Fork of Tangara with customizations
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tangara-fw/src/tangara/ui/ui_fsm.hpp

191 lines
5.2 KiB

/*
* Copyright 2023 jacqueline <me@jacqueline.id.au>
*
* SPDX-License-Identifier: GPL-3.0-only
*/
#pragma once
#include <cstdint>
#include <memory>
#include <stack>
#include "tinyfsm.hpp"
#include "audio/audio_events.hpp"
#include "audio/track_queue.hpp"
#include "battery/battery.hpp"
#include "database/db_events.hpp"
#include "database/track.hpp"
#include "drivers/display.hpp"
#include "drivers/gpios.hpp"
#include "drivers/nvs.hpp"
#include "drivers/storage.hpp"
#include "drivers/touchwheel.hpp"
#include "input/device_factory.hpp"
#include "input/feedback_haptics.hpp"
#include "input/input_touch_wheel.hpp"
#include "input/input_volume_buttons.hpp"
#include "input/lvgl_input_driver.hpp"
#include "lua/lua_thread.hpp"
#include "lua/property.hpp"
#include "system_fsm/service_locator.hpp"
#include "system_fsm/system_events.hpp"
#include "ui/lvgl_task.hpp"
#include "ui/screen.hpp"
#include "ui/ui_events.hpp"
namespace ui {
struct UnmountRequest : tinyfsm::Event {};
class UiState : public tinyfsm::Fsm<UiState> {
public:
static auto InitBootSplash(drivers::IGpios&, drivers::NvsStorage&) -> bool;
virtual ~UiState() {}
static auto current_screen() -> std::shared_ptr<Screen> {
return sCurrentScreen;
}
virtual void entry() {}
virtual void exit() {}
/* Fallback event handler. Does nothing. */
void react(const tinyfsm::Event& ev) {}
void react(const Screenshot&);
virtual void react(const OnLuaError&) {}
virtual void react(const DumpLuaStack&) {}
virtual void react(const internal::BackPressed&) {}
virtual void react(const system_fsm::BootComplete&) {}
virtual void react(const system_fsm::SdStateChanged&);
void react(const system_fsm::BatteryStateChanged&);
void react(const audio::PlaybackUpdate&);
void react(const audio::QueueUpdate&);
void react(const audio::VolumeChanged&);
void react(const audio::VolumeBalanceChanged&);
void react(const audio::VolumeLimitChanged&);
void react(const audio::RemoteVolumeChanged& ev);
void react(const system_fsm::KeyLockChanged&);
void react(const system_fsm::SamdUsbStatusChanged&);
void react(const internal::InitDisplay&);
void react(const internal::DismissAlerts&);
void react(const database::event::UpdateStarted&);
void react(const database::event::UpdateProgress&){};
void react(const database::event::UpdateFinished&);
void react(const system_fsm::BluetoothEvent&);
void react(const internal::ReindexDatabase&){};
protected:
void PushScreen(std::shared_ptr<Screen>, bool);
int PopScreen();
static std::unique_ptr<UiTask> sTask;
static std::shared_ptr<system_fsm::ServiceLocator> sServices;
static std::unique_ptr<drivers::Display> sDisplay;
static std::shared_ptr<input::LvglInputDriver> sInput;
static std::unique_ptr<input::DeviceFactory> sDeviceFactory;
static std::stack<std::shared_ptr<Screen>> sScreens;
static std::shared_ptr<Screen> sCurrentScreen;
static std::shared_ptr<lua::LuaThread> sLua;
static lua::Property sBatteryPct;
static lua::Property sBatteryMv;
static lua::Property sBatteryCharging;
static lua::Property sPowerChargeState;
static lua::Property sPowerFastChargeEnabled;
static lua::Property sBluetoothEnabled;
static lua::Property sBluetoothConnecting;
static lua::Property sBluetoothConnected;
static lua::Property sBluetoothDiscovering;
static lua::Property sBluetoothPairedDevice;
static lua::Property sBluetoothKnownDevices;
static lua::Property sBluetoothDiscoveredDevices;
static lua::Property sPlaybackPlaying;
static lua::Property sPlaybackTrack;
static lua::Property sPlaybackPosition;
static lua::Property sQueuePosition;
static lua::Property sQueueSize;
static lua::Property sQueueRepeatMode;
static lua::Property sQueueRandom;
static lua::Property sQueueLoading;
static lua::Property sQueueReady;
static lua::Property sVolumeCurrentPct;
static lua::Property sVolumeCurrentDb;
static lua::Property sVolumeLeftBias;
static lua::Property sVolumeLimit;
static lua::Property sDisplayBrightness;
static lua::Property sDisplayTextToSpeech;
static lua::Property sLockSwitch;
static lua::Property sDatabaseUpdating;
static lua::Property sDatabaseAutoUpdate;
static lua::Property sSdMounted;
static lua::Property sUsbMassStorageEnabled;
static lua::Property sUsbMassStorageBusy;
};
namespace states {
class Splash : public UiState {
public:
void exit() override;
void react(const system_fsm::BootComplete&) override;
void react(const system_fsm::SdStateChanged&) override;
using UiState::react;
};
class Lua : public UiState {
public:
void entry() override;
void exit() override;
void react(const OnLuaError&) override;
void react(const DumpLuaStack&) override;
void react(const internal::BackPressed&) override;
using UiState::react;
private:
auto PushLuaScreen(lua_State*, bool) -> int;
auto PopLuaScreen(lua_State*) -> int;
auto ResetLuaScreen(lua_State*) -> int;
auto ShowAlert(lua_State*) -> int;
auto HideAlert(lua_State*) -> int;
auto Ticks(lua_State*) -> int;
auto SetPlaying(const lua::LuaValue&) -> bool;
auto SetRandom(const lua::LuaValue&) -> bool;
auto SetRepeatMode(const lua::LuaValue&) -> bool;
auto QueueNext(lua_State*) -> int;
auto QueuePrevious(lua_State*) -> int;
};
} // namespace states
} // namespace ui