2026-08-11 23:40:59 +02:00

484 lines
18 KiB
C++

// SPDX-License-Identifier: Apache-2.0
#include <lvgl_window_manager/window_manager.h>
#include <app/instance.h>
#include <lvgl/lvgl.h>
#include <tactility/check.h>
#include <tactility/concurrent/mutex.h>
#include <tactility/freertos/semphr.h>
#include <algorithm>
#include <new>
#include <vector>
constexpr auto* TAG = "window_manager";
namespace {
/**
* Completion signal for a single window_manager_await_state_change() call.
*
* Heap-allocated with its own refcount, protected by WindowManagerState::mutex (not atomic).
* It can't be owned solely by the WindowRecord: window_manager_create()/remove() claim
* (read + clear) a window's signal under the lock, then give it after releasing that lock.
* The refcount lets whichever side finishes last - the waiting task waking up, or the
* claimer after giving the semaphore - safely delete it.
*/
struct WindowWaitSignal {
SemaphoreHandle_t semaphore;
/** Starts at 1, owned by window_manager_await_state_change() until it's done waiting.
* Whoever claims this signal from a WindowRecord (see claim_waiter_locked()) takes an
* extra reference for as long as it takes to give the semaphore. Reaching 0 deletes it. */
int refcount = 1;
};
struct WindowRecord {
WindowId id;
uint32_t app_instance_id;
WindowCreateWidgetsFn create_widgets;
void* user_data;
/** Set by window_manager_await_state_change() when a task is blocked waiting on this
* window (see that function's @warning: at most one concurrent awaiter per window).
* Per-window rather than a single manager-wide slot, because a stacked window manager
* serving several app tasks can have more than one window with a live await() call
* outstanding, even though only one is ever topmost/GRANTED at a time. */
WindowWaitSignal* waiting_signal = nullptr;
};
struct WindowManagerState {
/** Mutex for read/write operations. Shortly held. */
Mutex mutex {};
/** Serializes the full start()/stop()/create()/remove() transitions against each other,
* including LVGL work done after `mutex` is released, such as a create_widgets() or
* screen_init() callback. Without it, window_manager_stop() could free
* real_root_widget/content_root_widget/top_widget out from under a concurrent create() or
* remove() that captured one of those pointers under `mutex` but only uses it afterward,
* via build_window_widget()/delete_widget(). */
Mutex lifecycle_mutex {};
bool started = false;
WindowManagerScreenInitFn screen_init = nullptr;
/** The raw, full-size container window_manager_start() creates; owns (and deletion
* cascades to) whatever the screen-init callback added under it. */
lv_obj_t* real_root_widget = nullptr;
/** The stable parent each window's own widget is created under. Normally
* real_root_widget itself, but the screen-init callback may return a nested content
* widget to use instead. */
lv_obj_t* content_root_widget = nullptr;
WindowId next_id = 1;
/** windows.back() is topmost; only it ever has a live widget (top_widget). */
std::vector<WindowRecord> windows;
lv_obj_t* top_widget = nullptr;
WindowManagerState() {
mutex_construct(&mutex);
mutex_construct(&lifecycle_mutex);
}
};
WindowManagerState& state() {
static WindowManagerState instance;
return instance;
}
lv_obj_t* build_window_widget(lv_obj_t* content, WindowCreateWidgetsFn create_widgets, void* user_data) {
if (content == nullptr) {
return nullptr;
}
lvgl_lock();
lv_obj_t* widget = lv_obj_create(content);
lv_obj_set_size(widget, LV_PCT(100), LV_PCT(100));
lv_obj_set_style_pad_all(widget, 0, LV_STATE_DEFAULT);
lv_obj_set_style_border_width(widget, 0, LV_STATE_DEFAULT);
lv_obj_set_style_radius(widget, 0, LV_STATE_DEFAULT);
// Plain layout container, not meant to scroll on its own - every app already does this
// for its own root object. Without it, a sub-pixel flex-layout overflow here can show the
// theme's scrollbar styling as a thin line hugging this widget's edges.
lv_obj_remove_flag(widget, LV_OBJ_FLAG_SCROLLABLE);
if (create_widgets != nullptr) {
create_widgets(widget, user_data);
}
lvgl_unlock();
return widget;
}
void delete_widget(lv_obj_t* widget) {
if (widget == nullptr) {
return;
}
lvgl_lock();
lv_obj_delete(widget);
lvgl_unlock();
}
// Call while holding WindowManagerState::mutex. Transfers ownership of `window`'s waiting
// signal, if any, to the caller, taking an extra reference on the caller's behalf. The
// caller must pass the result to give_and_release() exactly once, outside the lock.
WindowWaitSignal* claim_waiter_locked(WindowRecord& window) {
WindowWaitSignal* signal = window.waiting_signal;
window.waiting_signal = nullptr;
if (signal != nullptr) {
signal->refcount++;
}
return signal;
}
// Gives `signal`'s semaphore, waking window_manager_await_state_change() if it's still
// waiting, then releases the caller's reference from claim_waiter_locked(). Deletes the
// signal if that was the last reference. No-op if `signal` is NULL.
void give_and_release(WindowWaitSignal* signal) {
if (signal == nullptr) {
return;
}
xSemaphoreGive(signal->semaphore);
auto& s = state();
mutex_lock(&s.mutex);
bool should_delete = (--signal->refcount == 0);
mutex_unlock(&s.mutex);
if (should_delete) {
vSemaphoreDelete(signal->semaphore);
delete signal;
}
}
} // namespace
extern "C" {
void window_manager_configure(WindowManagerScreenInitFn screen_init) {
auto& s = state();
// Serializes against window_manager_start()/stop()
mutex_lock(&s.lifecycle_mutex);
mutex_lock(&s.mutex);
if (!s.started) {
s.screen_init = screen_init;
} else {
LOG_W(TAG, "Ignoring window_manager_configure: module is already started");
}
mutex_unlock(&s.mutex);
mutex_unlock(&s.lifecycle_mutex);
}
error_t window_manager_start(void) {
auto& s = state();
// Held for the whole transition, including the LVGL work below done with `mutex`
// released. Blocks a concurrent start() from also passing the `started` check and
// building its own root widget, and blocks a concurrent stop() from running while this
// start is still mid-flight.
mutex_lock(&s.lifecycle_mutex);
mutex_lock(&s.mutex);
if (s.started) {
mutex_unlock(&s.mutex);
mutex_unlock(&s.lifecycle_mutex);
return ERROR_NONE;
}
WindowManagerScreenInitFn screen_init = s.screen_init;
mutex_unlock(&s.mutex);
lv_obj_t* real_widget = nullptr;
lv_obj_t* content_widget = nullptr;
lvgl_lock();
lv_obj_t* screen = lv_screen_active();
if (screen != nullptr) {
real_widget = lv_obj_create(screen);
lv_obj_set_size(real_widget, LV_PCT(100), LV_PCT(100));
lv_obj_set_style_pad_all(real_widget, 0, LV_STATE_DEFAULT);
lv_obj_set_style_border_width(real_widget, 0, LV_STATE_DEFAULT);
lv_obj_set_style_radius(real_widget, 0, LV_STATE_DEFAULT);
// See build_window_widget()'s identical flag removal for why.
lv_obj_remove_flag(real_widget, LV_OBJ_FLAG_SCROLLABLE);
content_widget = (screen_init != nullptr) ? screen_init(real_widget) : nullptr;
if (content_widget == nullptr) {
content_widget = real_widget;
}
}
lvgl_unlock();
if (real_widget == nullptr) {
mutex_unlock(&s.lifecycle_mutex);
return ERROR_RESOURCE;
}
// A previous stop() may have left window records behind for an app that's still running
// (see window_manager_stop()'s comment). Rebuild the topmost one now, the same way
// window_manager_remove() rebuilds when a buried window resurfaces. Otherwise that app's
// task stays blocked in its own event loop forever, with no window and no signal telling
// it to rebuild one.
WindowCreateWidgetsFn top_create_widgets = nullptr;
void* top_user_data = nullptr;
WindowId top_id = 0;
bool has_top = false;
mutex_lock(&s.mutex);
s.real_root_widget = real_widget;
s.content_root_widget = content_widget;
s.started = true;
if (!s.windows.empty()) {
top_create_widgets = s.windows.back().create_widgets;
top_user_data = s.windows.back().user_data;
top_id = s.windows.back().id;
has_top = true;
}
mutex_unlock(&s.mutex);
if (has_top) {
lv_obj_t* new_widget = build_window_widget(content_widget, top_create_widgets, top_user_data);
mutex_lock(&s.mutex);
bool still_topmost = !s.windows.empty() && s.windows.back().id == top_id;
if (still_topmost) {
s.top_widget = new_widget;
new_widget = nullptr; // consumed
}
mutex_unlock(&s.mutex);
// The window stack changed while we were building, e.g. a concurrent remove() -
// discard what we just made.
delete_widget(new_widget);
}
mutex_unlock(&s.lifecycle_mutex);
return ERROR_NONE;
}
error_t window_manager_stop(void) {
auto& s = state();
// See window_manager_start(): blocks until any in-flight start() has finished, or failed,
// before this stop observes or tears down state.
mutex_lock(&s.lifecycle_mutex);
mutex_lock(&s.mutex);
if (!s.started) {
mutex_unlock(&s.mutex);
mutex_unlock(&s.lifecycle_mutex);
return ERROR_NONE;
}
lv_obj_t* widget = s.real_root_widget;
// Claim every window's waiter before tearing down. Normally only the topmost window has
// one set, but every window's widget is torn down here, so every one is checked.
std::vector<WindowWaitSignal*> waiters;
for (auto& window : s.windows) {
if (auto* signal = claim_waiter_locked(window); signal != nullptr) {
waiters.push_back(signal);
}
}
s.real_root_widget = nullptr;
s.content_root_widget = nullptr;
s.top_widget = nullptr;
// Deliberately not s.windows.clear(): this tears down only the LVGL widget tree, not the
// window records. On a real full shutdown every app has already removed its own window via
// window_manager_remove(), so the list is empty anyway and this is a no-op. But a caller can
// also stop()/start() this module on its own, temporarily, while apps keep running
// underneath - for example one borrowing the display/touch hardware directly. Those apps'
// tasks stay alive, blocked in their own event loops, with no way to know they need to call
// window_manager_create() again. Keeping the records lets window_manager_start() rebuild the
// topmost one automatically instead of leaving that app stuck with no window forever.
s.started = false;
mutex_unlock(&s.mutex);
for (WindowWaitSignal* waiter : waiters) {
give_and_release(waiter);
}
// Deleting the real widget cascades to everything under it - chrome and top_widget alike.
delete_widget(widget);
mutex_unlock(&s.lifecycle_mutex);
return ERROR_NONE;
}
WindowId window_manager_create(AppInstanceId app_instance_id, WindowCreateWidgetsFn create_widgets, void* user_data) {
if (app_instance_id == 0) {
return 0;
}
auto& s = state();
// See lifecycle_mutex's comment: blocks a concurrent window_manager_stop() (or another
// create()/remove()) from touching real_root_widget/content_root_widget/top_widget while
// this call still holds pointers to them.
mutex_lock(&s.lifecycle_mutex);
mutex_lock(&s.mutex);
if (!s.started) {
mutex_unlock(&s.mutex);
mutex_unlock(&s.lifecycle_mutex);
return 0;
}
lv_obj_t* content = s.content_root_widget;
lv_obj_t* old_top_widget = s.top_widget;
// The current topmost window, if any, is about to be superseded - claim its waiter here
// so it gets notified below.
WindowWaitSignal* waiter = !s.windows.empty() ? claim_waiter_locked(s.windows.back()) : nullptr;
s.top_widget = nullptr;
WindowId new_id = s.next_id++;
s.windows.push_back(WindowRecord { new_id, app_instance_id, create_widgets, user_data });
mutex_unlock(&s.mutex);
give_and_release(waiter);
delete_widget(old_top_widget);
lv_obj_t* new_widget = build_window_widget(content, create_widgets, user_data);
mutex_lock(&s.mutex);
bool still_topmost = !s.windows.empty() && s.windows.back().id == new_id;
if (still_topmost) {
s.top_widget = new_widget;
new_widget = nullptr; // consumed
}
mutex_unlock(&s.mutex);
// Another window became topmost while we were building, e.g. a concurrent create() from
// another app thread - discard what we just made.
delete_widget(new_widget);
mutex_unlock(&s.lifecycle_mutex);
return new_id;
}
void window_manager_remove(WindowId id) {
auto& s = state();
// See lifecycle_mutex's comment: blocks a concurrent window_manager_stop() (or another
// create()/remove()) from touching real_root_widget/content_root_widget/top_widget while
// this call still holds pointers to them.
mutex_lock(&s.lifecycle_mutex);
mutex_lock(&s.mutex);
auto iterator = std::find_if(s.windows.begin(), s.windows.end(),
[id](const WindowRecord& window) { return window.id == id; });
if (iterator == s.windows.end()) {
mutex_unlock(&s.mutex);
mutex_unlock(&s.lifecycle_mutex);
return;
}
bool was_topmost = (iterator + 1 == s.windows.end());
// The window being removed owns its own waiter, if any. A waiter is only ever registered
// while its window is topmost (see window_manager_await_state_change()); if this window had
// since stopped being topmost without being removed, window_manager_create() would already
// have claimed and cleared it. So a buried window's waiting_signal is always already null.
WindowWaitSignal* waiter = claim_waiter_locked(*iterator);
s.windows.erase(iterator);
lv_obj_t* content = s.content_root_widget;
lv_obj_t* old_widget = nullptr;
WindowCreateWidgetsFn next_create_widgets = nullptr;
void* next_user_data = nullptr;
WindowId next_id = 0;
bool has_next = false;
if (was_topmost) {
old_widget = s.top_widget;
s.top_widget = nullptr;
if (!s.windows.empty()) {
next_create_widgets = s.windows.back().create_widgets;
next_user_data = s.windows.back().user_data;
next_id = s.windows.back().id;
has_next = true;
}
}
mutex_unlock(&s.mutex);
give_and_release(waiter);
if (!was_topmost) {
// A buried window was removed; the topmost window's widgets are unaffected.
mutex_unlock(&s.lifecycle_mutex);
return;
}
delete_widget(old_widget);
lv_obj_t* new_widget = has_next ? build_window_widget(content, next_create_widgets, next_user_data) : nullptr;
mutex_lock(&s.mutex);
bool still_topmost = has_next && !s.windows.empty() && s.windows.back().id == next_id;
if (still_topmost) {
s.top_widget = new_widget;
new_widget = nullptr; // consumed
}
mutex_unlock(&s.mutex);
delete_widget(new_widget);
mutex_unlock(&s.lifecycle_mutex);
}
WindowState window_manager_get_state(WindowId id) {
auto& s = state();
mutex_lock(&s.mutex);
bool is_top = !s.windows.empty() && s.windows.back().id == id;
mutex_unlock(&s.mutex);
return is_top ? WINDOW_STATE_GRANTED : WINDOW_STATE_REVOKED;
}
WindowState window_manager_await_state_change(WindowId id, TickType_t timeout) {
auto& s = state();
// Uses a dedicated semaphore rather than this task's default FreeRTOS notification.
// Other subsystems, e.g. app_event.cpp's AppEventSubscription, share that same slot - an
// unrelated notification delivered to this task could otherwise wake this wait early.
auto* signal = new (std::nothrow) WindowWaitSignal();
if (signal == nullptr) {
return window_manager_get_state(id);
}
signal->semaphore = xSemaphoreCreateBinary();
if (signal->semaphore == nullptr) {
delete signal;
return window_manager_get_state(id);
}
mutex_lock(&s.mutex);
bool is_top = !s.windows.empty() && s.windows.back().id == id;
if (!is_top) {
mutex_unlock(&s.mutex);
vSemaphoreDelete(signal->semaphore);
delete signal;
return WINDOW_STATE_REVOKED;
}
// At most one concurrent awaiter per window; see this function's @warning.
check(s.windows.back().waiting_signal == nullptr);
s.windows.back().waiting_signal = signal;
mutex_unlock(&s.mutex);
xSemaphoreTake(signal->semaphore, timeout);
// Deregister ourselves if a create()/remove() hasn't already claimed us. This is the
// ordinary, intended wakeup path; without it, a later create()/remove() could read a
// signal that's already been given away here. Re-locate the record by id, since it may
// have been erased by window_manager_remove() while we waited. Either way, release our
// own reference - whichever side finishes last, us or a claimer, is the one that deletes
// it.
mutex_lock(&s.mutex);
auto iterator = std::find_if(s.windows.begin(), s.windows.end(),
[id](const WindowRecord& window) { return window.id == id; });
if (iterator != s.windows.end() && iterator->waiting_signal == signal) {
iterator->waiting_signal = nullptr;
}
bool should_delete = (--signal->refcount == 0);
mutex_unlock(&s.mutex);
if (should_delete) {
vSemaphoreDelete(signal->semaphore);
delete signal;
}
return window_manager_get_state(id);
}
} // extern "C"