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#pragma once
#include <input/input.h>
#include "canvas.h"
#include <stddef.h>
#include <stdint.h>
#ifdef __cplusplus
extern "C" {
#endif
/* Hides drawing view_port */
#define VIEW_NONE 0xFFFFFFFF
/* Ignore navigation event */
#define VIEW_IGNORE 0xFFFFFFFE
/* Deatch from gui, deallocate Views and ViewDispatcher
* BE SUPER CAREFUL, deallocation happens automatically on GUI thread
* You ARE NOT owning ViewDispatcher and Views instances
*/
#define VIEW_DESTROY 0xFFFFFFFA
typedef enum {
ViewOrientationHorizontal,
ViewOrientationVertical,
} ViewOrientation;
/* View, anonymous type */
typedef struct View View;
/* View Draw callback
* @param canvas, pointer to canvas
* @param view_model, pointer to context
* @warning called from GUI thread
*/
typedef void (*ViewDrawCallback)(Canvas* canvas, void* model);
/* View Input callback
* @param event, pointer to input event data
* @param context, pointer to context
* @return true if event handled, false if event ignored
* @warning called from GUI thread
*/
typedef bool (*ViewInputCallback)(InputEvent* event, void* context);
/* View Custom callback
* @param event, number of custom event
* @param context, pointer to context
* @return true if event handled, false if event ignored
*/
typedef bool (*ViewCustomCallback)(uint32_t event, void* context);
/* View navigation callback
* @param context, pointer to context
* @return next view id
* @warning called from GUI thread
*/
typedef uint32_t (*ViewNavigationCallback)(void* context);
/* View callback
* @param context, pointer to context
* @warning called from GUI thread
*/
typedef void (*ViewCallback)(void* context);
/* View Update Callback
* Called upon model change, need to be propagated to GUI throw ViewPort update
* @param view, pointer to view
* @param context, pointer to context
* @warning called from GUI thread
*/
typedef void (*ViewUpdateCallback)(View* view, void* context);
/* View model types */
typedef enum {
/* Model is not allocated */
ViewModelTypeNone,
/* Model consist of atomic types and/or partial update is not critical for rendering.
* Lock free.
*/
ViewModelTypeLockFree,
/* Model access is guarded with mutex.
* Locking gui thread.
*/
ViewModelTypeLocking,
} ViewModelType;
/* Allocate and init View
* @return pointer to View
*/
View* view_alloc();
/* Free View
* @param pointer to View
*/
void view_free(View* view);
/* Set View Draw callback
* @param view, pointer to View
* @param callback, draw callback
*/
void view_set_draw_callback(View* view, ViewDrawCallback callback);
/* Set View Input callback
* @param view, pointer to View
* @param callback, input callback
*/
void view_set_input_callback(View* view, ViewInputCallback callback);
/* Set View Custom callback
* @param view, pointer to View
* @param callback, input callback
*/
void view_set_custom_callback(View* view, ViewCustomCallback callback);
/* Set Navigation Previous callback
* @param view, pointer to View
* @param callback, input callback
*/
void view_set_previous_callback(View* view, ViewNavigationCallback callback);
/* Set Navigation Next callback
* @param view, pointer to View
* @param callback, input callback
*/
void view_set_next_callback(View* view, ViewNavigationCallback callback);
/* Set Enter callback
* @param view, pointer to View
* @param callback, callback
*/
void view_set_enter_callback(View* view, ViewCallback callback);
/* Set Exit callback
* @param view, pointer to View
* @param callback, callback
*/
void view_set_exit_callback(View* view, ViewCallback callback);
/* Set Update callback
* @param view, pointer to View
* @param callback, callback
*/
void view_set_update_callback(View* view, ViewUpdateCallback callback);
/* Set View Draw callback
* @param view, pointer to View
* @param context, context for callbacks
*/
void view_set_update_callback_context(View* view, void* context);
/* Set View Draw callback
* @param view, pointer to View
* @param context, context for callbacks
*/
void view_set_context(View* view, void* context);
/* Set View Orientation
* @param view, pointer to View
* @param orientation, either vertical or horizontal
*/
void view_set_orientation(View* view, ViewOrientation orientation);
/* Allocate view model.
* @param view, pointer to View
* @param type, View Model Type
* @param size, size
*/
void view_allocate_model(View* view, ViewModelType type, size_t size);
/* Free view model data memory.
* @param view, pointer to View
*/
void view_free_model(View* view);
/* Get view model data
* @param view, pointer to View
* @return pointer to model data
* @warning Don't forget to commit model changes
*/
void* view_get_model(View* view);
/* Commit view model
* @param view, pointer to View
* @param update, true if you want to emit view update, false otherwise
*/
void view_commit_model(View* view, bool update);
#ifdef __cplusplus
}
#endif
#ifdef __cplusplus
#define with_view_model_cpp(view, type, var, function_body) \
{ \
type* p = static_cast<type*>(view_get_model(view)); \
bool update = [&](type * var) function_body(p); \
view_commit_model(view, update); \
}
#else
/*
* With clause for view model
* @param view, View instance pointer
* @param function_body a (){} lambda declaration, executed within you parent function context
* @return true if you want to emit view update, false otherwise
*/
#define with_view_model(view, function_body) \
{ \
void* p = view_get_model(view); \
bool update = ({ bool __fn__ function_body __fn__; })(p); \
view_commit_model(view, update); \
}
#endif
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