unleashed-firmware/applications/external/camera_suite/camera_suite.c

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