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`.
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#pragma once
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#include <Tactility/MessageQueue.h>
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#include <Tactility/Mutex.h>
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#include <Tactility/PubSub.h>
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#include "Tactility/app/AppContext.h"
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#include <cstdio>
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#include <lvgl.h>
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namespace tt::service::gui {
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#define GUI_THREAD_FLAG_DRAW (1 << 0)
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#define GUI_THREAD_FLAG_INPUT (1 << 1)
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#define GUI_THREAD_FLAG_EXIT (1 << 2)
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#define GUI_THREAD_FLAG_ALL (GUI_THREAD_FLAG_DRAW | GUI_THREAD_FLAG_INPUT | GUI_THREAD_FLAG_EXIT)
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/** Gui structure */
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struct Gui {
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// Thread and lock
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Thread* thread = nullptr;
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Mutex mutex = Mutex(Mutex::Type::Recursive);
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PubSub::SubscriptionHandle loader_pubsub_subscription = nullptr;
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// Layers and Canvas
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lv_obj_t* appRootWidget = nullptr;
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lv_obj_t* statusbarWidget = nullptr;
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// App-specific
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std::shared_ptr<app::AppContext> appToRender = nullptr;
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lv_obj_t* _Nullable keyboard = nullptr;
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lv_group_t* keyboardGroup = nullptr;
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};
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/** Update GUI, request redraw */
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void requestDraw();
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/** Lock GUI */
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void lock();
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/** Unlock GUI */
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void unlock();
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/**
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* Set the app viewport in the gui state and request the gui to draw it.
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* @param[in] app
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*/
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void showApp(std::shared_ptr<app::AppContext> app);
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/**
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* Hide the current app's viewport.
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* Does not request a re-draw because after hiding the current app,
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* we always show the previous app, and there is always at least 1 app running.
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*/
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void hideApp();
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/**
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* Show the on-screen keyboard.
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* @param[in] textarea the textarea to focus the input for
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*/
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void softwareKeyboardShow(lv_obj_t* textarea);
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/**
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* Hide the on-screen keyboard.
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* Has no effect when the keyboard is not visible.
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*/
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void softwareKeyboardHide();
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/**
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* The on-screen keyboard is only shown when both of these conditions are true:
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* - there is no hardware keyboard
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* - TT_CONFIG_FORCE_ONSCREEN_KEYBOARD is set to true in tactility_config.h
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* @return if we should show a on-screen keyboard for text input inside our apps
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*/
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bool softwareKeyboardIsEnabled();
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/**
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* Glue code for the on-screen keyboard and the hardware keyboard:
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* - Attach automatic hide/show parameters for the on-screen keyboard.
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* - Registers the textarea to the default lv_group_t for hardware keyboards.
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* @param[in] textarea
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*/
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void keyboardAddTextArea(lv_obj_t* textarea);
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} // namespace
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@@ -1,46 +0,0 @@
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#pragma once
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#include <Tactility/MessageQueue.h>
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#include <Tactility/Mutex.h>
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#include <Tactility/PubSub.h>
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#include <Tactility/service/gui/Gui.h>
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#include <cstdio>
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#include <lvgl.h>
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namespace tt::service::gui {
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#define GUI_THREAD_FLAG_DRAW (1 << 0)
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#define GUI_THREAD_FLAG_INPUT (1 << 1)
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#define GUI_THREAD_FLAG_EXIT (1 << 2)
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#define GUI_THREAD_FLAG_ALL (GUI_THREAD_FLAG_DRAW | GUI_THREAD_FLAG_INPUT | GUI_THREAD_FLAG_EXIT)
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/** Gui structure */
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struct Gui {
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// Thread and lock
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Thread* thread = nullptr;
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Mutex mutex = Mutex(Mutex::Type::Recursive);
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PubSub::SubscriptionHandle loader_pubsub_subscription = nullptr;
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// Layers and Canvas
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lv_obj_t* appRootWidget = nullptr;
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lv_obj_t* statusbarWidget = nullptr;
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// App-specific
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std::shared_ptr<app::AppContext> appToRender = nullptr;
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lv_obj_t* _Nullable keyboard = nullptr;
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lv_group_t* keyboardGroup = nullptr;
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};
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/** Update GUI, request redraw */
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void requestDraw();
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/** Lock GUI */
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void lock();
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/** Unlock GUI */
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void unlock();
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} // namespace
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