Files
MuditaOS/module-apps/Application.hpp
Alek-Mudita dc3d655abe Egd 2566 signal strength indicator (#214)
* [EGD-2566] refactored cellular notification recogniton

* [EGD-2566] add new conversion to dBm

* [EGD-2566] added dBm to bar calculations
some minor fixes connected to signal strength
put static data in event store

* [EGD-2566] removed magic number

* [EGD-2566] PR fixes

* [EGD-2566] PR fixes

* [EGD-2566] missing rebase fix

* [EGD-2566] moved Signal Strength to separate file.

* [EGD-2566] missing return

* [EGD-2566] update signalstrength without message sending

* [EGD-2566]  reverted USE_DAEFAULT_BAUDRATE to 1

* [EGD-2566][fix] missing change for closing  end call window

* [EGD-2566] fix for proper checking for CSQ. Verbose setting of singla strength in Store

* [EGD-2566] fixed inlude in ScopeDTime.

* [EGD-2566]  added mutex in GSM store

* [EGD-2566] missing change

* [EGD-2566] reverted USE_DAEFAULT_BAUDRATE

* [EGD-2566] PR fixy
2020-03-13 16:42:42 +01:00

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/*
* @file Application.hpp
* @author Robert Borzecki (robert.borzecki@mudita.com)
* @date 1 cze 2019
* @brief
* @copyright Copyright (C) 2019 mudita.com
* @details
*/
#ifndef MODULE_APPS_APPLICATION_HPP_
#define MODULE_APPS_APPLICATION_HPP_
#include <map>
//module-gui
#include "gui/Common.hpp"
//#include "gui/widgets/Window.hpp"
#include "gui/input/Translator.hpp"
//module-sys
#include "Service/Service.hpp"
#include "Service/Message.hpp"
#include "Service/Common.hpp"
#include "SystemManager/SystemManager.hpp"
//module-db
#include "Interface/SettingsRecord.hpp"
#include "SwitchData.hpp"
#include "service-cellular/api/CellularServiceAPI.hpp"
#include "windows/AppWindow.hpp"
namespace gui {
class AppWindow;
};
namespace app {
class Application;
class AppTimer // this should inherit from ServiceTimer, but *bodge*
{
private:
uint32_t id = 0; // let's say 0 indicates not initalized timer
std::function <void ()> callback = nullptr;
Application *parent = nullptr;
void registerCallback( std::function<void ()> );
AppTimer();
public:
AppTimer(Application * parent, uint32_t id, std::function<void()> callback, const std::string &name);
~AppTimer();
void runCallback();
uint32_t getID();
static uint32_t getNextUniqueID();
// timer controls:
void restart();
void stop();
bool operator==(const AppTimer &rhs) const;
bool operator==(const uint32_t &rhs) const;
};
/// 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 sapm::ApplicationManager
class Application: public sys::Service {
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 Appication 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,
/// Applicatino lost focus but it is still working
ACTIVE_BACKGROUND,
/// 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);
private:
State state = State::DEACTIVATED;
bool signalStrengthUpdateHandler();
public:
std::list<uint32_t> timerIDs;
std::list <AppTimer> appTimers; // @TODO decide on type
AppTimer longPressTimer;
Application(std::string name, std::string parent="", bool startBackground = false, uint32_t stackDepth=4096,
sys::ServicePriority priority=sys::ServicePriority::Idle);
virtual ~Application();
Application::State getState();
void setState(State st);
/// @defgroup AppTimers Application timers
/// @note Please mind that timers are from Service and implementation in service should be revritten to send notify instead of calling callback
/// Right now timers can create races.
/// @{
/// Method to register callback function to be run on timer.
AppTimer CreateAppTimer(TickType_t interval, bool isPeriodic, std::function<void()> callback, const std::string &name = "");
/// Remove previousy registered AppTimer by object
void DeleteTimer(AppTimer &timer);
/// Remove previousy registered AppTimer by id
void DeleteTimer(uint32_t id);
/// @}
/// 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);
/// Method responsible for setting application to the state where incoming user input is blocked
void blockEvents(bool isBlocked);
/// Method sending switch command for another window. It will switch window within active application.
/// to switch windows between applications use sapm::ApplicationManager::messageSwitchApplication
/// it will effectivelly trigger setActiveWindow and change on windows stack
int switchWindow(const std::string &windowName, gui::ShowMode cmd = gui::ShowMode::GUI_SHOW_INIT, std::unique_ptr<gui::SwitchData> data = nullptr);
/// Same as switchWindow above
inline auto switchWindow(const std::string &windowName, std::unique_ptr<gui::SwitchData> data)
{
return switchWindow( windowName, gui::ShowMode::GUI_SHOW_INIT, std::move(data));
};
/// Metod sendind switch command for previous window on windows stack.
int switchBackWindow(const std::string &windowName, uint32_t cmd, std::unique_ptr<gui::SwitchData> data);
/// Method refreshing active window
int refreshWindow(gui::RefreshModes mode);
/// Mehtod to handle bus messages, all message types are defined in Message.hpp
/// Message types are in MessageType
sys::Message_t 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;
/// function to set active window for application
/// if none window is selected main window is used
/// if window name is "LastWindow" then previous window is selected
/// it modifies windows stack
void setActiveWindow(const std::string &windowName);
/// getter for settings record
SettingsRecord &getSettings()
{
return settings;
}
/// see suspendInProgress documentation
virtual void setSuspendFlag(bool val)
{
suspendInProgress = val;
};
/// see shutdownInProgress documentation
virtual void setShutdownFlag()
{
shutdownInProgress = true;
};
/// @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 bool messageSwitchApplication(sys::Service *sender, std::string application, std::string window, std::unique_ptr<gui::SwitchData> data);
static bool messageRefreshApplication( sys::Service* sender, std::string application, std::string window, gui::SwitchData* data=nullptr );
static bool messageCloseApplication( sys::Service* sender, std::string application );
static bool messageRebuildApplication( sys::Service* sender, std::string application );
/// @}
protected:
/// application's settings taken from database
SettingsRecord settings;
void longPressTimerCallback();
/// function executing functions registered by CreateAppTimer
/// @param id - timer identification number
virtual void TickHandler(uint32_t id) override final;
/// Method used to register all windows and widgets in application
virtual void createUserInterface() = 0;
/// Method closing application's windows.
virtual void destroyUserInterface() = 0;
/// Map containing application's windows
/// Right now all application windows are being created on application start in createUserInterface
/// then all windows are removed at the end of application
/// @note right now there is no mechanism to postphone window creation
std::map<std::string, gui::AppWindow *> windows;
/// stack of visited windows in application
/// @ingrup AppWindowStack
std::vector<std::string> windowStack;
public:
/// @ingrup AppWindowStack
/// get to the first time we entered this &window
bool popToWindow(const std::string &window);
/// push window to the top of windows stack
/// @ingrup AppWindowStack
void pushWindow(const std::string &newWindow);
/// getter for previous window name
/// @ingrup AppWindowStack
const std::string getPrevWindow() const;
/// clears windows stack
/// @ingrup AppWindowStack
void cleanPrevWindw();
/// getter to get window by name
/// @note could be possibly used to implement building window on request
/// @ingrup AppWindowStack
gui::AppWindow *getWindow(const std::string &window);
/// getter for current wisible window in application
/// @ingrup AppWindowStack
gui::AppWindow *getCurrentWindow();
protected:
/// Flag defines whether keyboard input should be processed
bool acceptInput = false;
/// 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
bool startBackground = 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;
/// Flag defines case when display needs to be refreshed before closing the system. If flag is set to true next set of rendering commands will
/// carry information to GUI service that system needs to be closed. After displaying the screen GUI will notify application manager to request system
/// shutdown.
bool shutdownInProgress = false;
/// informs self that there was key press
/// used to provide a way for long press/multipress handling in application
static bool messageInputEventApplication(sys::Service *sender, std::string application, const gui::InputEvent &event);
};
/// used in ApplicationManager to start applications
class ApplicationLauncher {
protected:
/// name of the application to run
std::string name = "";
/// name of the application's owner
std::string parent = "";
/// defines whether application can be closed when it looses focus
bool closeable = true;
/// defines whether application should be run without gaining focus, it will remian in the BACKGROUND state
bool startBackground = false;
/// flag defines whether this application can prevent power manager from changing
bool preventBlocking = false;
public:
ApplicationLauncher( std::string name, bool isCloseable, bool preventBlocking = false ) :
name{name},
closeable{isCloseable},
preventBlocking{preventBlocking} {};
virtual ~ApplicationLauncher() {};
std::string getName() { return name;};
bool isCloseable() { return closeable; };
bool isBlocking() { return preventBlocking; };
//virtual method to run the application
virtual bool run(sys::Service* caller = nullptr ) {return true;};
virtual bool runBackground(sys::Service* caller = nullptr ) {return true;};
std::shared_ptr<Application> handle = nullptr;
};
/// application launcher boilerplate
template <class T>
class ApplicationLauncherT : public ApplicationLauncher
{
public:
ApplicationLauncherT(std::string name, bool isCloseable=true) : ApplicationLauncher(name, isCloseable) {}
virtual bool run(sys::Service* caller) override {
parent = (caller == nullptr ? "" : caller->GetName());
handle = std::make_shared<T>(name, parent);
return sys::SystemManager::CreateService(handle, caller);
};
bool runBackground(sys::Service *caller) override {
parent = (caller == nullptr ? "" : caller->GetName());
handle = std::make_shared<T>(name, parent, true);
return sys::SystemManager::CreateService(handle, caller);
};
};
/// creates application launcher per class provided
template <class T>
std::unique_ptr<ApplicationLauncherT<T>> CreateLauncher(std::string name, bool isCloseable=true) {
return std::move(std::unique_ptr<ApplicationLauncherT<T>>(new ApplicationLauncherT<T>(name, isCloseable)));
}
} /* namespace app */
#endif /* MODULE_APPS_APPLICATION_HPP_ */