mirror of
https://github.com/DarkFlippers/unleashed-firmware
synced 2024-11-23 13:03:13 +00:00
03196fa110
* cleanup of various warnings from clangs * lfrfid_debug: cast fixes * subghz: binraw: round->roundf * furi: thread: updated internal stack size variable to size_t * github: fail faster on unsuccessful build * unit_tests: double trouble
171 lines
6.9 KiB
C
171 lines
6.9 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 <notification/notification.h>
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#include <notification/notification_messages.h>
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#include "../desktop.h"
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#include "../desktop_i.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 "../helpers/pin.h"
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#include "desktop_scene.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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typedef struct {
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FuriTimer* timer;
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FuriString* enter_pin_string;
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} DesktopScenePinInputState;
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static void desktop_scene_locked_light_red(bool value) {
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NotificationApp* app = furi_record_open(RECORD_NOTIFICATION);
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if(value) {
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notification_message(app, &sequence_set_only_red_255);
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} else {
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notification_message(app, &sequence_reset_red);
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}
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furi_record_close(RECORD_NOTIFICATION);
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}
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static void desktop_scene_pin_input_set_timer(Desktop* desktop, bool enable, uint32_t new_period) {
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furi_assert(desktop);
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DesktopScenePinInputState* state = (DesktopScenePinInputState*)scene_manager_get_scene_state(
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desktop->scene_manager, DesktopScenePinInput);
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furi_assert(state);
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if(enable) {
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furi_timer_start(state->timer, new_period);
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} else {
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furi_timer_stop(state->timer);
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}
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}
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static void desktop_scene_pin_input_back_callback(void* context) {
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Desktop* desktop = (Desktop*)context;
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view_dispatcher_send_custom_event(desktop->view_dispatcher, DesktopPinInputEventBack);
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}
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static void desktop_scene_pin_input_done_callback(const PinCode* pin_code, void* context) {
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Desktop* desktop = (Desktop*)context;
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if(desktop_pin_compare(&desktop->settings.pin_code, pin_code)) {
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view_dispatcher_send_custom_event(desktop->view_dispatcher, DesktopPinInputEventUnlocked);
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} else {
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uint32_t pin_fails = furi_hal_rtc_get_pin_fails();
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furi_hal_rtc_set_pin_fails(pin_fails + 1);
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view_dispatcher_send_custom_event(
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desktop->view_dispatcher, DesktopPinInputEventUnlockFailed);
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}
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}
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static void desktop_scene_pin_input_timer_callback(void* context) {
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Desktop* desktop = context;
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view_dispatcher_send_custom_event(
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desktop->view_dispatcher, DesktopPinInputEventResetWrongPinLabel);
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}
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static void
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desktop_scene_pin_input_update_wrong_count(DesktopScenePinInputState* state, Desktop* desktop) {
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uint32_t attempts = furi_hal_rtc_get_pin_fails();
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if(attempts > 0) {
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furi_string_printf(state->enter_pin_string, "Wrong Attempts: %lu", attempts);
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desktop_view_pin_input_set_label_tertiary(
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desktop->pin_input_view, 64, 60, furi_string_get_cstr(state->enter_pin_string));
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} else {
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desktop_view_pin_input_set_label_tertiary(desktop->pin_input_view, 64, 60, NULL);
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}
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}
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void desktop_scene_pin_input_on_enter(void* context) {
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Desktop* desktop = (Desktop*)context;
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desktop_view_pin_input_set_context(desktop->pin_input_view, desktop);
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desktop_view_pin_input_set_back_callback(
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desktop->pin_input_view, desktop_scene_pin_input_back_callback);
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desktop_view_pin_input_set_timeout_callback(
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desktop->pin_input_view, desktop_scene_pin_input_back_callback);
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desktop_view_pin_input_set_done_callback(
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desktop->pin_input_view, desktop_scene_pin_input_done_callback);
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DesktopScenePinInputState* state = malloc(sizeof(DesktopScenePinInputState));
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state->enter_pin_string = furi_string_alloc();
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state->timer =
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furi_timer_alloc(desktop_scene_pin_input_timer_callback, FuriTimerTypeOnce, desktop);
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scene_manager_set_scene_state(desktop->scene_manager, DesktopScenePinInput, (uint32_t)state);
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desktop_view_pin_input_hide_pin(desktop->pin_input_view, true);
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desktop_view_pin_input_set_label_button(desktop->pin_input_view, "OK");
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desktop_view_pin_input_set_label_secondary(desktop->pin_input_view, 44, 25, "Enter PIN:");
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desktop_scene_pin_input_update_wrong_count(state, desktop);
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desktop_view_pin_input_set_pin_position(desktop->pin_input_view, 64, 37);
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desktop_view_pin_input_reset_pin(desktop->pin_input_view);
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view_dispatcher_switch_to_view(desktop->view_dispatcher, DesktopViewIdPinInput);
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}
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bool desktop_scene_pin_input_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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uint32_t pin_timeout = 0;
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DesktopScenePinInputState* state = (DesktopScenePinInputState*)scene_manager_get_scene_state(
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desktop->scene_manager, DesktopScenePinInput);
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if(event.type == SceneManagerEventTypeCustom) {
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switch(event.event) {
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case DesktopPinInputEventUnlockFailed:
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pin_timeout = desktop_pin_lock_get_fail_timeout();
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if(pin_timeout > 0) {
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desktop_pin_lock_error_notify();
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scene_manager_set_scene_state(
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desktop->scene_manager, DesktopScenePinTimeout, pin_timeout);
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scene_manager_next_scene(desktop->scene_manager, DesktopScenePinTimeout);
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} else {
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desktop_scene_locked_light_red(true);
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desktop_view_pin_input_set_label_primary(desktop->pin_input_view, 0, 0, NULL);
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desktop_view_pin_input_set_label_secondary(
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desktop->pin_input_view, 25, 25, "Wrong PIN try again:");
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desktop_scene_pin_input_set_timer(desktop, true, WRONG_PIN_HEADER_TIMEOUT);
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desktop_scene_pin_input_update_wrong_count(state, desktop);
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desktop_view_pin_input_reset_pin(desktop->pin_input_view);
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}
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consumed = true;
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break;
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case DesktopPinInputEventResetWrongPinLabel:
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desktop_scene_locked_light_red(false);
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desktop_view_pin_input_set_label_primary(desktop->pin_input_view, 0, 0, NULL);
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desktop_view_pin_input_set_label_secondary(
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desktop->pin_input_view, 44, 25, "Enter PIN:");
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desktop_scene_pin_input_update_wrong_count(state, desktop);
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consumed = true;
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break;
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case DesktopPinInputEventUnlocked:
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case DesktopGlobalApiUnlock:
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desktop_unlock(desktop);
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consumed = true;
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break;
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case DesktopPinInputEventBack:
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scene_manager_search_and_switch_to_previous_scene(
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desktop->scene_manager, DesktopSceneLocked);
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notification_message(desktop->notification, &sequence_display_backlight_off);
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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_pin_input_on_exit(void* context) {
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Desktop* desktop = (Desktop*)context;
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desktop_scene_locked_light_red(false);
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DesktopScenePinInputState* state = (DesktopScenePinInputState*)scene_manager_get_scene_state(
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desktop->scene_manager, DesktopScenePinInput);
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furi_timer_free(state->timer);
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furi_string_free(state->enter_pin_string);
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free(state);
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}
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