Refactor app loading and window management (#609)
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@@ -0,0 +1,483 @@
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// SPDX-License-Identifier: Apache-2.0
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#include <lvgl_window_manager/window_manager.h>
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#include <app/instance.h>
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#include <lvgl/lvgl.h>
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#include <tactility/check.h>
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#include <tactility/concurrent/mutex.h>
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#include <tactility/freertos/semphr.h>
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#include <algorithm>
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#include <new>
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#include <vector>
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constexpr auto* TAG = "window_manager";
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namespace {
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/**
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* Completion signal for a single window_manager_await_state_change() call.
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*
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* Heap-allocated with its own refcount, protected by WindowManagerState::mutex (not atomic).
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* It can't be owned solely by the WindowRecord: window_manager_create()/remove() claim
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* (read + clear) a window's signal under the lock, then give it after releasing that lock.
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* The refcount lets whichever side finishes last - the waiting task waking up, or the
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* claimer after giving the semaphore - safely delete it.
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*/
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struct WindowWaitSignal {
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SemaphoreHandle_t semaphore;
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/** Starts at 1, owned by window_manager_await_state_change() until it's done waiting.
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* Whoever claims this signal from a WindowRecord (see claim_waiter_locked()) takes an
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* extra reference for as long as it takes to give the semaphore. Reaching 0 deletes it. */
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int refcount = 1;
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};
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struct WindowRecord {
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WindowId id;
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uint32_t app_instance_id;
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WindowCreateWidgetsFn create_widgets;
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void* user_data;
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/** Set by window_manager_await_state_change() when a task is blocked waiting on this
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* window (see that function's @warning: at most one concurrent awaiter per window).
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* Per-window rather than a single manager-wide slot, because a stacked window manager
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* serving several app tasks can have more than one window with a live await() call
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* outstanding, even though only one is ever topmost/GRANTED at a time. */
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WindowWaitSignal* waiting_signal = nullptr;
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};
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struct WindowManagerState {
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/** Mutex for read/write operations. Shortly held. */
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Mutex mutex {};
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/** Serializes the full start()/stop()/create()/remove() transitions against each other,
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* including LVGL work done after `mutex` is released, such as a create_widgets() or
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* screen_init() callback. Without it, window_manager_stop() could free
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* real_root_widget/content_root_widget/top_widget out from under a concurrent create() or
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* remove() that captured one of those pointers under `mutex` but only uses it afterward,
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* via build_window_widget()/delete_widget(). */
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Mutex lifecycle_mutex {};
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bool started = false;
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WindowManagerScreenInitFn screen_init = nullptr;
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/** The raw, full-size container window_manager_start() creates; owns (and deletion
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* cascades to) whatever the screen-init callback added under it. */
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lv_obj_t* real_root_widget = nullptr;
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/** The stable parent each window's own widget is created under. Normally
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* real_root_widget itself, but the screen-init callback may return a nested content
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* widget to use instead. */
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lv_obj_t* content_root_widget = nullptr;
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WindowId next_id = 1;
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/** windows.back() is topmost; only it ever has a live widget (top_widget). */
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std::vector<WindowRecord> windows;
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lv_obj_t* top_widget = nullptr;
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WindowManagerState() {
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mutex_construct(&mutex);
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mutex_construct(&lifecycle_mutex);
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}
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};
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WindowManagerState& state() {
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static WindowManagerState instance;
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return instance;
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}
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lv_obj_t* build_window_widget(lv_obj_t* content, WindowCreateWidgetsFn create_widgets, void* user_data) {
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if (content == nullptr) {
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return nullptr;
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}
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lvgl_lock();
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lv_obj_t* widget = lv_obj_create(content);
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lv_obj_set_size(widget, LV_PCT(100), LV_PCT(100));
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lv_obj_set_style_pad_all(widget, 0, LV_STATE_DEFAULT);
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lv_obj_set_style_border_width(widget, 0, LV_STATE_DEFAULT);
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lv_obj_set_style_radius(widget, 0, LV_STATE_DEFAULT);
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// Plain layout container, not meant to scroll on its own - every app already does this
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// for its own root object. Without it, a sub-pixel flex-layout overflow here can show the
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// theme's scrollbar styling as a thin line hugging this widget's edges.
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lv_obj_remove_flag(widget, LV_OBJ_FLAG_SCROLLABLE);
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if (create_widgets != nullptr) {
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create_widgets(widget, user_data);
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}
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lvgl_unlock();
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return widget;
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}
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void delete_widget(lv_obj_t* widget) {
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if (widget == nullptr) {
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return;
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}
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lvgl_lock();
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lv_obj_delete(widget);
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lvgl_unlock();
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}
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// Call while holding WindowManagerState::mutex. Transfers ownership of `window`'s waiting
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// signal, if any, to the caller, taking an extra reference on the caller's behalf. The
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// caller must pass the result to give_and_release() exactly once, outside the lock.
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WindowWaitSignal* claim_waiter_locked(WindowRecord& window) {
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WindowWaitSignal* signal = window.waiting_signal;
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window.waiting_signal = nullptr;
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if (signal != nullptr) {
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signal->refcount++;
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}
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return signal;
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}
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// Gives `signal`'s semaphore, waking window_manager_await_state_change() if it's still
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// waiting, then releases the caller's reference from claim_waiter_locked(). Deletes the
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// signal if that was the last reference. No-op if `signal` is NULL.
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void give_and_release(WindowWaitSignal* signal) {
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if (signal == nullptr) {
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return;
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}
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xSemaphoreGive(signal->semaphore);
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auto& s = state();
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mutex_lock(&s.mutex);
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bool should_delete = (--signal->refcount == 0);
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mutex_unlock(&s.mutex);
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if (should_delete) {
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vSemaphoreDelete(signal->semaphore);
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delete signal;
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}
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}
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} // namespace
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extern "C" {
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void window_manager_configure(WindowManagerScreenInitFn screen_init) {
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auto& s = state();
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// Serializes against window_manager_start()/stop()
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mutex_lock(&s.lifecycle_mutex);
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mutex_lock(&s.mutex);
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if (!s.started) {
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s.screen_init = screen_init;
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} else {
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LOG_W(TAG, "Ignoring window_manager_configure: module is already started");
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}
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mutex_unlock(&s.mutex);
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mutex_unlock(&s.lifecycle_mutex);
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}
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error_t window_manager_start(void) {
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auto& s = state();
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// Held for the whole transition, including the LVGL work below done with `mutex`
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// released. Blocks a concurrent start() from also passing the `started` check and
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// building its own root widget, and blocks a concurrent stop() from running while this
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// start is still mid-flight.
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mutex_lock(&s.lifecycle_mutex);
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mutex_lock(&s.mutex);
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if (s.started) {
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mutex_unlock(&s.mutex);
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mutex_unlock(&s.lifecycle_mutex);
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return ERROR_NONE;
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}
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WindowManagerScreenInitFn screen_init = s.screen_init;
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mutex_unlock(&s.mutex);
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lv_obj_t* real_widget = nullptr;
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lv_obj_t* content_widget = nullptr;
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lvgl_lock();
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lv_obj_t* screen = lv_screen_active();
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if (screen != nullptr) {
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real_widget = lv_obj_create(screen);
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lv_obj_set_size(real_widget, LV_PCT(100), LV_PCT(100));
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lv_obj_set_style_pad_all(real_widget, 0, LV_STATE_DEFAULT);
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lv_obj_set_style_border_width(real_widget, 0, LV_STATE_DEFAULT);
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lv_obj_set_style_radius(real_widget, 0, LV_STATE_DEFAULT);
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// See build_window_widget()'s identical flag removal for why.
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lv_obj_remove_flag(real_widget, LV_OBJ_FLAG_SCROLLABLE);
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content_widget = (screen_init != nullptr) ? screen_init(real_widget) : nullptr;
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if (content_widget == nullptr) {
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content_widget = real_widget;
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}
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}
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lvgl_unlock();
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if (real_widget == nullptr) {
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mutex_unlock(&s.lifecycle_mutex);
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return ERROR_RESOURCE;
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}
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// A previous stop() may have left window records behind for an app that's still running
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// (see window_manager_stop()'s comment). Rebuild the topmost one now, the same way
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// window_manager_remove() rebuilds when a buried window resurfaces. Otherwise that app's
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// task stays blocked in its own event loop forever, with no window and no signal telling
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// it to rebuild one.
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WindowCreateWidgetsFn top_create_widgets = nullptr;
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void* top_user_data = nullptr;
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WindowId top_id = 0;
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bool has_top = false;
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mutex_lock(&s.mutex);
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s.real_root_widget = real_widget;
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s.content_root_widget = content_widget;
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s.started = true;
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if (!s.windows.empty()) {
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top_create_widgets = s.windows.back().create_widgets;
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top_user_data = s.windows.back().user_data;
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top_id = s.windows.back().id;
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has_top = true;
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}
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mutex_unlock(&s.mutex);
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if (has_top) {
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lv_obj_t* new_widget = build_window_widget(content_widget, top_create_widgets, top_user_data);
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mutex_lock(&s.mutex);
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bool still_topmost = !s.windows.empty() && s.windows.back().id == top_id;
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if (still_topmost) {
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s.top_widget = new_widget;
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new_widget = nullptr; // consumed
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}
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mutex_unlock(&s.mutex);
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// The window stack changed while we were building, e.g. a concurrent remove() -
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// discard what we just made.
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delete_widget(new_widget);
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}
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mutex_unlock(&s.lifecycle_mutex);
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return ERROR_NONE;
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}
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error_t window_manager_stop(void) {
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auto& s = state();
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// See window_manager_start(): blocks until any in-flight start() has finished, or failed,
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// before this stop observes or tears down state.
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mutex_lock(&s.lifecycle_mutex);
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mutex_lock(&s.mutex);
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if (!s.started) {
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mutex_unlock(&s.mutex);
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mutex_unlock(&s.lifecycle_mutex);
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return ERROR_NONE;
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}
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lv_obj_t* widget = s.real_root_widget;
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// Claim every window's waiter before tearing down. Normally only the topmost window has
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// one set, but every window's widget is torn down here, so every one is checked.
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std::vector<WindowWaitSignal*> waiters;
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for (auto& window : s.windows) {
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if (auto* signal = claim_waiter_locked(window); signal != nullptr) {
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waiters.push_back(signal);
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}
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}
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s.real_root_widget = nullptr;
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s.content_root_widget = nullptr;
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s.top_widget = nullptr;
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// Deliberately not s.windows.clear(): this tears down only the LVGL widget tree, not the
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// window records. On a real full shutdown every app has already removed its own window via
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// window_manager_remove(), so the list is empty anyway and this is a no-op. But a caller can
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// also stop()/start() this module on its own, temporarily, while apps keep running
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// underneath - for example one borrowing the display/touch hardware directly. Those apps'
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// tasks stay alive, blocked in their own event loops, with no way to know they need to call
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// window_manager_create() again. Keeping the records lets window_manager_start() rebuild the
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// topmost one automatically instead of leaving that app stuck with no window forever.
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s.started = false;
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mutex_unlock(&s.mutex);
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for (WindowWaitSignal* waiter : waiters) {
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give_and_release(waiter);
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}
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// Deleting the real widget cascades to everything under it - chrome and top_widget alike.
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delete_widget(widget);
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mutex_unlock(&s.lifecycle_mutex);
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return ERROR_NONE;
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}
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WindowId window_manager_create(AppInstanceId app_instance_id, WindowCreateWidgetsFn create_widgets, void* user_data) {
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if (app_instance_id == 0) {
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return 0;
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}
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auto& s = state();
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// See lifecycle_mutex's comment: blocks a concurrent window_manager_stop() (or another
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// create()/remove()) from touching real_root_widget/content_root_widget/top_widget while
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// this call still holds pointers to them.
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mutex_lock(&s.lifecycle_mutex);
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mutex_lock(&s.mutex);
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if (!s.started) {
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mutex_unlock(&s.mutex);
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mutex_unlock(&s.lifecycle_mutex);
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return 0;
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}
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lv_obj_t* content = s.content_root_widget;
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lv_obj_t* old_top_widget = s.top_widget;
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// The current topmost window, if any, is about to be superseded - claim its waiter here
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// so it gets notified below.
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WindowWaitSignal* waiter = !s.windows.empty() ? claim_waiter_locked(s.windows.back()) : nullptr;
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s.top_widget = nullptr;
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WindowId new_id = s.next_id++;
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s.windows.push_back(WindowRecord { new_id, app_instance_id, create_widgets, user_data });
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mutex_unlock(&s.mutex);
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give_and_release(waiter);
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delete_widget(old_top_widget);
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lv_obj_t* new_widget = build_window_widget(content, create_widgets, user_data);
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mutex_lock(&s.mutex);
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bool still_topmost = !s.windows.empty() && s.windows.back().id == new_id;
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if (still_topmost) {
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s.top_widget = new_widget;
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new_widget = nullptr; // consumed
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}
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mutex_unlock(&s.mutex);
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// Another window became topmost while we were building, e.g. a concurrent create() from
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// another app thread - discard what we just made.
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delete_widget(new_widget);
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mutex_unlock(&s.lifecycle_mutex);
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return new_id;
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}
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void window_manager_remove(WindowId id) {
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auto& s = state();
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// See lifecycle_mutex's comment: blocks a concurrent window_manager_stop() (or another
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// create()/remove()) from touching real_root_widget/content_root_widget/top_widget while
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// this call still holds pointers to them.
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mutex_lock(&s.lifecycle_mutex);
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mutex_lock(&s.mutex);
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auto iterator = std::find_if(s.windows.begin(), s.windows.end(),
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[id](const WindowRecord& window) { return window.id == id; });
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if (iterator == s.windows.end()) {
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mutex_unlock(&s.mutex);
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mutex_unlock(&s.lifecycle_mutex);
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return;
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}
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bool was_topmost = (iterator + 1 == s.windows.end());
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// The window being removed owns its own waiter, if any. A waiter is only ever registered
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// while its window is topmost (see window_manager_await_state_change()); if this window had
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// since stopped being topmost without being removed, window_manager_create() would already
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// have claimed and cleared it. So a buried window's waiting_signal is always already null.
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WindowWaitSignal* waiter = claim_waiter_locked(*iterator);
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s.windows.erase(iterator);
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lv_obj_t* content = s.content_root_widget;
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lv_obj_t* old_widget = nullptr;
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WindowCreateWidgetsFn next_create_widgets = nullptr;
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void* next_user_data = nullptr;
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WindowId next_id = 0;
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bool has_next = false;
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if (was_topmost) {
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old_widget = s.top_widget;
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s.top_widget = nullptr;
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if (!s.windows.empty()) {
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next_create_widgets = s.windows.back().create_widgets;
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next_user_data = s.windows.back().user_data;
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next_id = s.windows.back().id;
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has_next = true;
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}
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}
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mutex_unlock(&s.mutex);
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give_and_release(waiter);
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if (!was_topmost) {
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// A buried window was removed; the topmost window's widgets are unaffected.
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mutex_unlock(&s.lifecycle_mutex);
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return;
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}
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delete_widget(old_widget);
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lv_obj_t* new_widget = has_next ? build_window_widget(content, next_create_widgets, next_user_data) : nullptr;
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mutex_lock(&s.mutex);
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bool still_topmost = has_next && !s.windows.empty() && s.windows.back().id == next_id;
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if (still_topmost) {
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s.top_widget = new_widget;
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new_widget = nullptr; // consumed
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}
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mutex_unlock(&s.mutex);
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delete_widget(new_widget);
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mutex_unlock(&s.lifecycle_mutex);
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}
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WindowState window_manager_get_state(WindowId id) {
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auto& s = state();
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mutex_lock(&s.mutex);
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bool is_top = !s.windows.empty() && s.windows.back().id == id;
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mutex_unlock(&s.mutex);
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return is_top ? WINDOW_STATE_GRANTED : WINDOW_STATE_REVOKED;
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}
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WindowState window_manager_await_state_change(WindowId id, TickType_t timeout) {
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auto& s = state();
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// Uses a dedicated semaphore rather than this task's default FreeRTOS notification.
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// Other subsystems, e.g. app_event.cpp's AppEventSubscription, share that same slot - an
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// unrelated notification delivered to this task could otherwise wake this wait early.
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auto* signal = new (std::nothrow) WindowWaitSignal();
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if (signal == nullptr) {
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return window_manager_get_state(id);
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}
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signal->semaphore = xSemaphoreCreateBinary();
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if (signal->semaphore == nullptr) {
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delete signal;
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return window_manager_get_state(id);
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}
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mutex_lock(&s.mutex);
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bool is_top = !s.windows.empty() && s.windows.back().id == id;
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if (!is_top) {
|
||||
mutex_unlock(&s.mutex);
|
||||
vSemaphoreDelete(signal->semaphore);
|
||||
delete signal;
|
||||
return WINDOW_STATE_REVOKED;
|
||||
}
|
||||
// At most one concurrent awaiter per window; see this function's @warning.
|
||||
check(s.windows.back().waiting_signal == nullptr);
|
||||
s.windows.back().waiting_signal = signal;
|
||||
mutex_unlock(&s.mutex);
|
||||
|
||||
xSemaphoreTake(signal->semaphore, timeout);
|
||||
|
||||
// Deregister ourselves if a create()/remove() hasn't already claimed us. This is the
|
||||
// ordinary, intended wakeup path; without it, a later create()/remove() could read a
|
||||
// signal that's already been given away here. Re-locate the record by id, since it may
|
||||
// have been erased by window_manager_remove() while we waited. Either way, release our
|
||||
// own reference - whichever side finishes last, us or a claimer, is the one that deletes
|
||||
// it.
|
||||
mutex_lock(&s.mutex);
|
||||
auto iterator = std::find_if(s.windows.begin(), s.windows.end(),
|
||||
[id](const WindowRecord& window) { return window.id == id; });
|
||||
if (iterator != s.windows.end() && iterator->waiting_signal == signal) {
|
||||
iterator->waiting_signal = nullptr;
|
||||
}
|
||||
bool should_delete = (--signal->refcount == 0);
|
||||
mutex_unlock(&s.mutex);
|
||||
if (should_delete) {
|
||||
vSemaphoreDelete(signal->semaphore);
|
||||
delete signal;
|
||||
}
|
||||
|
||||
return window_manager_get_state(id);
|
||||
}
|
||||
|
||||
} // extern "C"
|
||||
Reference in New Issue
Block a user