mirror of
https://github.com/DarkFlippers/unleashed-firmware
synced 2024-12-05 02:39:15 +00:00
d80329b323
* Dummy mode implementation * dumb -> dummy * F7: Add new api_symbols: game icon * Starting snake game from dummy mode Co-authored-by: Aleksandr Kutuzov <alleteam@gmail.com>
113 lines
4.1 KiB
C
113 lines
4.1 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 "../helpers/pin_lock.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 = desktop_pin_lock_is_locked();
|
|
view_port_enabled_set(desktop->lock_icon_viewport, true);
|
|
Gui* gui = furi_record_open(RECORD_GUI);
|
|
gui_set_lockdown(gui, true);
|
|
furi_record_close(RECORD_GUI);
|
|
|
|
if(pin_locked) {
|
|
DESKTOP_SETTINGS_LOAD(&desktop->settings);
|
|
desktop_view_locked_lock(desktop->locked_view, true);
|
|
uint32_t pin_timeout = desktop_pin_lock_get_fail_timeout();
|
|
if(pin_timeout > 0) {
|
|
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_backlight_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) {
|
|
UNUSED(context);
|
|
}
|