OMOTE/Platformio/src/applicationInternal/scenes/sceneHandler.cpp

156 lines
6.4 KiB
C++

#include <string>
#include <lvgl.h>
#include "applicationInternal/gui/guiBase.h"
#include "applicationInternal/gui/guiMemoryOptimizer.h"
#include "applicationInternal/scenes/sceneRegistry.h"
#include "applicationInternal/hardware/hardwarePresenter.h"
#include "applicationInternal/commandHandler.h"
#include "scenes/scene__default.h"
void setLabelActiveScene() {
if ((SceneLabel != NULL) && sceneExists(gui_memoryOptimizer_getActiveSceneName())) {
lv_label_set_text(SceneLabel, gui_memoryOptimizer_getActiveSceneName().c_str());
}
}
void navigateBackToSceneGUIlist();
void handleScene(uint16_t command, commandData commandData, std::string additionalPayload = "") {
auto current = commandData.commandPayloads.begin();
std::string scene_name = *current;
// --- do not switch scene, but show scene selection gui. From that on, we are in the main_gui_list. ----------------
if (scene_name == scene_name_selection) {
Serial.println("scene: will show scene selection gui");
guis_doTabCreationAfterGUIlistChanged(MAIN_GUI_LIST);
return;
}
// --- do not switch scene, but navigate to the prev or next gui in the currently active list of guis ---------------
if ((scene_name == scene_gui_next) || (scene_name == scene_gui_prev)) {
if (scene_name == scene_gui_prev) {
if (gui_memoryOptimizer_getActiveTabID() == 0) {
Serial.println("scene: cannot navigate to prev gui, because there is none");
} else {
Serial.println("scene: will navigate to prev gui");
setActiveTab(gui_memoryOptimizer_getActiveTabID() -1, LV_ANIM_ON, true);
}
} else if (scene_name == scene_gui_next) {
if (!gui_memoryOptimizer_isTabIDInMemory(gui_memoryOptimizer_getActiveTabID() +1)) {
Serial.println("scene: cannot navigate to next gui, because there is none");
} else {
Serial.println("scene: will navigate to next gui");
setActiveTab(gui_memoryOptimizer_getActiveTabID() +1, LV_ANIM_ON, true);
}
}
return;
}
// --- do not switch scene. Switch to the other gui list ------------------------------------------------------------
if (scene_name == scene_back_to_previous_gui_list) {
if (get_scene_has_gui_list(gui_memoryOptimizer_getActiveSceneName())) {
Serial.println("scene: will navigate back to last active gui from previous gui list");
guis_doTabCreationForNavigateToLastActiveGUIofPreviousGUIlist();
} else {
Serial.println("scene: cannot navigate back to last active gui from previous gui list, because no scene specific gui list was defined");
}
return;
}
// --- This is the normal case. We navigate to a new scene ----------------------------------------------------------
// FORCE can be either as second payload in commandData
// e.g. register_command(&SCENE_TV_FORCE , makeCommandData(SCENE, {scene_name_TV, "FORCE"}));
// or as additionalPayload, used by gui_sceneSelection.cpp
// e.g. executeCommand(activate_scene_command, "FORCE");
// we can have a second payload
std::string isForcePayload = "";
++current;
if (current != commandData.commandPayloads.end()) {
isForcePayload = *current;
}
// check if we know the new scene
if (!sceneExists(scene_name)) {
Serial.printf("scene: cannot start scene %s, because it is unknown\r\n", scene_name.c_str());
return;
} else {
Serial.printf("scene: will switch from old scene %s to new scene %s\r\n", gui_memoryOptimizer_getActiveSceneName().c_str(), scene_name.c_str());
}
// do not activate the same scene again, only when forced to do so (e.g. by long press on the gui or when selected by hardware key)
bool callEndAndStartSequences;
if ((scene_name == gui_memoryOptimizer_getActiveSceneName()) && ((isForcePayload != "FORCE") && (additionalPayload != "FORCE"))) {
Serial.printf("scene: will not start scene again, because it is already active\r\n");
callEndAndStartSequences = false;
} else if ((scene_name == gui_memoryOptimizer_getActiveSceneName()) && ((isForcePayload == "FORCE") || (additionalPayload == "FORCE"))) {
Serial.printf("scene: scene is already active, but FORCE was set, so start scene again\r\n");
callEndAndStartSequences = true;
} else {
// this is the default when switching to a different scene
callEndAndStartSequences = true;
}
if (SceneLabel != NULL) {lv_label_set_text(SceneLabel, "changing...");}
gui_loop();
if (callEndAndStartSequences) {
// end old scene
if (!sceneExists(gui_memoryOptimizer_getActiveSceneName()) && (gui_memoryOptimizer_getActiveSceneName() != "")) {
Serial.printf("scene: WARNING: cannot end scene %s, because it is unknown\r\n", gui_memoryOptimizer_getActiveSceneName().c_str());
} else {
if (gui_memoryOptimizer_getActiveSceneName() != "") {
Serial.printf("scene: will call end sequence for scene %s\r\n", gui_memoryOptimizer_getActiveSceneName().c_str());
scene_end_sequence_from_registry(gui_memoryOptimizer_getActiveSceneName());
}
}
// start new scene
Serial.printf("scene: will call start sequence for scene %s\r\n", scene_name.c_str());
scene_start_sequence_from_registry(scene_name);
}
gui_memoryOptimizer_setActiveSceneName(scene_name);
if (SceneLabel != NULL) {lv_label_set_text(SceneLabel, gui_memoryOptimizer_getActiveSceneName().c_str());}
Serial.printf("scene: scene handling finished, new scene %s is active\r\n", gui_memoryOptimizer_getActiveSceneName().c_str());
guis_doTabCreationAfterGUIlistChanged(SCENE_GUI_LIST);
}
void handleGUI(uint16_t command, commandData commandData, std::string additionalPayload = "") {
auto current = commandData.commandPayloads.begin();
std::string GUIname = *current;
// 1. check if the gui is known in the main_gui_list
int gui_list_index = -1;
// find index of gui_memoryOptimizer_getActiveGUIname() in gui_list_active
for (int i=0; i < main_gui_list.size(); i++) {
if (main_gui_list.at(i) == GUIname) {
Serial.printf("handleGUI: found GUI with name \"%s\" in \"main_gui_list\" at position %d\r\n", GUIname.c_str(), i);
gui_list_index = i;
break;
}
}
// 2. call guiBase.cpp
if ((gui_list_index >= 0) && (gui_list_index < main_gui_list.size())) {
guis_doTabCreationForSpecificGUI(MAIN_GUI_LIST, gui_list_index);
} else {
// gui was not found
Serial.printf("handleGUI: GUI with name \"%s\" was not found. Cannot navigate to that GUI\r\n", GUIname.c_str());
return;
}
}