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/*
* Copyright 2023 jacqueline <me@jacqueline.id.au>
*
* SPDX-License-Identifier: GPL-3.0-only
*/
#pragma once
#include <cstdint>
#include <memory>
#include <stack>
#include "audio_events.hpp"
#include "battery.hpp"
#include "db_events.hpp"
#include "display.hpp"
#include "encoder_input.hpp"
#include "gpios.hpp"
#include "lua_thread.hpp"
#include "lvgl_task.hpp"
#include "modal.hpp"
#include "nvs.hpp"
#include "property.hpp"
#include "relative_wheel.hpp"
#include "screen.hpp"
#include "service_locator.hpp"
#include "storage.hpp"
#include "system_events.hpp"
#include "tinyfsm.hpp"
#include "touchwheel.hpp"
#include "track.hpp"
#include "track_queue.hpp"
#include "ui_events.hpp"
namespace ui {
class UiState : public tinyfsm::Fsm<UiState> {
public:
static auto InitBootSplash(drivers::IGpios&) -> bool;
virtual ~UiState() {}
static auto current_screen() -> std::shared_ptr<Screen> {
return sCurrentScreen;
}
virtual void entry() {}
virtual void exit() {}
/* Fallback event handler. Does nothing. */
void react(const tinyfsm::Event& ev) {}
virtual void react(const OnLuaError&) {}
virtual void react(const DumpLuaStack&) {}
virtual void react(const internal::BackPressed&) {}
virtual void react(const system_fsm::BootComplete&) {}
virtual void react(const system_fsm::StorageMounted&) {}
void react(const system_fsm::BatteryStateChanged&);
void react(const audio::PlaybackStarted&);
void react(const audio::PlaybackStopped&);
void react(const audio::PlaybackUpdate&);
void react(const audio::QueueUpdate&);
void react(const audio::VolumeChanged&);
void react(const audio::VolumeBalanceChanged&);
void react(const audio::VolumeLimitChanged&);
void react(const system_fsm::KeyLockChanged&);
void react(const internal::DismissAlerts&);
void react(const internal::ControlSchemeChanged&);
void react(const database::event::UpdateStarted&);
void react(const database::event::UpdateProgress&){};
void react(const database::event::UpdateFinished&);
void react(const system_fsm::BluetoothEvent&);
virtual void react(const internal::ModalCancelPressed&) {
sCurrentModal.reset();
}
virtual void react(const internal::ModalConfirmPressed&) {
sCurrentModal.reset();
}
void react(const internal::ReindexDatabase&){};
protected:
void PushScreen(std::shared_ptr<Screen>);
int PopScreen();
static std::unique_ptr<UiTask> sTask;
static std::shared_ptr<system_fsm::ServiceLocator> sServices;
static std::unique_ptr<drivers::Display> sDisplay;
static std::shared_ptr<EncoderInput> sInput;
static std::stack<std::shared_ptr<Screen>> sScreens;
static std::shared_ptr<Screen> sCurrentScreen;
static std::shared_ptr<Modal> sCurrentModal;
static std::shared_ptr<lua::LuaThread> sLua;
static lua::Property sBatteryPct;
static lua::Property sBatteryMv;
static lua::Property sBatteryCharging;
static lua::Property sBluetoothEnabled;
static lua::Property sBluetoothConnected;
static lua::Property sBluetoothPairedDevice;
static lua::Property sBluetoothDevices;
static lua::Property sPlaybackPlaying;
static lua::Property sPlaybackTrack;
static lua::Property sPlaybackPosition;
static lua::Property sQueuePosition;
static lua::Property sQueueSize;
static lua::Property sQueueReplay;
static lua::Property sQueueRepeat;
static lua::Property sQueueRandom;
static lua::Property sVolumeCurrentPct;
static lua::Property sVolumeCurrentDb;
static lua::Property sVolumeLeftBias;
static lua::Property sVolumeLimit;
static lua::Property sDisplayBrightness;
static lua::Property sControlsScheme;
static lua::Property sScrollSensitivity;
static lua::Property sDatabaseUpdating;
};
namespace states {
class Splash : public UiState {
public:
void exit() override;
void react(const system_fsm::BootComplete&) override;
void react(const system_fsm::StorageMounted&) override;
using UiState::react;
};
class Lua : public UiState {
public:
void entry() override;
void exit() override;
void react(const OnLuaError&) override;
void react(const DumpLuaStack&) override;
void react(const internal::BackPressed&) override;
using UiState::react;
private:
auto PushLuaScreen(lua_State*) -> int;
auto PopLuaScreen(lua_State*) -> int;
auto ShowAlert(lua_State*) -> int;
auto HideAlert(lua_State*) -> int;
auto SetPlaying(const lua::LuaValue&) -> bool;
auto SetRandom(const lua::LuaValue&) -> bool;
auto SetRepeat(const lua::LuaValue&) -> bool;
auto SetReplay(const lua::LuaValue&) -> bool;
auto QueueNext(lua_State*) -> int;
auto QueuePrevious(lua_State*) -> int;
};
} // namespace states
} // namespace ui
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