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