2023-07-11 11:53:54 +00:00
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#include "camera_suite.h"
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2023-07-11 05:06:55 +00:00
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#include <stdlib.h>
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bool camera_suite_custom_event_callback(void* context, uint32_t event) {
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furi_assert(context);
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CameraSuite* app = context;
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return scene_manager_handle_custom_event(app->scene_manager, event);
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}
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void camera_suite_tick_event_callback(void* context) {
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furi_assert(context);
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CameraSuite* app = context;
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scene_manager_handle_tick_event(app->scene_manager);
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}
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//leave app if back button pressed
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bool camera_suite_navigation_event_callback(void* context) {
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furi_assert(context);
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CameraSuite* app = context;
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return scene_manager_handle_back_event(app->scene_manager);
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}
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CameraSuite* camera_suite_app_alloc() {
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CameraSuite* app = malloc(sizeof(CameraSuite));
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app->gui = furi_record_open(RECORD_GUI);
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app->notification = furi_record_open(RECORD_NOTIFICATION);
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//Turn backlight on, believe me this makes testing your app easier
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notification_message(app->notification, &sequence_display_backlight_on);
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//Scene additions
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app->view_dispatcher = view_dispatcher_alloc();
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view_dispatcher_enable_queue(app->view_dispatcher);
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app->scene_manager = scene_manager_alloc(&camera_suite_scene_handlers, app);
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view_dispatcher_set_event_callback_context(app->view_dispatcher, app);
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view_dispatcher_set_navigation_event_callback(
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app->view_dispatcher, camera_suite_navigation_event_callback);
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view_dispatcher_set_tick_event_callback(
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app->view_dispatcher, camera_suite_tick_event_callback, 100);
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view_dispatcher_set_custom_event_callback(
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app->view_dispatcher, camera_suite_custom_event_callback);
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app->submenu = submenu_alloc();
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// Set defaults, in case no config loaded
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app->orientation = 0; // Orientation is "portrait", zero degrees by default.
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app->haptic = 1; // Haptic is on by default
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app->speaker = 1; // Speaker is on by default
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app->led = 1; // LED is on by default
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// Load configs
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camera_suite_read_settings(app);
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view_dispatcher_add_view(
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app->view_dispatcher, CameraSuiteViewIdMenu, submenu_get_view(app->submenu));
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app->camera_suite_view_start = camera_suite_view_start_alloc();
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view_dispatcher_add_view(
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app->view_dispatcher,
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CameraSuiteViewIdStartscreen,
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camera_suite_view_start_get_view(app->camera_suite_view_start));
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app->camera_suite_view_style_1 = camera_suite_view_style_1_alloc();
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view_dispatcher_add_view(
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app->view_dispatcher,
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CameraSuiteViewIdScene1,
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camera_suite_view_style_1_get_view(app->camera_suite_view_style_1));
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app->camera_suite_view_style_2 = camera_suite_view_style_2_alloc();
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view_dispatcher_add_view(
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app->view_dispatcher,
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CameraSuiteViewIdScene2,
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camera_suite_view_style_2_get_view(app->camera_suite_view_style_2));
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app->camera_suite_view_guide = camera_suite_view_guide_alloc();
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view_dispatcher_add_view(
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app->view_dispatcher,
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CameraSuiteViewIdGuide,
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camera_suite_view_guide_get_view(app->camera_suite_view_guide));
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app->button_menu = button_menu_alloc();
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app->variable_item_list = variable_item_list_alloc();
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view_dispatcher_add_view(
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app->view_dispatcher,
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CameraSuiteViewIdSettings,
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variable_item_list_get_view(app->variable_item_list));
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//End Scene Additions
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return app;
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}
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void camera_suite_app_free(CameraSuite* app) {
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furi_assert(app);
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// Scene manager
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scene_manager_free(app->scene_manager);
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// View Dispatcher
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view_dispatcher_remove_view(app->view_dispatcher, CameraSuiteViewIdMenu);
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view_dispatcher_remove_view(app->view_dispatcher, CameraSuiteViewIdScene1);
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view_dispatcher_remove_view(app->view_dispatcher, CameraSuiteViewIdScene2);
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view_dispatcher_remove_view(app->view_dispatcher, CameraSuiteViewIdGuide);
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view_dispatcher_remove_view(app->view_dispatcher, CameraSuiteViewIdSettings);
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submenu_free(app->submenu);
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view_dispatcher_free(app->view_dispatcher);
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furi_record_close(RECORD_GUI);
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// Free remaining resources
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camera_suite_view_start_free(app->camera_suite_view_start);
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camera_suite_view_style_1_free(app->camera_suite_view_style_1);
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camera_suite_view_style_2_free(app->camera_suite_view_style_2);
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camera_suite_view_guide_free(app->camera_suite_view_guide);
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button_menu_free(app->button_menu);
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variable_item_list_free(app->variable_item_list);
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app->gui = NULL;
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app->notification = NULL;
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//Remove whatever is left
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free(app);
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}
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/** Main entry point for initialization. */
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int32_t camera_suite_app(void* p) {
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UNUSED(p);
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CameraSuite* app = camera_suite_app_alloc();
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view_dispatcher_attach_to_gui(app->view_dispatcher, app->gui, ViewDispatcherTypeFullscreen);
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// Init with start scene.
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scene_manager_next_scene(app->scene_manager, CameraSuiteSceneStart);
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furi_hal_power_suppress_charge_enter();
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view_dispatcher_run(app->view_dispatcher);
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camera_suite_save_settings(app);
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furi_hal_power_suppress_charge_exit();
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camera_suite_app_free(app);
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return 0;
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}
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