unleashed-firmware/applications/services/desktop/scenes/desktop_scene_lock_menu.c

105 lines
4.2 KiB
C
Raw Normal View History

#include <gui/scene_manager.h>
#include <applications.h>
#include <furi_hal.h>
#include <toolbox/saved_struct.h>
#include <stdbool.h>
#include <loader/loader.h>
[FL-2183] [FL-2209] Dolphin Deeds, Level up, assets generation, refactoring (#965) * Desktop: cleanup headers * Get loader pubsub via record * [FL-2183] Dolphin refactoring 2022.01 * Restruct animations assets structure * Rename assets * Cleanup headers * Update Recording animation * Add BadBattery animation * Provide loader's pubsub via record * Fix load/unload animations * Scripts: add flipper format support, initial dolphin packager rework. Assets: internal and external dolphin. * Sync internal meta.txt and manifest.txt * Reorder, rename dolphin assets * Split essential generated assets * Add ReadMe for dolphin assets * Separate essential blocking animations * Scripts: full dolphin validation before packaging * Assets, Scripts: dolphin external resources packer * Github: update codeowners * Scripts: proper slots handling in dolphin animation meta * Scripts: correct frames enumeration and fix compiled assets. * [FL-2209] Add Dolphin Deeds points and many more * Remove excess frame_rate * Change dolphin assets directory * Scripts: add internal resource support to dolphin compiler * Scripts: add internal assets generation, renaming * Scripts: correct assert, renaming * Code cleanup, documentation, fixes * Update Levelup animations * Rename essential -> blocking * Fix Unlocked hint * Scripts: rewrite Templite compiller, replace regexps with token parser, split block types into code and variable blocks. Update dolphin templates. * Documentation: add key combos description and use information * Scripts: cleanup templit, more debug info and add dev comment Co-authored-by: あく <alleteam@gmail.com>
2022-01-29 09:20:41 +00:00
#include "../desktop_i.h"
#include <desktop/desktop_settings.h>
#include "../views/desktop_view_lock_menu.h"
[FL-2183] [FL-2209] Dolphin Deeds, Level up, assets generation, refactoring (#965) * Desktop: cleanup headers * Get loader pubsub via record * [FL-2183] Dolphin refactoring 2022.01 * Restruct animations assets structure * Rename assets * Cleanup headers * Update Recording animation * Add BadBattery animation * Provide loader's pubsub via record * Fix load/unload animations * Scripts: add flipper format support, initial dolphin packager rework. Assets: internal and external dolphin. * Sync internal meta.txt and manifest.txt * Reorder, rename dolphin assets * Split essential generated assets * Add ReadMe for dolphin assets * Separate essential blocking animations * Scripts: full dolphin validation before packaging * Assets, Scripts: dolphin external resources packer * Github: update codeowners * Scripts: proper slots handling in dolphin animation meta * Scripts: correct frames enumeration and fix compiled assets. * [FL-2209] Add Dolphin Deeds points and many more * Remove excess frame_rate * Change dolphin assets directory * Scripts: add internal resource support to dolphin compiler * Scripts: add internal assets generation, renaming * Scripts: correct assert, renaming * Code cleanup, documentation, fixes * Update Levelup animations * Rename essential -> blocking * Fix Unlocked hint * Scripts: rewrite Templite compiller, replace regexps with token parser, split block types into code and variable blocks. Update dolphin templates. * Documentation: add key combos description and use information * Scripts: cleanup templit, more debug info and add dev comment Co-authored-by: あく <alleteam@gmail.com>
2022-01-29 09:20:41 +00:00
#include "desktop_scene_i.h"
#include "desktop_scene.h"
#include "../helpers/pin_lock.h"
[FL-2183] [FL-2209] Dolphin Deeds, Level up, assets generation, refactoring (#965) * Desktop: cleanup headers * Get loader pubsub via record * [FL-2183] Dolphin refactoring 2022.01 * Restruct animations assets structure * Rename assets * Cleanup headers * Update Recording animation * Add BadBattery animation * Provide loader's pubsub via record * Fix load/unload animations * Scripts: add flipper format support, initial dolphin packager rework. Assets: internal and external dolphin. * Sync internal meta.txt and manifest.txt * Reorder, rename dolphin assets * Split essential generated assets * Add ReadMe for dolphin assets * Separate essential blocking animations * Scripts: full dolphin validation before packaging * Assets, Scripts: dolphin external resources packer * Github: update codeowners * Scripts: proper slots handling in dolphin animation meta * Scripts: correct frames enumeration and fix compiled assets. * [FL-2209] Add Dolphin Deeds points and many more * Remove excess frame_rate * Change dolphin assets directory * Scripts: add internal resource support to dolphin compiler * Scripts: add internal assets generation, renaming * Scripts: correct assert, renaming * Code cleanup, documentation, fixes * Update Levelup animations * Rename essential -> blocking * Fix Unlocked hint * Scripts: rewrite Templite compiller, replace regexps with token parser, split block types into code and variable blocks. Update dolphin templates. * Documentation: add key combos description and use information * Scripts: cleanup templit, more debug info and add dev comment Co-authored-by: あく <alleteam@gmail.com>
2022-01-29 09:20:41 +00:00
#define TAG "DesktopSceneLock"
[FL-2150] Dolphin animation refactoring (#938) * Dolphin Animation Refactoring, part 1 * Remove animations from desktop * Remove excess, first start * Split animation_manager with callbacks * allocate view inside animation_view * Work on ViewComposed * Draw white rectangles under bubble corners * Fix bubbles sequence * RPC: remove obsolete include "status.pb.h" * Add animations manifest decoding * Flipper file: add strict mode * FFF: Animation structures parsing * Assembling structure of animation * Lot of view fixes: Add multi-line bubbles Add support for passive bubbles (frame_order values starts from passive now) Add hard-coded delay (active_shift) for active state enabling Fix active state handling Fix leaks Fix parsing uncorrect bubble_animation meta file Fix bubble rules of showing * Animation load/unload & view freeze/unfreeze * Blocking & system animations, fixes: View correct activation Refactoring + blocking animation Freeze first passive/active frames Many insert/eject SD tests fixes Add system animations Add Loader events app started/finished Add system no_sd animation * Assets: dolphin packer. Scripts: minor refactoring. * Desktop: update logging tags. Scripts: add metadata to dolphin bundling process, extra sorting for fs traversing. Make: phony assets rules. * Github: rebuild assets on build * Docker: add missing dependencies for assets compilation * Docker: fix run command syntax * ReadMe: update naming rules with link to source * Assets: recompile icons * Loader: add loader event * Desktop, Gui, Furi Core: const shenanigans macros Co-authored-by: Aleksandr Kutuzov <alleteam@gmail.com>
2022-01-02 21:39:56 +00:00
void desktop_scene_lock_menu_callback(DesktopEvent event, void* context) {
Desktop* desktop = (Desktop*)context;
view_dispatcher_send_custom_event(desktop->view_dispatcher, event);
}
void desktop_scene_lock_menu_on_enter(void* context) {
Desktop* desktop = (Desktop*)context;
DESKTOP_SETTINGS_LOAD(&desktop->settings);
scene_manager_set_scene_state(desktop->scene_manager, DesktopSceneLockMenu, 0);
desktop_lock_menu_set_callback(desktop->lock_menu, desktop_scene_lock_menu_callback, desktop);
desktop_lock_menu_set_pin_state(desktop->lock_menu, desktop->settings.pin_code.length > 0);
desktop_lock_menu_set_dummy_mode_state(desktop->lock_menu, desktop->settings.dummy_mode);
desktop_lock_menu_set_stealth_mode_state(
desktop->lock_menu, furi_hal_rtc_is_flag_set(FuriHalRtcFlagStealthMode));
desktop_lock_menu_set_idx(desktop->lock_menu, 0);
view_dispatcher_switch_to_view(desktop->view_dispatcher, DesktopViewIdLockMenu);
}
bool desktop_scene_lock_menu_on_event(void* context, SceneManagerEvent event) {
Desktop* desktop = (Desktop*)context;
bool consumed = false;
if(event.type == SceneManagerEventTypeTick) {
bool check_pin_changed =
scene_manager_get_scene_state(desktop->scene_manager, DesktopSceneLockMenu);
if(check_pin_changed) {
DESKTOP_SETTINGS_LOAD(&desktop->settings);
if(desktop->settings.pin_code.length > 0) {
desktop_lock_menu_set_pin_state(desktop->lock_menu, true);
scene_manager_set_scene_state(desktop->scene_manager, DesktopSceneLockMenu, 0);
}
}
} else if(event.type == SceneManagerEventTypeCustom) {
switch(event.event) {
case DesktopLockMenuEventLock:
scene_manager_set_scene_state(desktop->scene_manager, DesktopSceneLockMenu, 0);
desktop_lock(desktop);
consumed = true;
break;
case DesktopLockMenuEventPinLock:
if(desktop->settings.pin_code.length > 0) {
desktop_pin_lock(&desktop->settings);
desktop_lock(desktop);
} else {
LoaderStatus status =
loader_start(desktop->loader, "Desktop", DESKTOP_SETTINGS_RUN_PIN_SETUP_ARG);
if(status == LoaderStatusOk) {
scene_manager_set_scene_state(desktop->scene_manager, DesktopSceneLockMenu, 1);
} else {
FURI_LOG_E(TAG, "Unable to start desktop settings");
}
}
consumed = true;
break;
case DesktopLockMenuEventDummyModeOn:
desktop_set_dummy_mode_state(desktop, true);
scene_manager_search_and_switch_to_previous_scene(
desktop->scene_manager, DesktopSceneMain);
break;
case DesktopLockMenuEventDummyModeOff:
desktop_set_dummy_mode_state(desktop, false);
scene_manager_search_and_switch_to_previous_scene(
desktop->scene_manager, DesktopSceneMain);
break;
case DesktopLockMenuEventStealthModeOn:
desktop_set_stealth_mode_state(desktop, true);
scene_manager_search_and_switch_to_previous_scene(
desktop->scene_manager, DesktopSceneMain);
break;
case DesktopLockMenuEventStealthModeOff:
desktop_set_stealth_mode_state(desktop, false);
scene_manager_search_and_switch_to_previous_scene(
desktop->scene_manager, DesktopSceneMain);
break;
default:
break;
}
} else if(event.type == SceneManagerEventTypeBack) {
scene_manager_set_scene_state(desktop->scene_manager, DesktopSceneLockMenu, 0);
}
return consumed;
}
void desktop_scene_lock_menu_on_exit(void* context) {
UNUSED(context);
}