2020-01-18 12:17:52 -05:00
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#pragma once
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2020-08-21 05:55:59 -04:00
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#include <cstdint>
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#include "../TouchEvents.h"
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namespace Pinetime {
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namespace Applications {
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class DisplayApp;
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namespace Screens {
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template <class T>
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class DirtyValue {
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public:
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DirtyValue() = default; // Use NSDMI
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explicit DirtyValue(T const& v):value{v}{} // Use MIL and const-lvalue-ref
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bool IsUpdated() const { return isUpdated; }
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T const& Get() { this->isUpdated = false; return value; } // never expose a non-const lvalue-ref
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DirtyValue& operator=(const T& other) {
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if (this->value != other) {
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this->value = other;
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this->isUpdated = true;
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}
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return *this;
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}
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private:
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T value{}; // NSDMI - default initialise type
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bool isUpdated{true}; // NSDMI - use brace initilisation
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};
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2020-01-18 12:17:52 -05:00
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class Screen {
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public:
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explicit Screen(DisplayApp* app) : app{app} {}
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virtual ~Screen() = default;
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2020-10-04 08:08:48 -04:00
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/**
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* Most of the time, apps only react to events (touch events, for example).
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* In this case you don't need to do anything in this method.
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*
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* For example, InfiniPaint does nothing in Refresh().
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* But, if you want to update your display periodically, draw an animation...
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* you cannot do it in a touch event handler because these handlers are not
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* called if the user does not touch the screen.
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*
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* That's why Refresh() is there: update the display periodically.
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*
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* @return false if the app can be closed, true if it must continue to run
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**/
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virtual bool Refresh() = 0;
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/** @return false if the button hasn't been handled by the app, true if it has been handled */
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virtual bool OnButtonPushed() { return false; }
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/** @return false if the event hasn't been handled by the app, true if it has been handled */
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virtual bool OnTouchEvent(TouchEvents event) { return false; }
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virtual bool OnTouchEvent(uint16_t x, uint16_t y) { return false; }
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protected:
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DisplayApp* app;
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bool running = true;
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2020-01-18 12:17:52 -05:00
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};
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}
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}
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}
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