unleashed-firmware/applications/u2f/scenes/u2f_scene_main.c

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#include "../u2f_app_i.h"
#include "../views/u2f_view.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 <dolphin/dolphin.h>
#include "furi_hal.h"
#include "../u2f.h"
#define U2F_REQUEST_TIMEOUT 500
#define U2F_SUCCESS_TIMEOUT 3000
static void u2f_scene_main_ok_callback(InputType type, void* context) {
furi_assert(context);
U2fApp* app = context;
view_dispatcher_send_custom_event(app->view_dispatcher, U2fCustomEventConfirm);
}
static void u2f_scene_main_event_callback(U2fNotifyEvent evt, void* context) {
furi_assert(context);
U2fApp* app = context;
if(evt == U2fNotifyRegister)
view_dispatcher_send_custom_event(app->view_dispatcher, U2fCustomEventRegister);
else if(evt == U2fNotifyAuth)
view_dispatcher_send_custom_event(app->view_dispatcher, U2fCustomEventAuth);
else if(evt == U2fNotifyAuthSuccess)
view_dispatcher_send_custom_event(app->view_dispatcher, U2fCustomEventAuthSuccess);
else if(evt == U2fNotifyWink)
view_dispatcher_send_custom_event(app->view_dispatcher, U2fCustomEventWink);
else if(evt == U2fNotifyConnect)
view_dispatcher_send_custom_event(app->view_dispatcher, U2fCustomEventConnect);
else if(evt == U2fNotifyDisconnect)
view_dispatcher_send_custom_event(app->view_dispatcher, U2fCustomEventDisconnect);
}
static void u2f_scene_main_timer_callback(void* context) {
furi_assert(context);
U2fApp* app = context;
view_dispatcher_send_custom_event(app->view_dispatcher, U2fCustomEventTimeout);
}
bool u2f_scene_main_on_event(void* context, SceneManagerEvent event) {
furi_assert(context);
U2fApp* app = context;
bool consumed = false;
if(event.type == SceneManagerEventTypeCustom) {
if(event.event == U2fCustomEventConnect) {
osTimerStop(app->timer);
u2f_view_set_state(app->u2f_view, U2fMsgIdle);
} else if(event.event == U2fCustomEventDisconnect) {
osTimerStop(app->timer);
app->event_cur = U2fCustomEventNone;
u2f_view_set_state(app->u2f_view, U2fMsgNotConnected);
} else if((event.event == U2fCustomEventRegister) || (event.event == U2fCustomEventAuth)) {
osTimerStart(app->timer, U2F_REQUEST_TIMEOUT);
if(app->event_cur == U2fCustomEventNone) {
app->event_cur = event.event;
if(event.event == U2fCustomEventRegister)
u2f_view_set_state(app->u2f_view, U2fMsgRegister);
else if(event.event == U2fCustomEventAuth)
u2f_view_set_state(app->u2f_view, U2fMsgAuth);
notification_message(app->notifications, &sequence_display_on);
notification_message(app->notifications, &sequence_single_vibro);
}
notification_message(app->notifications, &sequence_blink_blue_10);
} else if(event.event == U2fCustomEventWink) {
notification_message(app->notifications, &sequence_blink_green_10);
} else if(event.event == U2fCustomEventAuthSuccess) {
[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
DOLPHIN_DEED(DolphinDeedU2fAuthorized);
osTimerStart(app->timer, U2F_SUCCESS_TIMEOUT);
app->event_cur = U2fCustomEventNone;
u2f_view_set_state(app->u2f_view, U2fMsgSuccess);
} else if(event.event == U2fCustomEventTimeout) {
app->event_cur = U2fCustomEventNone;
u2f_view_set_state(app->u2f_view, U2fMsgIdle);
} else if(event.event == U2fCustomEventConfirm) {
if(app->event_cur != U2fCustomEventNone) {
u2f_confirm_user_present(app->u2f_instance);
}
}
consumed = true;
} else if(event.type == SceneManagerEventTypeTick) {
}
return consumed;
}
void u2f_scene_main_on_enter(void* context) {
U2fApp* app = context;
app->timer = osTimerNew(u2f_scene_main_timer_callback, osTimerOnce, app, NULL);
app->u2f_instance = u2f_alloc();
app->u2f_ready = u2f_init(app->u2f_instance);
if(app->u2f_ready == true) {
u2f_set_event_callback(app->u2f_instance, u2f_scene_main_event_callback, app);
app->u2f_hid = u2f_hid_start(app->u2f_instance);
u2f_view_set_ok_callback(app->u2f_view, u2f_scene_main_ok_callback, app);
} else {
u2f_free(app->u2f_instance);
u2f_view_set_state(app->u2f_view, U2fMsgError);
}
view_dispatcher_switch_to_view(app->view_dispatcher, U2fAppViewMain);
}
void u2f_scene_main_on_exit(void* context) {
U2fApp* app = context;
osTimerStop(app->timer);
osTimerDelete(app->timer);
if(app->u2f_ready == true) {
u2f_hid_stop(app->u2f_hid);
u2f_free(app->u2f_instance);
}
}