desktop_scene_locked.c 4.0 KB

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  1. #include <furi.h>
  2. #include <furi_hal.h>
  3. #include <gui/scene_manager.h>
  4. #include <gui/view_stack.h>
  5. #include <stdint.h>
  6. #include <portmacro.h>
  7. #include "../desktop.h"
  8. #include "../desktop_i.h"
  9. #include "../desktop_helpers.h"
  10. #include "../animations/animation_manager.h"
  11. #include "../views/desktop_events.h"
  12. #include "../views/desktop_view_pin_input.h"
  13. #include "../views/desktop_view_locked.h"
  14. #include "desktop_scene.h"
  15. #include "desktop_scene_i.h"
  16. #define WRONG_PIN_HEADER_TIMEOUT 3000
  17. #define INPUT_PIN_VIEW_TIMEOUT 15000
  18. static void desktop_scene_locked_callback(DesktopEvent event, void* context) {
  19. Desktop* desktop = (Desktop*)context;
  20. view_dispatcher_send_custom_event(desktop->view_dispatcher, event);
  21. }
  22. static void desktop_scene_locked_new_idle_animation_callback(void* context) {
  23. furi_assert(context);
  24. Desktop* desktop = context;
  25. view_dispatcher_send_custom_event(
  26. desktop->view_dispatcher, DesktopAnimationEventNewIdleAnimation);
  27. }
  28. void desktop_scene_locked_on_enter(void* context) {
  29. Desktop* desktop = (Desktop*)context;
  30. // callbacks for 1-st layer
  31. animation_manager_set_new_idle_callback(
  32. desktop->animation_manager, desktop_scene_locked_new_idle_animation_callback);
  33. animation_manager_set_check_callback(desktop->animation_manager, NULL);
  34. animation_manager_set_interact_callback(desktop->animation_manager, NULL);
  35. // callbacks for 2-nd layer
  36. desktop_view_locked_set_callback(desktop->locked_view, desktop_scene_locked_callback, desktop);
  37. bool switch_to_timeout_scene = false;
  38. uint32_t state = scene_manager_get_scene_state(desktop->scene_manager, DesktopSceneLocked);
  39. if(state == SCENE_LOCKED_FIRST_ENTER) {
  40. bool pin_locked = furi_hal_rtc_is_flag_set(FuriHalRtcFlagLock);
  41. desktop_helpers_lock_system(desktop, pin_locked);
  42. if(pin_locked) {
  43. LOAD_DESKTOP_SETTINGS(&desktop->settings);
  44. desktop_view_locked_lock(desktop->locked_view, true);
  45. uint32_t pin_fails = furi_hal_rtc_get_pin_fails();
  46. uint32_t pin_timeout = desktop_helpers_get_pin_fail_timeout(pin_fails);
  47. if(pin_timeout) {
  48. scene_manager_set_scene_state(
  49. desktop->scene_manager, DesktopScenePinTimeout, pin_timeout);
  50. switch_to_timeout_scene = true;
  51. } else {
  52. desktop_view_locked_close_doors(desktop->locked_view);
  53. }
  54. } else {
  55. desktop_view_locked_lock(desktop->locked_view, false);
  56. desktop_view_locked_close_doors(desktop->locked_view);
  57. }
  58. scene_manager_set_scene_state(
  59. desktop->scene_manager, DesktopSceneLocked, SCENE_LOCKED_REPEAT_ENTER);
  60. }
  61. if(switch_to_timeout_scene) {
  62. scene_manager_next_scene(desktop->scene_manager, DesktopScenePinTimeout);
  63. } else {
  64. view_dispatcher_switch_to_view(desktop->view_dispatcher, DesktopViewIdLocked);
  65. }
  66. }
  67. bool desktop_scene_locked_on_event(void* context, SceneManagerEvent event) {
  68. Desktop* desktop = (Desktop*)context;
  69. bool consumed = false;
  70. if(event.type == SceneManagerEventTypeCustom) {
  71. switch(event.event) {
  72. case DesktopLockedEventUnlocked:
  73. desktop_unlock(desktop);
  74. consumed = true;
  75. break;
  76. case DesktopLockedEventUpdate:
  77. if(desktop_view_locked_is_locked_hint_visible(desktop->locked_view)) {
  78. notification_message(desktop->notification, &sequence_display_off);
  79. }
  80. desktop_view_locked_update(desktop->locked_view);
  81. consumed = true;
  82. break;
  83. case DesktopLockedEventShowPinInput:
  84. scene_manager_next_scene(desktop->scene_manager, DesktopScenePinInput);
  85. consumed = true;
  86. break;
  87. case DesktopAnimationEventNewIdleAnimation:
  88. animation_manager_new_idle_process(desktop->animation_manager);
  89. consumed = true;
  90. break;
  91. }
  92. }
  93. return consumed;
  94. }
  95. void desktop_scene_locked_on_exit(void* context) {
  96. }