9aa0bc8ecf
Fixed missing colon typo in template for minimal app example Updated reference to Apps enum after file move
215 lines
8.9 KiB
Markdown
215 lines
8.9 KiB
Markdown
# Apps
|
|
|
|
This page will teach you:
|
|
|
|
- what screens and apps are in InfiniTime
|
|
- how to implement your own app
|
|
|
|
## Theory
|
|
|
|
The user interface of InfiniTime is made up of **screens**.
|
|
Screens that are opened from the app launcher are considered **apps**.
|
|
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.
|
|
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 can be refreshed periodically and reacts to external events (touch or button).
|
|
|
|
## Interface
|
|
|
|
Every app class is declared inside the namespace `Pinetime::Applications::Screens`
|
|
and inherits
|
|
from [`Pinetime::Applications::Screens::Screen`](https://github.com/InfiniTimeOrg/InfiniTime/blob/main/src/displayapp/screens/Screen.h).
|
|
|
|
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.
|
|
|
|
The **destructor** cleans up LVGL and restores 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.
|
|
|
|
Apps that need to be refreshed periodically create an `lv_task` (using `lv_task_create()`)
|
|
that will call the method `Refresh()` periodically.
|
|
|
|
## App types
|
|
|
|
There are basically 3 types of applications : **system** apps and **user** apps and **watch faces**.
|
|
|
|
**System** applications are always built into InfiniTime, and InfiniTime cannot work properly without those apps.
|
|
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.
|
|
|
|
**Watch faces** are very similar to the **user** apps, they are optional, but at least one must be built into the firmware.
|
|
|
|
The distinction between **system** apps, **user** apps and watch faces allows for more flexibility and customization.
|
|
This allows to easily select which user applications and watch faces must be built into the firmware
|
|
without overflowing the system memory.
|
|
|
|
## Apps and watch faces 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.
|
|
|
|
Watch faces are handled in a very similar way as the **user** apps : they are created by `DisplayApp` in the method `DisplayApp::LoadScreen()` when the application type is `Apps::Clock`.
|
|
|
|
## 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);
|
|
};
|
|
};
|
|
```
|
|
|
|
This array `userApps` is used by `DisplayApp` to create the applications and the `AppLauncher`
|
|
to list all available applications.
|
|
|
|
## Watch face selection at build time
|
|
|
|
The list of available watch faces is also generated at build time by the `consteval`
|
|
function `CreateWatchFaceDescriptions()` in `UserApps.h` in the same way as the **user** apps.
|
|
Watch faces must declare a `WatchFaceTraits` so that the corresponding `WatchFaceDescription` can be generated.
|
|
Here is an example of `WatchFaceTraits`:
|
|
```c++
|
|
template <>
|
|
struct WatchFaceTraits<WatchFace::Analog> {
|
|
static constexpr WatchFace watchFace = WatchFace::Analog;
|
|
static constexpr const char* name = "Analog face";
|
|
|
|
static Screens::Screen* Create(AppControllers& controllers) {
|
|
return new Screens::WatchFaceAnalog(controllers.dateTimeController,
|
|
controllers.batteryController,
|
|
controllers.bleController,
|
|
controllers.notificationManager,
|
|
controllers.settingsController);
|
|
};
|
|
|
|
static bool IsAvailable(Pinetime::Controllers::FS& /*filesystem*/) {
|
|
return true;
|
|
}
|
|
};
|
|
```
|
|
|
|
## Creating your own app
|
|
|
|
A minimal user app could look like this:
|
|
|
|
MyApp.h:
|
|
|
|
```cpp
|
|
#pragma once
|
|
|
|
#include "displayapp/Apps.h"
|
|
#include "displayapp/screens/Screen.h"
|
|
#include "displayapp/Controllers.h"
|
|
#include "Symbols.h"
|
|
|
|
namespace Pinetime {
|
|
namespace Applications {
|
|
namespace Screens {
|
|
class MyApp : public Screen {
|
|
public:
|
|
MyApp();
|
|
~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();
|
|
}
|
|
};
|
|
}
|
|
}
|
|
```
|
|
|
|
MyApp.cpp:
|
|
|
|
```cpp
|
|
#include "displayapp/screens/MyApp.h"
|
|
|
|
using namespace Pinetime::Applications::Screens;
|
|
|
|
MyApp::MyApp() {
|
|
lv_obj_t* title = lv_label_create(lv_scr_act(), nullptr);
|
|
lv_label_set_text_static(title, "My test application");
|
|
lv_label_set_align(title, LV_LABEL_ALIGN_CENTER);
|
|
lv_obj_align(title, lv_scr_act(), LV_ALIGN_CENTER, 0, 0);
|
|
}
|
|
|
|
MyApp::~MyApp() {
|
|
lv_obj_clean(lv_scr_act());
|
|
}
|
|
```
|
|
|
|
Both of these files should be in [displayapp/screens/](/src/displayapp/screens/).
|
|
|
|
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)
|
|
in the compilation by adding it to [CMakeLists.txt](/CMakeLists.txt).
|
|
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/Apps.h](/src/displayapp/apps/Apps.h.in)).
|
|
Name this entry after your app. Add `#include "displayapp/screens/MyApp.h"`
|
|
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.
|
|
If your app needs any additional arguments, this is the place to pass them.
|
|
|
|
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.
|
|
|
|
Since the list of **user** application is generated by CMake, you need to add the variable `ENABLE_USERAPPS` to the command line of CMake.
|
|
This variable must be set with a string composed of an ordered list of the **user** applications that must be built into the firmware.
|
|
The items of the list are fields from the enumeration `Apps`.
|
|
Ex : build the firmware with 3 user application : Alarm, Timer and MyApp (the application will be listed in this specific order in the application menu).
|
|
|
|
```cmake
|
|
$ cmake ... -DENABLE_USERAPPS="Apps::Alarm, Apps::Timer, Apps::MyApp" ...
|
|
```
|
|
|
|
Similarly, the list of watch faces is also generated by CMake, so you need to add the variable `ENABLE_WATCHFACES` to the command line of CMake.
|
|
It must be set with the comma separated list of watch faces that will be built into the firmware.
|
|
|
|
Ex: build the firmware with 3 watch faces : Analog, PineTimeStyle and Infineat:
|
|
|
|
```cmake
|
|
$ cmake ... -DENABLE_WATCHFACES="WatchFace::Analog,WatchFace::PineTimeStyle,WatchFace::Infineat" ...
|
|
```
|
|
|
|
You should now be able to [build](../buildAndProgram.md) the firmware
|
|
and flash it to your PineTime. Yay!
|
|
|
|
Please remember to pay attention to the [UI guidelines](../ui_guidelines.md)
|
|
when designing an app that you want to be included in InfiniTime.
|