convert single LvglMutex into a Lvgl resource manager that will allow for easy multi threaded use of Lvgl through program.
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94d75fa4d5
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4 changed files with 88 additions and 33 deletions
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@ -1,11 +0,0 @@
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#pragma once
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#include <mutex>
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class LvglMutex {
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public:
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[[nodiscard]] static std::lock_guard<std::mutex> lockScope() {
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return std::lock_guard<std::mutex>(mLvglMutex);
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}
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inline static std::mutex mLvglMutex;
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};
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49
Platformio/OmoteUI/UIs/LvglResourceManger.hpp
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49
Platformio/OmoteUI/UIs/LvglResourceManger.hpp
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#pragma once
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#include <functional>
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#include <mutex>
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#include <queue>
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namespace UI {
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class UIBase;
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} // namespace UI
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class LvglResourceManger {
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friend UI::UIBase;
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public:
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static LvglResourceManger &GetInstance() {
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static LvglResourceManger mInstance;
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return mInstance;
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}
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[[nodiscard]] std::scoped_lock<std::mutex> scopeLock() {
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return std::scoped_lock(mLvglMutex);
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}
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void AttemptNow(std::function<void()> aLvglModifierFunction) {
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// Attempt to take mutex and preform op if you can't then queue up.
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if (mLvglMutex.try_lock()) {
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aLvglModifierFunction();
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mLvglMutex.unlock();
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} else {
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QueueForLater(aLvglModifierFunction);
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}
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}
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void QueueForLater(std::function<void()> aLvglModifierFunction) {
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mLvglTasks.push(std::move(aLvglModifierFunction));
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}
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protected:
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LvglResourceManger(){};
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void HandleQueuedTasks() {
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auto lock = scopeLock();
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while (!mLvglTasks.empty()) {
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mLvglTasks.front()();
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mLvglTasks.pop();
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}
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}
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std::queue<std::function<void()>> mLvglTasks;
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std::mutex mLvglMutex;
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};
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@ -1,5 +1,5 @@
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#include "UIBase.hpp"
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#include "LvglMutex.hpp"
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#include "LvglResourceManger.hpp"
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using namespace UI;
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@ -7,9 +7,10 @@ UIBase::UIBase(std::shared_ptr<HardwareAbstract> aHardware)
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: mHardware(aHardware) {}
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void UIBase::loopHandler() {
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lv_timer_handler();
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{
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auto lock = LvglMutex::lockScope();
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auto lock = LvglResourceManger::GetInstance().scopeLock();
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lv_timer_handler();
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lv_task_handler();
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}
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LvglResourceManger::GetInstance().HandleQueuedTasks();
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}
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@ -1,61 +1,69 @@
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#include "UIElement.hpp"
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#include "LvglMutex.hpp"
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#include "LvglResourceManger.hpp"
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namespace UI {
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UIElement::UIElement(lv_obj_t *aLvglSelf, ID aId)
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: mLvglSelf(aLvglSelf), mId(aId) {
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auto lock = LvglMutex::lockScope();
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auto lock = LvglResourceManger::GetInstance().scopeLock();
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mLvglSelf->user_data = this;
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}
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UIElement::~UIElement() {
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auto lock = LvglMutex::lockScope();
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auto lock = LvglResourceManger::GetInstance().scopeLock();
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if (lv_obj_is_valid(mLvglSelf)) {
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lv_obj_del(mLvglSelf);
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}
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}
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void UIElement::AddElement(UIElement *anUIElement) {
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auto lock = LvglMutex::lockScope();
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LvglResourceManger::GetInstance().AttemptNow([this, anUIElement] {
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lv_obj_set_parent(anUIElement->mLvglSelf, mLvglSelf);
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});
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}
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bool UIElement::IsVisible() { return lv_obj_is_visible(mLvglSelf); }
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bool UIElement::IsVisible() {
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auto lock = LvglResourceManger::GetInstance().scopeLock();
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return lv_obj_is_visible(mLvglSelf);
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}
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void UIElement::SetWidth(lv_coord_t aWidth) {
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auto lock = LvglMutex::lockScope();
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lv_obj_set_width(mLvglSelf, aWidth);
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LvglResourceManger::GetInstance().AttemptNow(
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[this, aWidth] { lv_obj_set_width(mLvglSelf, aWidth); });
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}
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void UIElement::SetHeight(lv_coord_t aHeight) {
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auto lock = LvglMutex::lockScope();
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lv_obj_set_height(mLvglSelf, aHeight);
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LvglResourceManger::GetInstance().AttemptNow(
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[this, aHeight] { lv_obj_set_height(mLvglSelf, aHeight); });
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}
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lv_coord_t UIElement::GetHeight() {
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auto lock = LvglResourceManger::GetInstance().scopeLock();
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lv_obj_update_layout(mLvglSelf);
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return lv_obj_get_height(mLvglSelf);
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};
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lv_coord_t UIElement::GetWidth() {
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auto lock = LvglResourceManger::GetInstance().scopeLock();
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lv_obj_update_layout(mLvglSelf);
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return lv_obj_get_width(mLvglSelf);
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}
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void UIElement::SetY(lv_coord_t aY) {
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auto lock = LvglMutex::lockScope();
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lv_obj_set_y(mLvglSelf, aY);
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}
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LvglResourceManger::GetInstance().AttemptNow(
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[this, aY] { lv_obj_set_y(mLvglSelf, aY); });
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};
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void UIElement::SetX(lv_coord_t aX) {
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auto lock = LvglMutex::lockScope();
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lv_obj_set_x(mLvglSelf, aX);
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LvglResourceManger::GetInstance().AttemptNow(
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[this, aX] { lv_obj_set_x(mLvglSelf, aX); });
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}
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lv_coord_t UIElement::GetY() {
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auto lock = LvglResourceManger::GetInstance().scopeLock();
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lv_obj_update_layout(mLvglSelf);
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return lv_obj_get_y(mLvglSelf);
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}
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lv_coord_t UIElement::GetX() {
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auto lock = LvglResourceManger::GetInstance().scopeLock();
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lv_obj_update_layout(mLvglSelf);
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return lv_obj_get_x(mLvglSelf);
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}
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}
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void UIElement::SetBgColor(lv_color_t aColor, lv_style_selector_t aStyle) {
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auto lock = LvglMutex::lockScope();
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LvglResourceManger::GetInstance().AttemptNow([this, aColor, aStyle] {
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lv_obj_set_style_bg_color(mLvglSelf, aColor, aStyle);
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});
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};
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void UIElement::Show() {
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{
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auto lock = LvglResourceManger::GetInstance().scopeLock();
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lv_obj_clear_flag(mLvglSelf, LV_OBJ_FLAG_HIDDEN);
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}
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OnShow();
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}
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void UIElement::Hide() {
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{
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auto lock = LvglResourceManger::GetInstance().scopeLock();
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lv_obj_add_flag(mLvglSelf, LV_OBJ_FLAG_HIDDEN);
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}
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OnHide();
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}
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