doc comments, clarify data ownership in scene, use subtyping for scene struct

master
Ondřej Hruška 5 years ago
parent bdb344752f
commit 1a2cc21fbb
Signed by: MightyPork
GPG Key ID: 2C5FD5035250423D
  1. 34
      main/liquid/liquid.c
  2. 224
      main/liquid/liquid.h
  3. 27
      main/liquid/scene_car.c
  4. 41
      main/liquid/scene_root.c

@ -4,6 +4,7 @@
#include <malloc.h>
#include <assert.h>
#include <esp_log.h>
#include <nokia.h>
static const char *TAG = "Liquid";
@ -16,7 +17,7 @@ struct Liquid {
SLIST_HEAD(, RunningScene) stack; // stack with the topmost scene as the first element / head
};
static struct SceneEvent Default_onChildReturn(struct Scene *scene, uint32_t tag, uint32_t status, void *data) {
static struct SceneEvent Default_onChildReturn(struct Scene *scene, uint32_t tag, int32_t status, void *data) {
if (data) free(data);
return SceneEvent_Repaint();
}
@ -29,7 +30,7 @@ static void addChild(struct Liquid *container, struct Scene *child) {
SLIST_INSERT_HEAD(&container->stack, elm, next);
}
struct Liquid *Liquid_start() {
struct Liquid *Liquid_start(void) {
struct Liquid *container = calloc(1, sizeof(struct Liquid));
addChild(container, NewScene_Root());
@ -39,14 +40,16 @@ struct Liquid *Liquid_start() {
static struct SceneEvent handleSceneEvent(struct Liquid *container, struct SceneEvent event) {
struct RunningScene *topmost = SLIST_FIRST(&container->stack);
struct Scene *newScene;
uint32_t tag;
switch (event.kind) {
case SceneEventKind_Close:
assert(SLIST_NEXT(topmost, next) != NULL);
SLIST_REMOVE_HEAD(&container->stack, next);
uint32_t tag = topmost->scene->tag;
tag = topmost->scene->tag;
if (topmost->scene->options) {
free(topmost->scene->options);
if (topmost->scene->free) {
topmost->scene->free(topmost->scene);
}
free(topmost->scene);
free(topmost);
@ -56,12 +59,12 @@ static struct SceneEvent handleSceneEvent(struct Liquid *container, struct Scene
// this is always set.
return topmost->scene->onChildReturn(topmost->scene, tag, event.close.status, event.close.data);
case SceneEventKind_OpenChild:;
case SceneEventKind_OpenChild:
if (!event.open.scene) {
ESP_LOGE(TAG, "Attempt to open NULL scene!");
return SceneEvent_None();
}
struct Scene *newScene = event.open.scene;
newScene = event.open.scene;
newScene->tag = event.open.tag;
addChild(container, newScene);
return SceneEvent_Repaint();
@ -74,14 +77,23 @@ static struct SceneEvent handleSceneEvent(struct Liquid *container, struct Scene
}
}
bool processReturnValue(struct Liquid *container, struct SceneEvent result) {
static bool processReturnValue(struct Liquid *container, struct SceneEvent result) {
bool repaint = false;
while (result.kind != SceneEventKind_None) {
if (result.kind == SceneEventKind_RequestRepaint) {
return 1; // repaint
// Repaint explicitly requested, there's no more chained events.
repaint = true;
break;
}
if (result.kind == SceneEventKind_Close) {
// child close always triggers repaint, but the event handler can return
// another event (e.g. close itself, or open a new child).
repaint = true;
}
// one event can lead to another...
result = handleSceneEvent(container, result);
}
return 0;
return repaint;
}
bool Liquid_handleInput(struct Liquid *container, struct InputEvent event) {
@ -112,4 +124,6 @@ void Liquid_paint(struct Liquid *container) {
struct RunningScene *topmost = SLIST_FIRST(&container->stack);
assert(topmost != NULL);
topmost->scene->paint(topmost->scene);
LCD_updateDisplay();
}

@ -22,7 +22,7 @@ struct InputEvent {
union {
struct {
// Wheel delta
int8_t delta;
int32_t delta;
} wheel;
struct {
// Button state
@ -31,99 +31,206 @@ struct InputEvent {
};
};
#define InputEvent_Wheel(delta_) ((struct InputEvent) { \
.kind = InputEventKind_Wheel, \
.wheel = { .delta = delta_ } \
})
static inline struct InputEvent InputEvent_Wheel(int32_t delta)
{
return (struct InputEvent) {
.kind = InputEventKind_Wheel,
.wheel = {.delta = delta}
};
}
#define InputEvent_Button(state_) ((struct InputEvent) { \
.kind = InputEventKind_Button, \
.button = { .state = state_ }, \
})
/**
* Button event (push, release)
*
* @param state - pushed
* @return event
*/
static inline struct InputEvent InputEvent_Button(bool state)
{
return (struct InputEvent) {
.kind = InputEventKind_Button,
.button = {.state = state},
};
}
enum SceneEvent_Kind {
// Close this scene.
// The scene is responsible for cleaning up 'private'.
// 'options' and the scene itself will be freed by the GUI engine.
SceneEventKind_Close,
SceneEventKind_OpenChild,
SceneEventKind_RequestRepaint,
SceneEventKind_None,
};
// forward declaration
struct Scene;
/**
* Scene event, returned from some scene methods.
*
* Use the constructor functions to create this struct.
*/
struct SceneEvent {
/** Event kind enum */
enum SceneEvent_Kind kind;
union {
/* data for Close event kind */
struct {
// Status code
uint32_t status;
int32_t status;
// Return data on heap
void *data;
} close;
/* Data for Open event kind */
struct {
// Scene (initialized, with options loaded in through the constructor)
void *scene;
struct Scene *scene;
// Tag used by parent to identify the open child
uint32_t tag;
} open;
};
};
struct Scene;
#define SceneEvent_None() ((struct SceneEvent) { \
.kind = SceneEventKind_None\
})
/**
* Create empty (null object) scene event.
*
* @return event
*/
static inline struct SceneEvent SceneEvent_None(void)
{
return (struct SceneEvent) {
.kind = SceneEventKind_None,
};
}
#define SceneEvent_Repaint() ((struct SceneEvent) { \
.kind = SceneEventKind_RequestRepaint\
})
/**
* Request scene repaint
*
* @return event
*/
static inline struct SceneEvent SceneEvent_Repaint(void)
{
return (struct SceneEvent) {
.kind = SceneEventKind_RequestRepaint
};
}
#define SceneEvent_OpenChild(child_, tag_) ((struct SceneEvent) { \
.kind = SceneEventKind_OpenChild,\
.open = { .scene = (child_), .tag=tag_ }, \
})
/**
* Request a sub-scene to be opened
*
* @param child - child scene
* @param tag - scene tag
* @return event
*/
static inline struct SceneEvent SceneEvent_OpenChild(struct Scene *child, uint32_t tag) {
return (struct SceneEvent) {
.kind = SceneEventKind_OpenChild,
.open = { .scene = child, .tag=tag },
};
}
#define SceneEvent_Close(status_, data_) ((struct SceneEvent) { \
.kind = SceneEventKind_Close,\
.close = { .status = (status_), .data=(data_) }, \
})
/**
* Close this scene, returning to parent.
*
* @param status - status number for the parent
* @param data - heap-allocated data for parent, can be NULL; e.g. user input as string.
* @return event
*/
static inline struct SceneEvent SceneEvent_Close(int32_t status, void *data)
{
return (struct SceneEvent) {
.kind = SceneEventKind_Close,
.close = {.status = status, .data=data},
};
}
/**
* Scene::onInput fp type - handle user input
*
* @param scene - self
* @param event - the input event
* @return follow-up scene event, can be SceneEvent_None() if not used.
*/
typedef struct SceneEvent (*Scene_onInput_t)(struct Scene *scene, struct InputEvent event);
typedef struct SceneEvent (*Scene_onChildReturn_t)(struct Scene *scene, uint32_t tag, uint32_t status, void *data);
/**
* Scene::onChildReturn fp type
*
* @param scene - self
* @param tag - child's tag
* @param status - status code returned from the child
* @param data - data returned from the child, must be heap-allocated if not NULL.
* @return follow-up scene event, can be SceneEvent_None() if not used.
*/
typedef struct SceneEvent (*Scene_onChildReturn_t)(struct Scene *scene, uint32_t tag, int32_t status, void *data);
/**
* Scene::onTick fp type
*
* @param scene - self
* @return follow-up scene event, can be SceneEvent_None() if not used.
*/
typedef struct SceneEvent (*Scene_onTick_t)(struct Scene *scene);
typedef void (*Scene_repaint_t)(struct Scene *scene);
/**
* Scene::paint fp type
*
* @param scene - self
*/
typedef void (*Scene_paint_t)(struct Scene *scene);
/**
* Scene::free fp type.
* Release internally allocated resources.
* This is called by the GUI engine when the scene is closed.
*
* @param scene - self
*/
typedef void (*Scene_free_t)(struct Scene *scene);
/**
* Scene instance in the framework
*/
struct Scene {
/**
* Tag given to the scene by its parent to identify its close event.
*/
uint32_t tag;
void *options;
void *private;
/** Handle input */
/**
* Handle input event.
* Can return a follow-up scene event, e.g. repaint request.
* Nullable field.
*/
Scene_onInput_t onInput;
/** Handle child scene return */
/**
* Child scene closed, handle its return value and data, if any.
* Can return a follow-up scene event.
* In any case, the scene will be re-painted, if it stays open and on top.
* Nullable field.
*/
Scene_onChildReturn_t onChildReturn;
/** Periodic tick */
/**
* Handle a periodic tick (10ms).
* Can return a follow-up scene event, e.g. repaint request.
* Nullable field.
*/
Scene_onTick_t onTick;
/** Periodic tick */
Scene_repaint_t paint;
};
/**
* Allocate scene and the inner private type.
*
* Requires <malloc.h>
*
* Must be used like:
*
* struct Scene *scene = SCENE_SAFE_ALLOC(struct private);
* scene->onInput = ...
* return scene;
*/
#define SCENE_SAFE_ALLOC(private_type) \
calloc(1, sizeof(struct Scene)); \
if (!scene) return NULL; \
scene->private = calloc(1, sizeof(private_type)); \
if (!scene->private) return NULL;
/**
* Draw the scene to the LCD buffer.
* DO NOT write to the display yet, it will be done by the GUI engine.
*
* MANDATORY FIELD
*/
Scene_paint_t paint;
/**
* Release internally allocated resources, if any. Called on close.
* Nullable field.
*/
Scene_free_t free;
};
/** return 1 if repaint requested */
bool Liquid_handleInput(struct Liquid *container, struct InputEvent event);
@ -131,7 +238,10 @@ bool Liquid_handleInput(struct Liquid *container, struct InputEvent event);
/** return 1 if repaint requested */
bool Liquid_handleTick(struct Liquid *container);
/** render the active scene */
void Liquid_paint(struct Liquid *container);
struct Liquid *Liquid_start();
/** Initialize the GUI system with a root scene */
struct Liquid *Liquid_start(void);
#endif //REFLOWER_LIQUID_H

@ -3,17 +3,17 @@
#include "../graphics/nokia.h"
#include <malloc.h>
struct private {
struct CarScene {
struct Scene base;
int32_t pos;
};
static struct SceneEvent Car_onInput(struct Scene *scene, struct InputEvent event) {
struct private *priv = scene->private;
static struct SceneEvent Car_onInput(struct CarScene *self, struct InputEvent event) {
switch (event.kind) {
case InputEventKind_Wheel:
priv->pos += event.wheel.delta;
if (priv->pos < 0) priv->pos = 0;
if (priv->pos > LCD_WIDTH-21) priv->pos = LCD_WIDTH-21;
self->pos += event.wheel.delta;
if (self->pos < 0) self->pos = 0;
if (self->pos > LCD_WIDTH-21) self->pos = LCD_WIDTH-21;
return SceneEvent_Repaint();
case InputEventKind_Button:
@ -26,19 +26,18 @@ static struct SceneEvent Car_onInput(struct Scene *scene, struct InputEvent even
}
}
static void Car_paint(struct Scene *scene)
static void Car_paint(struct CarScene *self)
{
struct private *priv = scene->private;
LCD_clearDisplay(0);
LCD_setRect(priv->pos, LCD_HEIGHT/2-10, priv->pos+20,LCD_HEIGHT/2+10,0,1);
LCD_setRect(self->pos, LCD_HEIGHT/2-10, self->pos+20,LCD_HEIGHT/2+10,0,1);
LCD_updateDisplay();
}
struct Scene *NewScene_Car(void) {
struct Scene *scene = SCENE_SAFE_ALLOC(struct private);
struct CarScene *scene = calloc(1, sizeof(struct CarScene));
if (!scene) return NULL;
scene->onInput = Car_onInput;
scene->paint = Car_paint;
return scene;
scene->base.onInput = (Scene_onInput_t) Car_onInput;
scene->base.paint = (Scene_paint_t) Car_paint;
return (struct Scene *) scene;
}

@ -5,17 +5,21 @@
#include <malloc.h>
#include <stdio.h>
struct private {
/**
* The struct is allocated bigger than 'Scene' to accommodate private fields.
* Since the base struct is located at the beginning, it can be cast and passed around as Scene.
*/
struct RootScene {
struct Scene base;
int32_t pos;
uint32_t timer_phase;
uint32_t timer_prescale;
};
static struct SceneEvent Root_onInput(struct Scene *scene, struct InputEvent event) {
struct private *priv = scene->private;
static struct SceneEvent Root_onInput(struct RootScene *self, struct InputEvent event) {
switch (event.kind) {
case InputEventKind_Wheel:
priv->pos += event.wheel.delta;
self->pos += event.wheel.delta;
break;
case InputEventKind_Button:
@ -28,14 +32,13 @@ static struct SceneEvent Root_onInput(struct Scene *scene, struct InputEvent eve
return SceneEvent_Repaint();
}
static struct SceneEvent Root_onTick(struct Scene *scene) {
struct private *priv = scene->private;
priv->timer_prescale += 1;
static struct SceneEvent Root_onTick(struct RootScene *self) {
self->timer_prescale += 1;
if (priv->timer_prescale == 100) {
priv->timer_prescale = 0;
priv->timer_phase += 1;
priv->timer_phase = priv->timer_phase & 0b11; // 0..3
if (self->timer_prescale == 100) {
self->timer_prescale = 0;
self->timer_phase += 1;
self->timer_phase = self->timer_phase & 0b11; // 0..3
return SceneEvent_Repaint();
}
@ -43,13 +46,11 @@ static struct SceneEvent Root_onTick(struct Scene *scene) {
return SceneEvent_None();
}
static void Root_paint(struct Scene *scene)
static void Root_paint(struct RootScene *self)
{
struct private *priv = scene->private;
LCD_clearDisplay(0);
const char *header = "???";
switch (priv->timer_phase) {
switch (self->timer_phase) {
case 0:
header = "Drink water";
break;
@ -78,10 +79,10 @@ static void Root_paint(struct Scene *scene)
}
struct Scene *NewScene_Root(void) {
struct Scene *scene = SCENE_SAFE_ALLOC(struct private);
struct RootScene *scene = calloc(1, sizeof(struct RootScene));
scene->onInput = Root_onInput;
scene->paint = Root_paint;
scene->onTick = Root_onTick;
return scene;
scene->base.onInput = (Scene_onInput_t) Root_onInput;
scene->base.paint = (Scene_paint_t) Root_paint;
scene->base.onTick = (Scene_onTick_t) Root_onTick;
return (struct Scene *) scene;
}

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