Application selection at build time : update documentation
Update documentation about the apps (Apps.md) : fix obsolete information, add doc about user/system apps and update the part about the implementation of a new app.
This commit is contained in:
parent
473d9c4fa4
commit
f3d4f04827
118
doc/code/Apps.md
118
doc/code/Apps.md
|
@ -9,49 +9,95 @@ This page will teach you:
|
||||||
|
|
||||||
The user interface of InfiniTime is made up of **screens**.
|
The user interface of InfiniTime is made up of **screens**.
|
||||||
Screens that are opened from the app launcher are considered **apps**.
|
Screens that are opened from the app launcher are considered **apps**.
|
||||||
Every app in InfiniTime is it's own class.
|
Every app in InfiniTime is its own class.
|
||||||
An instance of the class is created when the app is launched, and destroyed when the user exits the app.
|
An instance of the class is created when the app is launched, and destroyed when the user exits the app.
|
||||||
Apps run inside the "displayapp" task (briefly discussed [here](./Intro.md)).
|
Apps run inside the `DisplayApp` task (briefly discussed [here](./Intro.md)).
|
||||||
Apps are responsible for everything drawn on the screen when they are running.
|
Apps are responsible for everything drawn on the screen when they are running.
|
||||||
By default, apps only do something (as in a function is executed) when they are created or when a touch event is detected.
|
Apps can be refreshed periodically and reacts to external events (touch or button).
|
||||||
|
|
||||||
## Interface
|
## Interface
|
||||||
|
|
||||||
Every app class has to be inside the namespace `Pinetime::Applications::Screens` and inherit from `Screen`.
|
Every app class is declared inside the namespace `Pinetime::Applications::Screens`
|
||||||
The constructor should have at least one parameter `DisplayApp* app`, which it needs for the constructor of its parent class Screen.
|
and inherits
|
||||||
Other parameters should be references to controllers that the app needs.
|
from [`Pinetime::Applications::Screens::Screen`](https://github.com/InfiniTimeOrg/InfiniTime/blob/main/src/displayapp/screens/Screen.h).
|
||||||
A destructor is needed to clean up LVGL and restore any changes (for example re-enable sleeping).
|
|
||||||
App classes can override `bool OnButtonPushed()`, `bool OnTouchEvent(TouchEvents event)` and `bool OnTouchEvent(uint16_t x, uint16_t y)` to implement their own functionality for those events.
|
|
||||||
If an app only needs to display some text and do something upon a touch screen button press,
|
|
||||||
it does not need to override any of these functions, as LVGL can also handle touch events for you.
|
|
||||||
If you have any doubts, you can always look at how the other apps function for reference.
|
|
||||||
|
|
||||||
### Continuous updating
|
Each app defines its own constructor.
|
||||||
|
The constructors mostly take references to InfiniTime `Controllers` (ex: Alarm, DateTime, BLE services, Settings,...)
|
||||||
|
the app needs for its operations. The constructor is responsible for initializing the UI of the app.
|
||||||
|
|
||||||
If your app needs to be updated continuously, you can do so by overriding the `Refresh()` function in your class
|
The **destructor** cleans up LVGL and restores any changes (for example re-enable sleeping).
|
||||||
and calling `lv_task_create` inside the constructor.
|
|
||||||
|
|
||||||
An example call could look like this:
|
App classes can override `bool OnButtonPushed()`, `bool OnTouchEvent(TouchEvents event)`
|
||||||
|
and `bool OnTouchEvent(uint16_t x, uint16_t y)` to implement their own functionality for those events.
|
||||||
|
|
||||||
```cpp
|
Apps that need to be refreshed periodically create an `lv_task` (using `lv_task_create()`)
|
||||||
taskRefresh = lv_task_create(RefreshTaskCallback, LV_DISP_DEF_REFR_PERIOD, LV_TASK_PRIO_MID, this);
|
that will call the method `Refresh()` periodically.
|
||||||
|
|
||||||
|
## App types
|
||||||
|
|
||||||
|
There are basically 2 types of applications : **system** apps and **user** apps.
|
||||||
|
|
||||||
|
**System** applications are always built into InfiniTime, and InfiniTime cannot work properly without those apps.
|
||||||
|
The watchfaces, settings, notifications and the application launcher are examples of such system applications.
|
||||||
|
|
||||||
|
**User** applications are optionally built into the firmware. They extend the functionalities of the system.
|
||||||
|
|
||||||
|
The distinction between **system** and **user** applications allows for more flexibility and customization.
|
||||||
|
This allows to easily select which user applications must be built into the firmware
|
||||||
|
without overflowing the system memory.
|
||||||
|
|
||||||
|
## Apps initialization
|
||||||
|
|
||||||
|
Apps are created by `DisplayApp` in `DisplayApp::LoadScreen()`.
|
||||||
|
This method simply call the creates an instance of the class that corresponds to the app specified in parameters.
|
||||||
|
|
||||||
|
The constructor of **system** apps is called directly. If the application is a **user** app,
|
||||||
|
the corresponding `AppDescription` is first retrieved from `userApps`
|
||||||
|
and then the function `create` is called to create an instance of the app.
|
||||||
|
|
||||||
|
## User application selection at build time
|
||||||
|
|
||||||
|
The list of user applications is generated at build time by the `consteval` function `CreateAppDescriptions()`
|
||||||
|
in `UserApps.h`. This method takes the list of applications that must be built into the firmware image.
|
||||||
|
This list of applications is defined as a list `Apps` enum values named `UserAppTypes` in `Apps.h`.
|
||||||
|
For each application listed in `UserAppTypes`, an entry of type `AppDescription` is added to the array `userApps`.
|
||||||
|
This entry is created by using the information provided by a template `AppTraits`
|
||||||
|
that is customized for every user application.
|
||||||
|
|
||||||
|
Here is an example of an AppTraits customized for the Alarm application.
|
||||||
|
It defines the type of application, its icon and a function that returns an instance of the application.
|
||||||
|
|
||||||
|
```c++
|
||||||
|
template <>
|
||||||
|
struct AppTraits<Apps::Alarm> {
|
||||||
|
static constexpr Apps app = Apps::Alarm;
|
||||||
|
static constexpr const char* icon = Screens::Symbols::clock;
|
||||||
|
|
||||||
|
static Screens::Screen* Create(AppControllers& controllers) {
|
||||||
|
return new Screens::Alarm(controllers.alarmController,
|
||||||
|
controllers.settingsController.GetClockType(),
|
||||||
|
*controllers.systemTask,
|
||||||
|
controllers.motorController);
|
||||||
|
};
|
||||||
|
};
|
||||||
```
|
```
|
||||||
|
|
||||||
With `taskRefresh` being a member variable of your class and of type `lv_task_t*`.
|
This array `userApps` is used by `DisplayApp` to create the applications and the `AppLauncher`
|
||||||
Remember to delete the task again using `lv_task_del`.
|
to list all available applications.
|
||||||
The function `RefreshTaskCallback` is inherited from `Screen` and just calls your `Refresh` function.
|
|
||||||
|
|
||||||
## Creating your own app
|
## Creating your own app
|
||||||
|
|
||||||
A minimal app could look like this:
|
A minimal user app could look like this:
|
||||||
|
|
||||||
MyApp.h:
|
MyApp.h:
|
||||||
|
|
||||||
```cpp
|
```cpp
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
|
#include "displayapp/Apps.h"
|
||||||
#include "displayapp/screens/Screen.h"
|
#include "displayapp/screens/Screen.h"
|
||||||
#include <lvgl/lvgl.h>
|
#include "displayapp/Controllers.h"
|
||||||
|
#include "Symbols.h"
|
||||||
|
|
||||||
namespace Pinetime {
|
namespace Pinetime {
|
||||||
namespace Applications {
|
namespace Applications {
|
||||||
|
@ -62,6 +108,15 @@ namespace Pinetime {
|
||||||
~MyApp() override;
|
~MyApp() override;
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
|
template <>
|
||||||
|
struct AppTraits<Apps:MyApp> {
|
||||||
|
static constexpr Apps app = Apps::MyApp;
|
||||||
|
static constexpr const char* icon = Screens::Symbol::myApp;
|
||||||
|
static Screens::Screens* Create(AppController& controllers) {
|
||||||
|
return new Screens::MyApp();
|
||||||
|
}
|
||||||
|
};
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
```
|
```
|
||||||
|
@ -70,7 +125,6 @@ MyApp.cpp:
|
||||||
|
|
||||||
```cpp
|
```cpp
|
||||||
#include "displayapp/screens/MyApp.h"
|
#include "displayapp/screens/MyApp.h"
|
||||||
#include "displayapp/DisplayApp.h"
|
|
||||||
|
|
||||||
using namespace Pinetime::Applications::Screens;
|
using namespace Pinetime::Applications::Screens;
|
||||||
|
|
||||||
|
@ -86,20 +140,24 @@ MyApp::~MyApp() {
|
||||||
}
|
}
|
||||||
```
|
```
|
||||||
|
|
||||||
Both of these files should be in [displayapp/screens/](/src/displayapp/screens/)
|
Both of these files should be in [displayapp/screens/](/src/displayapp/screens/).
|
||||||
or [displayapp/screens/settings/](/src/displayapp/screens/settings/) if it's a setting app.
|
|
||||||
|
|
||||||
Now we have our very own app, but InfiniTime does not know about it yet.
|
Now we have our very own app, but InfiniTime does not know about it yet.
|
||||||
The first step is to include your MyApp.cpp (or any new cpp files for that matter)
|
The first step is to include your `MyApp.cpp` (or any new cpp files for that matter)
|
||||||
in the compilation by adding it to [CMakeLists.txt](/CMakeLists.txt).
|
in the compilation by adding it to [CMakeLists.txt](/CMakeLists.txt).
|
||||||
The next step to making it launchable is to give your app an id.
|
The next step to making it launch-able is to give your app an id.
|
||||||
To do this, add an entry in the enum class `Pinetime::Applications::Apps` ([displayapp/Apps.h](/src/displayapp/Apps.h)).
|
To do this, add an entry in the enum class `Pinetime::Applications::Apps` ([displayapp/Apps.h](/src/displayapp/Apps.h)).
|
||||||
Name this entry after your app. Add `#include "displayapp/screens/MyApp.h"` to the file [displayapp/DisplayApp.cpp](/src/displayapp/DisplayApp.cpp).
|
Name this entry after your app. Add `#include "displayapp/screens/MyApp.h"`
|
||||||
Now, go to the function `DisplayApp::LoadScreen` and add another case to the switch statement.
|
to the file [displayapp/DisplayApp.cpp](/src/displayapp/DisplayApp.cpp).
|
||||||
|
|
||||||
|
If your application is a **system** application, go to the function `DisplayApp::LoadScreen`
|
||||||
|
and add another case to the switch statement.
|
||||||
The case will be the id you gave your app earlier.
|
The case will be the id you gave your app earlier.
|
||||||
If your app needs any additional arguments, this is the place to pass them.
|
If your app needs any additional arguments, this is the place to pass them.
|
||||||
|
|
||||||
If you want to add your app in the app launcher, add your app in [displayapp/screens/ApplicationList.h](/src/displayapp/screens/ApplicationList.h) to the array containing the applications and their corresponding symbol. If your app is a setting, do the same procedure in [displayapp/screens/settings/Settings.h](/src/displayapp/screens/settings/Settings.h).
|
If your application is a **user** application, you don't need to add anything in DisplayApp,
|
||||||
|
everything will be automatically generated for you.
|
||||||
|
The user application will also be automatically be added to the app launcher menu.
|
||||||
|
|
||||||
You should now be able to [build](../buildAndProgram.md) the firmware
|
You should now be able to [build](../buildAndProgram.md) the firmware
|
||||||
and flash it to your PineTime. Yay!
|
and flash it to your PineTime. Yay!
|
||||||
|
|
Loading…
Reference in a new issue