zinongli 1 год назад
Родитель
Сommit
c0cf671071
5 измененных файлов с 664 добавлено и 0 удалено
  1. BIN
      .DS_Store
  2. 649 0
      app.c
  3. BIN
      app.png
  4. 15 0
      application.fam
  5. BIN
      assets/glyph_1_14x40.png

+ 649 - 0
app.c

@@ -0,0 +1,649 @@
+#include <furi.h>
+#include <furi_hal.h>
+#include <gui/gui.h>
+#include <gui/view.h>
+#include <gui/view_dispatcher.h>
+#include <gui/modules/submenu.h>
+#include <gui/modules/text_input.h>
+#include <gui/modules/widget.h>
+#include <gui/modules/variable_item_list.h>
+#include <notification/notification.h>
+#include <notification/notification_messages.h>
+#include "key_maker_icons.h"
+
+#define TAG "KeyMaker"
+
+#define INCHES_PER_PIXEL 0.00978
+
+#define START_INCH 0.247
+#define END_INCH 0.997
+#define STEP_SIZE_INCH 0.15
+
+#define UNCUT_DEPTH_INCH 0.329
+#define DEEPEST_DEPTH_INCH 0.191
+#define DEPTH_STEP_INCH 0.023
+#define MAX_DEPTH_IND ((UNCUT_DEPTH_INCH - DEEPEST_DEPTH_INCH) / DEPTH_STEP_INCH)
+#define PIN_WIDTH_INCH 0.084
+#define MAX_PIN 6
+
+// Change this to BACKLIGHT_AUTO if you don't want the backlight to be continuously on.
+#define BACKLIGHT_ON 1
+
+// Our application menu has 3 items.  You can add more items if you want.
+typedef enum {
+    KeyMakerSubmenuIndexConfigure,
+    KeyMakerSubmenuIndexGame,
+    KeyMakerSubmenuIndexAbout,
+} KeyMakerSubmenuIndex;
+
+// Each view is a screen we show the user.
+typedef enum {
+    KeyMakerViewSubmenu, // The menu when the app starts
+    KeyMakerViewTextInput, // Input for configuring text settings
+    KeyMakerViewConfigure, // The configuration screen
+    KeyMakerViewGame, // The main screen
+    KeyMakerViewAbout, // The about screen with directions, link to social channel, etc.
+} KeyMakerView;
+
+typedef enum {
+    KeyMakerEventIdRedrawScreen = 0, // Custom event to redraw the screen
+    KeyMakerEventIdOkPressed = 42, // Custom event to process OK button getting pressed down
+} KeyMakerEventId;
+
+typedef struct {
+    ViewDispatcher* view_dispatcher; // Switches between our views
+    NotificationApp* notifications; // Used for controlling the backlight
+    Submenu* submenu; // The application menu
+    TextInput* text_input; // The text input screen
+    VariableItemList* variable_item_list_config; // The configuration screen
+    View* view_game; // The main screen
+    Widget* widget_about; // The about screen
+
+    VariableItem* key_name_item; // The name setting item (so we can update the text)
+    char* temp_buffer; // Temporary buffer for text input
+    uint32_t temp_buffer_size; // Size of temporary buffer
+
+    FuriTimer* timer; // Timer for redrawing the screen
+} KeyMakerApp;
+
+typedef struct {
+    uint32_t total_pin_index; // The index for total number of pins
+    FuriString* key_name_name; // The name setting
+    uint8_t pin_slc; // The pin that is being adjusted
+    uint8_t total_pin; // The total number of pins we are adjusting
+    uint8_t depth[]; // The cutting depth
+} KeyMakerGameModel;
+
+void initialize_depths(KeyMakerGameModel* model) {
+    for (uint8_t i = 0; i <= model->total_pin; i++) {
+        model->depth[i] = 0;
+    }
+}
+
+/**
+ * @brief      Callback for exiting the application.
+ * @details    This function is called when user press back button.  We return VIEW_NONE to
+ *            indicate that we want to exit the application.
+ * @param      _context  The context - unused
+ * @return     next view id
+*/
+static uint32_t key_maker_navigation_exit_callback(void* _context) {
+    UNUSED(_context);
+    return VIEW_NONE;
+}
+
+/**
+ * @brief      Callback for returning to submenu.
+ * @details    This function is called when user press back button.  We return VIEW_NONE to
+ *            indicate that we want to navigate to the submenu.
+ * @param      _context  The context - unused
+ * @return     next view id
+*/
+static uint32_t key_maker_navigation_submenu_callback(void* _context) {
+    UNUSED(_context);
+    return KeyMakerViewSubmenu;
+}
+
+/**
+ * @brief      Callback for returning to configure screen.
+ * @details    This function is called when user press back button.  We return VIEW_NONE to
+ *            indicate that we want to navigate to the configure screen.
+ * @param      _context  The context - unused
+ * @return     next view id
+*/
+static uint32_t key_maker_navigation_configure_callback(void* _context) {
+    UNUSED(_context);
+    return KeyMakerViewConfigure;
+}
+
+/**
+ * @brief      Handle submenu item selection.
+ * @details    This function is called when user selects an item from the submenu.
+ * @param      context  The context - KeyMakerApp object.
+ * @param      index     The KeyMakerSubmenuIndex item that was clicked.
+*/
+static void key_maker_submenu_callback(void* context, uint32_t index) {
+    KeyMakerApp* app = (KeyMakerApp*)context;
+    switch(index) {
+    case KeyMakerSubmenuIndexConfigure:
+        view_dispatcher_switch_to_view(app->view_dispatcher, KeyMakerViewConfigure);
+        break;
+    case KeyMakerSubmenuIndexGame:
+        view_dispatcher_switch_to_view(app->view_dispatcher, KeyMakerViewGame);
+        break;
+    case KeyMakerSubmenuIndexAbout:
+        view_dispatcher_switch_to_view(app->view_dispatcher, KeyMakerViewAbout);
+        break;
+    default:
+        break;
+    }
+}
+
+/**
+ * Our 1st sample setting is a team color.  We have 3 options: red, green, and blue.
+*/
+static const char* total_pin_config_label = "Num of Pins";
+static uint8_t total_pin_values[] = {5, 6};
+static char* total_pin_names[] = {"5 (WIP)", "6"};
+static void key_maker_total_pin_change(VariableItem* item) {
+    KeyMakerApp* app = variable_item_get_context(item);
+    uint8_t index = variable_item_get_current_value_index(item);
+    variable_item_set_current_value_text(item, total_pin_names[index]);
+    KeyMakerGameModel* model = view_get_model(app->view_game);
+    model->total_pin_index = index;
+    model->total_pin = total_pin_values[index];
+}
+
+/**
+ * Our 2nd sample setting is a text field.  When the user clicks OK on the configuration 
+ * setting we use a text input screen to allow the user to enter a name.  This function is
+ * called when the user clicks OK on the text input screen.
+*/
+static const char* key_name_config_label = "Key Name";
+static const char* key_name_entry_text = "Enter name";
+static const char* key_name_default_value = "Key 1";
+static void key_maker_key_name_text_updated(void* context) {
+    KeyMakerApp* app = (KeyMakerApp*)context;
+    bool redraw = true;
+    with_view_model(
+        app->view_game,
+        KeyMakerGameModel * model,
+        {
+            furi_string_set(model->key_name_name, app->temp_buffer);
+            variable_item_set_current_value_text(
+                app->key_name_item, furi_string_get_cstr(model->key_name_name));
+        },
+        redraw);
+    view_dispatcher_switch_to_view(app->view_dispatcher, KeyMakerViewConfigure);
+}
+
+/**
+ * @brief      Callback when item in configuration screen is clicked.
+ * @details    This function is called when user clicks OK on an item in the configuration screen.
+ *            If the item clicked is our text field then we switch to the text input screen.
+ * @param      context  The context - KeyMakerApp object.
+ * @param      index - The index of the item that was clicked.
+*/
+static void key_maker_setting_item_clicked(void* context, uint32_t index) {
+    KeyMakerApp* app = (KeyMakerApp*)context;
+    index++; // The index starts at zero, but we want to start at 1.
+
+    // Our configuration UI has the 2nd item as a text field.
+    if(index == 2) {
+        // Header to display on the text input screen.
+        text_input_set_header_text(app->text_input, key_name_entry_text);
+
+        // Copy the current name into the temporary buffer.
+        bool redraw = false;
+        with_view_model(
+            app->view_game,
+            KeyMakerGameModel * model,
+            {
+                strncpy(
+                    app->temp_buffer,
+                    furi_string_get_cstr(model->key_name_name),
+                    app->temp_buffer_size);
+            },
+            redraw);
+
+        // Configure the text input.  When user enters text and clicks OK, key_maker_setting_text_updated be called.
+        bool clear_previous_text = false;
+        text_input_set_result_callback(
+            app->text_input,
+            key_maker_key_name_text_updated,
+            app,
+            app->temp_buffer,
+            app->temp_buffer_size,
+            clear_previous_text);
+
+        // Pressing the BACK button will reload the configure screen.
+        view_set_previous_callback(
+            text_input_get_view(app->text_input), key_maker_navigation_configure_callback);
+
+        // Show text input dialog.
+        view_dispatcher_switch_to_view(app->view_dispatcher, KeyMakerViewTextInput);
+    }
+}
+static inline int min(int a, int b) {
+    return (a < b) ? a : b;
+}
+/**
+ * @brief      Callback for drawing the game screen.
+ * @details    This function is called when the screen needs to be redrawn, like when the model gets updated.
+ * @param      canvas  The canvas to draw on.
+ * @param      model   The model - MyModel object.
+*/
+static double start_inch = START_INCH;
+static double end_inch = END_INCH;
+static double step_size_inch = STEP_SIZE_INCH;
+static double inches_per_pixel = INCHES_PER_PIXEL;
+static double uncut_depth_inch = UNCUT_DEPTH_INCH;
+static double depth_step_inch = DEPTH_STEP_INCH;
+static int pin_half_width_pixel;
+static int pin_step_pixel;
+static void key_maker_view_game_draw_callback(Canvas* canvas, void* model) {
+    KeyMakerGameModel* my_model = (KeyMakerGameModel*)model;
+    static bool initialized = false;
+    if (!initialized) {
+        pin_half_width_pixel = (int)round(PIN_WIDTH_INCH / INCHES_PER_PIXEL / 4);
+        pin_step_pixel = (int)round(step_size_inch / inches_per_pixel);
+        initialized = true;
+    }
+    int pin_step_pixel = (int)round(step_size_inch / inches_per_pixel);
+    int post_extra_x_pixel = pin_step_pixel;
+    for (int current_pin = 1; current_pin <= my_model->total_pin; current_pin += 1) {
+        double current_value = start_inch + (current_pin - 1) * step_size_inch;
+        int pin_center_pixel = (int)round(current_value / inches_per_pixel);
+        //int next_pin_center_pixel = (int)round((start_inch + (current_pin) * step_size_inch) / inches_per_pixel);
+        //int last_pin_center_pixel = (int)round((start_inch + (current_pin-2) * step_size_inch) / inches_per_pixel);
+
+        int top_contour_pixel = (int)round(63 - uncut_depth_inch / inches_per_pixel);
+        canvas_draw_line(canvas, pin_center_pixel, 20, pin_center_pixel, 50);
+        int depth_pixel_i = (int)round(my_model->depth[current_pin - 1] * depth_step_inch / inches_per_pixel);
+        canvas_draw_line(canvas, pin_center_pixel - pin_half_width_pixel, top_contour_pixel + depth_pixel_i, pin_center_pixel + pin_half_width_pixel, top_contour_pixel + depth_pixel_i);
+        int last_depth = my_model->depth[current_pin - 2];
+        int next_depth = my_model->depth[current_pin];        
+        if(current_pin == 1){
+            canvas_draw_line(canvas, 0, top_contour_pixel, pin_center_pixel - pin_half_width_pixel - depth_pixel_i, top_contour_pixel);
+            last_depth = 0;
+        } 
+        if(current_pin == my_model->total_pin) {
+            next_depth = MAX_DEPTH_IND;
+            double numerator = (double)my_model->depth[current_pin - 1];
+            double denominator = (double)(my_model->depth[current_pin - 1] + next_depth);
+            double fraction = numerator / denominator;
+            double product = fraction * pin_step_pixel;   
+            int extra_x_pixel = (int)round(product); 
+            canvas_draw_line(
+                canvas,
+                pin_center_pixel + extra_x_pixel,
+                top_contour_pixel + depth_pixel_i - (extra_x_pixel - pin_half_width_pixel),
+                128,
+                top_contour_pixel + (128 - (pin_center_pixel + pin_half_width_pixel))
+                );
+        }
+        if ((last_depth + my_model->depth[current_pin - 1]) > 4) { //yes intersection  
+            int pre_extra_x_pixel = pin_step_pixel - post_extra_x_pixel;
+            canvas_draw_line(
+                canvas,
+                pin_center_pixel - pre_extra_x_pixel,
+                top_contour_pixel + depth_pixel_i - (pre_extra_x_pixel - pin_half_width_pixel),
+                pin_center_pixel - pin_half_width_pixel,
+                top_contour_pixel + depth_pixel_i
+                );
+        } else {
+            canvas_draw_line(
+                canvas,
+                pin_center_pixel - pin_half_width_pixel - depth_pixel_i,
+                top_contour_pixel,
+                pin_center_pixel - pin_half_width_pixel,
+                top_contour_pixel + depth_pixel_i
+                );
+        }
+        if ((my_model->depth[current_pin - 1] + next_depth) > 4) { //yes intersection
+            double numerator = (double)my_model->depth[current_pin - 1];
+            double denominator = (double)(my_model->depth[current_pin - 1] + next_depth);
+            double fraction = numerator / denominator;
+            double product = fraction * pin_step_pixel;   
+            post_extra_x_pixel = (int)round(product);         
+            canvas_draw_line(
+                canvas,
+                pin_center_pixel + pin_half_width_pixel,
+                top_contour_pixel + depth_pixel_i,
+                pin_center_pixel + post_extra_x_pixel,
+                top_contour_pixel + depth_pixel_i - (post_extra_x_pixel - pin_half_width_pixel)
+                );
+        } else { // no intersection
+            canvas_draw_line(
+                canvas,
+                pin_center_pixel + pin_half_width_pixel,
+                top_contour_pixel + depth_pixel_i,
+                pin_center_pixel + pin_half_width_pixel + depth_pixel_i,
+                top_contour_pixel
+                );
+        }
+    }
+
+    int level_contour_pixel = (int)round((end_inch + step_size_inch) / inches_per_pixel - 4);
+    canvas_draw_line(canvas, 0, 63, level_contour_pixel, 63);
+    int step_pixel = (int)round(step_size_inch / inches_per_pixel);
+    canvas_draw_line(canvas, level_contour_pixel, 63, level_contour_pixel+step_pixel, 63-step_pixel);
+
+    int slc_pin_pixel = (int)round((start_inch + (my_model->pin_slc - 1) * step_size_inch)/ inches_per_pixel);
+    canvas_draw_str(canvas, slc_pin_pixel-2, 18, "*");
+
+    FuriString* xstr = furi_string_alloc();
+    int buffer_size = my_model->total_pin + 1; 
+    char depth_str[buffer_size];
+    depth_str[0] = '\0'; // Initialize the string
+    // Manual string concatenation
+    char* pos = depth_str;
+    for (int i = 0; i < my_model->total_pin; i++) {
+        int written = snprintf(pos, buffer_size - (pos - depth_str), "%u", my_model->depth[i]);
+        if (written < 0 || written >= buffer_size - (pos - depth_str)) {
+            // Handle error
+            break;
+        }
+        pos += written;
+    }
+    furi_string_printf(xstr, "depth: %s", depth_str);
+    canvas_draw_str(canvas, 0, 10, furi_string_get_cstr(xstr));
+    
+    //furi_string_printf(xstr, "Num of Pins: %s", total_pin_names[my_model->total_pin_index]);
+    //canvas_draw_str(canvas, 44, 24, furi_string_get_cstr(xstr));
+    furi_string_free(xstr);
+}
+
+/**
+ * @brief      Callback for timer elapsed.
+ * @details    This function is called when the timer is elapsed.  We use this to queue a redraw event.
+ * @param      context  The context - KeyMakerApp object.
+*/
+static void key_maker_view_game_timer_callback(void* context) {
+    KeyMakerApp* app = (KeyMakerApp*)context;
+    view_dispatcher_send_custom_event(app->view_dispatcher, KeyMakerEventIdRedrawScreen);
+}
+
+/**
+ * @brief      Callback when the user starts the game screen.
+ * @details    This function is called when the user enters the game screen.  We start a timer to
+ *           redraw the screen periodically (so the random number is refreshed).
+ * @param      context  The context - KeyMakerApp object.
+*/
+static void key_maker_view_game_enter_callback(void* context) {
+    uint32_t period = furi_ms_to_ticks(200);
+    KeyMakerApp* app = (KeyMakerApp*)context;
+    furi_assert(app->timer == NULL);
+    app->timer =
+        furi_timer_alloc(key_maker_view_game_timer_callback, FuriTimerTypePeriodic, context);
+    furi_timer_start(app->timer, period);
+}
+
+/**
+ * @brief      Callback when the user exits the game screen.
+ * @details    This function is called when the user exits the game screen.  We stop the timer.
+ * @param      context  The context - KeyMakerApp object.
+*/
+static void key_maker_view_game_exit_callback(void* context) {
+    KeyMakerApp* app = (KeyMakerApp*)context;
+    furi_timer_stop(app->timer);
+    furi_timer_free(app->timer);
+    app->timer = NULL;
+}
+
+/**
+ * @brief      Callback for custom events.
+ * @details    This function is called when a custom event is sent to the view dispatcher.
+ * @param      event    The event id - KeyMakerEventId value.
+ * @param      context  The context - KeyMakerApp object.
+*/
+static bool key_maker_view_game_custom_event_callback(uint32_t event, void* context) {
+    KeyMakerApp* app = (KeyMakerApp*)context;
+    switch(event) {
+    case KeyMakerEventIdRedrawScreen:
+        // Redraw screen by passing true to last parameter of with_view_model.
+        {
+            bool redraw = true;
+            with_view_model(
+                app->view_game, KeyMakerGameModel * _model, { UNUSED(_model); }, redraw);
+            return true;
+        }
+    case KeyMakerEventIdOkPressed:
+        // Process the OK button.  We play a tone based on the x coordinate.
+        return true;
+    default:
+        return false;
+    }
+}
+
+/**
+ * @brief      Callback for game screen input.
+ * @details    This function is called when the user presses a button while on the game screen.
+ * @param      event    The event - InputEvent object.
+ * @param      context  The context - KeyMakerApp object.
+ * @return     true if the event was handled, false otherwise.
+*/
+static bool key_maker_view_game_input_callback(InputEvent* event, void* context) {
+    KeyMakerApp* app = (KeyMakerApp*)context;
+    if(event->type == InputTypeShort) {
+        switch(event->key) {
+            case InputKeyLeft: {
+                // Left button clicked, reduce x coordinate.
+                bool redraw = true;
+                with_view_model(
+                    app->view_game,
+                    KeyMakerGameModel * model,
+                    {
+                        if(model->pin_slc > 1) {
+                            model->pin_slc--;
+                        }
+                    },
+                    redraw);
+                break;
+            }
+            case InputKeyRight: {
+                // Left button clicked, reduce x coordinate.
+                bool redraw = true;
+                with_view_model(
+                    app->view_game,
+                    KeyMakerGameModel * model,
+                    {
+                        if(model->pin_slc < model->total_pin) {
+                            model->pin_slc++;
+                        }
+                    },
+                    redraw);
+                break;
+            }
+            case InputKeyUp: {
+                // Left button clicked, reduce x coordinate.
+                bool redraw = true;
+                with_view_model(
+                    app->view_game,
+                    KeyMakerGameModel * model,
+                    {
+                        if(model->depth[model->pin_slc-1] > 0) {
+                            model->depth[model->pin_slc-1]--;
+                        }
+                    },
+                    redraw);
+                break;
+            }
+            case InputKeyDown: {
+                // Right button clicked, increase x coordinate.
+                bool redraw = true;
+                with_view_model(
+                    app->view_game,
+                    KeyMakerGameModel * model,
+                    {
+                        if(model->depth[model->pin_slc-1] <= (int)round(MAX_DEPTH_IND)) {
+                            model->depth[model->pin_slc-1]++;
+                        }
+                    },
+                    redraw);
+                break;
+            }
+            default:
+                // Handle other keys or do nothing
+                break;
+        }
+    } else if(event->type == InputTypePress) {
+        if(event->key == InputKeyOk) {
+            // We choose to send a custom event when user presses OK button.  key_maker_custom_event_callback will
+            // handle our KeyMakerEventIdOkPressed event.  We could have just put the code from
+            // key_maker_custom_event_callback here, it's a matter of preference.
+            view_dispatcher_send_custom_event(app->view_dispatcher, KeyMakerEventIdOkPressed);
+            return true;
+        }
+    }
+
+    return false;
+}
+
+/**
+ * @brief      Allocate the key_maker application.
+ * @details    This function allocates the key_maker application resources.
+ * @return     KeyMakerApp object.
+*/
+static KeyMakerApp* key_maker_app_alloc() {
+    KeyMakerApp* app = (KeyMakerApp*)malloc(sizeof(KeyMakerApp));
+
+    Gui* gui = furi_record_open(RECORD_GUI);
+
+    app->view_dispatcher = view_dispatcher_alloc();
+    view_dispatcher_enable_queue(app->view_dispatcher);
+    view_dispatcher_attach_to_gui(app->view_dispatcher, gui, ViewDispatcherTypeFullscreen);
+    view_dispatcher_set_event_callback_context(app->view_dispatcher, app);
+
+    app->submenu = submenu_alloc();
+    submenu_add_item(
+        app->submenu, "Config", KeyMakerSubmenuIndexConfigure, key_maker_submenu_callback, app);
+    submenu_add_item(
+        app->submenu, "Play", KeyMakerSubmenuIndexGame, key_maker_submenu_callback, app);
+    submenu_add_item(
+        app->submenu, "About", KeyMakerSubmenuIndexAbout, key_maker_submenu_callback, app);
+    view_set_previous_callback(submenu_get_view(app->submenu), key_maker_navigation_exit_callback);
+    view_dispatcher_add_view(
+        app->view_dispatcher, KeyMakerViewSubmenu, submenu_get_view(app->submenu));
+    view_dispatcher_switch_to_view(app->view_dispatcher, KeyMakerViewSubmenu);
+
+    app->text_input = text_input_alloc();
+    view_dispatcher_add_view(
+        app->view_dispatcher, KeyMakerViewTextInput, text_input_get_view(app->text_input));
+    app->temp_buffer_size = 32;
+    app->temp_buffer = (char*)malloc(app->temp_buffer_size);
+
+    app->variable_item_list_config = variable_item_list_alloc();
+    variable_item_list_reset(app->variable_item_list_config);
+    VariableItem* item = variable_item_list_add(
+        app->variable_item_list_config,
+        total_pin_config_label,
+        COUNT_OF(total_pin_values),
+        key_maker_total_pin_change,
+        app);
+    uint8_t total_pin_index = 1;
+    variable_item_set_current_value_index(item, total_pin_index);
+    variable_item_set_current_value_text(item, total_pin_names[total_pin_index]);
+
+    FuriString* key_name_name = furi_string_alloc();
+    furi_string_set_str(key_name_name, key_name_default_value);
+    app->key_name_item = variable_item_list_add(
+        app->variable_item_list_config, key_name_config_label, 1, NULL, NULL);
+    variable_item_set_current_value_text(
+        app->key_name_item, furi_string_get_cstr(key_name_name));
+    variable_item_list_set_enter_callback(
+        app->variable_item_list_config, key_maker_setting_item_clicked, app);
+
+    view_set_previous_callback(
+        variable_item_list_get_view(app->variable_item_list_config),
+        key_maker_navigation_submenu_callback);
+    view_dispatcher_add_view(
+        app->view_dispatcher,
+        KeyMakerViewConfigure,
+        variable_item_list_get_view(app->variable_item_list_config));
+
+    app->view_game = view_alloc();
+    view_set_draw_callback(app->view_game, key_maker_view_game_draw_callback);
+    view_set_input_callback(app->view_game, key_maker_view_game_input_callback);
+    view_set_previous_callback(app->view_game, key_maker_navigation_submenu_callback);
+    view_set_enter_callback(app->view_game, key_maker_view_game_enter_callback);
+    view_set_exit_callback(app->view_game, key_maker_view_game_exit_callback);
+    view_set_context(app->view_game, app);
+    view_set_custom_callback(app->view_game, key_maker_view_game_custom_event_callback);
+    view_allocate_model(app->view_game, ViewModelTypeLockFree, sizeof(KeyMakerGameModel));
+    KeyMakerGameModel* model = view_get_model(app->view_game);
+    model->total_pin_index = total_pin_index;
+    model->key_name_name = key_name_name;
+    model->pin_slc = 1;
+    model->total_pin = total_pin_values[model->total_pin_index];
+    initialize_depths(model);
+
+
+    view_dispatcher_add_view(app->view_dispatcher, KeyMakerViewGame, app->view_game);
+
+    app->widget_about = widget_alloc();
+    widget_add_text_scroll_element(
+        app->widget_about,
+        0,
+        0,
+        128,
+        64,
+        "Key Maker App 0.1");
+    view_set_previous_callback(
+        widget_get_view(app->widget_about), key_maker_navigation_submenu_callback);
+    view_dispatcher_add_view(
+        app->view_dispatcher, KeyMakerViewAbout, widget_get_view(app->widget_about));
+
+    app->notifications = furi_record_open(RECORD_NOTIFICATION);
+
+#ifdef BACKLIGHT_ON
+    notification_message(app->notifications, &sequence_display_backlight_enforce_on);
+#endif
+
+    return app;
+}
+
+/**
+ * @brief      Free the key_maker application.
+ * @details    This function frees the key_maker application resources.
+ * @param      app  The key_maker application object.
+*/
+static void key_maker_app_free(KeyMakerApp* app) {
+#ifdef BACKLIGHT_ON
+    notification_message(app->notifications, &sequence_display_backlight_enforce_auto);
+#endif
+    furi_record_close(RECORD_NOTIFICATION);
+
+    view_dispatcher_remove_view(app->view_dispatcher, KeyMakerViewTextInput);
+    text_input_free(app->text_input);
+    free(app->temp_buffer);
+    view_dispatcher_remove_view(app->view_dispatcher, KeyMakerViewAbout);
+    widget_free(app->widget_about);
+    view_dispatcher_remove_view(app->view_dispatcher, KeyMakerViewGame);
+    view_free(app->view_game);
+    view_dispatcher_remove_view(app->view_dispatcher, KeyMakerViewConfigure);
+    variable_item_list_free(app->variable_item_list_config);
+    view_dispatcher_remove_view(app->view_dispatcher, KeyMakerViewSubmenu);
+    submenu_free(app->submenu);
+    view_dispatcher_free(app->view_dispatcher);
+    furi_record_close(RECORD_GUI);
+
+    free(app);
+}
+
+/**
+ * @brief      Main function for key_maker application.
+ * @details    This function is the entry point for the key_maker application.  It should be defined in
+ *           application.fam as the entry_point setting.
+ * @param      _p  Input parameter - unused
+ * @return     0 - Success
+*/
+int32_t main_key_maker_app(void* _p) {
+    UNUSED(_p);
+
+    KeyMakerApp* app = key_maker_app_alloc();
+    view_dispatcher_run(app->view_dispatcher);
+
+    key_maker_app_free(app);
+    return 0;
+}


+ 15 - 0
application.fam

@@ -0,0 +1,15 @@
+App(
+    appid="key_maker",
+    name="Key Maker",
+    apptype=FlipperAppType.EXTERNAL,
+    entry_point="main_key_maker_app",
+    stack_size=4 * 1024,
+    requires=[
+        "gui",
+    ],
+    order=10,
+    fap_icon="app.png",
+    fap_category="Tools",
+    fap_icon_assets="assets",
+    fap_description="This is the key maker app.",
+)

BIN
assets/glyph_1_14x40.png