#pragma once #include #include "../TouchEvents.h" namespace Pinetime { namespace Applications { class DisplayApp; namespace Screens { template class DirtyValue { public: DirtyValue() = default; // Use NSDMI explicit DirtyValue(T const& v) : value {v} { } // Use MIL and const-lvalue-ref bool IsUpdated() const { return isUpdated; } T const& Get() { this->isUpdated = false; return value; } // never expose a non-const lvalue-ref DirtyValue& operator=(const T& other) { if (this->value != other) { this->value = other; this->isUpdated = true; } return *this; } private: T value {}; // NSDMI - default initialise type bool isUpdated {true}; // NSDMI - use brace initilisation }; class Screen { public: explicit Screen(DisplayApp* app) : app {app} { } virtual ~Screen() = default; /** * Most of the time, apps only react to events (touch events, for example). * In this case you don't need to do anything in this method. * * For example, InfiniPaint does nothing in Refresh(). * But, if you want to update your display periodically, draw an animation... * you cannot do it in a touch event handler because these handlers are not * called if the user does not touch the screen. * * That's why Refresh() is there: update the display periodically. * * @return false if the app can be closed, true if it must continue to run **/ virtual bool Refresh() = 0; /** @return false if the button hasn't been handled by the app, true if it has been handled */ virtual bool OnButtonPushed() { return false; } /** @return false if the event hasn't been handled by the app, true if it has been handled */ virtual bool OnTouchEvent(TouchEvents event) { return false; } virtual bool OnTouchEvent(uint16_t x, uint16_t y) { return false; } protected: DisplayApp* app; bool running = true; }; } } }