esp32 firmware for a toaster reflow oven WIP!!!!!
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reflower/main/liquid/liquid.h

247 lines
5.5 KiB

/**
* GUI framework
*
* Created on 2020/01/03.
*/
#ifndef REFLOWER_LIQUID_H
#define REFLOWER_LIQUID_H
#include <stdint.h>
#include <stdbool.h>
struct Liquid;
enum InputEvent_Kind {
InputEventKind_Wheel,
InputEventKind_Button,
};
struct InputEvent {
enum InputEvent_Kind kind;
union {
struct {
// Wheel delta
int32_t delta;
} wheel;
struct {
// Button state
bool state;
} button;
};
};
static inline struct InputEvent InputEvent_Wheel(int32_t delta)
{
return (struct InputEvent) {
.kind = InputEventKind_Wheel,
.wheel = {.delta = delta}
};
}
/**
* 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 {
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
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)
struct Scene *scene;
// Tag used by parent to identify the open child
uint32_t tag;
} open;
};
};
/**
* Create empty (null object) scene event.
*
* @return event
*/
static inline struct SceneEvent SceneEvent_None(void)
{
return (struct SceneEvent) {
.kind = SceneEventKind_None,
};
}
/**
* Request scene repaint
*
* @return event
*/
static inline struct SceneEvent SceneEvent_Repaint(void)
{
return (struct SceneEvent) {
.kind = SceneEventKind_RequestRepaint
};
}
/**
* 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 },
};
}
/**
* 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);
/**
* 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);
/**
* 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;
/**
* Handle input event.
* Can return a follow-up scene event, e.g. repaint request.
* Nullable field.
*/
Scene_onInput_t onInput;
/**
* 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;
/**
* Handle a periodic tick (10ms).
* Can return a follow-up scene event, e.g. repaint request.
* Nullable field.
*/
Scene_onTick_t onTick;
/**
* 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);
/** return 1 if repaint requested */
bool Liquid_handleTick(struct Liquid *container);
/** render the active scene */
void Liquid_paint(struct Liquid *container);
/** Initialize the GUI system with a root scene */
struct Liquid *Liquid_start(void);
#endif //REFLOWER_LIQUID_H