unleashed-firmware/applications/desktop/scenes/desktop_scene_locked.c
Georgii Surkov 917be9c6d3
[FL-2430] Automatic Desktop Locking (#1101)
* Add Auto Lock Time setting
* Update .gitignore
* Add value_index toolbox module
* Auto locking basic implementation
* Better AutoLock implementation, edge cases and cleanup
* Fix NULL pointer crash
* Turn off backlight shortly in locked mode
* Re-enable auto lock after pin lock
* Correctly handle start when pin locked
* Use timer to hide locked hint
* Use a single state variable instead of multiple bools
* Do not call update callback recursively
* Allow input when the Unlocked hint is shown
* Add a delay to backlight switch off while locking
* Better user input handling
* Switch backlight off after pin timeout
* Correct grammar in notification settings

Co-authored-by: あく <alleteam@gmail.com>
2022-04-14 15:20:41 +03:00

109 lines
4 KiB
C

#include <furi.h>
#include <furi_hal.h>
#include <gui/scene_manager.h>
#include <gui/view_stack.h>
#include <stdint.h>
#include <portmacro.h>
#include "../desktop.h"
#include "../desktop_i.h"
#include "../desktop_helpers.h"
#include "../animations/animation_manager.h"
#include "../views/desktop_events.h"
#include "../views/desktop_view_pin_input.h"
#include "../views/desktop_view_locked.h"
#include "desktop_scene.h"
#include "desktop_scene_i.h"
#define WRONG_PIN_HEADER_TIMEOUT 3000
#define INPUT_PIN_VIEW_TIMEOUT 15000
static void desktop_scene_locked_callback(DesktopEvent event, void* context) {
Desktop* desktop = (Desktop*)context;
view_dispatcher_send_custom_event(desktop->view_dispatcher, event);
}
static void desktop_scene_locked_new_idle_animation_callback(void* context) {
furi_assert(context);
Desktop* desktop = context;
view_dispatcher_send_custom_event(
desktop->view_dispatcher, DesktopAnimationEventNewIdleAnimation);
}
void desktop_scene_locked_on_enter(void* context) {
Desktop* desktop = (Desktop*)context;
// callbacks for 1-st layer
animation_manager_set_new_idle_callback(
desktop->animation_manager, desktop_scene_locked_new_idle_animation_callback);
animation_manager_set_check_callback(desktop->animation_manager, NULL);
animation_manager_set_interact_callback(desktop->animation_manager, NULL);
// callbacks for 2-nd layer
desktop_view_locked_set_callback(desktop->locked_view, desktop_scene_locked_callback, desktop);
bool switch_to_timeout_scene = false;
uint32_t state = scene_manager_get_scene_state(desktop->scene_manager, DesktopSceneLocked);
if(state == SCENE_LOCKED_FIRST_ENTER) {
bool pin_locked = furi_hal_rtc_is_flag_set(FuriHalRtcFlagLock);
desktop_helpers_lock_system(desktop, pin_locked);
if(pin_locked) {
LOAD_DESKTOP_SETTINGS(&desktop->settings);
desktop_view_locked_lock(desktop->locked_view, true);
uint32_t pin_fails = furi_hal_rtc_get_pin_fails();
uint32_t pin_timeout = desktop_helpers_get_pin_fail_timeout(pin_fails);
if(pin_timeout) {
scene_manager_set_scene_state(
desktop->scene_manager, DesktopScenePinTimeout, pin_timeout);
switch_to_timeout_scene = true;
} else {
desktop_view_locked_close_doors(desktop->locked_view);
}
} else {
desktop_view_locked_lock(desktop->locked_view, false);
desktop_view_locked_close_doors(desktop->locked_view);
}
scene_manager_set_scene_state(
desktop->scene_manager, DesktopSceneLocked, SCENE_LOCKED_REPEAT_ENTER);
}
if(switch_to_timeout_scene) {
scene_manager_next_scene(desktop->scene_manager, DesktopScenePinTimeout);
} else {
view_dispatcher_switch_to_view(desktop->view_dispatcher, DesktopViewIdLocked);
}
}
bool desktop_scene_locked_on_event(void* context, SceneManagerEvent event) {
Desktop* desktop = (Desktop*)context;
bool consumed = false;
if(event.type == SceneManagerEventTypeCustom) {
switch(event.event) {
case DesktopLockedEventUnlocked:
desktop_unlock(desktop);
consumed = true;
break;
case DesktopLockedEventUpdate:
if(desktop_view_locked_is_locked_hint_visible(desktop->locked_view)) {
notification_message(desktop->notification, &sequence_display_off);
}
desktop_view_locked_update(desktop->locked_view);
consumed = true;
break;
case DesktopLockedEventShowPinInput:
scene_manager_next_scene(desktop->scene_manager, DesktopScenePinInput);
consumed = true;
break;
case DesktopAnimationEventNewIdleAnimation:
animation_manager_new_idle_process(desktop->animation_manager);
consumed = true;
break;
}
}
return consumed;
}
void desktop_scene_locked_on_exit(void* context) {
}