Refactor app launching (#174)
- Refactor the way apps work: Instead of a C interface, they are now C++ classes. The main reasoning is that attaching data to an app was cumbersome. Having different implementations for different kinds of apps was cumbersome too. (3 or 4 layers of manifest nesting for the TactilityC project) - External apps are still written in C, but they get a createData/destroyData in their manifest, so: - External apps now have their own manifest. - All functions in the original AppManifest are removed and replaced by a single `createApp` function - External apps now automatically register (each app individually!) when they run the first time. As a side-effect they become visible in the `AppList` app! - Adapted all apps for the new interface. - Adapted all internal logic for these changes (Gui, ViewPort, Loader, AppContext, AppInstance, etc.) - Rewrote parts of Loader to use std::shared_ptr to make the code much safer. - Added a refcount check for the `AppInstance` and `App` at the end of their lifecycle. Show warning if refcount is too high.
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@@ -19,9 +19,8 @@ Gui* gui = nullptr;
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void onLoaderMessage(const void* message, TT_UNUSED void* context) {
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auto* event = static_cast<const loader::LoaderEvent*>(message);
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if (event->type == loader::LoaderEventTypeApplicationShowing) {
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app::AppContext& app = event->app_showing.app;
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const app::AppManifest& app_manifest = app.getManifest();
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showApp(app, app_manifest.onShow, app_manifest.onHide);
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auto app_instance = service::loader::getCurrentAppContext();
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showApp(app_instance);
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} else if (event->type == loader::LoaderEventTypeApplicationHiding) {
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hideApp();
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}
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@@ -94,27 +93,25 @@ void requestDraw() {
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thread_flags_set(thread_id, GUI_THREAD_FLAG_DRAW);
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}
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void showApp(app::AppContext& app, ViewPortShowCallback on_show, ViewPortHideCallback on_hide) {
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void showApp(std::shared_ptr<app::AppContext> app) {
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lock();
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tt_check(gui->appViewPort == nullptr);
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gui->appViewPort = view_port_alloc(app, on_show, on_hide);
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tt_check(gui->appToRender == nullptr);
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gui->appToRender = std::move(app);
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unlock();
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requestDraw();
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}
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void hideApp() {
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lock();
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ViewPort* view_port = gui->appViewPort;
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tt_check(view_port != nullptr);
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tt_check(gui->appToRender != nullptr);
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// We must lock the LVGL port, because the viewport hide callbacks
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// might call LVGL APIs (e.g. to remove the keyboard from the screen root)
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tt_check(lvgl::lock(configTICK_RATE_HZ));
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view_port_hide(view_port);
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gui->appToRender->getApp()->onHide(*gui->appToRender);
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lvgl::unlock();
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view_port_free(view_port);
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gui->appViewPort = nullptr;
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gui->appToRender = nullptr;
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unlock();
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}
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@@ -1,7 +1,7 @@
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#pragma once
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#include "app/AppInstance.h"
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#include "app/AppContext.h"
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#include "ViewPort.h"
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namespace tt::service::gui {
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@@ -10,10 +10,8 @@ typedef struct Gui Gui;
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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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* @param[in] onShow
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* @param[in] onHide
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*/
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void showApp(app::AppContext& app, ViewPortShowCallback onShow, ViewPortHideCallback onHide);
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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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@@ -9,9 +9,10 @@ namespace tt::service::gui {
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#define TAG "gui"
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static lv_obj_t* createAppViews(Gui* gui, lv_obj_t* parent, app::AppContext& app) {
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static lv_obj_t* createAppViews(Gui* gui, lv_obj_t* parent) {
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lv_obj_send_event(gui->statusbarWidget, LV_EVENT_DRAW_MAIN, nullptr);
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lv_obj_t* child_container = lv_obj_create(parent);
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lv_obj_set_style_pad_all(child_container, 0, 0);
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lv_obj_set_width(child_container, LV_PCT(100));
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lv_obj_set_flex_grow(child_container, 1);
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@@ -34,19 +35,17 @@ void redraw(Gui* gui) {
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if (lvgl::lock(1000)) {
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lv_obj_clean(gui->appRootWidget);
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ViewPort* view_port = gui->appViewPort;
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if (view_port != nullptr) {
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app::AppContext& app = view_port->app;
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if (gui->appToRender != nullptr) {
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app::Flags flags = app.getFlags();
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app::Flags flags = std::static_pointer_cast<app::AppInstance>(gui->appToRender)->getFlags();
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if (flags.showStatusbar) {
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lv_obj_remove_flag(gui->statusbarWidget, LV_OBJ_FLAG_HIDDEN);
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} else {
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lv_obj_add_flag(gui->statusbarWidget, LV_OBJ_FLAG_HIDDEN);
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}
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lv_obj_t* container = createAppViews(gui, gui->appRootWidget, app);
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view_port_show(view_port, container);
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lv_obj_t* container = createAppViews(gui, gui->appRootWidget);
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gui->appToRender->getApp()->onShow(*gui->appToRender, container);
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} else {
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TT_LOG_W(TAG, "nothing to draw");
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}
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@@ -1,44 +0,0 @@
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#include "ViewPort.h"
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#include "Check.h"
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#include "service/gui/ViewPort_i.h"
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#include "lvgl/Style.h"
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namespace tt::service::gui {
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#define TAG "viewport"
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ViewPort* view_port_alloc(
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app::AppContext& app,
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ViewPortShowCallback on_show,
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ViewPortHideCallback on_hide
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) {
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return new ViewPort(
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app,
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on_show,
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on_hide
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);
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}
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void view_port_free(ViewPort* view_port) {
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tt_assert(view_port);
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delete view_port;
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}
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void view_port_show(ViewPort* view_port, lv_obj_t* parent) {
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tt_assert(view_port);
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tt_assert(parent);
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if (view_port->onShow) {
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lvgl::obj_set_style_no_padding(parent);
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view_port->onShow(view_port->app, parent);
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}
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}
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void view_port_hide(ViewPort* view_port) {
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tt_assert(view_port);
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if (view_port->onHide) {
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view_port->onHide(view_port->app);
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}
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}
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} // namespace
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@@ -1,47 +0,0 @@
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#pragma once
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#include "app/AppContext.h"
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#include "lvgl.h"
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namespace tt::service::gui {
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/** ViewPort Draw callback
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* @warning called from GUI thread
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*/
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typedef void (*ViewPortShowCallback)(app::AppContext& app, lv_obj_t* parent);
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typedef void (*ViewPortHideCallback)(app::AppContext& app);
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// TODO: Move internally, use handle publicly
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typedef struct ViewPort {
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app::AppContext& app;
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ViewPortShowCallback onShow;
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ViewPortHideCallback _Nullable onHide;
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ViewPort(
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app::AppContext& app,
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ViewPortShowCallback on_show,
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ViewPortHideCallback _Nullable on_hide
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) : app(app), onShow(on_show), onHide(on_hide) {}
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} ViewPort;
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/** ViewPort allocator
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* always returns view_port or stops system if not enough memory.
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* @param app
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* @param onShow Called to create LVGL widgets
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* @param onHide Called before clearing the LVGL widget parent
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* @return ViewPort instance
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*/
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ViewPort* view_port_alloc(
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app::AppContext& app,
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ViewPortShowCallback onShow,
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ViewPortHideCallback onHide
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);
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/** ViewPort destruction
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* Ensure that view_port was unregistered in GUI system before use.
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* @param viewPort ViewPort instance
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*/
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void view_port_free(ViewPort* viewPort);
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} // namespace
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