fix badusb from archive app execution

thats very dirty fix, needs to be re-done in a proper way
This commit is contained in:
MX 2022-08-08 13:58:32 +03:00
parent 9bb1e2d11a
commit 663ad953cb
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GPG key ID: 6C4C311DFD4B4AB5
7 changed files with 71 additions and 3 deletions

View file

@ -102,7 +102,7 @@ BadUsbApp* bad_usb_app_alloc(char* arg) {
scene_manager_next_scene(app->scene_manager, BadUsbSceneError);
} else {
if(!string_empty_p(app->file_path)) {
scene_manager_next_scene(app->scene_manager, BadUsbSceneWork);
scene_manager_next_scene(app->scene_manager, BadUsbScenePWork);
} else {
string_set_str(app->file_path, BAD_USB_APP_BASE_FOLDER);
scene_manager_next_scene(app->scene_manager, BadUsbSceneFileSelect);

View file

@ -661,4 +661,8 @@ void bad_usb_script_toggle(BadUsbScript* bad_usb) {
BadUsbState* bad_usb_script_get_state(BadUsbScript* bad_usb) {
furi_assert(bad_usb);
return &(bad_usb->st);
}
void bad_usb_script_set_run_state(BadUsbState* st, bool run) {
st->run_from_p = run;
}

View file

@ -22,6 +22,7 @@ typedef enum {
typedef struct {
BadUsbWorkerState state;
bool run_from_p;
uint16_t line_cur;
uint16_t line_nb;
uint32_t delay_remain;
@ -42,6 +43,8 @@ void bad_usb_script_toggle(BadUsbScript* bad_usb);
BadUsbState* bad_usb_script_get_state(BadUsbScript* bad_usb);
void bad_usb_script_set_run_state(BadUsbState* st, bool run);
#ifdef __cplusplus
}
#endif

View file

@ -1,5 +1,6 @@
ADD_SCENE(bad_usb, file_select, FileSelect)
ADD_SCENE(bad_usb, work, Work)
ADD_SCENE(bad_usb, pwork, PWork)
ADD_SCENE(bad_usb, error, Error)
ADD_SCENE(bad_usb, config, Config)
ADD_SCENE(bad_usb, config_layout, ConfigLayout)

View file

@ -0,0 +1,56 @@
#include "../bad_usb_script.h"
#include "../bad_usb_app_i.h"
#include "../views/bad_usb_view.h"
#include "furi_hal.h"
#include "m-string.h"
#include "toolbox/path.h"
void bad_usb_scene_pwork_button_callback(InputKey key, void* context) {
furi_assert(context);
BadUsbApp* app = context;
view_dispatcher_send_custom_event(app->view_dispatcher, key);
}
bool bad_usb_scene_pwork_on_event(void* context, SceneManagerEvent event) {
BadUsbApp* app = context;
bool consumed = false;
if(event.type == SceneManagerEventTypeCustom) {
if(event.event == InputKeyOk) {
bad_usb_script_toggle(app->bad_usb_script);
consumed = true;
}
} else if(event.type == SceneManagerEventTypeTick) {
bad_usb_set_state(app->bad_usb_view, bad_usb_script_get_state(app->bad_usb_script));
}
return consumed;
}
void bad_usb_scene_pwork_on_enter(void* context) {
BadUsbApp* app = context;
string_t file_name;
string_init(file_name);
path_extract_filename(app->file_path, file_name, true);
bad_usb_set_file_name(app->bad_usb_view, string_get_cstr(file_name));
app->bad_usb_script = bad_usb_script_open(app->file_path);
bad_usb_script_set_keyboard_layout(app->bad_usb_script, app->keyboard_layout);
string_clear(file_name);
bad_usb_set_state(app->bad_usb_view, bad_usb_script_get_state(app->bad_usb_script));
// set app state - is executed from archive app
bad_usb_script_set_run_state(bad_usb_script_get_state(app->bad_usb_script), true);
bad_usb_set_button_callback(app->bad_usb_view, bad_usb_scene_pwork_button_callback, app);
view_dispatcher_switch_to_view(app->view_dispatcher, BadUsbAppViewWork);
}
void bad_usb_scene_pwork_on_exit(void* context) {
UNUSED(context);
//BadUsbApp* app = context;
//bad_usb_script_close(app->bad_usb_script);
}

View file

@ -40,6 +40,9 @@ void bad_usb_scene_work_on_enter(void* context) {
bad_usb_set_state(app->bad_usb_view, bad_usb_script_get_state(app->bad_usb_script));
// set app state - is executed from archive app
bad_usb_script_set_run_state(bad_usb_script_get_state(app->bad_usb_script), false);
bad_usb_set_button_callback(app->bad_usb_view, bad_usb_scene_work_button_callback, app);
view_dispatcher_switch_to_view(app->view_dispatcher, BadUsbAppViewWork);
}

View file

@ -34,8 +34,9 @@ static void bad_usb_draw_callback(Canvas* canvas, void* _model) {
elements_button_center(canvas, "Stop");
}
if((model->state.state == BadUsbStateNotConnected) ||
(model->state.state == BadUsbStateIdle) || (model->state.state == BadUsbStateDone)) {
if(((model->state.state == BadUsbStateNotConnected) ||
(model->state.state == BadUsbStateIdle) || (model->state.state == BadUsbStateDone)) &&
!model->state.run_from_p) {
elements_button_left(canvas, "Config");
}