unleashed-firmware/applications/desktop/scenes/desktop_scene_main.c
Albert Kharisov 3ab9112c21
Fix out of screen drawings (#842)
* Fix lock screen menu
* Fix pin setup in lock menu
* Desktop GUI layer on FS, black status bar
* Desktop: fix spelling
* Fix first start screen
* Fix status bar drawing

Co-authored-by: Aleksandr Kutuzov <alleteam@gmail.com>
2021-11-26 15:19:30 +03:00

134 lines
4.7 KiB
C

#include "../desktop_i.h"
#include "../views/desktop_main.h"
#include "applications.h"
#include "assets_icons.h"
#include "dolphin/dolphin.h"
#include "furi/pubsub.h"
#include "furi/record.h"
#include "storage/storage-glue.h"
#include <loader/loader.h>
#include <m-list.h>
#define MAIN_VIEW_DEFAULT (0UL)
static void desktop_switch_to_app(Desktop* desktop, const FlipperApplication* flipper_app) {
furi_assert(desktop);
furi_assert(flipper_app);
furi_assert(flipper_app->app);
furi_assert(flipper_app->name);
if(furi_thread_get_state(desktop->scene_thread) != FuriThreadStateStopped) {
FURI_LOG_E("Desktop", "Thread is already running");
return;
}
furi_thread_set_name(desktop->scene_thread, flipper_app->name);
furi_thread_set_stack_size(desktop->scene_thread, flipper_app->stack_size);
furi_thread_set_callback(desktop->scene_thread, flipper_app->app);
furi_thread_start(desktop->scene_thread);
}
void desktop_scene_main_callback(DesktopMainEvent event, void* context) {
Desktop* desktop = (Desktop*)context;
view_dispatcher_send_custom_event(desktop->view_dispatcher, event);
}
static void desktop_scene_main_animation_changed_callback(void* context) {
furi_assert(context);
Desktop* desktop = context;
view_dispatcher_send_custom_event(desktop->view_dispatcher, DesktopMainEventUpdateAnimation);
}
void desktop_scene_main_on_enter(void* context) {
Desktop* desktop = (Desktop*)context;
DesktopMainView* main_view = desktop->main_view;
desktop_main_set_callback(main_view, desktop_scene_main_callback, desktop);
view_port_enabled_set(desktop->lock_viewport, false);
if(scene_manager_get_scene_state(desktop->scene_manager, DesktopSceneMain) ==
DesktopMainEventUnlocked) {
desktop_main_unlocked(desktop->main_view);
}
desktop_animation_activate(desktop->animation);
desktop_animation_set_animation_changed_callback(
desktop->animation, desktop_scene_main_animation_changed_callback, desktop);
bool status_bar_background_black = false;
const Icon* icon =
desktop_animation_get_animation(desktop->animation, &status_bar_background_black);
desktop_main_switch_dolphin_animation(desktop->main_view, icon, status_bar_background_black);
view_dispatcher_switch_to_view(desktop->view_dispatcher, DesktopViewMain);
}
bool desktop_scene_main_on_event(void* context, SceneManagerEvent event) {
Desktop* desktop = (Desktop*)context;
bool consumed = false;
if(event.type == SceneManagerEventTypeCustom) {
switch(event.event) {
case DesktopMainEventOpenMenu:
loader_show_menu();
consumed = true;
break;
case DesktopMainEventOpenLockMenu:
scene_manager_next_scene(desktop->scene_manager, DesktopSceneLockMenu);
consumed = true;
break;
case DesktopMainEventOpenDebug:
scene_manager_next_scene(desktop->scene_manager, DesktopSceneDebug);
consumed = true;
break;
case DesktopMainEventOpenArchive:
desktop_switch_to_app(desktop, &FLIPPER_ARCHIVE);
consumed = true;
break;
case DesktopMainEventOpenFavorite:
LOAD_DESKTOP_SETTINGS(&desktop->settings);
desktop_switch_to_app(desktop, &FLIPPER_APPS[desktop->settings.favorite]);
consumed = true;
break;
case DesktopMainEventUpdateAnimation: {
bool status_bar_background_black = false;
const Icon* icon =
desktop_animation_get_animation(desktop->animation, &status_bar_background_black);
desktop_main_switch_dolphin_animation(
desktop->main_view, icon, status_bar_background_black);
consumed = true;
break;
}
case DesktopMainEventRightShort: {
DesktopAnimationState state = desktop_animation_handle_right(desktop->animation);
if(state == DesktopAnimationStateLevelUpIsPending) {
scene_manager_next_scene(desktop->scene_manager, DesktopSceneLevelUp);
}
break;
}
default:
break;
}
if(event.event != DesktopMainEventUpdateAnimation) {
desktop_animation_activate(desktop->animation);
}
} else if(event.type != SceneManagerEventTypeTick) {
desktop_animation_activate(desktop->animation);
}
return consumed;
}
void desktop_scene_main_on_exit(void* context) {
Desktop* desktop = (Desktop*)context;
desktop_animation_set_animation_changed_callback(desktop->animation, NULL, NULL);
scene_manager_set_scene_state(desktop->scene_manager, DesktopSceneMain, MAIN_VIEW_DEFAULT);
desktop_main_reset_hint(desktop->main_view);
}