108 lines
4.5 KiB
Markdown
108 lines
4.5 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 it's 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.
|
|
By default, apps only do something (as in a function is executed) when they are created or when a touch event is detected.
|
|
|
|
## Interface
|
|
|
|
Every app class has to be inside the namespace `Pinetime::Applications::Screens` and inherit from `Screen`.
|
|
The constructor should have at least one parameter `DisplayApp* app`, which it needs for the constructor of its parent class Screen.
|
|
Other parameters should be references to controllers that the app needs.
|
|
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
|
|
|
|
If your app needs to be updated continuously, you can do so by overriding the `Refresh()` function in your class
|
|
and calling `lv_task_create` inside the constructor.
|
|
|
|
An example call could look like this:
|
|
|
|
```cpp
|
|
taskRefresh = lv_task_create(RefreshTaskCallback, LV_DISP_DEF_REFR_PERIOD, LV_TASK_PRIO_MID, this);
|
|
```
|
|
|
|
With `taskRefresh` being a member variable of your class and of type `lv_task_t*`.
|
|
Remember to delete the task again using `lv_task_del`.
|
|
The function `RefreshTaskCallback` is inherited from `Screen` and just calls your `Refresh` function.
|
|
|
|
## Creating your own app
|
|
|
|
A minimal app could look like this:
|
|
|
|
MyApp.h:
|
|
|
|
```cpp
|
|
#pragma once
|
|
|
|
#include "displayapp/screens/Screen.h"
|
|
#include <lvgl/lvgl.h>
|
|
|
|
namespace Pinetime {
|
|
namespace Applications {
|
|
namespace Screens {
|
|
class MyApp : public Screen {
|
|
public:
|
|
MyApp(DisplayApp* app);
|
|
~MyApp() override;
|
|
};
|
|
}
|
|
}
|
|
}
|
|
```
|
|
|
|
MyApp.cpp:
|
|
|
|
```cpp
|
|
#include "displayapp/screens/MyApp.h"
|
|
#include "displayapp/DisplayApp.h"
|
|
|
|
using namespace Pinetime::Applications::Screens;
|
|
|
|
MyApp::MyApp(DisplayApp* app) : Screen(app) {
|
|
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/)
|
|
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.
|
|
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 launchable 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)).
|
|
Name this entry after your app. Add `#include "displayapp/screens/MyApp.h"` to the file [displayapp/DisplayApp.cpp](/src/displayapp/DisplayApp.cpp).
|
|
Now, 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 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).
|
|
|
|
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.
|