Add core runtime: event bus, services, app lifecycle

lib/core is hardware-independent and unit-tested on the host:
- EventBus: fixed-size thread-safe queue, delivered on the UI task by
  dispatch(); drops newest when full and counts drops
- Service / ServiceManager: cooperative ticking at per-service intervals,
  no catch-up bursts, safe across millis() wraparound
- App / AppManager: one foreground App, Home always to Launcher, Back
  offered to the App first, hidden Apps, redraw requests
- KeyEvent: logical keys for the upcoming input layer

Firmware main loop now ticks services and dispatches events.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01EhqxQ49eCju4CzKYNjZzwT
This commit is contained in:
2026-10-02 09:10:10 +02:00
co-authored by Claude Opus 5.5
parent b293197ace
commit ae0726b7f9
14 changed files with 810 additions and 0 deletions
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#pragma once
#include <vector>
#include "app.h"
namespace roro {
struct AppInfo {
const char* id;
const char* title;
bool hidden; // not listed in the Launcher, but can still be opened
App* app;
};
// Owns which App is in the foreground and routes keys. Home always returns to the Launcher;
// Back is offered to the App first and returns to the Launcher if the App doesn't consume it.
class AppManager {
public:
explicit AppManager(App& launcher);
void registerApp(const AppInfo& info);
std::vector<const AppInfo*> visibleApps() const;
void begin();
bool open(const char* id);
void home();
void handleKey(const KeyEvent& event);
App& foreground() const { return *foreground_; }
// True once after the screen needs redrawing (App switch, or the App asked for it).
bool takeRedraw();
private:
void switchTo(App& app);
App& launcher_;
App* foreground_;
std::vector<AppInfo> apps_;
bool redraw_ = true;
};
} // namespace roro