#include "scene_manager_i.h" #include SceneManager* scene_manager_alloc(const SceneManagerHandlers* app_scene_handlers, void* context) { furi_assert(context); SceneManager* scene_manager = furi_alloc(sizeof(SceneManager)); // Set SceneManager context and scene handlers scene_manager->context = context; scene_manager->scene_handlers = app_scene_handlers; // Allocate all scenes scene_manager->scene = furi_alloc(sizeof(AppScene) * app_scene_handlers->scene_num); // Initialize ScaneManager array for navigation SceneManagerIdStack_init(scene_manager->scene_id_stack); return scene_manager; } void scene_manager_free(SceneManager* scene_manager) { furi_assert(scene_manager); // Clear ScaneManager array SceneManagerIdStack_clear(scene_manager->scene_id_stack); // Clear allocated scenes free(scene_manager->scene); // Free SceneManager structure free(scene_manager); } void scene_manager_set_scene_state(SceneManager* scene_manager, uint32_t scene_id, uint32_t state) { furi_assert(scene_manager); furi_assert(scene_id < scene_manager->scene_handlers->scene_num); scene_manager->scene[scene_id].state = state; } uint32_t scene_manager_get_scene_state(SceneManager* scene_manager, uint32_t scene_id) { furi_assert(scene_manager); furi_assert(scene_id < scene_manager->scene_handlers->scene_num); return scene_manager->scene[scene_id].state; } bool scene_manager_handle_custom_event(SceneManager* scene_manager, uint32_t custom_event) { furi_assert(scene_manager); SceneManagerEvent event = { .type = SceneManagerEventTypeCustom, .event = custom_event, }; uint32_t scene_id = *SceneManagerIdStack_back(scene_manager->scene_id_stack); return scene_manager->scene_handlers->on_event_handlers[scene_id]( scene_manager->context, event); } bool scene_manager_handle_back_event(SceneManager* scene_manager) { furi_assert(scene_manager); SceneManagerEvent event = { .type = SceneManagerEventTypeBack, }; uint32_t scene_id = *SceneManagerIdStack_back(scene_manager->scene_id_stack); bool consumed = scene_manager->scene_handlers->on_event_handlers[scene_id](scene_manager->context, event); if(!consumed) { consumed = scene_manager_previous_scene(scene_manager); } return consumed; } void scene_manager_handle_tick_event(SceneManager* scene_manager) { furi_assert(scene_manager); SceneManagerEvent event = { .type = SceneManagerEventTypeTick, }; uint32_t scene_id = *SceneManagerIdStack_back(scene_manager->scene_id_stack); scene_manager->scene_handlers->on_event_handlers[scene_id](scene_manager->context, event); } void scene_manager_next_scene(SceneManager* scene_manager, uint32_t next_scene_id) { furi_assert(scene_manager); furi_assert(next_scene_id < scene_manager->scene_handlers->scene_num); // Check if it is not the first scene if(SceneManagerIdStack_size(scene_manager->scene_id_stack)) { uint32_t cur_scene_id = *SceneManagerIdStack_back(scene_manager->scene_id_stack); scene_manager->scene_handlers->on_exit_handlers[cur_scene_id](scene_manager->context); } // Add next scene and run on_enter SceneManagerIdStack_push_back(scene_manager->scene_id_stack, next_scene_id); scene_manager->scene_handlers->on_enter_handlers[next_scene_id](scene_manager->context); } bool scene_manager_previous_scene(SceneManager* scene_manager) { furi_assert(scene_manager); uint32_t cur_scene_id = 0; SceneManagerIdStack_pop_back(&cur_scene_id, scene_manager->scene_id_stack); // Handle exit from start scene separately if(SceneManagerIdStack_size(scene_manager->scene_id_stack) == 0) { scene_manager->scene_handlers->on_exit_handlers[cur_scene_id](scene_manager->context); return false; } uint32_t prev_scene_id = *SceneManagerIdStack_back(scene_manager->scene_id_stack); scene_manager->scene_handlers->on_exit_handlers[cur_scene_id](scene_manager->context); scene_manager->scene_handlers->on_enter_handlers[prev_scene_id](scene_manager->context); return true; } bool scene_manager_search_and_switch_to_previous_scene( SceneManager* scene_manager, uint32_t scene_id) { furi_assert(scene_manager); uint32_t prev_scene_id = 0; uint32_t cur_scene_id = *SceneManagerIdStack_back(scene_manager->scene_id_stack); SceneManagerIdStack_it_t scene_it; SceneManagerIdStack_it_last(scene_it, scene_manager->scene_id_stack); // Search scene with given id in navigation stack bool scene_found = false; while(!scene_found) { SceneManagerIdStack_previous(scene_it); if(SceneManagerIdStack_end_p(scene_it)) { return false; } prev_scene_id = *SceneManagerIdStack_ref(scene_it); if(prev_scene_id == scene_id) { scene_found = true; } } // Remove all scene id from navigation stack SceneManagerIdStack_next(scene_it); SceneManagerIdStack_pop_until(scene_manager->scene_id_stack, scene_it); scene_manager->scene_handlers->on_exit_handlers[cur_scene_id](scene_manager->context); scene_manager->scene_handlers->on_enter_handlers[prev_scene_id](scene_manager->context); return true; } bool scene_manager_has_previous_scene(SceneManager* scene_manager, uint32_t scene_id) { furi_assert(scene_manager); bool scene_found = false; uint32_t prev_scene_id; SceneManagerIdStack_it_t scene_it; SceneManagerIdStack_it_last(scene_it, scene_manager->scene_id_stack); // Perform search in scene stack while(!scene_found) { SceneManagerIdStack_previous(scene_it); if(SceneManagerIdStack_end_p(scene_it)) { break; } prev_scene_id = *SceneManagerIdStack_ref(scene_it); if(prev_scene_id == scene_id) { scene_found = true; } } return scene_found; } bool scene_manager_search_and_switch_to_another_scene( SceneManager* scene_manager, uint32_t scene_id) { furi_assert(scene_manager); furi_assert(scene_id < scene_manager->scene_handlers->scene_num); uint32_t cur_scene_id = *SceneManagerIdStack_back(scene_manager->scene_id_stack); SceneManagerIdStack_it_t scene_it; SceneManagerIdStack_it(scene_it, scene_manager->scene_id_stack); SceneManagerIdStack_next(scene_it); // Remove all scene id from navigation stack until first scene SceneManagerIdStack_pop_until(scene_manager->scene_id_stack, scene_it); // Add next scene SceneManagerIdStack_push_back(scene_manager->scene_id_stack, scene_id); scene_manager->scene_handlers->on_exit_handlers[cur_scene_id](scene_manager->context); scene_manager->scene_handlers->on_enter_handlers[scene_id](scene_manager->context); return true; } void scene_manager_stop(SceneManager* scene_manager) { furi_assert(scene_manager); if(SceneManagerIdStack_size(scene_manager->scene_id_stack)) { uint32_t cur_scene_id = *SceneManagerIdStack_back(scene_manager->scene_id_stack); scene_manager->scene_handlers->on_exit_handlers[cur_scene_id](scene_manager->context); } }