211aebc4e0
Move all the functions in ui.c to be members of a ScreenRecoveryUI class, which is a subclass of an abstract RecoveryUI class. Recovery then creates a global singleton instance of this class and then invoke the methods to drive the UI. We use this to allow substitution of a different RecoveryUI implementation for devices with radically different form factors (eg, that don't have a screen). Change-Id: I76bdd34eca506149f4cc07685df6a4890473f3d9
84 lines
2.8 KiB
C++
84 lines
2.8 KiB
C++
/*
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* Copyright (C) 2011 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef RECOVERY_UI_H
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#define RECOVERY_UI_H
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// Abstract class for controlling the user interface during recovery.
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class RecoveryUI {
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public:
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virtual ~RecoveryUI() { }
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// Initialize the object; called before anything else.
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virtual void Init() = 0;
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// Set the overall recovery state ("background image").
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enum Icon { NONE, INSTALLING, ERROR };
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virtual void SetBackground(Icon icon) = 0;
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// --- progress indicator ---
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enum ProgressType { EMPTY, INDETERMINATE, DETERMINATE };
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virtual void SetProgressType(ProgressType determinate) = 0;
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// Show a progress bar and define the scope of the next operation:
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// portion - fraction of the progress bar the next operation will use
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// seconds - expected time interval (progress bar moves at this minimum rate)
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virtual void ShowProgress(float portion, float seconds) = 0;
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// Set progress bar position (0.0 - 1.0 within the scope defined
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// by the last call to ShowProgress).
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virtual void SetProgress(float fraction) = 0;
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// --- text log ---
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virtual void ShowText(bool visible) = 0;
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virtual bool IsTextVisible() = 0;
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virtual bool WasTextEverVisible() = 0;
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// Write a message to the on-screen log (shown if the user has
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// toggled on the text display).
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virtual void Print(const char* fmt, ...) = 0; // __attribute__((format(printf, 1, 2))) = 0;
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// --- key handling ---
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// Wait for keypress and return it. May return -1 after timeout.
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virtual int WaitKey() = 0;
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virtual bool IsKeyPressed(int key) = 0;
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// Erase any queued-up keys.
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virtual void FlushKeys() = 0;
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// --- menu display ---
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// Display some header text followed by a menu of items, which appears
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// at the top of the screen (in place of any scrolling ui_print()
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// output, if necessary).
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virtual void StartMenu(const char* const * headers, const char* const * items,
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int initial_selection) = 0;
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// Set the menu highlight to the given index, and return it (capped to
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// the range [0..numitems).
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virtual int SelectMenu(int sel) = 0;
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// End menu mode, resetting the text overlay so that ui_print()
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// statements will be displayed.
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virtual void EndMenu() = 0;
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};
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#endif // RECOVERY_UI_H
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