Files
Momentum-Firmware/applications/plugins/protoview/ui.c
2023-01-23 14:21:10 -05:00

147 lines
5.6 KiB
C

/* Copyright (C) 2022-2023 Salvatore Sanfilippo -- All Rights Reserved
* See the LICENSE file for information about the license. */
#include "app.h"
/* =========================== Subview handling ================================
* Note that these are not the Flipper subviews, but the subview system
* implemented inside ProtoView.
* ========================================================================== */
/* Return the ID of the currently selected subview, of the current
* view. */
int ui_get_current_subview(ProtoViewApp *app) {
return app->current_subview[app->current_view];
}
/* Called by view rendering callback that has subviews, to show small triangles
* facing down/up if there are other subviews the user can access with up
* and down. */
void ui_show_available_subviews(Canvas *canvas, ProtoViewApp *app,
int last_subview)
{
int subview = ui_get_current_subview(app);
if (subview != 0)
canvas_draw_triangle(canvas,120,5,8,5,CanvasDirectionBottomToTop);
if (subview != last_subview-1)
canvas_draw_triangle(canvas,120,59,8,5,CanvasDirectionTopToBottom);
}
/* Handle up/down keys when we are in a subview. If the function catched
* such keypress, it returns true, so that the actual view input callback
* knows it can just return ASAP without doing anything. */
bool ui_process_subview_updown(ProtoViewApp *app, InputEvent input, int last_subview) {
int subview = ui_get_current_subview(app);
if (input.type == InputTypePress) {
if (input.key == InputKeyUp) {
if (subview != 0)
app->current_subview[app->current_view]--;
return true;
} else if (input.key == InputKeyDown) {
if (subview != last_subview-1)
app->current_subview[app->current_view]++;
return true;
}
}
return false;
}
/* ============================= Text input ====================================
* Normally we just use our own private UI widgets. However for the text input
* widget, that is quite complex, visualizes a keyboard and must be standardized
* for user coherent experience, we use the one provided by the Flipper
* framework. The following two functions allow to show the keyboard to get
* text and later dismiss it.
* ========================================================================== */
/* Show the keyboard, take the user input and store it into the specified
* 'buffer' of 'buflen' total bytes. When the user is done, the done_callback
* is called passing the application context to it. Such callback needs
* to do whatever it wants with the input buffer and dismissi the keyboard
* calling: dismiss_keyboard(app);
*
* Note: if the buffer is not a null-termined zero string, what it contains will
* be used as initial input for the user. */
void ui_show_keyboard(ProtoViewApp *app, char *buffer, uint32_t buflen,
void (*done_callback)(void*))
{
app->show_text_input = true;
app->text_input_buffer = buffer;
app->text_input_buffer_len = buflen;
app->text_input_done_callback = done_callback;
}
void ui_dismiss_keyboard(ProtoViewApp *app) {
view_dispatcher_stop(app->view_dispatcher);
}
/* ================================= Alert ================================== */
/* Set an alert message to be shown over any currently active view, for
* the specified amount of time of 'ttl' milliseconds. */
void ui_show_alert(ProtoViewApp *app, const char *text, uint32_t ttl) {
app->alert_dismiss_time = furi_get_tick() + furi_ms_to_ticks(ttl);
snprintf(app->alert_text,ALERT_MAX_LEN,"%s",text);
}
/* Cancel the alert before its time has elapsed. */
void ui_dismiss_alert(ProtoViewApp *app) {
app->alert_dismiss_time = 0;
}
/* Show the alert if an alert is set. This is called after the currently
* active view displayed its stuff, so we overwrite the screen with the
* alert message. */
void ui_draw_alert_if_needed(Canvas *canvas, ProtoViewApp *app) {
if (app->alert_dismiss_time == 0) {
/* No active alert. */
return;
} else if (app->alert_dismiss_time < furi_get_tick()) {
/* Alert just expired. */
ui_dismiss_alert(app);
return;
}
/* Show the alert. A box with black border and a text inside. */
canvas_set_font(canvas, FontPrimary);
uint8_t w = canvas_string_width(canvas, app->alert_text);
uint8_t h = 8; // Font height.
uint8_t text_x = 64-(w/2);
uint8_t text_y = 32+4;
uint8_t padding = 3;
canvas_set_color(canvas,ColorBlack);
canvas_draw_box(canvas,text_x-padding,text_y-padding-h,w+padding*2,h+padding*2);
canvas_set_color(canvas,ColorWhite);
canvas_draw_box(canvas,text_x-padding+1,text_y-padding-h+1,w+padding*2-2,h+padding*2-2);
canvas_set_color(canvas,ColorBlack);
canvas_draw_str(canvas,text_x,text_y,app->alert_text);
}
/* =========================== Canvas extensions ============================ */
void canvas_draw_str_with_border(Canvas* canvas, uint8_t x, uint8_t y, const char* str, Color text_color, Color border_color)
{
struct {
uint8_t x; uint8_t y;
} dir[8] = {
{-1,-1},
{0,-1},
{1,-1},
{1,0},
{1,1},
{0,1},
{-1,1},
{-1,0}
};
/* Rotate in all the directions writing the same string to create a
* border, then write the actual string in the other color in the
* middle. */
canvas_set_color(canvas, border_color);
for (int j = 0; j < 8; j++)
canvas_draw_str(canvas,x+dir[j].x,y+dir[j].y,str);
canvas_set_color(canvas, text_color);
canvas_draw_str(canvas,x,y,str);
canvas_set_color(canvas, ColorBlack);
}