#include "malveke_gb_photo.h" #include "u8g2_font_5x7_mf.h" bool boilerplate_custom_event_callback(void* context, uint32_t event) { furi_assert(context); Boilerplate* app = context; return scene_manager_handle_custom_event(app->scene_manager, event); } void boilerplate_tick_event_callback(void* context) { furi_assert(context); Boilerplate* app = context; scene_manager_handle_tick_event(app->scene_manager); } //leave app if back button pressed bool boilerplate_navigation_event_callback(void* context) { furi_assert(context); Boilerplate* app = context; return scene_manager_handle_back_event(app->scene_manager); } Boilerplate* boilerplate_app_alloc() { Boilerplate* app = malloc(sizeof(Boilerplate)); app->gui = furi_record_open(RECORD_GUI); app->notification = furi_record_open(RECORD_NOTIFICATION); app->storage = furi_record_open(RECORD_STORAGE); //Turn backlight on, believe me this makes testing your app easier notification_message(app->notification, &sequence_display_backlight_on); //Scene additions app->view_dispatcher = view_dispatcher_alloc(); view_dispatcher_enable_queue(app->view_dispatcher); app->scene_manager = scene_manager_alloc(&boilerplate_scene_handlers, app); view_dispatcher_set_event_callback_context(app->view_dispatcher, app); view_dispatcher_set_navigation_event_callback( app->view_dispatcher, boilerplate_navigation_event_callback); view_dispatcher_set_tick_event_callback( app->view_dispatcher, boilerplate_tick_event_callback, 100); view_dispatcher_set_custom_event_callback( app->view_dispatcher, boilerplate_custom_event_callback); app->submenu = submenu_alloc(); app->palette = BoilerplatePaletteBlackAndWhite; app->info = BoilerplateInfoOn; app->palette_color_hex_a = 0xFFFFFF; app->palette_color_hex_b = 0xAAAAAA; app->palette_color_hex_c = 0x555555; app->palette_color_hex_d = 0x000000; app->file_path = furi_string_alloc(); app->camera_ram_sav = storage_file_alloc(app->storage); app->page = 1; app->pos_x = 0; app->pos_y = 0; app->show_instructions = true; // Used for File Browser app->dialogs = furi_record_open(RECORD_DIALOGS); app->file_path = furi_string_alloc(); view_dispatcher_add_view( app->view_dispatcher, BoilerplateViewIdMenu, submenu_get_view(app->submenu)); app->boilerplate_startscreen = boilerplate_startscreen_alloc(); view_dispatcher_add_view( app->view_dispatcher, BoilerplateViewIdStartscreen, boilerplate_startscreen_get_view(app->boilerplate_startscreen)); app->boilerplate_scene_1 = boilerplate_scene_1_alloc(); view_dispatcher_add_view( app->view_dispatcher, BoilerplateViewIdScene1, boilerplate_scene_1_get_view(app->boilerplate_scene_1)); app->boilerplate_scene_2 = boilerplate_scene_2_alloc(); view_dispatcher_add_view( app->view_dispatcher, BoilerplateViewIdScene2, boilerplate_scene_2_get_view(app->boilerplate_scene_2)); app->variable_item_list = variable_item_list_alloc(); view_dispatcher_add_view( app->view_dispatcher, BoilerplateViewIdSettings, variable_item_list_get_view(app->variable_item_list)); //End Scene Additions return app; } void boilerplate_app_free(Boilerplate* app) { furi_assert(app); // Scene manager scene_manager_free(app->scene_manager); // View Dispatcher view_dispatcher_remove_view(app->view_dispatcher, BoilerplateViewIdMenu); view_dispatcher_remove_view(app->view_dispatcher, BoilerplateViewIdScene1); view_dispatcher_remove_view(app->view_dispatcher, BoilerplateViewIdScene2); view_dispatcher_remove_view(app->view_dispatcher, BoilerplateViewIdSettings); submenu_free(app->submenu); view_dispatcher_free(app->view_dispatcher); if(app->camera_ram_sav && storage_file_is_open(app->camera_ram_sav)) { storage_file_close(app->camera_ram_sav); storage_file_free(app->camera_ram_sav); } furi_record_close(RECORD_GUI); furi_record_close(RECORD_STORAGE); app->gui = NULL; app->notification = NULL; app->storage = NULL; // Close File Browser furi_record_close(RECORD_DIALOGS); furi_string_free(app->file_path); //Remove whatever is left free(app); } int32_t boilerplate_app(void* p) { UNUSED(p); Boilerplate* app = boilerplate_app_alloc(); view_dispatcher_attach_to_gui(app->view_dispatcher, app->gui, ViewDispatcherTypeFullscreen); scene_manager_next_scene( app->scene_manager, BoilerplateSceneStartscreen); //Start with start screen furi_hal_power_suppress_charge_enter(); view_dispatcher_run(app->view_dispatcher); furi_hal_power_suppress_charge_exit(); boilerplate_app_free(app); return 0; }