unleashed-firmware/applications/desktop/scenes/desktop_scene_debug.c
Albert Kharisov a39002ce22
[FL-2150] Dolphin animation refactoring (#938)
* Dolphin Animation Refactoring, part 1
* Remove animations from desktop
* Remove excess, first start
* Split animation_manager with callbacks
* allocate view inside animation_view
* Work on ViewComposed
* Draw white rectangles under bubble corners
* Fix bubbles sequence
* RPC: remove obsolete include "status.pb.h"
* Add animations manifest decoding
* Flipper file: add strict mode
* FFF: Animation structures parsing
* Assembling structure of animation
* Lot of view fixes:
  Add multi-line bubbles
  Add support for passive bubbles (frame_order values starts from passive now)
  Add hard-coded delay (active_shift) for active state enabling
  Fix active state handling
  Fix leaks
  Fix parsing uncorrect bubble_animation meta file
  Fix bubble rules of showing
* Animation load/unload & view freeze/unfreeze
* Blocking & system animations, fixes:
  View correct activation
  Refactoring + blocking animation
  Freeze first passive/active frames
  Many insert/eject SD tests fixes
  Add system animations
  Add Loader events app started/finished
  Add system no_sd animation
* Assets: dolphin packer. Scripts: minor refactoring.
* Desktop: update logging tags. Scripts: add metadata to dolphin bundling process, extra sorting for fs traversing. Make: phony assets rules.
* Github: rebuild assets on build
* Docker: add missing dependencies for assets compilation
* Docker: fix run command syntax
* ReadMe: update naming rules with link to source
* Assets: recompile icons
* Loader: add loader event
* Desktop, Gui, Furi Core: const shenanigans macros

Co-authored-by: Aleksandr Kutuzov <alleteam@gmail.com>
2022-01-03 00:39:56 +03:00

62 lines
1.9 KiB
C

#include "../desktop_i.h"
#include "../views/desktop_debug.h"
#include <dolphin/dolphin.h>
#include <dolphin/helpers/dolphin_deed.h>
void desktop_scene_debug_callback(DesktopEvent event, void* context) {
Desktop* desktop = (Desktop*)context;
view_dispatcher_send_custom_event(desktop->view_dispatcher, event);
}
void desktop_scene_debug_on_enter(void* context) {
Desktop* desktop = (Desktop*)context;
desktop_debug_get_dolphin_data(desktop->debug_view);
desktop_debug_set_callback(desktop->debug_view, desktop_scene_debug_callback, desktop);
view_dispatcher_switch_to_view(desktop->view_dispatcher, DesktopViewDebug);
}
bool desktop_scene_debug_on_event(void* context, SceneManagerEvent event) {
Desktop* desktop = (Desktop*)context;
Dolphin* dolphin = furi_record_open("dolphin");
bool consumed = false;
if(event.type == SceneManagerEventTypeCustom) {
switch(event.event) {
case DesktopDebugEventExit:
scene_manager_next_scene(desktop->scene_manager, DesktopSceneMain);
dolphin_flush(dolphin);
consumed = true;
break;
case DesktopDebugEventDeed:
dolphin_deed(dolphin, DolphinDeedIButtonEmulate);
desktop_debug_get_dolphin_data(desktop->debug_view);
consumed = true;
break;
case DesktopDebugEventWrongDeed:
dolphin_deed(dolphin, DolphinDeedWrong);
desktop_debug_get_dolphin_data(desktop->debug_view);
consumed = true;
break;
case DesktopDebugEventSaveState:
dolphin_flush(dolphin);
consumed = true;
break;
default:
break;
}
}
furi_record_close("dolphin");
return consumed;
}
void desktop_scene_debug_on_exit(void* context) {
Desktop* desktop = (Desktop*)context;
desktop_debug_reset_screen_idx(desktop->debug_view);
}