#include "../camera-suite.h" #include #include #include #include #include #include "../helpers/camera_suite_haptic.h" #include "../helpers/camera_suite_speaker.h" #include "../helpers/camera_suite_led.h" struct CameraSuiteViewStyle2 { View* view; CameraSuiteViewStyle2Callback callback; void* context; }; typedef struct { int screen_text; } CameraSuiteViewStyle2Model; char buttonText[11][14] = { "", "Press Up", "Press Down", "Press Left", "Press Right", "Press Ok", "Release Up", "Release Down", "Release Left", "Release Right", "Release Ok", }; void camera_suite_view_style_2_set_callback( CameraSuiteViewStyle2* instance, CameraSuiteViewStyle2Callback callback, void* context) { furi_assert(instance); furi_assert(callback); instance->callback = callback; instance->context = context; } void camera_suite_view_style_2_draw(Canvas* canvas, CameraSuiteViewStyle2Model* model) { canvas_clear(canvas); canvas_set_color(canvas, ColorBlack); canvas_set_font(canvas, FontPrimary); canvas_draw_str_aligned(canvas, 0, 10, AlignLeft, AlignTop, "Scene 2: Input Examples"); canvas_set_font(canvas, FontSecondary); char* strInput = malloc(15); strcpy(strInput, buttonText[model->screen_text]); canvas_draw_str_aligned(canvas, 0, 22, AlignLeft, AlignTop, strInput); free(strInput); } static void camera_suite_view_style_2_model_init(CameraSuiteViewStyle2Model* const model) { model->screen_text = 0; } bool camera_suite_view_style_2_input(InputEvent* event, void* context) { furi_assert(context); CameraSuiteViewStyle2* instance = context; if(event->type == InputTypeRelease) { switch(event->key) { case InputKeyBack: with_view_model( instance->view, CameraSuiteViewStyle2Model * model, { UNUSED(model); camera_suite_stop_all_sound(instance->context); instance->callback(CameraSuiteCustomEventSceneStyle2Back, instance->context); camera_suite_play_long_bump(instance->context); }, true); break; case InputKeyUp: with_view_model( instance->view, CameraSuiteViewStyle2Model * model, { model->screen_text = 6; camera_suite_play_bad_bump(instance->context); camera_suite_stop_all_sound(instance->context); camera_suite_led_set_rgb(instance->context, 255, 0, 255); }, true); break; case InputKeyDown: with_view_model( instance->view, CameraSuiteViewStyle2Model * model, { model->screen_text = 7; camera_suite_play_bad_bump(instance->context); camera_suite_stop_all_sound(instance->context); camera_suite_led_set_rgb(instance->context, 255, 255, 0); }, true); break; case InputKeyLeft: with_view_model( instance->view, CameraSuiteViewStyle2Model * model, { model->screen_text = 8; camera_suite_play_bad_bump(instance->context); camera_suite_stop_all_sound(instance->context); camera_suite_led_set_rgb(instance->context, 0, 255, 255); }, true); break; case InputKeyRight: with_view_model( instance->view, CameraSuiteViewStyle2Model * model, { model->screen_text = 9; camera_suite_play_bad_bump(instance->context); camera_suite_stop_all_sound(instance->context); camera_suite_led_set_rgb(instance->context, 255, 0, 0); }, true); break; case InputKeyOk: with_view_model( instance->view, CameraSuiteViewStyle2Model * model, { model->screen_text = 10; camera_suite_play_bad_bump(instance->context); camera_suite_stop_all_sound(instance->context); camera_suite_led_set_rgb(instance->context, 255, 255, 255); }, true); break; case InputKeyMAX: break; } } else if(event->type == InputTypePress) { switch(event->key) { case InputKeyUp: with_view_model( instance->view, CameraSuiteViewStyle2Model * model, { model->screen_text = 1; camera_suite_play_happy_bump(instance->context); camera_suite_play_input_sound(instance->context); }, true); break; case InputKeyDown: with_view_model( instance->view, CameraSuiteViewStyle2Model * model, { model->screen_text = 2; camera_suite_play_happy_bump(instance->context); camera_suite_play_input_sound(instance->context); }, true); break; case InputKeyLeft: with_view_model( instance->view, CameraSuiteViewStyle2Model * model, { model->screen_text = 3; camera_suite_play_happy_bump(instance->context); camera_suite_play_input_sound(instance->context); }, true); break; case InputKeyRight: with_view_model( instance->view, CameraSuiteViewStyle2Model * model, { model->screen_text = 4; camera_suite_play_happy_bump(instance->context); camera_suite_play_input_sound(instance->context); }, true); break; case InputKeyOk: with_view_model( instance->view, CameraSuiteViewStyle2Model * model, { model->screen_text = 5; camera_suite_play_happy_bump(instance->context); camera_suite_play_input_sound(instance->context); }, true); break; case InputKeyBack: case InputKeyMAX: break; } } return true; } void camera_suite_view_style_2_exit(void* context) { furi_assert(context); CameraSuite* app = context; camera_suite_stop_all_sound(app); //camera_suite_led_reset(app); } void camera_suite_view_style_2_enter(void* context) { furi_assert(context); dolphin_deed(DolphinDeedPluginStart); } CameraSuiteViewStyle2* camera_suite_view_style_2_alloc() { CameraSuiteViewStyle2* instance = malloc(sizeof(CameraSuiteViewStyle2)); instance->view = view_alloc(); view_allocate_model(instance->view, ViewModelTypeLocking, sizeof(CameraSuiteViewStyle2Model)); view_set_context(instance->view, instance); view_set_draw_callback(instance->view, (ViewDrawCallback)camera_suite_view_style_2_draw); view_set_input_callback(instance->view, camera_suite_view_style_2_input); //view_set_enter_callback(instance->view, camera_suite_view_style_2_enter); view_set_exit_callback(instance->view, camera_suite_view_style_2_exit); with_view_model( instance->view, CameraSuiteViewStyle2Model * model, { camera_suite_view_style_2_model_init(model); }, true); return instance; } void camera_suite_view_style_2_free(CameraSuiteViewStyle2* instance) { furi_assert(instance); view_free(instance->view); free(instance); } View* camera_suite_view_style_2_get_view(CameraSuiteViewStyle2* instance) { furi_assert(instance); return instance->view; }