Basic application with custom canvas draw.
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plugins/basic/README.md
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plugins/basic/README.md
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# BASIC DEMO
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## Introduction
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This is a basic application for the Flipper Zero. The goal of this project is to use it as a starting point for other applications.
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## Installation Directions
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This project is intended to be overlayed on top of an existing firmware repo.
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- Clone, Build & Deploy an existing flipper zero firmware repo. See this [tutorial](/firmware/updating/README.md) for updating firmware.
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- Copy the "basic_demo" [folder](..) to the \applications\plugins\basic_demo folder in your firmware.
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- Build & deploy the firmware. See this [tutorial](/firmware/updating/README.md) for updating firmware.
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- NOTE: You can also extract the basic_demo.FAP from resources.tar file and use qFlipper to copy the file to the SD Card/apps/Misc folder.
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## Running the updated firmware
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These directions assume you are starting at the flipper desktop. If not, please press the back button until you are at the desktop.
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- Press the OK button on the flipper to pull up the main menu.
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- Choose "Applications" from the menu.
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- Choose "Misc" from the sub-menu.
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- Choose "Basic Demo"
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- The flipper should say "Basic Demo".
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- Press the BACK button to exit.
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## How it works
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- application.fam
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- specifies the name of our application.
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- specifies the entry point for our application.
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- specifies we use the GUI.
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- specifies our icon is the basic_demo.png file.
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- specifies our application can be found in the "Misc" category.
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- basic_demo.png
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- The icon for our application.
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- basic_demo_app.c
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- We #include the libraries we referece.
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- We define DemoEventType (so we know the reason for events)
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- We define DemoEvent (which has the event type and its data) used for adding to an event queue.
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- We define DemoData (data used by our application)
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- We define DemoContext (pointer to event queue, pointer to application data, and pointer to mutex [to safely access the data])
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- We create a basic_demo_input_callback(...) method that queues a key event.
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- We create a basic_demo_render_callback(...) method that does the screen rendering.
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- We acquire the mutex, so that no other thread can modify the data.
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- If unsuccessful, we don't render anything this frame.
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- We select the Primary font. We render the text "Basic Demo".
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- We release the mutex, so other threads may modify the data.
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- We create the entrypoint basic_demo_app(...) method
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- We configure our initial data state
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- We create a queue for events.
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- We setup view_port_draw_callback_set(...) to invoke basic_demo_render_callback when rendering should happen.
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- We setup view_port_input_callback_set(...) to invoke basic_demo_input_callback when button is pressed.
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- We open GUI and register view_port.
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- We create a message pump loop
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- We get an event from the queue.
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- If it is key message.
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- If it is a short press of back key, we set processing=false which will exit our message loop.
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- The message loop continues until processing is false.
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- We release our application resources.
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- We exit the program.
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plugins/basic/application.fam
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plugins/basic/application.fam
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App(
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appid="Basic_Demo",
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name="Basic Demo",
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apptype=FlipperAppType.EXTERNAL,
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entry_point="basic_demo_app",
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requires=["gui"],
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stack_size=2 * 1024,
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fap_icon="basic_demo.png",
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fap_category="Misc",
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)
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plugins/basic/basic_demo.png
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plugins/basic/basic_demo.png
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plugins/basic/basic_demo_app.c
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plugins/basic/basic_demo_app.c
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/*
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@CodeAllNight
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https://github.com/jamisonderek/flipper-zero-tutorials
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This is a basic application for the Flipper Zero.
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The goal of this project is to use it as a starting point for other applications.
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*/
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#include <furi.h>
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#include <furi_hal.h>
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#include <furi_hal_gpio.h>
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#include <furi_hal_resources.h>
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#include <gui/gui.h>
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#include <locale/locale.h>
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#define TAG "basic_demo_app"
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typedef enum {
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DemoEventTypeKey,
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// You can add additional events here.
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} DemoEventType;
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typedef struct {
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DemoEventType type; // The reason for this event.
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InputEvent input; // This data is specific to keypress data.
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// You can add additional data that is helpful for your events.
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} DemoEvent;
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typedef struct {
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FuriString* buffer;
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// You can add additional state here.
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} DemoData;
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typedef struct {
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FuriMessageQueue* queue; // Message queue (DemoEvent items to process).
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FuriMutex* mutex; // Used to provide thread safe access to data.
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DemoData* data; // Data accessed by multiple threads (acquire the mutex before accessing!)
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} DemoContext;
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// Invoked when input (button press) is detected. We queue a message and then return to the caller.
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static void basic_demo_input_callback(InputEvent* input_event, FuriMessageQueue* queue) {
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furi_assert(queue);
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DemoEvent event = {.type = DemoEventTypeKey, .input = *input_event};
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furi_message_queue_put(queue, &event, FuriWaitForever);
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}
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// Invoked by the draw callback to render the screen. We render our UI on the callback thread.
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static void basic_demo_render_callback(Canvas* canvas, void* ctx) {
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// Attempt to aquire context, so we can read the data.
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DemoContext* demo_context = ctx;
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if(furi_mutex_acquire(demo_context->mutex, 200) != FuriStatusOk) {
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return;
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}
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DemoData* data = demo_context->data;
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furi_string_printf(data->buffer, "Basic");
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furi_string_cat_printf(data->buffer, " demo");
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canvas_set_font(canvas, FontPrimary);
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canvas_draw_str_aligned(canvas, 45, 30, AlignLeft, AlignTop, furi_string_get_cstr(data->buffer));
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// Release the context, so other threads can update the data.
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furi_mutex_release(demo_context->mutex);
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}
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int32_t basic_demo_app(void* p) {
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UNUSED(p);
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// Configure our initial data.
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DemoContext* demo_context = malloc(sizeof(DemoContext));
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demo_context->mutex = furi_mutex_alloc(FuriMutexTypeNormal);
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demo_context->data = malloc(sizeof(DemoData));
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demo_context->data->buffer = furi_string_alloc();
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// Queue for events (tick or input)
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demo_context->queue = furi_message_queue_alloc(8, sizeof(DemoEvent));
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// Set ViewPort callbacks
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ViewPort* view_port = view_port_alloc();
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view_port_draw_callback_set(view_port, basic_demo_render_callback, demo_context);
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view_port_input_callback_set(view_port, basic_demo_input_callback, demo_context->queue);
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// Open GUI and register view_port
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Gui* gui = furi_record_open(RECORD_GUI);
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gui_add_view_port(gui, view_port, GuiLayerFullscreen);
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// Main loop
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DemoEvent event;
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bool processing = true;
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do {
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if (furi_message_queue_get(demo_context->queue, &event, FuriWaitForever) == FuriStatusOk) {
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FURI_LOG_T(TAG, "Got event type: %d", event.type);
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switch (event.type) {
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case DemoEventTypeKey:
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// Short press of back button exits the program.
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if(event.input.type == InputTypeShort && event.input.key == InputKeyBack) {
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FURI_LOG_I(TAG, "Short-Back pressed. Exiting program.");
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processing = false;
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}
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break;
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default:
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break;
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}
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// Send signal to update the screen (callback will get invoked at some point later.)
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view_port_update(view_port);
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} else {
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// We had an issue getting message from the queue, so exit application.
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processing = false;
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}
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} while (processing);
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// Free resources
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view_port_enabled_set(view_port, false);
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gui_remove_view_port(gui, view_port);
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view_port_free(view_port);
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furi_record_close(RECORD_GUI);
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furi_message_queue_free(demo_context->queue);
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furi_mutex_free(demo_context->mutex);
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furi_string_free(demo_context->data->buffer);
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free(demo_context->data);
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free(demo_context);
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return 0;
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}
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