- Renamed various keyboard functions so it's easier to differentiate hardware versus software keyboard functionality - Created `Tactility/lvgl/Keyboard.h` as a proxy for the internal `Gui` service. - Implemented `tt_lvgl_keyboard.h` in `TactilityC`.
65 lines
1.7 KiB
C++
65 lines
1.7 KiB
C++
#include "Tactility/service/gui/Gui.h"
|
|
|
|
#include "Tactility/app/AppInstance.h"
|
|
#include "Tactility/lvgl/LvglSync.h"
|
|
#include "Tactility/lvgl/Style.h"
|
|
|
|
#include <Tactility/Check.h>
|
|
#include <Tactility/Log.h>
|
|
|
|
namespace tt::service::gui {
|
|
|
|
#define TAG "gui"
|
|
|
|
static lv_obj_t* createAppViews(Gui* gui, lv_obj_t* parent) {
|
|
lv_obj_send_event(gui->statusbarWidget, LV_EVENT_DRAW_MAIN, nullptr);
|
|
lv_obj_t* child_container = lv_obj_create(parent);
|
|
lv_obj_set_style_pad_all(child_container, 0, 0);
|
|
lv_obj_set_width(child_container, LV_PCT(100));
|
|
lv_obj_set_flex_grow(child_container, 1);
|
|
|
|
if (softwareKeyboardIsEnabled()) {
|
|
gui->keyboard = lv_keyboard_create(parent);
|
|
lv_obj_add_flag(gui->keyboard, LV_OBJ_FLAG_HIDDEN);
|
|
} else {
|
|
gui->keyboard = nullptr;
|
|
}
|
|
|
|
return child_container;
|
|
}
|
|
|
|
void redraw(Gui* gui) {
|
|
assert(gui);
|
|
|
|
// Lock GUI and LVGL
|
|
lock();
|
|
|
|
if (lvgl::lock(1000)) {
|
|
lv_obj_clean(gui->appRootWidget);
|
|
|
|
if (gui->appToRender != nullptr) {
|
|
|
|
app::Flags flags = std::static_pointer_cast<app::AppInstance>(gui->appToRender)->getFlags();
|
|
if (flags.showStatusbar) {
|
|
lv_obj_remove_flag(gui->statusbarWidget, LV_OBJ_FLAG_HIDDEN);
|
|
} else {
|
|
lv_obj_add_flag(gui->statusbarWidget, LV_OBJ_FLAG_HIDDEN);
|
|
}
|
|
|
|
lv_obj_t* container = createAppViews(gui, gui->appRootWidget);
|
|
gui->appToRender->getApp()->onShow(*gui->appToRender, container);
|
|
} else {
|
|
TT_LOG_W(TAG, "nothing to draw");
|
|
}
|
|
|
|
// Unlock GUI and LVGL
|
|
lvgl::unlock();
|
|
} else {
|
|
TT_LOG_E(TAG, LOG_MESSAGE_MUTEX_LOCK_FAILED_FMT, "LVGL");
|
|
}
|
|
|
|
unlock();
|
|
}
|
|
|
|
} // namespace
|