mirror of
https://github.com/DarkFlippers/unleashed-firmware
synced 2024-11-28 07:20:29 +00:00
bdba15b366
* iButton: getting started on the worker concept * Hal delay: added global instructions_per_us variable * iButton: one wire slave * iButton: ibutton key setter * iButton: one wire host, use ibutton_hal * iButton\RFID: common pulse decoder concept * iButton: cyfral decoder * iButton: worker thread concept * iButton: metakom decoder * iButton: write key through worker * iButton: worker mode holder * iButton: worker improvements * iButton: Cyfral encoder * iButton: Metakom encoder * lib: pulse protocol helpers * iButton: Metakom decoder * iButton: Cyfral decoder * iButton worker: separate modes * iButton: libs documentation * HAL: iButton gpio modes * iButton worker: rename modes file * iButton worker, hal: move to LL * iButton CLI: worker for reading and emulation commands * iButton HAL: correct init and emulation sequence * iButton cli: moved to plain C * iButton: move to worker, small step to plain C * Libs, one wire: move to plain C * Libs: added forgotten files to compilation * iButton writer: get rid of manual disable/enable irq
138 lines
No EOL
4.4 KiB
C++
138 lines
No EOL
4.4 KiB
C++
#pragma once
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#include <map>
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#include <list>
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#include "ibutton_view_manager.h"
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#include "scene/ibutton_scene_generic.h"
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#include "scene/ibutton_scene_start.h"
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#include "scene/ibutton_scene_read.h"
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#include "scene/ibutton_scene_read_crc_error.h"
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#include "scene/ibutton_scene_read_not_key_error.h"
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#include "scene/ibutton_scene_read_success.h"
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#include "scene/ibutton_scene_readed_key_menu.h"
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#include "scene/ibutton_scene_write.h"
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#include "scene/ibutton_scene_write_success.h"
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#include "scene/ibutton_scene_saved_key_menu.h"
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#include "scene/ibutton_scene_delete_confirm.h"
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#include "scene/ibutton_scene_delete_success.h"
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#include "scene/ibutton_scene_emulate.h"
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#include "scene/ibutton_scene_save_name.h"
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#include "scene/ibutton_scene_save_success.h"
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#include "scene/ibutton_scene_info.h"
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#include "scene/ibutton_scene_select_key.h"
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#include "scene/ibutton_scene_add_type.h"
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#include "scene/ibutton_scene_add_value.h"
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#include <one_wire/ibutton/ibutton_worker.h>
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#include <notification/notification_messages.h>
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#include <storage/storage.h>
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#include <dialogs/dialogs.h>
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#include <record_controller.hpp>
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class iButtonApp {
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public:
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void run(void* args);
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iButtonApp();
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~iButtonApp();
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enum class Scene : uint8_t {
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SceneExit,
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SceneStart,
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SceneRead,
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SceneReadNotKeyError,
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SceneReadCRCError,
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SceneReadSuccess,
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SceneReadedKeyMenu,
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SceneWrite,
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SceneWriteSuccess,
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SceneEmulate,
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SceneSavedKeyMenu,
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SceneDeleteConfirm,
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SceneDeleteSuccess,
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SceneSaveName,
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SceneSaveSuccess,
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SceneInfo,
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SceneSelectKey,
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SceneAddType,
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SceneAddValue,
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};
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static const char* app_folder;
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static const char* app_extension;
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static const char* app_filetype;
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iButtonAppViewManager* get_view_manager();
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void switch_to_next_scene(Scene index);
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void search_and_switch_to_previous_scene(std::initializer_list<Scene> scenes_list);
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bool switch_to_previous_scene(uint8_t count = 1);
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Scene get_previous_scene();
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const GpioPin* get_ibutton_pin();
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iButtonWorker* get_key_worker();
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iButtonKey* get_key();
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void notify_green_blink();
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void notify_yellow_blink();
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void notify_red_blink();
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void notify_error();
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void notify_success();
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void notify_green_on();
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void notify_green_off();
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void notify_red_on();
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void notify_red_off();
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void set_text_store(const char* text...);
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char* get_text_store();
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uint8_t get_text_store_size();
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char* get_file_name();
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uint8_t get_file_name_size();
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bool save_key(const char* key_name);
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bool load_key();
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bool load_key(const char* key_name);
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bool delete_key();
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private:
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std::list<Scene> previous_scenes_list = {Scene::SceneExit};
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Scene current_scene = Scene::SceneStart;
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iButtonAppViewManager view;
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std::map<Scene, iButtonScene*> scenes = {
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{Scene::SceneStart, new iButtonSceneStart()},
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{Scene::SceneRead, new iButtonSceneRead()},
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{Scene::SceneReadCRCError, new iButtonSceneReadCRCError()},
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{Scene::SceneReadNotKeyError, new iButtonSceneReadNotKeyError()},
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{Scene::SceneReadSuccess, new iButtonSceneReadSuccess()},
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{Scene::SceneReadedKeyMenu, new iButtonSceneReadedKeyMenu()},
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{Scene::SceneWrite, new iButtonSceneWrite()},
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{Scene::SceneWriteSuccess, new iButtonSceneWriteSuccess()},
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{Scene::SceneEmulate, new iButtonSceneEmulate()},
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{Scene::SceneSavedKeyMenu, new iButtonSceneSavedKeyMenu()},
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{Scene::SceneDeleteConfirm, new iButtonSceneDeleteConfirm()},
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{Scene::SceneDeleteSuccess, new iButtonSceneDeleteSuccess()},
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{Scene::SceneSaveName, new iButtonSceneSaveName()},
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{Scene::SceneSaveSuccess, new iButtonSceneSaveSuccess()},
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{Scene::SceneInfo, new iButtonSceneInfo()},
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{Scene::SceneSelectKey, new iButtonSceneSelectKey()},
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{Scene::SceneAddType, new iButtonSceneAddType()},
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{Scene::SceneAddValue, new iButtonSceneAddValue()},
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};
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iButtonWorker* key_worker;
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iButtonKey* key;
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RecordController<NotificationApp> notification;
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RecordController<Storage> storage;
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RecordController<DialogsApp> dialogs;
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static const uint8_t file_name_size = 100;
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char file_name[file_name_size];
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static const uint8_t text_store_size = 128;
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char text_store[text_store_size + 1];
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bool load_key_data(string_t key_path);
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void make_app_folder();
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}; |