Keyboard improvements (#240)

- Renamed various keyboard functions so it's easier to differentiate hardware versus software keyboard functionality
- Created `Tactility/lvgl/Keyboard.h` as a proxy  for the internal `Gui` service.
- Implemented `tt_lvgl_keyboard.h` in `TactilityC`.
This commit is contained in:
Ken Van Hoeylandt
2025-03-10 00:21:49 +01:00
committed by GitHub
parent 13d7e84ef3
commit 85a6ad3bbe
14 changed files with 274 additions and 130 deletions
@@ -0,0 +1,88 @@
#pragma once
#include <Tactility/MessageQueue.h>
#include <Tactility/Mutex.h>
#include <Tactility/PubSub.h>
#include "Tactility/app/AppContext.h"
#include <cstdio>
#include <lvgl.h>
namespace tt::service::gui {
#define GUI_THREAD_FLAG_DRAW (1 << 0)
#define GUI_THREAD_FLAG_INPUT (1 << 1)
#define GUI_THREAD_FLAG_EXIT (1 << 2)
#define GUI_THREAD_FLAG_ALL (GUI_THREAD_FLAG_DRAW | GUI_THREAD_FLAG_INPUT | GUI_THREAD_FLAG_EXIT)
/** Gui structure */
struct Gui {
// Thread and lock
Thread* thread = nullptr;
Mutex mutex = Mutex(Mutex::Type::Recursive);
PubSub::SubscriptionHandle loader_pubsub_subscription = nullptr;
// Layers and Canvas
lv_obj_t* appRootWidget = nullptr;
lv_obj_t* statusbarWidget = nullptr;
// App-specific
std::shared_ptr<app::AppContext> appToRender = nullptr;
lv_obj_t* _Nullable keyboard = nullptr;
lv_group_t* keyboardGroup = nullptr;
};
/** Update GUI, request redraw */
void requestDraw();
/** Lock GUI */
void lock();
/** Unlock GUI */
void unlock();
/**
* Set the app viewport in the gui state and request the gui to draw it.
* @param[in] app
*/
void showApp(std::shared_ptr<app::AppContext> app);
/**
* Hide the current app's viewport.
* Does not request a re-draw because after hiding the current app,
* we always show the previous app, and there is always at least 1 app running.
*/
void hideApp();
/**
* Show the on-screen keyboard.
* @param[in] textarea the textarea to focus the input for
*/
void softwareKeyboardShow(lv_obj_t* textarea);
/**
* Hide the on-screen keyboard.
* Has no effect when the keyboard is not visible.
*/
void softwareKeyboardHide();
/**
* The on-screen keyboard is only shown when both of these conditions are true:
* - there is no hardware keyboard
* - TT_CONFIG_FORCE_ONSCREEN_KEYBOARD is set to true in tactility_config.h
* @return if we should show a on-screen keyboard for text input inside our apps
*/
bool softwareKeyboardIsEnabled();
/**
* Glue code for the on-screen keyboard and the hardware keyboard:
* - Attach automatic hide/show parameters for the on-screen keyboard.
* - Registers the textarea to the default lv_group_t for hardware keyboards.
* @param[in] textarea
*/
void keyboardAddTextArea(lv_obj_t* textarea);
} // namespace
@@ -1,46 +0,0 @@
#pragma once
#include <Tactility/MessageQueue.h>
#include <Tactility/Mutex.h>
#include <Tactility/PubSub.h>
#include <Tactility/service/gui/Gui.h>
#include <cstdio>
#include <lvgl.h>
namespace tt::service::gui {
#define GUI_THREAD_FLAG_DRAW (1 << 0)
#define GUI_THREAD_FLAG_INPUT (1 << 1)
#define GUI_THREAD_FLAG_EXIT (1 << 2)
#define GUI_THREAD_FLAG_ALL (GUI_THREAD_FLAG_DRAW | GUI_THREAD_FLAG_INPUT | GUI_THREAD_FLAG_EXIT)
/** Gui structure */
struct Gui {
// Thread and lock
Thread* thread = nullptr;
Mutex mutex = Mutex(Mutex::Type::Recursive);
PubSub::SubscriptionHandle loader_pubsub_subscription = nullptr;
// Layers and Canvas
lv_obj_t* appRootWidget = nullptr;
lv_obj_t* statusbarWidget = nullptr;
// App-specific
std::shared_ptr<app::AppContext> appToRender = nullptr;
lv_obj_t* _Nullable keyboard = nullptr;
lv_group_t* keyboardGroup = nullptr;
};
/** Update GUI, request redraw */
void requestDraw();
/** Lock GUI */
void lock();
/** Unlock GUI */
void unlock();
} // namespace