flipper-zero-tutorials/ui/skeleton_app/app.c

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#include <furi.h>
#include <furi_hal.h>
#include <gui/gui.h>
#include <gui/view.h>
#include <gui/view_dispatcher.h>
#include <gui/modules/submenu.h>
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#include <gui/modules/text_input.h>
#include <gui/modules/widget.h>
#include <gui/modules/variable_item_list.h>
#include <notification/notification.h>
#include <notification/notification_messages.h>
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#include "skeleton_app_icons.h"
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#define TAG "Skeleton"
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// Change this to BACKLIGHT_AUTO if you don't want the backlight to be continuously on.
#define BACKLIGHT_ON 1
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// Our application menu has 3 items. You can add more items if you want.
typedef enum {
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SkeletonSubmenuIndexConfigure,
SkeletonSubmenuIndexGame,
SkeletonSubmenuIndexAbout,
} SkeletonSubmenuIndex;
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// Each view is a screen we show the user.
typedef enum {
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SkeletonViewSubmenu, // The menu when the app starts
SkeletonViewTextInput, // Input for configuring text settings
SkeletonViewConfigure, // The configuration screen
SkeletonViewGame, // The main screen
SkeletonViewAbout, // The about screen with directions, link to social channel, etc.
} SkeletonView;
typedef enum {
SkeletonEventIdRedrawScreen = 0, // Custom event to redraw the screen
SkeletonEventIdOkPressed = 42, // Custom event to process OK button getting pressed down
} SkeletonEventId;
typedef struct {
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ViewDispatcher* view_dispatcher; // Switches between our views
NotificationApp* notifications; // Used for controlling the backlight
Submenu* submenu; // The application menu
TextInput* text_input; // The text input screen
VariableItemList* variable_item_list_config; // The configuration screen
View* view_game; // The main screen
Widget* widget_about; // The about screen
VariableItem* setting_2_item; // The name setting item (so we can update the text)
char* temp_buffer; // Temporary buffer for text input
uint32_t temp_buffer_size; // Size of temporary buffer
FuriTimer* timer; // Timer for redrawing the screen
} SkeletonApp;
typedef struct {
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uint32_t setting_1_index; // The team color setting index
FuriString* setting_2_name; // The name setting
uint8_t x; // The x coordinate
} SkeletonGameModel;
/**
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* @brief Callback for exiting the application.
* @details This function is called when user press back button. We return VIEW_NONE to
* indicate that we want to exit the application.
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* @param _context The context - unused
* @return next view id
*/
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static uint32_t skeleton_navigation_exit_callback(void* _context) {
UNUSED(_context);
return VIEW_NONE;
}
/**
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* @brief Callback for returning to submenu.
* @details This function is called when user press back button. We return VIEW_NONE to
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* indicate that we want to navigate to the submenu.
* @param _context The context - unused
* @return next view id
*/
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static uint32_t skeleton_navigation_submenu_callback(void* _context) {
UNUSED(_context);
return SkeletonViewSubmenu;
}
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/**
* @brief Callback for returning to configure screen.
* @details This function is called when user press back button. We return VIEW_NONE to
* indicate that we want to navigate to the configure screen.
* @param _context The context - unused
* @return next view id
*/
static uint32_t skeleton_navigation_configure_callback(void* _context) {
UNUSED(_context);
return SkeletonViewConfigure;
}
/**
* @brief Handle submenu item selection.
* @details This function is called when user selects an item from the submenu.
* @param context The context - SkeletonApp object.
* @param index The SkeletonSubmenuIndex item that was clicked.
*/
static void skeleton_submenu_callback(void* context, uint32_t index) {
SkeletonApp* app = (SkeletonApp*)context;
switch(index) {
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case SkeletonSubmenuIndexConfigure:
view_dispatcher_switch_to_view(app->view_dispatcher, SkeletonViewConfigure);
break;
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case SkeletonSubmenuIndexGame:
view_dispatcher_switch_to_view(app->view_dispatcher, SkeletonViewGame);
break;
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case SkeletonSubmenuIndexAbout:
view_dispatcher_switch_to_view(app->view_dispatcher, SkeletonViewAbout);
break;
default:
break;
}
}
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/**
* Our 1st sample setting is a team color. We have 3 options: red, green, and blue.
*/
static const char* setting_1_config_label = "Team color";
static uint8_t setting_1_values[] = {1, 2, 4};
static char* setting_1_names[] = {"Red", "Green", "Blue"};
static void skeleton_setting_1_change(VariableItem* item) {
SkeletonApp* app = variable_item_get_context(item);
uint8_t index = variable_item_get_current_value_index(item);
variable_item_set_current_value_text(item, setting_1_names[index]);
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SkeletonGameModel* model = view_get_model(app->view_game);
model->setting_1_index = index;
}
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/**
* Our 2nd sample setting is a text field. When the user clicks OK on the configuration
* setting we use a text input screen to allow the user to enter a name. This function is
* called when the user clicks OK on the text input screen.
*/
static const char* setting_2_config_label = "Name";
static const char* setting_2_entry_text = "Enter name";
static const char* setting_2_default_value = "Bob";
static void skeleton_setting_2_text_updated(void* context) {
SkeletonApp* app = (SkeletonApp*)context;
bool redraw = true;
with_view_model(
app->view_game,
SkeletonGameModel * model,
{
furi_string_set(model->setting_2_name, app->temp_buffer);
variable_item_set_current_value_text(
app->setting_2_item, furi_string_get_cstr(model->setting_2_name));
},
redraw);
view_dispatcher_switch_to_view(app->view_dispatcher, SkeletonViewConfigure);
}
/**
* @brief Callback when item in configuration screen is clicked.
* @details This function is called when user clicks OK on an item in the configuration screen.
* If the item clicked is our text field then we switch to the text input screen.
* @param context The context - SkeletonApp object.
* @param index - The index of the item that was clicked.
*/
static void skeleton_setting_item_clicked(void* context, uint32_t index) {
SkeletonApp* app = (SkeletonApp*)context;
index++; // The index starts at zero, but we want to start at 1.
// Our configuration UI has the 2nd item as a text field.
if(index == 2) {
// Header to display on the text input screen.
text_input_set_header_text(app->text_input, setting_2_entry_text);
// Copy the current name into the temporary buffer.
bool redraw = false;
with_view_model(
app->view_game,
SkeletonGameModel * model,
{
strncpy(
app->temp_buffer,
furi_string_get_cstr(model->setting_2_name),
app->temp_buffer_size);
},
redraw);
// Configure the text input. When user enters text and clicks OK, skeleton_setting_text_updated be called.
bool clear_previous_text = false;
text_input_set_result_callback(
app->text_input,
skeleton_setting_2_text_updated,
app,
app->temp_buffer,
app->temp_buffer_size,
clear_previous_text);
// Pressing the BACK button will reload the configure screen.
view_set_previous_callback(
text_input_get_view(app->text_input), skeleton_navigation_configure_callback);
// Show text input dialog.
view_dispatcher_switch_to_view(app->view_dispatcher, SkeletonViewTextInput);
}
}
/**
* @brief Callback for drawing the game screen.
* @details This function is called when the screen needs to be redrawn, like when the model gets updated.
* @param canvas The canvas to draw on.
* @param model The model - MyModel object.
*/
static void skeleton_view_game_draw_callback(Canvas* canvas, void* model) {
SkeletonGameModel* my_model = (SkeletonGameModel*)model;
canvas_draw_icon(canvas, my_model->x, 20, &I_glyph_1_14x40);
canvas_draw_str(canvas, 1, 10, "LEFT/RIGHT to change x");
FuriString* xstr = furi_string_alloc();
furi_string_printf(xstr, "x: %u OK=play tone", my_model->x);
canvas_draw_str(canvas, 44, 24, furi_string_get_cstr(xstr));
furi_string_printf(xstr, "random: %u", (uint8_t)(furi_hal_random_get() % 256));
canvas_draw_str(canvas, 44, 36, furi_string_get_cstr(xstr));
furi_string_printf(
xstr,
"team: %s (%u)",
setting_1_names[my_model->setting_1_index],
setting_1_values[my_model->setting_1_index]);
canvas_draw_str(canvas, 44, 48, furi_string_get_cstr(xstr));
furi_string_printf(xstr, "name: %s", furi_string_get_cstr(my_model->setting_2_name));
canvas_draw_str(canvas, 44, 60, furi_string_get_cstr(xstr));
furi_string_free(xstr);
}
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/**
* @brief Callback for timer elapsed.
* @details This function is called when the timer is elapsed. We use this to queue a redraw event.
* @param context The context - SkeletonApp object.
*/
static void skeleton_view_game_timer_callback(void* context) {
SkeletonApp* app = (SkeletonApp*)context;
view_dispatcher_send_custom_event(app->view_dispatcher, SkeletonEventIdRedrawScreen);
}
/**
* @brief Callback when the user starts the game screen.
* @details This function is called when the user enters the game screen. We start a timer to
* redraw the screen periodically (so the random number is refreshed).
* @param context The context - SkeletonApp object.
*/
static void skeleton_view_game_enter_callback(void* context) {
uint32_t period = furi_ms_to_ticks(200);
SkeletonApp* app = (SkeletonApp*)context;
furi_assert(app->timer == NULL);
app->timer =
furi_timer_alloc(skeleton_view_game_timer_callback, FuriTimerTypePeriodic, context);
furi_timer_start(app->timer, period);
}
/**
* @brief Callback when the user exits the game screen.
* @details This function is called when the user exits the game screen. We stop the timer.
* @param context The context - SkeletonApp object.
*/
static void skeleton_view_game_exit_callback(void* context) {
SkeletonApp* app = (SkeletonApp*)context;
furi_timer_stop(app->timer);
furi_timer_free(app->timer);
app->timer = NULL;
}
/**
* @brief Callback for custom events.
* @details This function is called when a custom event is sent to the view dispatcher.
* @param event The event id - SkeletonEventId value.
* @param context The context - SkeletonApp object.
*/
static bool skeleton_view_game_custom_event_callback(uint32_t event, void* context) {
SkeletonApp* app = (SkeletonApp*)context;
switch(event) {
case SkeletonEventIdRedrawScreen:
// Redraw screen by passing true to last parameter of with_view_model.
{
bool redraw = true;
with_view_model(
app->view_game, SkeletonGameModel * _model, { UNUSED(_model); }, redraw);
return true;
}
case SkeletonEventIdOkPressed:
// Process the OK button. We play a tone based on the x coordinate.
if(furi_hal_speaker_acquire(500)) {
float frequency;
bool redraw = false;
with_view_model(
app->view_game,
SkeletonGameModel * model,
{ frequency = model->x * 100 + 100; },
redraw);
furi_hal_speaker_start(frequency, 1.0);
furi_delay_ms(100);
furi_hal_speaker_stop();
furi_hal_speaker_release();
}
return true;
default:
return false;
}
}
/**
* @brief Callback for game screen input.
* @details This function is called when the user presses a button while on the game screen.
* @param event The event - InputEvent object.
* @param context The context - SkeletonApp object.
* @return true if the event was handled, false otherwise.
*/
static bool skeleton_view_game_input_callback(InputEvent* event, void* context) {
SkeletonApp* app = (SkeletonApp*)context;
if(event->type == InputTypeShort) {
if(event->key == InputKeyLeft) {
// Left button clicked, reduce x coordinate.
bool redraw = true;
with_view_model(
app->view_game,
SkeletonGameModel * model,
{
if(model->x > 0) {
model->x--;
}
},
redraw);
} else if(event->key == InputKeyRight) {
// Right button clicked, increase x coordinate.
bool redraw = true;
with_view_model(
app->view_game,
SkeletonGameModel * model,
{
// Should we have some maximum value?
model->x++;
},
redraw);
}
} else if(event->type == InputTypePress) {
if(event->key == InputKeyOk) {
// We choose to send a custom event when user presses OK button. skeleton_custom_event_callback will
// handle our SkeletonEventIdOkPressed event. We could have just put the code from
// skeleton_custom_event_callback here, it's a matter of preference.
view_dispatcher_send_custom_event(app->view_dispatcher, SkeletonEventIdOkPressed);
return true;
}
}
return false;
}
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/**
* @brief Allocate the skeleton application.
* @details This function allocates the skeleton application resources.
* @return SkeletonApp object.
*/
static SkeletonApp* skeleton_app_alloc() {
SkeletonApp* app = (SkeletonApp*)malloc(sizeof(SkeletonApp));
Gui* gui = furi_record_open(RECORD_GUI);
app->view_dispatcher = view_dispatcher_alloc();
view_dispatcher_enable_queue(app->view_dispatcher);
view_dispatcher_attach_to_gui(app->view_dispatcher, gui, ViewDispatcherTypeFullscreen);
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view_dispatcher_set_event_callback_context(app->view_dispatcher, app);
app->submenu = submenu_alloc();
submenu_add_item(
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app->submenu, "Config", SkeletonSubmenuIndexConfigure, skeleton_submenu_callback, app);
submenu_add_item(
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app->submenu, "Play", SkeletonSubmenuIndexGame, skeleton_submenu_callback, app);
submenu_add_item(
app->submenu, "About", SkeletonSubmenuIndexAbout, skeleton_submenu_callback, app);
view_set_previous_callback(submenu_get_view(app->submenu), skeleton_navigation_exit_callback);
view_dispatcher_add_view(
app->view_dispatcher, SkeletonViewSubmenu, submenu_get_view(app->submenu));
view_dispatcher_switch_to_view(app->view_dispatcher, SkeletonViewSubmenu);
app->text_input = text_input_alloc();
view_dispatcher_add_view(
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app->view_dispatcher, SkeletonViewTextInput, text_input_get_view(app->text_input));
app->temp_buffer_size = 32;
app->temp_buffer = (char*)malloc(app->temp_buffer_size);
app->variable_item_list_config = variable_item_list_alloc();
variable_item_list_reset(app->variable_item_list_config);
VariableItem* item = variable_item_list_add(
app->variable_item_list_config,
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setting_1_config_label,
COUNT_OF(setting_1_values),
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skeleton_setting_1_change,
app);
uint8_t setting_1_index = 0;
variable_item_set_current_value_index(item, setting_1_index);
variable_item_set_current_value_text(item, setting_1_names[setting_1_index]);
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FuriString* setting_2_name = furi_string_alloc();
furi_string_set_str(setting_2_name, setting_2_default_value);
app->setting_2_item = variable_item_list_add(
app->variable_item_list_config, setting_2_config_label, 1, NULL, NULL);
variable_item_set_current_value_text(
app->setting_2_item, furi_string_get_cstr(setting_2_name));
variable_item_list_set_enter_callback(
app->variable_item_list_config, skeleton_setting_item_clicked, app);
view_set_previous_callback(
variable_item_list_get_view(app->variable_item_list_config),
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skeleton_navigation_submenu_callback);
view_dispatcher_add_view(
app->view_dispatcher,
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SkeletonViewConfigure,
variable_item_list_get_view(app->variable_item_list_config));
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app->view_game = view_alloc();
view_set_draw_callback(app->view_game, skeleton_view_game_draw_callback);
view_set_input_callback(app->view_game, skeleton_view_game_input_callback);
view_set_previous_callback(app->view_game, skeleton_navigation_submenu_callback);
view_set_enter_callback(app->view_game, skeleton_view_game_enter_callback);
view_set_exit_callback(app->view_game, skeleton_view_game_exit_callback);
view_set_context(app->view_game, app);
view_set_custom_callback(app->view_game, skeleton_view_game_custom_event_callback);
view_allocate_model(app->view_game, ViewModelTypeLockFree, sizeof(SkeletonGameModel));
SkeletonGameModel* model = view_get_model(app->view_game);
model->setting_1_index = setting_1_index;
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model->setting_2_name = setting_2_name;
model->x = 0;
view_dispatcher_add_view(app->view_dispatcher, SkeletonViewGame, app->view_game);
app->widget_about = widget_alloc();
widget_add_text_scroll_element(
app->widget_about,
0,
0,
128,
64,
"This is a sample application.\n---\nReplace code and message\nwith your content!\n\nauthor: @codeallnight\nhttps://discord.com/invite/NsjCvqwPAd\nhttps://youtube.com/@MrDerekJamison");
view_set_previous_callback(
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widget_get_view(app->widget_about), skeleton_navigation_submenu_callback);
view_dispatcher_add_view(
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app->view_dispatcher, SkeletonViewAbout, widget_get_view(app->widget_about));
app->notifications = furi_record_open(RECORD_NOTIFICATION);
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#ifdef BACKLIGHT_ON
notification_message(app->notifications, &sequence_display_backlight_enforce_on);
#endif
return app;
}
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/**
* @brief Free the skeleton application.
* @details This function frees the skeleton application resources.
* @param app The skeleton application object.
*/
static void skeleton_app_free(SkeletonApp* app) {
#ifdef BACKLIGHT_ON
notification_message(app->notifications, &sequence_display_backlight_enforce_auto);
#endif
furi_record_close(RECORD_NOTIFICATION);
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view_dispatcher_remove_view(app->view_dispatcher, SkeletonViewTextInput);
text_input_free(app->text_input);
free(app->temp_buffer);
view_dispatcher_remove_view(app->view_dispatcher, SkeletonViewAbout);
widget_free(app->widget_about);
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view_dispatcher_remove_view(app->view_dispatcher, SkeletonViewGame);
view_free(app->view_game);
view_dispatcher_remove_view(app->view_dispatcher, SkeletonViewConfigure);
variable_item_list_free(app->variable_item_list_config);
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view_dispatcher_remove_view(app->view_dispatcher, SkeletonViewSubmenu);
submenu_free(app->submenu);
view_dispatcher_free(app->view_dispatcher);
furi_record_close(RECORD_GUI);
free(app);
}
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/**
* @brief Main function for skeleton application.
* @details This function is the entry point for the skeleton application. It should be defined in
* application.fam as the entry_point setting.
* @param _p Input parameter - unused
* @return 0 - Success
*/
int32_t main_skeleton_app(void* _p) {
UNUSED(_p);
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SkeletonApp* app = skeleton_app_alloc();
view_dispatcher_run(app->view_dispatcher);
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skeleton_app_free(app);
return 0;
}