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Secure all endpoints by returning 403(Forbidden) when USB is connected. Request screen passcode to enable secured endpoints.
410 lines
18 KiB
C++
410 lines
18 KiB
C++
// Copyright (c) 2017-2021, Mudita Sp. z.o.o. All rights reserved.
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// For licensing, see https://github.com/mudita/MuditaOS/LICENSE.md
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#pragma once
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#include "AsyncTask.hpp"
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#include "Audio/AudioCommon.hpp" // for Volume, Play...
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#include "Audio/Profiles/Profile.hpp" // for Profile, Pro...
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#include "CallbackStorage.hpp"
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#include "Service/Common.hpp" // for ReturnCodes
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#include "Service/Message.hpp" // for MessagePointer
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#include "Service/Service.hpp" // for Service
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#include "SwitchData.hpp" // for SwitchData
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#include "SystemManager/SystemManager.hpp" // for SystemManager
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#include "bsp/keyboard/key_codes.hpp" // for bsp
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#include "gui/Common.hpp" // for ShowMode
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#include "projdefs.h" // for pdMS_TO_TICKS
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#include <service-appmgr/ApplicationManifest.hpp>
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#include <list> // for list
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#include <map> // for allocator, map
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#include <memory> // for make_shared
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#include <module-bsp/bsp/torch/torch.hpp> // for State, State...
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#include <stdint.h> // for uint32_t
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#include <string> // for string
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#include <utility> // for move, pair
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#include <vector> // for vector
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#include "TopBarManager.hpp"
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#include "WindowsFactory.hpp"
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#include "WindowsStack.hpp"
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namespace app
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{
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class GuiTimer;
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class WindowsStack;
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} // namespace app
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namespace gui
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{
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class AppWindow;
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} // namespace gui
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namespace gui
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{
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class InputEvent;
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}
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namespace gui
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{
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class Item;
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}
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namespace gui
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{
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class KeyInputSimpleTranslation;
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}
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namespace sys
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{
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class Timer;
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}
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namespace settings
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{
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class Settings;
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}
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namespace app
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{
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class Application;
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class GuiTimer;
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inline auto msgHandled() -> sys::MessagePointer
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{
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return std::make_shared<sys::ResponseMessage>();
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}
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inline auto msgNotHandled() -> sys::MessagePointer
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{
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return std::make_shared<sys::ResponseMessage>(sys::ReturnCodes::Unresolved);
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}
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class ActionHandledResponse; // Forward declaration
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using ActionResult = std::shared_ptr<ActionHandledResponse>;
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auto actionHandled() -> ActionResult;
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auto actionNotHandled() -> ActionResult;
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using ApplicationName = std::string;
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enum class StartupStatus
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{
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Success,
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Failure
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};
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struct StartInBackground
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{
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StartInBackground(bool _value) : value{_value}
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{}
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explicit operator bool() const noexcept
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{
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return value;
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}
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bool value;
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};
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/// Type traits pattern used to enforce user-defined types to implement "GetManifest" function.
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template <class T> struct ManifestTraits;
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template <class, class = void> struct HasManifest : std::false_type
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{};
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/// Checks whether T implements "GetManifest" static method.
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/// Provides the member constant "value" that is equal to true if T implements "GetManifest" static method.
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/// Otherwise, "value" is equal to false.
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template <class T>
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struct HasManifest<T, std::void_t<decltype(&ManifestTraits<T>::GetManifest)>>
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: std::is_same<app::manager::ApplicationManifest, decltype(ManifestTraits<T>::GetManifest())>
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{};
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/// Retrieves the manifest of T, if T implements ManifestTraits.
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/// Otherwise, reports an error during compile time.
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template <class T, std::enable_if_t<HasManifest<T>::value, int> = 0>
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auto ManifestOf() -> manager::ApplicationManifest
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{
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return ManifestTraits<T>::GetManifest();
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}
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/// This is template for creating new applications. Main difference between Application and service is that:
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/// 1. Application has access to GUI and Input
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/// 2. Application lifetime is managed with app::manager::ApplicationManager
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class Application : public sys::Service, public AsyncCallbacksDeleter
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{
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public:
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/// state in which application is right now
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/// @note do not mistake with application manager state
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enum class State
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{
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/// Application doesn't exist
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NONE,
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/// Application: Object has been created and underlying service is waiting to execute init handler method.
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/// Application Manager: Launcher for the application has been provided. Application can be started using
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/// provided launcher. The other possibility is that Appication Manager received CLOSING_FINISHED message.
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DEACTIVATED,
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/// Application: Set after entering the init handler of the application. In this state application will
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/// request in a blocking way the db configuration of the phone. Before exiting the init handler application
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/// must send APP_REGISTER message to Application Manager. Application Manager: Initialization is triggered
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/// by the switch message sent by other application to the application manager. Launcher for the application
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/// has been executed upon receiving switch command. Optional switch data has been saved and it will be
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/// provided when application manager receives registration message.
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INITIALIZING,
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/// Application manager sent variant of switch command to the selected application and it's now waiting for
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/// confirmation from the application
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ACTIVATING,
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/// Application is working and has focus and can render
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ACTIVE_FORGROUND,
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/// Applicatino lost focus but it is still working
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ACTIVE_BACKGROUND,
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/// Application: Close request message has been received. As a response application must send close request
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/// acknowledge message. Application must start closing all workers and releasing resources. After all
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/// workers are closed and resources released application sends to application manager CLOSING_FINISHED
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/// message Application Manager sent signal to application that it should be closed. Application must
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/// perform all necessary cleanup and request System Manager to close it.
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DEACTIVATING
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};
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/// c_str() function for Application::State
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static const char *stateStr(State st);
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using OnActionReceived = std::function<ActionResult(manager::actions::ActionParamsPtr &&)>;
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private:
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std::string default_window;
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State state = State::DEACTIVATED;
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bool lockScreenPasscodeIsOn;
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sys::MessagePointer handleSignalStrengthUpdate(sys::Message *msgl);
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sys::MessagePointer handleNetworkAccessTechnologyUpdate(sys::Message *msgl);
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sys::MessagePointer handleInputEvent(sys::Message *msgl);
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sys::MessagePointer handleKBDKeyEvent(sys::Message *msgl);
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sys::MessagePointer handleBatteryStatusChange();
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sys::MessagePointer handleMinuteUpdated(sys::Message *msgl);
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sys::MessagePointer handleAction(sys::Message *msgl);
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sys::MessagePointer handleApplicationSwitch(sys::Message *msgl);
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sys::MessagePointer handleSwitchWindow(sys::Message *msgl);
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sys::MessagePointer handleAppClose(sys::Message *msgl);
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sys::MessagePointer handleAppRebuild(sys::Message *msgl);
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sys::MessagePointer handleAppRefresh(sys::Message *msgl);
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sys::MessagePointer handleGetDOM(sys::Message *msgl);
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sys::MessagePointer handleAppFocusLost(sys::Message *msgl);
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sys::MessagePointer handleSIMMessage(sys::Message *msgl);
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std::list<std::unique_ptr<app::GuiTimer>> gui_timers;
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std::unordered_map<manager::actions::ActionId, OnActionReceived> receivers;
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public:
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std::unique_ptr<sys::Timer> longPressTimer;
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void clearLongPressTimeout();
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Application(std::string name,
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std::string parent = "",
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StartInBackground startInBackground = {false},
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uint32_t stackDepth = 4096,
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sys::ServicePriority priority = sys::ServicePriority::Idle);
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virtual ~Application() noexcept;
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Application::State getState();
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void setState(State st);
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/// Method responsible for rendering currently active window.
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/// 1. queries for static data for all windows form Store (i.e. battery level, sim card level)
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/// 2. loads rendering commands and send them to GUI renderer (sgui::ServiceGUI)
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void render(gui::RefreshModes mode);
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/// Method sending switch command for another window. It will switch window within active application.
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/// To switch windows between applications use app::manager::Controller::switchApplication
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/// it will effectively trigger setActiveWindow and change on windows stack
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///
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/// @param windowName name of window to show, only required parameter, our windows stack uses string names as
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/// id's
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/// @param cmd command for Application, right now it's either: Start or Return. As user only Start is used.
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/// @param data contextual data for UI Windows flow steering. Base SwitchData enables user to:
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/// 1. ignoreCurrentWindowOnStack: omit window from windows stack, so that it won't be shown when back (
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/// RF key) is used
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/// 2. disableAppClose: for use with messageSwitchApplication(...) when switching through app to inform
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/// that we dont want to close app calling
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void switchWindow(const std::string &windowName,
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gui::ShowMode cmd = gui::ShowMode::GUI_SHOW_INIT,
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std::unique_ptr<gui::SwitchData> data = nullptr);
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/// Same as switchWindow above
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inline void switchWindow(const std::string &windowName, std::unique_ptr<gui::SwitchData> data)
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{
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switchWindow(windowName, gui::ShowMode::GUI_SHOW_INIT, std::move(data));
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};
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/// Method used to go back to desired window by using the index difference on stack value
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///@param ignoredWindowsNumber: defines how many windows will be skipped while going back on stack
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void returnToPreviousWindow(const uint32_t times = 1);
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/// Method refreshing active window
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void refreshWindow(gui::RefreshModes mode);
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/// to not hide overload from parent
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using Service::DataReceivedHandler;
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/// Mehtod to handle bus messages, all message types are defined in Message.hpp
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/// Message types are in MessageType
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sys::MessagePointer DataReceivedHandler(sys::DataMessage *msgl);
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/// initialization function
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/// 1. it has to be called for each and every application instance, it registeres application in
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/// ApplicationManager
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/// and notify ApplicationManager that it's in Initialization state
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/// 2. It gets settings from database
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sys::ReturnCodes InitHandler() override;
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/// Deinitialization function.
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/// Called upon Application exit and/or termination request.
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sys::ReturnCodes DeinitHandler() override;
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/// function to set active window for application
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/// if none window is selected main window is used
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/// if window name is "LastWindow" then previous window is selected
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/// it modifies windows stack
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void setActiveWindow(const std::string &windowName);
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/// see suspendInProgress documentation
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virtual void setSuspendFlag(bool val)
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{
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suspendInProgress = val;
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};
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/// see shutdownInProgress documentation
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virtual void setShutdownFlag()
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{
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shutdownInProgress = true;
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};
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bool setVolume(const audio::Volume &value,
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const audio::Profile::Type &profileType,
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const audio::PlaybackType &playbackType);
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auto getVolume(audio::Volume &volume,
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const audio::Profile::Type &profileType,
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const audio::PlaybackType &playbackType);
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bool adjustCurrentVolume(const int step);
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bool increaseCurrentVolume(const audio::Volume step = audio::defaultVolumeStep)
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{
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return adjustCurrentVolume(step);
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}
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bool decreaseCurrentVolume(const audio::Volume step = audio::defaultVolumeStep)
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{
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return adjustCurrentVolume(-step);
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}
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audio::RetCode getCurrentVolume(audio::Volume &volume);
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void toggleTorch(bsp::torch::ColourTemperature temperature);
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void cancelCallbacks(AsyncCallbackReceiver::Ptr receiver) override;
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/// @defgroup Application Application static functions
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/// All this functions are meant to be used in ApplicationManager only
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/// @note consider moving these as private elements of ApplicationManager i.e. under names
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/// message::switchApplication etc.
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/// @{
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static void requestAction(sys::Service *sender,
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const ApplicationName &applicationName,
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manager::actions::ActionId actionId,
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manager::actions::ActionParamsPtr &&data);
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static void messageSwitchApplication(sys::Service *sender,
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std::string application,
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std::string window,
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std::unique_ptr<gui::SwitchData> data);
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static void messageCloseApplication(sys::Service *sender, std::string application);
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static void messageRebuildApplication(sys::Service *sender, std::string application);
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static void messageApplicationLostFocus(sys::Service *sender, std::string application);
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/// @}
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protected:
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void longPressTimerCallback();
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/// Method used to register all windows and widgets in application
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virtual void createUserInterface() = 0;
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/// Method closing application's windows.
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virtual void destroyUserInterface() = 0;
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/// @ingrup AppWindowStack
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WindowsStack windowsStack;
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WindowsFactory windowsFactory;
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public:
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/// @ingrup AppWindowStack
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/// get to the first time we entered this &window
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bool popToWindow(const std::string &window);
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/// push window to the top of windows stack
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/// @ingrup AppWindowStack
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void pushWindow(const std::string &newWindow);
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/// getter for previous window name
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/// @ingrup AppWindowStack
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const std::string getPrevWindow(uint32_t count = 1) const;
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/// clears windows stack
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/// @ingrup AppWindowStack
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void cleanPrevWindw();
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/// getter for current wisible window in application
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/// if there is none - returns default window
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/// @ingrup AppWindowStack
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gui::AppWindow *getCurrentWindow();
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bool isCurrentWindow(const std::string &windowName) const noexcept;
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gui::AppWindow *getWindow(const std::string &name);
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/// to avoid conflicts with connect below
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using Service::connect;
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/// connects item with GuiTimer and stores it in app
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void connect(std::unique_ptr<GuiTimer> &&timer, gui::Item *item);
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protected:
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/// key translator to handle
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/// 1. long press transformation (right now we support long press only via top application keyTralator handling)
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/// 2. simple translation of keys 1 to 1 with keyboard
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std::unique_ptr<gui::KeyInputSimpleTranslation> keyTranslator;
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/// Flag defines how application will behave after registration. It can go forground or background
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StartInBackground startInBackground{false};
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/// Flag which defines whether application initialized suspend mode, this will influence how render message will
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/// sent to gui service. If suspend is true, application manager will receive information from both eink and gui
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/// services if last rendering mesage will be processed.
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bool suspendInProgress = false;
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/// Flag defines case when display needs to be refreshed before closing the system. If flag is set to true next
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/// set of rendering commands will carry information to GUI service that system needs to be closed. After
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/// displaying the screen GUI will notify application manager to request system shutdown.
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bool shutdownInProgress = false;
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/// Storage for asynchronous tasks callbacks.
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std::unique_ptr<CallbackStorage> callbackStorage;
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friend class AsyncTask; // Async tasks need access to application internals, e.g. callback storage, to make
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// their API simple.
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/// informs self that there was key press
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/// used to provide a way for long press/multipress handling in application
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static void messageInputEventApplication(sys::Service *sender,
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std::string application,
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const gui::InputEvent &event);
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void addActionReceiver(manager::actions::ActionId actionId, OnActionReceived &&callback);
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std::unique_ptr<TopBarManager> topBarManager;
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/// application's settings
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std::unique_ptr<settings::Settings> settings;
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virtual void timeFormatChanged(std::string value);
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bool timeFormat12 = false;
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public:
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void setLockScreenPasscodeOn(bool screenPasscodeOn) noexcept;
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bool isLockScreenPasscodeOn() const noexcept;
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const gui::top_bar::Configuration &getTopBarConfiguration() const noexcept;
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};
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/// Parameter pack used by application launch action.
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class ApplicationLaunchData : public manager::actions::ActionParams
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{
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public:
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ApplicationLaunchData(const app::ApplicationName &appName)
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: manager::actions::ActionParams{"Application launch parameters"}, targetAppName{appName}
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{}
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[[nodiscard]] auto getTargetApplicationName() const noexcept
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{
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return targetAppName;
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}
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private:
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ApplicationName targetAppName;
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};
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} /* namespace app */
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