Merge pull request #722 from clemensvonmolo/code-structure-doc
Add docs for app creation and code structure
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@ -72,7 +72,8 @@ As of now, here is the list of achievements of this project:
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## Documentation
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## Documentation
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### Develop
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### Develop
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- [Rough structure of the code](doc/code/Intro.md)
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- [How to implement an application](doc/code/Apps.md)
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- [Generate the fonts and symbols](src/displayapp/fonts/README.md)
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- [Generate the fonts and symbols](src/displayapp/fonts/README.md)
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- [Creating a stopwatch in Pinetime(article)](https://pankajraghav.com/2021/04/03/PINETIME-STOPCLOCK.html)
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- [Creating a stopwatch in Pinetime(article)](https://pankajraghav.com/2021/04/03/PINETIME-STOPCLOCK.html)
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doc/code/Apps.md
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doc/code/Apps.md
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# Apps
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This page will teach you:
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- what apps in InfiniTime are
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- how to implement your own app
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## Theory
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Apps are the things you can launch from the app selection you get by swiping up.
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At the moment, settings and even the app launcher itself or the clock are implemented very similarly, this might change in the future though.
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Every app in InfiniTime is it's own class.
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An instance of the class is created when the app is launched and destroyed when the user exits the app.
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They run inside the "displayapp" task (briefly discussed [here](./Intro.md)).
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Apps are responsible for everything drawn on the screen when they are running.
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By default, apps only do something (as in a function is executed) when they are created or when a touch event is detected.
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## Interface
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Every app class has to be inside the namespace `Pinetime::Applications::Screens` and inherit from `Screen`.
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The constructor should have at least one parameter `DisplayApp* app`, which it needs for the constructor of its parent class Screen.
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Other parameters should be references to controllers that the app needs.
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A destructor is needed to clean up LVGL and restore any changes (for example re-enable sleeping).
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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.
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If an app only needs to display some text and do something upon a touch screen button press,
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it does not need to override any of these functions, as LVGL can also handle touch events for you.
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If you have any doubts, you can always look at how the other apps are doing things.
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### Continuous updating
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If your app needs to be updated continuously, yo can do so by overriding the `Refresh()` function in your class
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and calling `lv_task_create` inside the constructor.
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An example call could look like this: <br>
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`taskRefresh = lv_task_create(RefreshTaskCallback, LV_DISP_DEF_REFR_PERIOD, LV_TASK_PRIO_MID, this);` <br>
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With `taskRefresh` being a member variable of your class and of type `lv_task_t*`.
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Remember to delete the task again using `lv_task_del`.
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The function `RefreshTaskCallback` is inherited from screen and just calls your `Refresh` function.
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### Apps with multiple screens
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InfiniTime provides a mini-library in [displayapp/screens/ScreenList.h](/src/displayapp/screens/ScreenList.h)
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which makes it relatively easy to add multiple screens to your app.
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To use it, #include it in the header file of your app and add a ScreenList member to your class.
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The template argument should be the number of screens you need.
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You will also need to add `CreateScreen` functions that return `std::unique_ptr<Screen>`
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to your class, one for every screen you have.
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There are still some things left to to that I won't cover here.
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To figure them out, have a look at the "apps" ApplicationList, Settings and SystemInfo.
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## Creating your own app
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A minimal app could look like this: <br>
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MyApp.h:
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```cpp
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#pragma once
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#include "displayapp/screens/Screen.h"
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#include <lvgl/lvgl.h>
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namespace PineTime {
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namespace Applications {
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namespace Screens {
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class MyApp : public Screen {
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public:
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MyApp(DisplayApp* app);
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~MyApp() override;
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}
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}
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}
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}
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```
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MyApp.cpp:
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```cpp
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#include "MyApp.h"
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#include "displayapp/DisplayApp.h"
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using namespace Pinetime::Applications::Screens;
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MyApp::MyApp(DisplayApp* app) : Screen(app) {
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lv_obj_t* title = lv_label_create(lv_scr_act(), NULL);
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lv_label_set_text_static(title, "My test application");
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lv_label_set_align(title, LV_LABEL_ALIGN_CENTER);
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lv_obj_align(title, lv_scr_act(), LV_ALIGN_CENTER, 0, 0);
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}
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MyApp::~MyApp() {
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lv_obj_clean(lv_scr_act());
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}
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```
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Both of these files should be in [displayapp/screens/](/src/displayapp/screens/)
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or [displayapp/screens/settings/](/src/displayapp/screens/settings/) if it's a setting app.
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Now we have our very own app, but InfiniTime does not know about it yet.
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The first step is to include your MyApp.cpp (or any new cpp files for that matter)
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in the compilation by adding it to [CMakeLists.txt](/CMakeLists.txt).
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The next step to making it launchable is to give your app an id.
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To do this, add an entry in the enum class `Pinetime::Applications::Apps` ([displayapp/Apps.h](/src/displayapp/Apps.h)).
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Name this entry after your app. Add `#include "displayapp/screens/MyApp.h"` to the file [displayapp/DisplayApp.cpp](/src/displayapp/DisplayApp.cpp).
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Now, go to the function `DisplayApp::LoadApp` and add another case to the switch statement.
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The case will be the id you gave your app earlier.
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If your app needs any additional arguments, this is the place to pass them.
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If you want your app to be launched from the regular app launcher, go to [displayapp/screens/ApplicationList.cpp](/src/displayapp/screens/ApplicationList.cpp).
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Add your app to one of the `CreateScreen` functions, or add another `CreateScreen` function if there are no empty spaces for your app. <br>
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If your app is a setting, do the same procedure in [displayapp/screens/settings/Settings.cpp](/src/displayapp/screens/settings/Settings.cpp).
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You should now be able to [build](../buildAndProgram.md) the firmware
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and flash it to your PineTime. Yay!
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Please remember to pay attention to the [UI guidelines](../ui_guidelines.md)
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when designing an app that you want to include in mainstream InfiniTime.
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42
doc/code/Intro.md
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# Introduction to the code
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This page is meant to guide you through the source code, so you can find the relevant files for what you're working on.
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## FreeRTOS
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Infinitime is based on FreeRTOS, a real-time operating system.
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FreeRTOS provides several quality of life abstractions (for example easy software timers)
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and most importantly supports multiple tasks.
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If you want to read up on real-time operating systems, you can look [here](https://www.freertos.org/implementation/a00002.html) and [here](https://www.freertos.org/features.html).
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The main "process" creates at least one task and then starts the FreeRTOS task scheduler.
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This main "process" is the standard main() function inside [main.cpp](/src/main.cpp).
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The task scheduler is responsible for giving every task enough cpu time.
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As there is only one core on the SoC of the PineTime, real concurrency is impossible and the scheduler has to swap tasks in and out to emulate it.
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### Tasks
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Tasks are created by calling `xTaskCreate` and passing a function with the signature `void functionName(void*)`.
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For more info on task creation see the [FreeRTOS Documentation](https://www.freertos.org/a00125.html).
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In our case, main calls `systemTask.Start()`, which creates the **"MAIN" task**.
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The function running inside that task is `SystemTask::Work()`.
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You may also see this task being referred to as the **work task**.
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Both functions are located inside [systemtask/SystemTask.cpp](/src/systemtask/SystemTask.cpp). `SystemTask::Work()` initializes all the driver and controller objects.
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It also starts the **task "displayapp"**, which is responsible for launching and running apps, controlling the screen and handling touch events (or forwarding them to the active app).
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You can find the "displayapp" task inside [displayapp/DisplayApp.cpp](/src/displayapp/DisplayApp.cpp).
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There are also other tasks that are responsible for Bluetooth ("ll" and "ble" inside [libs/mynewt-nimble/porting/npl/freertos/src/nimble_port_freertos.c](/src/libs/mynewt-nimble/porting/npl/freertos/src/nimble_port_freertos.c))
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and periodic tasks like heartrate measurements ([heartratetask/HeartRateTask.cpp](/src/heartratetask/HeartRateTask.cpp)). <br>
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While it is possible for you to create your own task when you need it, it is recommended to just add functionality to `SystemTask::Work()` if possible.
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If you absolutely need to create another task, try to guess how much [stack space](https://www.freertos.org/FAQMem.html#StackSize) (in words/4-byte packets)
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it will need instead of just typing in a large-ish number.
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You can use the define `configMINIMAL_STACK_SIZE` which is currently set to 120 words.
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## Controllers
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Controllers in InfiniTime are singleton objects that can provide access to certain resources to apps.
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Some of them interface with drivers, others are the driver for the resource.
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The resources provided don't have to be hardware-based.
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They are declared in main.cpp and initialized in [systemtask/SystemTask.cpp](/src/systemtask/SystemTask.cpp).
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Some controllers can be passed by reference to apps that need access to the resource (for example vibration motor).
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They reside in [components/](/src/components/) inside their own subfolder.
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## Apps
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For more detail see the [Apps page](./Apps.md)
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## Bluetooth
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Header files with short documentation for the functions are inside [libs/mynewt-nimble/nimble/host/include/host/](/src/libs/mynewt-nimble/nimble/host/include/host/).
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