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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