Merge develop into main (#343)
- Refactor `AppManifest`: add new fields and rename existing ones - Parse and validate the manifest from an app that is being installed. - Remove deprecated `scoped()` from `Lock` - Create `Tactility/Paths.h` - App loading at boot now properly parses the manifest files of external apps - Properly lock both source and destination locations during app install - Remove LVGL path variants from `AppPaths` and `ServicePaths` - Removed `xPath` base classes for apps and services. There's now `AppPaths` and `ServicePaths`. - Renamed app and service paths: "data" and "system" paths are now "user data" and "assets"
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@@ -1,6 +1,7 @@
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#include <Tactility/TactilityCore.h>
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#include <Tactility/TactilityPrivate.h>
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#include <Tactility/app/AppContext.h>
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#include <Tactility/app/AppPaths.h>
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#include <Tactility/CpuAffinity.h>
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#include <Tactility/hal/display/DisplayDevice.h>
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#include <Tactility/hal/usb/Usb.h>
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@@ -163,21 +164,21 @@ public:
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const char* logo;
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// TODO: Replace with automatic asset buckets like on Android
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if (getSmallestDimension() < 150) { // e.g. Cardputer
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logo = hal::usb::isUsbBootMode() ? "assets/logo_usb.png" : "assets/logo_small.png";
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logo = hal::usb::isUsbBootMode() ? "logo_usb.png" : "logo_small.png";
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} else {
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logo = hal::usb::isUsbBootMode() ? "assets/logo_usb.png" : "assets/logo.png";
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logo = hal::usb::isUsbBootMode() ? "logo_usb.png" : "logo.png";
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}
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const auto logo_path = paths->getSystemPathLvgl(logo);
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const auto logo_path = "A:" + paths->getAssetsPath(logo);
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TT_LOG_I(TAG, "%s", logo_path.c_str());
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lv_image_set_src(image, logo_path.c_str());
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}
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};
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extern const AppManifest manifest = {
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.id = "Boot",
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.name = "Boot",
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.category = Category::System,
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.flags = AppManifest::Flags::HideStatusBar | AppManifest::Flags::Hidden,
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.appId = "Boot",
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.appName = "Boot",
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.appCategory = Category::System,
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.appFlags = AppManifest::Flags::HideStatusBar | AppManifest::Flags::Hidden,
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.createApp = create<BootApp>
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};
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