mirror of
https://github.com/DarkFlippers/unleashed-firmware
synced 2024-12-25 04:03:07 +00:00
056446dfed
* storage: added global #defines for /int, /ext & /any * storage: introduced PATH_EXT, PATH_INT& PATH_ANY macros * core apps: moved hardcoded config files names to separate headers; prefixed them with "."; updater: added file name migration to new naming convention on backup extraction * storage: fixed storage_merge_recursive handling of complex directory structures; storage_move_to_sd: changed data migration logic to all non-dot files & all folders * core: added macro aliases for core record names * Bumped protobuf commit pointer * storage: reserved 5 pages in /int; denying write&creation of non-dot files when running out of free space Co-authored-by: あく <alleteam@gmail.com>
113 lines
4.1 KiB
C
113 lines
4.1 KiB
C
#include <furi.h>
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#include <furi_hal.h>
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#include <gui/scene_manager.h>
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#include <gui/view_stack.h>
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#include <stdint.h>
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#include <portmacro.h>
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#include "../desktop.h"
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#include "../desktop_i.h"
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#include "../helpers/pin_lock.h"
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#include "../animations/animation_manager.h"
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#include "../views/desktop_events.h"
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#include "../views/desktop_view_pin_input.h"
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#include "../views/desktop_view_locked.h"
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#include "desktop_scene.h"
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#include "desktop_scene_i.h"
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#define WRONG_PIN_HEADER_TIMEOUT 3000
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#define INPUT_PIN_VIEW_TIMEOUT 15000
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static void desktop_scene_locked_callback(DesktopEvent event, void* context) {
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Desktop* desktop = (Desktop*)context;
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view_dispatcher_send_custom_event(desktop->view_dispatcher, event);
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}
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static void desktop_scene_locked_new_idle_animation_callback(void* context) {
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furi_assert(context);
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Desktop* desktop = context;
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view_dispatcher_send_custom_event(
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desktop->view_dispatcher, DesktopAnimationEventNewIdleAnimation);
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}
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void desktop_scene_locked_on_enter(void* context) {
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Desktop* desktop = (Desktop*)context;
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// callbacks for 1-st layer
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animation_manager_set_new_idle_callback(
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desktop->animation_manager, desktop_scene_locked_new_idle_animation_callback);
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animation_manager_set_check_callback(desktop->animation_manager, NULL);
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animation_manager_set_interact_callback(desktop->animation_manager, NULL);
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// callbacks for 2-nd layer
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desktop_view_locked_set_callback(desktop->locked_view, desktop_scene_locked_callback, desktop);
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bool switch_to_timeout_scene = false;
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uint32_t state = scene_manager_get_scene_state(desktop->scene_manager, DesktopSceneLocked);
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if(state == SCENE_LOCKED_FIRST_ENTER) {
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bool pin_locked = desktop_pin_lock_is_locked();
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view_port_enabled_set(desktop->lock_viewport, true);
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Gui* gui = furi_record_open(RECORD_GUI);
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gui_set_lockdown(gui, true);
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furi_record_close(RECORD_GUI);
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if(pin_locked) {
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LOAD_DESKTOP_SETTINGS(&desktop->settings);
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desktop_view_locked_lock(desktop->locked_view, true);
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uint32_t pin_timeout = desktop_pin_lock_get_fail_timeout();
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if(pin_timeout > 0) {
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scene_manager_set_scene_state(
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desktop->scene_manager, DesktopScenePinTimeout, pin_timeout);
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switch_to_timeout_scene = true;
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} else {
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desktop_view_locked_close_doors(desktop->locked_view);
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}
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} else {
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desktop_view_locked_lock(desktop->locked_view, false);
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desktop_view_locked_close_doors(desktop->locked_view);
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}
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scene_manager_set_scene_state(
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desktop->scene_manager, DesktopSceneLocked, SCENE_LOCKED_REPEAT_ENTER);
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}
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if(switch_to_timeout_scene) {
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scene_manager_next_scene(desktop->scene_manager, DesktopScenePinTimeout);
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} else {
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view_dispatcher_switch_to_view(desktop->view_dispatcher, DesktopViewIdLocked);
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}
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}
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bool desktop_scene_locked_on_event(void* context, SceneManagerEvent event) {
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Desktop* desktop = (Desktop*)context;
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bool consumed = false;
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if(event.type == SceneManagerEventTypeCustom) {
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switch(event.event) {
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case DesktopLockedEventUnlocked:
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desktop_unlock(desktop);
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consumed = true;
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break;
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case DesktopLockedEventUpdate:
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if(desktop_view_locked_is_locked_hint_visible(desktop->locked_view)) {
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notification_message(desktop->notification, &sequence_display_backlight_off);
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}
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desktop_view_locked_update(desktop->locked_view);
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consumed = true;
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break;
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case DesktopLockedEventShowPinInput:
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scene_manager_next_scene(desktop->scene_manager, DesktopScenePinInput);
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consumed = true;
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break;
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case DesktopAnimationEventNewIdleAnimation:
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animation_manager_new_idle_process(desktop->animation_manager);
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consumed = true;
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break;
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}
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}
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return consumed;
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}
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void desktop_scene_locked_on_exit(void* context) {
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UNUSED(context);
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}
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