child` parameter depends on the type of View that you're working with. Look in the View documentation.
### View.resetChildren()
Removes all children from the `View`.
### View.setChildren(children)
Removes all previous children from the `View` and assigns new children.
**Parameters**
- `children`: the array of new children, e.g. `[ { element: "button", button: "right", text: "Back" } ]`