~aleteoryx/muditaos

ref: 6bbef804c0605b90a3aff579376e9ea940733238 muditaos/module-apps/Application.hpp -rw-r--r-- 16.9 KiB
6bbef804 — Michał Kamoń [EGD-4284] missing include added (#956) 5 years ago
                                                                                
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
// Copyright (c) 2017-2020, Mudita Sp. z.o.o. All rights reserved.
// For licensing, see https://github.com/mudita/MuditaOS/LICENSE.md

#pragma once

#include "Audio/AudioCommon.hpp"                        // for Volume, Play...
#include "Audio/Profiles/Profile.hpp"                   // for Profile, Pro...
#include "AudioServiceAPI.hpp"                          // for GetOutputVolume
#include "Interface/SettingsRecord.hpp"                 // for SettingsRecord
#include "Service/Bus.hpp"                              // for Bus
#include "Service/Common.hpp"                           // for ReturnCodes
#include "Service/Message.hpp"                          // for Message_t
#include "Service/Service.hpp"                          // for Service
#include "SwitchData.hpp"                               // for SwitchData
#include "SystemManager/SystemManager.hpp"              // for SystemManager
#include "bsp/keyboard/key_codes.hpp"                   // for bsp
#include "gui/Common.hpp"                               // for ShowMode
#include "projdefs.h"                                   // for pdMS_TO_TICKS
#include "service-evtmgr/messages/EVMessages.hpp"       // for TorchStateMe...
#include <list>                                         // for list
#include <map>                                          // for allocator, map
#include <memory>                                       // for make_shared
#include <module-bsp/bsp/torch/torch.hpp>               // for State, State...
#include <module-services/service-evtmgr/Constants.hpp> // for evt_manager
#include <stdint.h>                                     // for uint32_t
#include <string>                                       // for string
#include <utility>                                      // for move, pair
#include <vector>                                       // for vector
#include "WindowsFactory.hpp"
#include "WindowsStack.hpp"

namespace app
{
    class GuiTimer;
    class WindowsStack;
} // namespace app
namespace gui
{
    class AppWindow;
} // namespace gui
namespace gui
{
    class InputEvent;
}
namespace gui
{
    class Item;
}
namespace gui
{
    class KeyInputSimpleTranslation;
}
namespace sys
{
    class Timer;
}

namespace app
{

    class Application;
    class GuiTimer;

    inline auto msgHandled() -> sys::Message_t
    {
        return std::make_shared<sys::ResponseMessage>();
    }

    inline auto msgNotHandled() -> sys::Message_t
    {
        return std::make_shared<sys::ResponseMessage>(sys::ReturnCodes::Unresolved);
    }

    /// This is template for creating new applications. Main difference between Application and service is that:
    /// 1. Application has access to GUI and Input
    /// 2. Application lifetime is managed with app::manager::ApplicationManager
    class Application : public sys::Service
    {
      public:
        /// state in which application is right now
        /// @note do not mistake with application manager state
        enum class State
        {
            /// Application doesn't exist
            NONE,
            /// Application: Object has been created and underlying service is waiting to execute init handler method.
            /// Application Manager: Launcher for the application has been provided. Application can be started using
            /// provided launcher. The other possibility is that Appication Manager received CLOSING_FINISHED message.
            DEACTIVATED,
            /// Application: Set after entering the init handler of the application. In this state application will
            /// request in a blocking way the db configuration of the phone. Before exiting the init handler application
            /// must send APP_REGISTER message to Application Manager. Application Manager: Initialization is triggered
            /// by the switch message sent by other application to the application manager. Launcher for the application
            /// has been executed upon receiving switch command. Optional switch data has been saved and it will be
            /// provided when application manager receives registration message.
            INITIALIZING,
            /// Application manager sent variant of switch command to the selected application and it's now waiting for
            /// confirmation from the application
            ACTIVATING,
            /// Application is working and has focus and can render
            ACTIVE_FORGROUND,
            /// Applicatino lost focus but it is still working
            ACTIVE_BACKGROUND,
            /// Application: Close request message has been received. As a response application must send close request
            /// acknowledge message. Application must start closing all workers and releasing resources. After all
            /// workers are closed and resources released application sends to application manager CLOSING_FINISHED
            /// message Application Manager sent signal to application that it should be closed. Application must
            /// perform all necessary cleanup and request System Manager to close it.
            DEACTIVATING
        };
        /// c_str() function for Application::State
        static const char *stateStr(State st);

      private:
        std::string default_window;
        State state = State::DEACTIVATED;

        sys::Message_t handleSignalStrengthUpdate(sys::DataMessage *msgl);
        sys::Message_t handleNetworkAccessTechnologyUpdate(sys::DataMessage *msgl);
        sys::Message_t handleInputEvent(sys::DataMessage *msgl);
        sys::Message_t handleKBDKeyEvent(sys::DataMessage *msgl);
        sys::Message_t handleBatteryLevel(sys::DataMessage *msgl);
        sys::Message_t handleChargerPlugged(sys::DataMessage *msgl);
        sys::Message_t handleMinuteUpdated(sys::DataMessage *msgl);
        sys::Message_t handleApplicationSwitch(sys::DataMessage *msgl);
        sys::Message_t handleSwitchWindow(sys::DataMessage *msgl);
        sys::Message_t handleAppClose(sys::DataMessage *msgl);
        sys::Message_t handleAppRebuild(sys::DataMessage *msgl);
        sys::Message_t handleAppRefresh(sys::DataMessage *msgl);
        sys::Message_t handleAppFocusLost(sys::DataMessage *msgl);
        sys::Message_t handleSIMMessage(sys::DataMessage *msgl);

        std::list<std::unique_ptr<app::GuiTimer>> gui_timers;

      public:
        std::unique_ptr<sys::Timer> longPressTimer;
        Application(std::string name,
                    std::string parent            = "",
                    bool startBackground          = false,
                    uint32_t stackDepth           = 4096,
                    sys::ServicePriority priority = sys::ServicePriority::Idle);

        virtual ~Application();

        Application::State getState();
        void setState(State st);

        /// Method responsible for rendering currently active window.
        /// 1. queries for static data for all windows form Store (i.e. battery level, sim card level)
        /// 2. loads rendering commands and send them to GUI renderer (sgui::ServiceGUI)
        void render(gui::RefreshModes mode);

        /// Method responsible for setting application to the state where incoming user input is blocked
        void blockEvents(bool isBlocked);

        /// Method sending switch command for another window. It will switch window within active application.
        /// To switch windows between applications use app::manager::Controller::switchApplication
        /// it will effectively trigger setActiveWindow and change on windows stack
        ///
        /// @param windowName name of window to show, only required parameter, our windows stack uses string names as
        /// id's
        /// @param cmd command for Application, right now it's either: Start or Return. As user only Start is used.
        /// @param data contextual data for UI Windows flow steering. Base SwitchData enables user to:
        ///        1. ignoreCurrentWindowOnStack: omit window from windows stack, so that it won't be shown when back (
        ///        RF key) is used
        ///        2. disableAppClose: for use with messageSwitchApplication(...) when switching through app to inform
        ///        that we dont want to close app calling
        void switchWindow(const std::string &windowName,
                          gui::ShowMode cmd                     = gui::ShowMode::GUI_SHOW_INIT,
                          std::unique_ptr<gui::SwitchData> data = nullptr);

        /// Same as switchWindow above
        inline void switchWindow(const std::string &windowName, std::unique_ptr<gui::SwitchData> data)
        {
            switchWindow(windowName, gui::ShowMode::GUI_SHOW_INIT, std::move(data));
        };

        /// Method used to go back to desired window by using the index difference on stack value
        ///@param ignoredWindowsNumber: defines how many windows will be skipped while going back on stack
        void returnToPreviousWindow(const uint32_t times = 1);

        /// Method refreshing active window
        void refreshWindow(gui::RefreshModes mode);

        /// to not hide overload from parent
        using Service::DataReceivedHandler;

        /// Mehtod to handle bus messages, all message types are defined in Message.hpp
        /// Message types are in MessageType
        sys::Message_t DataReceivedHandler(sys::DataMessage *msgl);

        /// initialization function
        /// 1. it has to be called for each and every application instance, it registeres application in
        /// ApplicationManager
        ///    and notify ApplicationManager that it's in Initialization state
        /// 2. It gets settings from database
        sys::ReturnCodes InitHandler() override;

        /// Deinitialization function.
        /// Called upon Application exit and/or termination request.
        sys::ReturnCodes DeinitHandler() override;

        /// function to set active window for application
        /// if none window is selected main window is used
        /// if window name is "LastWindow" then previous window is selected
        /// it modifies windows stack
        void setActiveWindow(const std::string &windowName);

        /// getter for settings record
        SettingsRecord &getSettings()
        {
            return settings;
        }

        /// see suspendInProgress documentation
        virtual void setSuspendFlag(bool val)
        {
            suspendInProgress = val;
        };
        /// see shutdownInProgress documentation
        virtual void setShutdownFlag()
        {
            shutdownInProgress = true;
        };

        bool setVolume(const audio::Volume &value,
                       const audio::Profile::Type &profileType,
                       const audio::PlaybackType &playbackType);

        auto getVolume(audio::Volume &volume,
                       const audio::Profile::Type &profileType,
                       const audio::PlaybackType &playbackType)
        {
            return AudioServiceAPI::GetSetting(this, audio::Setting::Volume, volume, playbackType, profileType);
        }

        bool adjustCurrentVolume(const int step);
        bool increaseCurrentVolume(const audio::Volume step = audio::defaultVolumeStep)
        {
            return adjustCurrentVolume(step);
        }
        bool decreaseCurrentVolume(const audio::Volume step = audio::defaultVolumeStep)
        {
            return adjustCurrentVolume(-step);
        }
        auto getCurrentVolume(audio::Volume &volume)
        {
            return AudioServiceAPI::GetSetting(this, audio::Setting::Volume, volume);
        }

        void toggleTorchAndColourTemps()
        {
            using namespace bsp;

            auto retGetState = sys::Bus::SendUnicast(std::make_shared<sevm::TorchStateMessage>(torch::Action::getState),
                                                     service::name::evt_manager,
                                                     this,
                                                     pdMS_TO_TICKS(1500));
            if (retGetState.first == sys::ReturnCodes::Success) {
                auto msgGetState = dynamic_cast<sevm::TorchStateResultMessage *>(retGetState.second.get());
                if (msgGetState == nullptr) {
                    return;
                }
                auto msgSetState = std::make_shared<sevm::TorchStateMessage>(torch::Action::setState);

                switch (msgGetState->state) {
                case torch::State::off:
                    msgSetState->state      = torch::State::on;
                    msgSetState->colourTemp = torch::warmest;
                    break;
                case torch::State::on:
                    if (msgGetState->colourTemp == torch::warmest) { // toggle colour temp
                        msgSetState->state      = torch::State::on;
                        msgSetState->colourTemp = torch::coldest;
                    }
                    else {
                        msgSetState->state = torch::State::off;
                    }
                    break;
                }
                sys::Bus::SendUnicast(msgSetState, service::name::evt_manager, this);
            }
        }

        /// @defgroup Application Application static functions
        /// All this functions are meant to be used in ApplicationManager only
        /// @note consider moving these as private elements of ApplicationManager i.e. under names
        /// message::switchApplication etc.
        /// @{
        static void messageSwitchApplication(sys::Service *sender,
                                             std::string application,
                                             std::string window,
                                             std::unique_ptr<gui::SwitchData> data);
        static void messageCloseApplication(sys::Service *sender, std::string application);
        static void messageRebuildApplication(sys::Service *sender, std::string application);
        static void messageApplicationLostFocus(sys::Service *sender, std::string application);
        /// @}

      protected:
        /// application's settings taken from database
        SettingsRecord settings;

        void longPressTimerCallback();
        /// Method used to register all windows and widgets in application
        virtual void createUserInterface() = 0;
        /// Method closing application's windows.
        virtual void destroyUserInterface() = 0;

        /// @ingrup AppWindowStack
        WindowsStack windowsStack;
        WindowsFactory windowsFactory;

      public:
        /// @ingrup AppWindowStack
        /// get to the first time we entered this &window
        bool popToWindow(const std::string &window);
        /// push window to the top of windows stack
        /// @ingrup AppWindowStack
        void pushWindow(const std::string &newWindow);
        /// getter for previous window name
        /// @ingrup AppWindowStack
        const std::string getPrevWindow(uint32_t count = 1) const;
        /// clears windows stack
        /// @ingrup AppWindowStack
        void cleanPrevWindw();
        /// getter for current wisible window in application
        /// if there is none - returns default window
        /// @ingrup AppWindowStack
        gui::AppWindow *getCurrentWindow();

        gui::AppWindow *getWindow(const std::string &name);
        /// to avoid conflicts with connect below
        using Service::connect;
        /// connects item with GuiTimer and stores it in app
        void connect(std::unique_ptr<GuiTimer> &&timer, gui::Item *item);

      protected:
        /// Flag defines whether keyboard input should be processed
        bool acceptInput = false;

        /// key translator to handle
        /// 1. long press transformation (right now we support long press only via top application keyTralator handling)
        /// 2. simple translation of keys 1 to 1 with keyboard
        std::unique_ptr<gui::KeyInputSimpleTranslation> keyTranslator;
        /// Flag defines how application will behave after registration. It can go forground or background
        bool startBackground = false;
        /// Flag which defines whether application initialized suspend mode, this will influence how render message will
        /// sent to gui service. If suspend is true, application manager will receive information from both eink and gui
        /// services if last rendering mesage will be processed.
        bool suspendInProgress = false;
        /// Flag defines case when display needs to be refreshed before closing the system. If flag is set to true next
        /// set of rendering commands will carry information to GUI service that system needs to be closed. After
        /// displaying the screen GUI will notify application manager to request system shutdown.
        bool shutdownInProgress = false;

        /// informs self that there was key press
        /// used to provide a way for long press/multipress handling in application
        static void messageInputEventApplication(sys::Service *sender,
                                                 std::string application,
                                                 const gui::InputEvent &event);
    };

} /* namespace app */