Files
MuditaOS/module-apps/apps-common/ApplicationCommon.hpp
Lefucjusz c0f5243b3f [MOS-402] Time legibility on lock screen fix
Fix of the issue that time on the lock screen was
getting illegible after a few hours. This change
fixes the problem by performing deep refresh
instead of fast refresh every 30 minutes. The
refresh rate can be easily changed, as it is stored
in settings database.
2022-05-06 11:17:27 +02:00

465 lines
21 KiB
C++

// Copyright (c) 2017-2022, Mudita Sp. z.o.o. All rights reserved.
// For licensing, see https://github.com/mudita/MuditaOS/LICENSE.md
#pragma once
#include "AsyncTask.hpp"
#include "Audio/AudioCommon.hpp" // for Volume, Play...
#include "Audio/Profiles/Profile.hpp" // for Profile, Pro...
#include "CallbackStorage.hpp"
#include "system/Common.hpp" // for ReturnCodes
#include "Service/Message.hpp" // for MessagePointer
#include "Service/Service.hpp" // for Service
#include "Timers/TimerHandle.hpp"
#include "SwitchData.hpp" // for SwitchData
#include <SystemManager/SystemManagerCommon.hpp>
#include <hal/key_input/KeyEventDefinitions.hpp>
#include "gui/Common.hpp" // for ShowMode
#include "projdefs.h" // for pdMS_TO_TICKS
#include <PhoneModes/Observer.hpp>
#include <service-appmgr/ApplicationManifest.hpp>
#include <list> // for list
#include <map> // for allocator, map
#include <memory> // for make_shared
#include <stdint.h> // for uint32_t
#include <string> // for string
#include <utility> // for move, pair
#include <vector> // for vector
#include <StatusBarManager.hpp>
#include <popups/Popups.hpp>
#include <locks/handlers/PhoneLockSubject.hpp>
#include <locks/handlers/SimLockSubject.hpp>
#include <locks/handlers/LockPolicyHandler.hpp>
#include "WindowsFactory.hpp"
#include "WindowsPopupQueue.hpp"
#include "PopupBlueprintFactory.hpp"
#include "AppSwitchReason.hpp"
#include "AppStartupReason.hpp"
namespace app
{
class WindowsStack;
using UiNotificationFilter = std::function<bool(sys::Message *, const std::string &name)>;
} // namespace app
namespace db
{
class NotificationMessage;
}
namespace gui
{
class AppWindow;
class InputEvent;
class Item;
class PopupRequestParams;
class KeyInputSimpleTranslation;
namespace popup
{
class Filter;
}
} // namespace gui
namespace settings
{
class Settings;
}
namespace app
{
class ApplicationCommon;
class GuiTimer;
class ActionHandledResponse; // Forward declaration
using ActionResult = std::shared_ptr<ActionHandledResponse>;
auto actionHandled() -> ActionResult;
auto actionNotHandled() -> ActionResult;
using ApplicationName = std::string;
enum class StartupStatus
{
Success,
Failure
};
struct StartInBackground
{
StartInBackground(bool _value) : value{_value}
{}
explicit operator bool() const noexcept
{
return value;
}
bool value;
};
/// Type traits pattern used to enforce user-defined types to implement "GetManifest" function.
template <class T> struct ManifestTraits;
template <class, class = void> struct HasManifest : std::false_type
{};
/// Checks whether T implements "GetManifest" static method.
/// Provides the member constant "value" that is equal to true if T implements "GetManifest" static method.
/// Otherwise, "value" is equal to false.
template <class T>
struct HasManifest<T, std::void_t<decltype(&ManifestTraits<T>::GetManifest)>>
: std::is_same<app::manager::ApplicationManifest, decltype(ManifestTraits<T>::GetManifest())>
{};
/// Retrieves the manifest of T, if T implements ManifestTraits.
/// Otherwise, reports an error during compile time.
template <class T, std::enable_if_t<HasManifest<T>::value, int> = 0>
auto ManifestOf() -> manager::ApplicationManifest
{
return ManifestTraits<T>::GetManifest();
}
class StatusIndicators
{
public:
sys::phone_modes::PhoneMode phoneMode = sys::phone_modes::PhoneMode::Connected;
sys::bluetooth::BluetoothMode bluetoothMode = sys::bluetooth::BluetoothMode::Disabled;
bool alarmClockStatus = false;
};
/// This is template for creating new applications. Main difference between Application and service is that:
/// 1. Application has access to GUI and Input
/// 2. Application lifetime is managed with app::manager::ApplicationManager
class ApplicationCommon : public sys::Service, public AsyncCallbacksDeleter
{
public:
/// state in which application is right now
/// @note do not mistake with application manager state
enum class State
{
/// Application doesn't exist
NONE,
/// Application: Object has been created and underlying service is waiting to execute init handler method.
/// Application Manager: Launcher for the application has been provided. Application can be started using
/// provided launcher. The other possibility is that Application Manager received CLOSING_FINISHED message.
DEACTIVATED,
/// Application: Set after entering the init handler of the application. In this state application will
/// request in a blocking way the db configuration of the phone. Before exiting the init handler application
/// must send APP_REGISTER message to Application Manager. Application Manager: Initialization is triggered
/// by the switch message sent by other application to the application manager. Launcher for the application
/// has been executed upon receiving switch command. Optional switch data has been saved and it will be
/// provided when application manager receives registration message.
INITIALIZING,
/// Application manager sent variant of switch command to the selected application and it's now waiting for
/// confirmation from the application
ACTIVATING,
/// Application is working and has focus and can render
ACTIVE_FORGROUND,
/// Application lost focus but it is still working
ACTIVE_BACKGROUND,
/// Application: Close request message has been received but there are still pending tasks to be resolved
/// before closure. Application informs Application Manager that it can switch application if needed.
FINALIZING_CLOSE,
/// Application: Close request message has been received. As a response application must send close request
/// acknowledge message. Application must start closing all workers and releasing resources. After all
/// workers are closed and resources released application sends to application manager CLOSING_FINISHED
/// message Application Manager sent signal to application that it should be closed. Application must
/// perform all necessary cleanup and request System Manager to close it.
DEACTIVATING
};
/// c_str() function for Application::State
static const char *stateStr(State st);
using OnActionReceived = std::function<ActionResult(manager::actions::ActionParamsPtr &&)>;
protected:
virtual sys::MessagePointer handleKBDKeyEvent(sys::Message *msgl);
virtual sys::MessagePointer handleApplicationSwitch(sys::Message *msgl);
virtual sys::MessagePointer handleAppClose(sys::Message *msgl);
virtual sys::MessagePointer handleSwitchWindow(sys::Message *msgl);
virtual sys::MessagePointer handleAppFocusLost(sys::Message *msgl);
virtual void updateStatuses(gui::AppWindow *window) const;
void setDefaultWindow(const std::string &w);
private:
std::unique_ptr<gui::popup::Filter> popupFilter;
std::unique_ptr<WindowsStack> windowsStackImpl;
std::string default_window;
State state = State::DEACTIVATED;
sys::MessagePointer handleSignalStrengthUpdate(sys::Message *msgl);
sys::MessagePointer handleNetworkAccessTechnologyUpdate(sys::Message *msgl);
sys::MessagePointer handleInputEvent(sys::Message *msgl);
sys::MessagePointer handleBatteryStatusChange();
sys::MessagePointer handleUSBStatusChange();
sys::MessagePointer handleSimStateUpdateMessage(sys::Message *msgl);
sys::MessagePointer handleMinuteUpdated(sys::Message *msgl);
sys::MessagePointer handleAction(sys::Message *msgl);
sys::MessagePointer handleApplicationSwitchLaunch(sys::Message *msgl);
sys::MessagePointer handleApplicationSwitchOnAction(sys::Message *msgl);
/// this method filters out:
/// 1. refresh for windows we do not have builder
/// 2. refresh for windows which are not on top (to avoid building things we do not want to show
/// i.e. due to delayed refresh
sys::MessagePointer handleUpdateWindow(sys::Message *msgl);
bool handleUpdateTextRefresh(gui::SwitchData *data);
sys::MessagePointer handleAppRebuild(sys::Message *msgl);
sys::MessagePointer handleAppRefresh(sys::Message *msgl);
sys::MessagePointer handleGetDOM(sys::Message *msgl);
std::list<std::unique_ptr<app::GuiTimer>> gui_timers;
std::unordered_map<manager::actions::ActionId, OnActionReceived> receivers;
void switchWindowPopup(const std::string &windowName,
const gui::popup::Disposition &disposition,
std::unique_ptr<gui::SwitchData> data = nullptr,
SwitchReason reason = SwitchReason::SwitchRequest);
public:
sys::TimerHandle longPressTimer;
void clearLongPressTimeout();
WindowsStack &windowsStack() const;
explicit ApplicationCommon(std::string name,
std::string parent = "",
StatusIndicators statusIndicators = StatusIndicators{},
StartInBackground startInBackground = {false},
uint32_t stackDepth = 4096,
sys::ServicePriority priority = sys::ServicePriority::Idle);
virtual ~ApplicationCommon() noexcept;
ApplicationCommon::State getState();
void setState(State st);
/// Method responsible for rendering currently active window.
/// 1. queries for static data for all windows form Store (i.e. battery level, sim card level)
/// 2. loads rendering commands and send them to GUI renderer (sgui::ServiceGUI)
void render(gui::RefreshModes mode);
/// Responsible for sending updated data to the current window.
/// @param data contextual data for windows flow control.
/// @param cmd command for Application, right now it's either: Start or Return. As user only Start is used.
/// @param refreshMode refresh mode to be used when updating window.
void updateCurrentWindow(std::unique_ptr<gui::SwitchData> data = nullptr,
gui::ShowMode command = gui::ShowMode::GUI_SHOW_INIT,
gui::RefreshModes refreshMode = gui::RefreshModes::GUI_REFRESH_FAST);
/// Method sending switch command for another window. It will switch window within active application.
/// To switch windows between applications use app::manager::Controller::switchApplication
///
/// @param windowName name of window to show, only required parameter, our windows stack uses string names as
/// id's
/// @param cmd command for Application, right now it's either: Start or Return. As user only Start is used.
/// @param data contextual data for UI Windows flow steering. Base SwitchData enables user to:
/// 1. ignoreCurrentWindowOnStack: omit window from windows stack, so that it won't be shown when back (
/// RF key) is used
/// 2. disableAppClose: for use with messageSwitchApplication(...) when switching through app to inform
/// that we dont want to close app calling
void switchWindow(const std::string &windowName,
gui::ShowMode cmd = gui::ShowMode::GUI_SHOW_INIT,
std::unique_ptr<gui::SwitchData> data = nullptr,
SwitchReason reason = SwitchReason::SwitchRequest);
/// Same as switchWindow above
inline void switchWindow(const std::string &windowName, std::unique_ptr<gui::SwitchData> data)
{
switchWindow(windowName, gui::ShowMode::GUI_SHOW_INIT, std::move(data));
};
/// Method used to go back to desired window by using the index difference on stack value
/// @param ignoredWindowsNumber: defines how many windows will be skipped while going back on stack
[[deprecated]] void returnToPreviousWindow();
/// Find and pop window from stack by window name
void popWindow(const std::string &window);
/// Pops the current window from the windows stack
void popCurrentWindow();
/// Method refreshing active window
void refreshWindow(gui::RefreshModes mode);
/// to not hide overload from parent
using Service::DataReceivedHandler;
/// Mehtod to handle bus messages, all message types are defined in Message.hpp
/// Message types are in MessageType
sys::MessagePointer DataReceivedHandler(sys::DataMessage *msgl);
/// initialization function
/// 1. it has to be called for each and every application instance, it registeres application in
/// ApplicationManager
/// and notify ApplicationManager that it's in Initialization state
/// 2. It gets settings from database
sys::ReturnCodes InitHandler() override;
/// Deinitialization function.
/// Called upon Application exit and/or termination request.
sys::ReturnCodes DeinitHandler() override;
/// see suspendInProgress documentation
virtual void setSuspendFlag(bool val)
{
suspendInProgress = val;
};
bool adjustCurrentVolume(const int step);
bool increaseCurrentVolume(const audio::Volume step = audio::defaultVolumeStep)
{
return adjustCurrentVolume(step);
}
bool decreaseCurrentVolume(const audio::Volume step = audio::defaultVolumeStep)
{
return adjustCurrentVolume(-step);
}
void toggleTorchOnOff();
void toggleTorchColor();
void cancelCallbacks(AsyncCallbackReceiver::Ptr receiver) override;
/// @defgroup Application Application static functions
/// All this functions are meant to be used in ApplicationManager only
/// @note consider moving these as private elements of ApplicationManager i.e. under names
/// message::switchApplication etc.
/// @{
static void requestAction(sys::Service *sender,
const ApplicationName &applicationName,
manager::actions::ActionId actionId,
manager::actions::ActionParamsPtr &&data);
static void messageSwitchApplication(sys::Service *sender,
std::string application,
std::string window,
std::unique_ptr<gui::SwitchData> data,
StartupReason startupReason);
static void messageCloseApplication(sys::Service *sender, std::string application);
static void messageRebuildApplication(sys::Service *sender, std::string application);
static void messageApplicationLostFocus(sys::Service *sender, std::string application);
static void messageSwitchBack(sys::Service *sender, const std::string &application);
/// @}
protected:
void longPressTimerCallback();
/// Method to register all possible popups to handle in application
virtual void registerPopupBlueprints();
/// fallback method to get popup if none is added
std::optional<gui::popup::Blueprint> popupBlueprintFallback(gui::popup::ID id);
/// Method used to register all windows and widgets in application
virtual void createUserInterface() = 0;
/// Method closing application's windows.
virtual void destroyUserInterface() = 0;
/// @ingrup AppWindowStack
WindowsFactory windowsFactory;
std::unique_ptr<WindowsPopupQueue> windowsPopupQueue = std::make_unique<WindowsPopupQueue>();
PopupBlueprintFactory popupBlueprint;
/// Method used to attach popups windows to application
virtual void attachPopups(const std::vector<gui::popup::ID> &popupsList) = 0;
virtual void actionPopupPush(std::unique_ptr<gui::SwitchData> params);
virtual void clearPendingPopups();
virtual bool tryShowPopup();
void abortPopup(gui::popup::ID id);
bool userInterfaceDBNotification(sys::Message *msg, const UiNotificationFilter &filter = nullptr);
virtual gui::popup::Filter &getPopupFilter() const;
void requestShutdownWindow(std::string windowName);
public:
/// push window to the top of windows stack
/// @ingrup AppWindowStack
void pushWindow(const std::string &newWindow, const gui::popup::Disposition &d = gui::popup::WindowDisposition);
/// getter for previous window name
/// @ingrup AppWindowStack
std::optional<std::string> getPrevWindow(uint32_t count = 1) const;
/// clears windows stack
/// @ingrup AppWindowStack
void cleanPrevWindw();
/// getter for current wisible window in application
/// if there is none - returns default window
/// @ingrup AppWindowStack
gui::AppWindow *getCurrentWindow();
/// @ingrup AppWindowStack
bool isCurrentWindow(const std::string &windowName) const noexcept;
/// @ingrup AppWindowStack
gui::AppWindow *getWindow(const std::string &name);
/// to avoid conflicts with connect below
using Service::connect;
/// connects item with GuiTimer and stores it in app
void connect(GuiTimer *timer, gui::Item *item);
protected:
/// key translator to handle
/// 1. long press transformation (right now we support long press only via top application keyTralator handling)
/// 2. simple translation of keys 1 to 1 with keyboard
std::unique_ptr<gui::KeyInputSimpleTranslation> keyTranslator;
/// Flag defines how application will behave after registration. It can go forground or background
StartInBackground startInBackground{false};
/// Flag which defines whether application initialized suspend mode, this will influence how render message will
/// sent to gui service. If suspend is true, application manager will receive information from both eink and gui
/// services if last rendering mesage will be processed.
bool suspendInProgress = false;
/// Storage for asynchronous tasks callbacks.
std::unique_ptr<CallbackStorage> callbackStorage;
void checkBlockingRequests();
virtual sys::MessagePointer handleAsyncResponse(sys::ResponseMessage *resp);
friend class AsyncTask; // Async tasks need access to application internals, e.g. callback storage, to make
// their API simple.
/// informs self that there was key press
/// used to provide a way for long press/multipress handling in application
static void messageInputEventApplication(sys::Service *sender,
std::string application,
const gui::InputEvent &event);
void addActionReceiver(manager::actions::ActionId actionId, OnActionReceived &&callback);
virtual void handleNotificationsChanged(std::unique_ptr<gui::SwitchData> notificationsParams);
gui::RefreshModes getRefreshModeFromNotifications(gui::SwitchData *notificationsParams);
std::unique_ptr<StatusBarManager> statusBarManager;
/// application's settings
std::unique_ptr<settings::Settings> settings;
StatusIndicators statusIndicators;
locks::PhoneLockSubject phoneLockSubject;
locks::LockPolicyHandler lockPolicyHandler;
locks::SimLockSubject simLockSubject;
bool isOnPhoneLockWindow();
public:
[[nodiscard]] auto getPhoneLockSubject() noexcept -> locks::PhoneLockSubject &;
[[nodiscard]] auto getSimLockSubject() noexcept -> locks::SimLockSubject &;
[[nodiscard]] bool isPhoneLockEnabled() const noexcept;
[[nodiscard]] auto getLockPolicyHandler() noexcept -> locks::LockPolicyHandlerInterface &;
const gui::status_bar::Configuration &getStatusBarConfiguration() const noexcept;
};
/// Parameter pack used by application launch action.
class ApplicationLaunchData : public manager::actions::ActionParams
{
public:
explicit ApplicationLaunchData(const app::ApplicationName &appName)
: manager::actions::ActionParams{"Application launch parameters"}, targetAppName{appName}
{}
[[nodiscard]] auto getTargetApplicationName() const noexcept
{
return targetAppName;
}
private:
ApplicationName targetAppName;
};
} /* namespace app */