desktop_locked.c 5.5 KB

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  1. #include <furi.h>
  2. #include "../desktop_i.h"
  3. #include "desktop_locked.h"
  4. static const Icon* idle_scenes[] = {&A_Wink_128x64, &A_WatchingTV_128x64};
  5. void desktop_locked_set_callback(
  6. DesktopLockedView* locked_view,
  7. DesktopLockedViewCallback callback,
  8. void* context) {
  9. furi_assert(locked_view);
  10. furi_assert(callback);
  11. locked_view->callback = callback;
  12. locked_view->context = context;
  13. }
  14. void locked_view_timer_callback(void* context) {
  15. DesktopLockedView* locked_view = context;
  16. locked_view->callback(DesktopLockedEventUpdate, locked_view->context);
  17. }
  18. // temporary locked screen animation managment
  19. static void
  20. desktop_scene_handler_set_scene(DesktopLockedView* locked_view, const Icon* icon_data) {
  21. with_view_model(
  22. locked_view->view, (DesktopLockedViewModel * model) {
  23. if(model->animation) icon_animation_free(model->animation);
  24. model->animation = icon_animation_alloc(icon_data);
  25. icon_animation_start(model->animation);
  26. return true;
  27. });
  28. }
  29. void desktop_locked_update_hint_timeout(DesktopLockedView* locked_view) {
  30. with_view_model(
  31. locked_view->view, (DesktopLockedViewModel * model) {
  32. model->hint_timeout = HINT_TIMEOUT_H;
  33. return true;
  34. });
  35. }
  36. void desktop_locked_reset_door_pos(DesktopLockedView* locked_view) {
  37. with_view_model(
  38. locked_view->view, (DesktopLockedViewModel * model) {
  39. model->animation_seq_end = false;
  40. model->door_left_x = -57;
  41. model->door_right_x = 115;
  42. return true;
  43. });
  44. }
  45. void desktop_locked_manage_redraw(DesktopLockedView* locked_view) {
  46. bool animation_seq_end;
  47. with_view_model(
  48. locked_view->view, (DesktopLockedViewModel * model) {
  49. model->animation_seq_end = !model->door_left_x;
  50. animation_seq_end = model->animation_seq_end;
  51. if(!model->animation_seq_end) {
  52. model->door_left_x = CLAMP(model->door_left_x + 5, 0, -57);
  53. model->door_right_x = CLAMP(model->door_right_x - 5, 115, 60);
  54. }
  55. return true;
  56. });
  57. if(animation_seq_end) {
  58. osTimerStop(locked_view->timer);
  59. }
  60. }
  61. void desktop_locked_reset_counter(DesktopLockedView* locked_view) {
  62. locked_view->lock_count = 0;
  63. locked_view->lock_lastpress = 0;
  64. with_view_model(
  65. locked_view->view, (DesktopLockedViewModel * model) {
  66. model->hint_timeout = 0;
  67. return true;
  68. });
  69. }
  70. void desktop_locked_render(Canvas* canvas, void* model) {
  71. DesktopLockedViewModel* m = model;
  72. canvas_clear(canvas);
  73. canvas_set_color(canvas, ColorBlack);
  74. if(!m->animation_seq_end) {
  75. canvas_draw_icon(canvas, m->door_left_x, 0, &I_DoorLeft_70x55);
  76. canvas_draw_icon(canvas, m->door_right_x, 0, &I_DoorRight_70x55);
  77. }
  78. if(m->animation && m->animation_seq_end) {
  79. canvas_draw_icon_animation(canvas, 0, -3, m->animation);
  80. }
  81. if(m->hint_timeout) {
  82. m->hint_timeout--;
  83. if(!m->animation_seq_end) {
  84. canvas_set_font(canvas, FontPrimary);
  85. elements_multiline_text_framed(canvas, 42, 30, "Locked");
  86. } else {
  87. canvas_set_font(canvas, FontSecondary);
  88. canvas_draw_icon(canvas, 13, 5, &I_LockPopup_100x49);
  89. elements_multiline_text(canvas, 65, 20, "To unlock\npress:");
  90. }
  91. }
  92. }
  93. View* desktop_locked_get_view(DesktopLockedView* locked_view) {
  94. furi_assert(locked_view);
  95. return locked_view->view;
  96. }
  97. bool desktop_locked_input(InputEvent* event, void* context) {
  98. furi_assert(event);
  99. furi_assert(context);
  100. DesktopLockedView* locked_view = context;
  101. if(event->type == InputTypeShort) {
  102. with_view_model(
  103. locked_view->view, (DesktopLockedViewModel * model) {
  104. model->hint_timeout = HINT_TIMEOUT_L;
  105. return true;
  106. });
  107. if(event->key == InputKeyBack) {
  108. uint32_t press_time = HAL_GetTick();
  109. // check if pressed sequentially
  110. if(press_time - locked_view->lock_lastpress > UNLOCK_RST_TIMEOUT) {
  111. locked_view->lock_lastpress = press_time;
  112. locked_view->lock_count = 0;
  113. } else if(press_time - locked_view->lock_lastpress < UNLOCK_RST_TIMEOUT) {
  114. locked_view->lock_lastpress = press_time;
  115. locked_view->lock_count++;
  116. }
  117. if(locked_view->lock_count == UNLOCK_CNT) {
  118. locked_view->lock_count = 0;
  119. locked_view->callback(DesktopLockedEventUnlock, locked_view->context);
  120. }
  121. }
  122. }
  123. // All events consumed
  124. return true;
  125. }
  126. DesktopLockedView* desktop_locked_alloc() {
  127. DesktopLockedView* locked_view = furi_alloc(sizeof(DesktopLockedView));
  128. locked_view->view = view_alloc();
  129. locked_view->timer =
  130. osTimerNew(locked_view_timer_callback, osTimerPeriodic, locked_view, NULL);
  131. view_allocate_model(locked_view->view, ViewModelTypeLocking, sizeof(DesktopLockedViewModel));
  132. view_set_context(locked_view->view, locked_view);
  133. view_set_draw_callback(locked_view->view, (ViewDrawCallback)desktop_locked_render);
  134. view_set_input_callback(locked_view->view, desktop_locked_input);
  135. desktop_scene_handler_set_scene(locked_view, idle_scenes[random() % COUNT_OF(idle_scenes)]);
  136. return locked_view;
  137. }
  138. void desktop_locked_free(DesktopLockedView* locked_view) {
  139. furi_assert(locked_view);
  140. osTimerDelete(locked_view->timer);
  141. view_free(locked_view->view);
  142. free(locked_view);
  143. }