Files
tactility/Tactility/Include/Tactility/app/App.h
T
Ken Van Hoeylandt 9f721e6655 Refactor LVGL code into kernel module (#472)
* **New Features**
  * Added a standalone LVGL module and enabled LVGL support in the simulator for richer local UI testing.

* **Refactor**
  * HAL and LVGL split into distinct modules; startup and device attach/detach flows reorganized for clearer lifecycle management.
  * Public APIs tightened with clearer nullability/documentation.

* **Bug Fixes**
  * More consistent LVGL start/stop and device attach/detach behavior for improved stability.
2026-02-01 22:57:45 +01:00

117 lines
3.4 KiB
C++

#pragma once
#include "Tactility/app/AppContext.h"
#include <Tactility/Bundle.h>
#include <Tactility/Mutex.h>
#include <string>
// Forward declarations
typedef struct _lv_obj_t lv_obj_t;
namespace tt::app {
// Forward declarations
class AppContext;
enum class Result;
typedef unsigned int LaunchId;
class App {
Mutex mutex;
struct ResultHolder {
Result result;
std::unique_ptr<Bundle> resultData;
explicit ResultHolder(Result result) : result(result), resultData(nullptr) {}
ResultHolder(Result result, std::unique_ptr<Bundle> resultData) :
result(result),
resultData(std::move(resultData)) {}
};
std::unique_ptr<ResultHolder> resultHolder;
public:
App() = default;
virtual ~App() = default;
virtual void onCreate(AppContext& appContext) {}
virtual void onDestroy(AppContext& appContext) {}
virtual void onShow(AppContext& appContext, lv_obj_t* parent) {}
virtual void onHide(AppContext& appContext) {}
/** resultData could be null */
virtual void onResult(AppContext& appContext, LaunchId launchId, Result result, std::unique_ptr<Bundle> resultData) {}
Mutex& getMutex() { return mutex; }
bool hasResult() const { return resultHolder != nullptr; }
void setResult(Result result, std::unique_ptr<Bundle> resultData = nullptr) {
auto lock = getMutex().asScopedLock();
lock.lock();
resultHolder = std::make_unique<ResultHolder>(result, std::move(resultData));
}
/**
* Used by system to extract the result data when this application is finished.
* Note that this removes the data from the class!
*/
bool moveResult(Result& outResult, std::unique_ptr<Bundle>& outBundle) {
auto lock = getMutex().asScopedLock();
lock.lock();
if (resultHolder == nullptr) {
return false;
}
outResult = resultHolder->result;
outBundle = std::move(resultHolder->resultData);
resultHolder = nullptr;
return true;
}
};
template<typename T>
std::shared_ptr<App> create() { return std::shared_ptr<T>(new T); }
/**
* @brief Start an app
* @param[in] id application name or id
* @param[in] parameters optional parameters to pass onto the application. can be nullptr.
*/
LaunchId start(const std::string& id, std::shared_ptr<const Bundle> parameters = nullptr);
/** @brief Stop the currently showing app. Show the previous app if any app was still running. */
void stop();
/** @brief Stop a specific app and any apps it might have launched on the stack.
* @param[in] id the app id
*/
void stop(const std::string& id);
/** @brief Stop all app instances that match with this identifier and also stop the apps they started.
* @warning onResult() will only be called for the resulting app that gets shown (if any)
* @param[in] id the id of the app to stop
*/
void stopAll(const std::string& id);
/** @return true if the app is running somewhere in the app stack (doesn't have to be the top-most app) */
bool isRunning(const std::string& id);
/** @return the currently running app context (it is only ever null before the splash screen is shown) */
std::shared_ptr<AppContext> getCurrentAppContext();
/** @return the currently running app (it is only ever null before the splash screen is shown) */
std::shared_ptr<App> getCurrentApp();
bool install(const std::string& path);
bool uninstall(const std::string& appId);
}