OMOTE/Platformio/OmoteUI/core/UIElement.hpp

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2023-10-22 14:35:49 -04:00
#pragma once
#include "BorderOutlinePadding.hpp"
#include "TextStyle.hpp"
#include "UIElementIds.hpp"
#include <lvgl.h>
#include "KeyPressAbstract.hpp"
#include <vector>
namespace UI {
class UIElement {
public:
using Ptr = std::unique_ptr<UIElement>;
UIElement(lv_obj_t *aLvglSelf, const ID aId = ID());
virtual ~UIElement();
virtual void SetBgColor(lv_color_t value,
lv_style_selector_t selector = LV_PART_MAIN);
virtual void SetBgOpacity(lv_opa_t aOpacity,
lv_style_selector_t aStyle = LV_PART_MAIN);
void SetVisiblity(bool aVisibility);
bool IsVisible();
bool IsSetVisible();
virtual void SetWidth(lv_coord_t aWidth);
virtual void SetHeight(lv_coord_t aHeight);
lv_coord_t GetWidth();
lv_coord_t GetHeight();
virtual void SetContentWidth(lv_coord_t aWidth);
virtual void SetContentHeight(lv_coord_t aHeight);
lv_coord_t GetContentWidth();
lv_coord_t GetContentHeight();
virtual void SetY(lv_coord_t aY);
virtual void SetX(lv_coord_t aX);
lv_coord_t GetY();
lv_coord_t GetX();
lv_coord_t GetBottom();
void AlignTo(UIElement *anElementToAlignWith, lv_align_t anAlignment,
lv_coord_t aXoffset = 0, lv_coord_t aYOffset = 0);
virtual void SetBorder(Border aNewBorder,
lv_style_selector_t aStyle = LV_PART_MAIN);
Border GetBorder(lv_style_selector_t aStyle = LV_PART_MAIN);
virtual void SetOutline(Outline aNewOutline,
lv_style_selector_t aStyle = LV_PART_MAIN);
Outline GetOutline(lv_style_selector_t aStyle = LV_PART_MAIN);
virtual void SetPadding(Padding aNewPadding,
lv_style_selector_t aStyle = LV_PART_MAIN);
virtual void SetAllPadding(lv_coord_t aNewPadding,
lv_style_selector_t aStyle = LV_PART_MAIN);
Padding GetPadding(lv_style_selector_t aStyle = LV_PART_MAIN);
virtual void SetTextStyle(TextStyle aNewStyle,
lv_style_selector_t aStyle = LV_PART_MAIN);
TextStyle GetTextStyle(lv_style_selector_t aStyle = LV_PART_MAIN);
UIElement *AddElement(UIElement::Ptr anElement);
template <class UIElemTy> UIElemTy *AddElement(UIElement::Ptr aWidget);
UIElement::Ptr RemoveElement(UIElement *aUIElementRef);
size_t GetNumContainedElements() { return mContainedElements.size(); }
ID GetID() { return mId; };
template <class UIElemTy> static UIElemTy GetElement(lv_obj_t *aLvglObject);
/// @brief There are use cases in which objects
/// need to stay alive in LVGL but can die
/// in terms of our usage this is a helper for these
/// use Sparingly!!!
/// @param aTimeToKeepLvglObj
void SetKeepAliveTime(uint32_t aTimeToKeepLvglObj) {
mLvglKeepAliveTime = aTimeToKeepLvglObj;
}
void StartLvglEventHandler();
void StopLvglEventHandler();
/// @brief Register a callback to run for Lvgl Events for objects that
/// are created from base classes.
void OnLvglEvent(std::function<void(lv_event_t *anEvent)> aLvglEventHandler) {
mLvglEventHandler = aLvglEventHandler;
}
/// @brief get Lvgl object reference to use in LVGL APIs
/// @return lvgl object a
lv_obj_t *LvglSelf() { return mLvglSelf; }
protected:
/// @brief Show Element
virtual void Show();
/// @brief Hide Element
virtual void Hide();
/// @brief Override in child class to run something after element is shown
virtual void OnShow();
/// @brief Override in child class to run something after element is hidden
virtual void OnHide();
/// @brief Override to run something when element is added to a parent
/// @param aNewParent - Parent UIElement just added to
virtual void OnAdded(UIElement *aNewParent){};
// Override in object to handle LVGL events for that object
virtual void OnLvglEvent(lv_event_t *anEvent) {
if (mLvglEventHandler) {
mLvglEventHandler(anEvent);
}
};
/// @brief Set KeyEvent to the UI element to see if it wants to handle it
virtual bool KeyEvent(KeyPressAbstract::KeyEvent aKeyEvent);
/// @brief Override to Handle KeyEvent for the specific element
/// @return true - Key event was used
/// fasle - Key event was unused
virtual bool OnKeyEvent(KeyPressAbstract::KeyEvent aKeyEvent) = 0;
private:
/// @brief Get Pointer to Parent Element
/// @return - nullptr Parent was not wrapped or did not exist
UIElement *GetParent();
static void LvglEventHandler(lv_event_t *anEvent);
lv_obj_t *mLvglSelf;
const ID mId;
uint32_t mLvglKeepAliveTime = 0;
bool mIsHandlingLvglEvents = true;
std::function<void(lv_event_t *)> mLvglEventHandler = nullptr;
/// @brief Elements that are currently in this element
std::vector<UIElement::Ptr> mContainedElements;
};
/**
* @brief This helper allows conversion between anLvglObject and a
* core element by using the user data that links the LVGL object
* to its C++ counterpart. Do note that it is possible that this
* user data is not always there if the Lvgl Object has not been wrapped
* by UIElement
*
* @tparam UIElemTy - Type of element you want to cast to
* @param aLvglObject - object to extract User data from
* @return UIElemTy - object stored in user data (See constructor of
* UIElement)
*/
template <class UIElemTy>
UIElemTy UIElement::GetElement(lv_obj_t *aLvglObject) {
auto UIElement = lv_obj_get_user_data(aLvglObject);
if (UIElement) {
return static_cast<UIElemTy>(UIElement);
}
return nullptr;
}
template <class UIElemTy>
UIElemTy *UIElement::AddElement(UIElement::Ptr anElement) {
return static_cast<UIElemTy *>(AddElement(std::move(anElement)));
}
} // namespace UI