* Docs: Fix doxygen references from PR 4168 * Update JS GUI adapter table --------- Co-authored-by: hedger <hedger@users.noreply.github.com>
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GUI module
The module allows you to use GUI (graphical user interface) in concepts off the Flipper Zero firmware. Call the require
function to load the module before first using its methods. This module depends on the event_loop
module, so it must be imported after the event_loop
import:
let eventLoop = require("event_loop");
let gui = require("gui");
Submodules
GUI module has several submodules:
- @subpage js_gui__byte_input — Keyboard-like hex input
- @subpage js_gui__dialog — Dialog with up to 3 options
- @subpage js_gui__empty_screen — Just empty screen
- @subpage js_gui__file_picker — Displays a file selection prompt
- @subpage js_gui__icon — Retrieves and loads icons for use in GUI
- @subpage js_gui__loading — Displays an animated hourglass icon
- @subpage js_gui__submenu — Displays a scrollable list of clickable textual entries
- @subpage js_gui__text_box — Simple multiline text box
- @subpage js_gui__text_input — Keyboard-like text input
- @subpage js_gui__widget — Displays a combination of custom elements on one screen
Conceptualizing GUI
Event loop
It is highly recommended to familiarize yourself with the event loop first before doing GUI-related things.
Canvas
The canvas is just a drawing area with no abstractions over it. Drawing on the canvas directly (i.e. not through a viewport) is useful in case you want to implement a custom design element, but this is rather uncommon.
Viewport
A viewport is a window into a rectangular portion of the canvas. Applications always access the canvas through a viewport.
View
In Flipper's terminology, a "View" is a fullscreen design element that assumes control over the entire viewport and all input events. Different types of views are available (not all of which are unfortunately currently implemented in JS):
View | Has JS adapter? |
---|---|
button_menu |
❌ |
button_panel |
❌ |
byte_input |
✅ |
dialog_ex |
✅ (as dialog ) |
empty_screen |
✅ |
file_browser |
✅ (as file_picker ) |
loading |
✅ |
menu |
❌ |
number_input |
❌ |
popup |
❌ |
submenu |
✅ |
text_box |
✅ |
text_input |
✅ |
variable_item_list |
❌ |
widget |
✅ |
In JS, each view has its own set of properties (or just "props"). The programmer can manipulate these properties in two ways:
- Instantiate a
View
using themakeWith(props)
method, passing an object with the initial properties - Call
set(name, value)
to modify a property of an existingView
View Dispatcher
The view dispatcher holds references to all the views that an application needs and switches between them as the application makes requests to do so.
Scene Manager
The scene manager is an optional add-on to the view dispatcher that makes managing applications with complex navigation flows easier. It is currently inaccessible from JS.
Approaches
In total, there are three different approaches that you may take when writing a GUI application:
Approach | Use cases | Available from JS |
---|---|---|
ViewPort only | Accessing the graphics API directly, without any of the nice UI abstractions | ❌ |
ViewDispatcher | Common UI elements that fit with the overall look of the system | ✅ |
SceneManager | Additional navigation flow management for complex applications | ❌ |
Example
An example with three different views using the ViewDispatcher approach:
let eventLoop = require("event_loop");
let gui = require("gui");
let loadingView = require("gui/loading");
let submenuView = require("gui/submenu");
let emptyView = require("gui/empty_screen");
// Common pattern: declare all the views in an object. This is absolutely not
// required, but adds clarity to the script.
let views = {
// the view dispatcher auto-✨magically✨ remembers views as they are created
loading: loadingView.make(),
empty: emptyView.make(),
demos: submenuView.makeWith({
items: [
"Hourglass screen",
"Empty screen",
"Exit app",
],
}),
};
// go to different screens depending on what was selected
eventLoop.subscribe(views.demos.chosen, function (_sub, index, gui, eventLoop, views) {
if (index === 0) {
gui.viewDispatcher.switchTo(views.loading);
} else if (index === 1) {
gui.viewDispatcher.switchTo(views.empty);
} else if (index === 2) {
eventLoop.stop();
}
}, gui, eventLoop, views);
// go to the demo chooser screen when the back key is pressed
eventLoop.subscribe(gui.viewDispatcher.navigation, function (_sub, _, gui, views) {
gui.viewDispatcher.switchTo(views.demos);
}, gui, views);
// run UI
gui.viewDispatcher.switchTo(views.demos);
eventLoop.run();
API reference
viewDispatcher
The viewDispatcher
constant holds the ViewDispatcher
singleton.
viewDispatcher.switchTo(view)
Switches to a view, giving it control over the display and input.
Parameters
view
: theView
to switch to
viewDispatcher.sendTo(direction)
Sends the viewport that the dispatcher manages to the front of the stackup (effectively making it visible), or to the back (effectively making it invisible).
Parameters
direction
: either"front"
or"back"
viewDispatcher.sendCustom(event)
Sends a custom number to the custom
event handler.
Parameters
event
: number to send
viewDispatcher.custom
An event loop Contract
object that identifies the custom event source,
triggered by ViewDispatcher.sendCustom(event)
.
viewDispatcher.navigation
An event loop Contract
object that identifies the navigation event source,
triggered when the back key is pressed.
viewDispatcher.currentView
The View
object currently being shown.
ViewFactory
When you import a module implementing a view, a ViewFactory
is instantiated. For example, in the example above, loadingView
, submenuView
and emptyView
are view factories.
ViewFactory.make()
Creates an instance of a View
.
ViewFactory.makeWith(props, children)
Creates an instance of a View
and assigns initial properties from props
and optionally a list of children.
Parameters
props
: simple key-value object, e.g.{ header: "Header" }
children
: optional array of children, e.g.[ { element: "button", button: "right", text: "Back" } ]
View
When you call ViewFactory.make()
or ViewFactory.makeWith()
, a View
is instantiated. For example, in the example above, views.loading
, views.demos
and views.empty
are views.
View.set(property, value)
Assign value to property by name.
Parameters
property
: name of the property to changevalue
: value to assign to the property
View.addChild(child)
Adds a child to the View
.
Parameters
child
: the child to add, e.g.{ element: "button", button: "right", text: "Back" }
The format of the child
parameter depends on the type of View that you're working with. Look in the View documentation.
View.resetChildren()
Removes all children from the View
.
View.setChildren(children)
Removes all previous children from the View
and assigns new children.
Parameters
children
: the array of new children, e.g.[ { element: "button", button: "right", text: "Back" } ]