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ApplicationList.h
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ApplicationList.h
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#pragma once
#include <array>
#include <memory>
#include "displayapp/apps/Apps.h"
#include "Screen.h"
#include "ScreenList.h"
#include "displayapp/Controllers.h"
#include "Symbols.h"
#include "Tile.h"
namespace Pinetime {
namespace Applications {
namespace Screens {
class ApplicationList : public Screen {
public:
explicit ApplicationList(DisplayApp* app,
Pinetime::Controllers::Settings& settingsController,
const Pinetime::Controllers::Battery& batteryController,
const Pinetime::Controllers::Ble& bleController,
Controllers::DateTime& dateTimeController,
Pinetime::Controllers::FS& filesystem,
std::array<Tile::Applications, UserAppTypes::Count>&& apps);
~ApplicationList() override;
bool OnTouchEvent(TouchEvents event) override;
private:
DisplayApp* app;
auto CreateScreenList() const;
std::unique_ptr<Screen> CreateScreen(unsigned int screenNum) const;
Controllers::Settings& settingsController;
const Pinetime::Controllers::Battery& batteryController;
const Pinetime::Controllers::Ble& bleController;
Controllers::DateTime& dateTimeController;
Pinetime::Controllers::FS& filesystem;
std::array<Tile::Applications, UserAppTypes::Count> apps;
static constexpr int appsPerScreen = 6;
static constexpr int nScreens = UserAppTypes::Count > 0 ? (UserAppTypes::Count - 1) / appsPerScreen + 1 : 1;
ScreenList<nScreens> screens;
};
}
}
}