#pragma once #include "BorderOutlinePadding.hpp" #include "TextStyle.hpp" #include "UIElementIds.hpp" #include #include "KeyPressAbstract.hpp" #include namespace UI { class UIElement { public: using Ptr = std::unique_ptr; 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); void SetVisiblity(bool aVisibility); bool IsVisible(); 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 UIElemTy *AddElement(UIElement::Ptr aWidget); UIElement::Ptr RemoveElement(UIElement *aUIElementRef); size_t GetNumContainedElements() { return mContainedElements.size(); } ID GetID() { return mId; }; template 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 Sparengly!!! /// @param aTimeToKeepLvglObj void SetKeepAliveTime(uint32_t aTimeToKeepLvglObj) { mLvglKeepAliveTime = aTimeToKeepLvglObj; } protected: /// @brief get Lvgl object refernce to use in LVGL APIs /// @return lvgl object a lv_obj_t *LvglSelf() { return mLvglSelf; } /// @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() = 0; /// @brief Override in child class to run something after element is hidden virtual void OnHide() = 0; // Override in object to handle LVGL events for that object virtual void OnLvglEvent(lv_event_t *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: static void LvglEventHandler(lv_event_t *anEvent); lv_obj_t *mLvglSelf; const ID mId; uint32_t mLvglKeepAliveTime = 0; /// @brief Elements that are currently in this element std::vector 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 UIElemTy UIElement::GetElement(lv_obj_t *aLvglObject) { auto UIElement = lv_obj_get_user_data(aLvglObject); if (UIElement) { return static_cast(UIElement); } return nullptr; } template UIElemTy *UIElement::AddElement(UIElement::Ptr anElement) { return static_cast(AddElement(std::move(anElement))); } } // namespace UI