desktop_scene_locked.c 1.7 KB

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  1. #include "../desktop_i.h"
  2. #include "../views/desktop_locked.h"
  3. void desktop_scene_locked_callback(DesktopLockedEvent event, void* context) {
  4. Desktop* desktop = (Desktop*)context;
  5. view_dispatcher_send_custom_event(desktop->view_dispatcher, event);
  6. }
  7. void desktop_scene_locked_on_enter(void* context) {
  8. Desktop* desktop = (Desktop*)context;
  9. DesktopLockedView* locked_view = desktop->locked_view;
  10. desktop_locked_set_callback(locked_view, desktop_scene_locked_callback, desktop);
  11. desktop_locked_reset_door_pos(locked_view);
  12. desktop_locked_update_hint_timeout(locked_view);
  13. desktop_locked_set_dolphin_animation(locked_view);
  14. view_port_enabled_set(desktop->lock_viewport, true);
  15. osTimerStart(locked_view->timer, 63);
  16. view_dispatcher_switch_to_view(desktop->view_dispatcher, DesktopViewLocked);
  17. }
  18. bool desktop_scene_locked_on_event(void* context, SceneManagerEvent event) {
  19. Desktop* desktop = (Desktop*)context;
  20. bool consumed = false;
  21. if(event.type == SceneManagerEventTypeCustom) {
  22. switch(event.event) {
  23. case DesktopLockedEventUnlock:
  24. scene_manager_set_scene_state(
  25. desktop->scene_manager, DesktopSceneMain, DesktopMainEventUnlocked);
  26. scene_manager_next_scene(desktop->scene_manager, DesktopSceneMain);
  27. consumed = true;
  28. break;
  29. case DesktopLockedEventUpdate:
  30. desktop_locked_manage_redraw(desktop->locked_view);
  31. consumed = true;
  32. default:
  33. break;
  34. }
  35. }
  36. return consumed;
  37. }
  38. void desktop_scene_locked_on_exit(void* context) {
  39. Desktop* desktop = (Desktop*)context;
  40. desktop_locked_reset_counter(desktop->locked_view);
  41. osTimerStop(desktop->locked_view->timer);
  42. }