mirror of
https://github.com/mudita/MuditaOS.git
synced 2026-04-23 00:19:31 -04:00
Refactored LockWindow TitleBar handling. Added Sim pin request block on lockedPhone. Added Sim info popup added when pin changed. Updated assets. Removed old PinLock structures. Cleared LockBox structures. Removed old settings sim setters. New CellularMessage adaptation. Cleared Lock structure.
436 lines
19 KiB
C++
436 lines
19 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 "Timers/TimerHandle.hpp"
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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 <PhoneModes/Observer.hpp>
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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 <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 <popups/Popups.hpp>
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#include <locks/handlers/PhoneLockSubject.hpp>
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#include <locks/handlers/SimLockSubject.hpp>
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#include <locks/handlers/LockPolicyHandler.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 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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class InputEvent;
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class Item;
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class PopupRequestParams;
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class KeyInputSimpleTranslation;
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} // namespace gui
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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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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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enum class StartupReason
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{
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Launch, // Default startup causing application MainWindow to be added to stack.
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OnAction, // Switch to application was caused by action. Enum is used to prevent called applications to
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// switch to main window on application switch and allow declared handler to switch to desired window.
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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 Application 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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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 handleApplicationSwitchLaunch(sys::Message *msgl);
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sys::MessagePointer handleApplicationSwitchOnAction(sys::Message *msgl);
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sys::MessagePointer handleSwitchWindow(sys::Message *msgl);
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sys::MessagePointer handleUpdateWindow(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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virtual bool isPopupPermitted(gui::popup::ID popupId) const;
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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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sys::TimerHandle longPressTimer;
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void clearLongPressTimeout();
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explicit Application(std::string name,
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std::string parent = "",
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sys::phone_modes::PhoneMode mode = sys::phone_modes::PhoneMode::Connected,
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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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/// Responsible for sending updated data to the current window.
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/// @note Sending different window name than the current one won't cause switch.
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/// @param windowName name of the window that suppose to be updated.
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/// @param data contextual data for windows flow control.
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void updateWindow(const std::string &windowName, std::unique_ptr<gui::SwitchData> data);
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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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/// Pops the current window from the windows stack
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void popCurrentWindow();
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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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// Latching close system in progress flag
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virtual void setSystemCloseInProgress()
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{
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systemCloseInProgress = true;
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}
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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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void toggleTorchOnOff();
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void toggleTorchColor();
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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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StartupReason startupReason);
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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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/// Handle the change of phone mode and tethering mode
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/// @param mode new phone mode
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/// @param tethering new tethering mode
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void handlePhoneModeChanged(sys::phone_modes::PhoneMode mode);
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/// Handles volume changed event
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/// @param volume current volume level
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/// @param context audio context which contains current profile and playback
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void handleVolumeChanged(audio::Volume volume, audio::Context context);
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/// @ingrup AppWindowStack
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WindowsStack windowsStack;
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WindowsFactory windowsFactory;
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/// Find and pop window from stack by window name
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void popWindow(const std::string &window);
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/// Method used to attach popups windows to application
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void attachPopups(const std::vector<gui::popup::ID> &popupsList);
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void showPopup(gui::popup::ID id, const gui::PopupRequestParams *params);
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void abortPopup(gui::popup::ID id);
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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(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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bool systemCloseInProgress = 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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virtual void handleNotificationsChanged(std::unique_ptr<gui::SwitchData> notificationsParams);
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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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sys::phone_modes::PhoneMode phoneMode;
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locks::PhoneLockSubject phoneLockSubject;
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locks::LockPolicyHandler lockPolicyHandler;
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locks::SimLockSubject simLockSubject;
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public:
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[[nodiscard]] auto getPhoneLockSubject() noexcept -> locks::PhoneLockSubject &;
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[[nodiscard]] auto getSimLockSubject() noexcept -> locks::SimLockSubject &;
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[[nodiscard]] bool isPhoneLockEnabled() const noexcept;
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[[nodiscard]] auto getLockPolicyHandler() noexcept -> locks::LockPolicyHandlerInterface &;
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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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explicit 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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