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- #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"
- #include "key_formats.h"
- #define TAG "KeyMaker"
- #define INCHES_PER_PIXEL 0.00978
- #define FIRST_PIN_INCH 0.247
- #define LAST_PIN_INCH 0.997
- #define PIN_INCREMENT_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 PIN_NUM 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 format_index; // The index for total number of pins
- FuriString* key_name_str; // 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
- KeyFormat format;
- } KeyMakerGameModel;
- void initialize_depths(KeyMakerGameModel* model) {
- if(model->depth != NULL) {
- free(model->depth);
- }
- model->depth = (uint8_t*)malloc((model->total_pin + 1) * sizeof(uint8_t));
- for(uint8_t i = 0; i <= model->total_pin; i++) {
- model->depth[i] = 0;
- }
- }
- void initialize_format(KeyMakerGameModel* model) {
- memcpy(&model->format, &all_formats[0], sizeof(KeyFormat));
- }
- /**
- * @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 = "Key Format";
- static char* format_names[] = {"Kwikset", "Schlage"};
- static void key_maker_total_pin_change(VariableItem* item) {
- KeyMakerApp* app = variable_item_get_context(item);
- uint8_t format_index = variable_item_get_current_value_index(item);
- variable_item_set_current_value_text(item, format_names[format_index]);
- KeyMakerGameModel* model = view_get_model(app->view_game);
- model->format_index = format_index;
- model->format = all_formats[format_index];
- model->total_pin = model->format.pin_num;
- if(model->depth != NULL) {
- free(model->depth);
- }
- model->depth = (uint8_t*)malloc((model->total_pin + 1) * sizeof(uint8_t));
- }
- /**
- * 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_str, app->temp_buffer);
- variable_item_set_current_value_text(
- app->key_name_item, furi_string_get_cstr(model->key_name_str));
- },
- 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_str),
- 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 inches_per_pixel = (double)INCHES_PER_PIXEL;
- 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;
- KeyFormat my_format = my_model->format;
- static bool initialized = false;
- if (!initialized) {
- pin_half_width_pixel = (int)round(my_format.pin_width_inch / inches_per_pixel / 2);
- pin_step_pixel = (int)round(my_format.pin_increment_inch / inches_per_pixel);
- initialized = true;
- }
- int pin_step_pixel = (int)round(my_format.pin_increment_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_center_pixel = my_format.first_pin_inch + (current_pin - 1) * my_format.pin_increment_inch;
- int pin_center_pixel = (int)round(current_center_pixel / inches_per_pixel);
- int top_contour_pixel = (int)round(63 - my_format.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] * my_format.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 = my_format.max_depth_ind;
- double numerator = (double)my_model->depth[current_pin - 1];
- double denominator = (double)(my_model->depth[current_pin - 1] + next_depth);
- double product = numerator / denominator * 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 + extra_x_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 product = numerator / denominator * 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((my_format.last_pin_inch + my_format.pin_increment_inch) / inches_per_pixel - 4);
- canvas_draw_line(canvas, 0, 63, level_contour_pixel, 63);
- int step_pixel = (int)round(my_format.pin_increment_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((my_format.first_pin_inch + (my_model->pin_slc - 1) * my_format.pin_increment_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", format_names[my_model->format_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->format.pin_num) {
- 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] > model->format.start_depth_ind) {
- 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] <= model->format.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(format_names),
- key_maker_total_pin_change,
- app);
- uint8_t format_index = 1;
- variable_item_set_current_value_index(item, format_index);
- variable_item_set_current_value_text(item, format_names[format_index]);
- FuriString* key_name_str = furi_string_alloc();
- furi_string_set_str(key_name_str, 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_str));
- 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);
- initialize_depths(model);
- initialize_format(model);
- model->format_index = format_index;
- model->key_name_str = key_name_str;
- model->pin_slc = 1;
- model->total_pin = model->format.pin_num;
- 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);
- with_view_model(
- app->view_game,
- KeyMakerGameModel * model,
- {
- if(model->depth != NULL) {
- free(model->depth);
- }
- },
- false);
- 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;
- }
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