fuzzer_scene_attack.c 5.7 KB

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  1. #include "../fuzzer_i.h"
  2. #include "../helpers/fuzzer_custom_event.h"
  3. const NotificationSequence sequence_one_green_50_on_blink_blue = {
  4. &message_red_255,
  5. &message_delay_50,
  6. &message_red_0,
  7. &message_blink_start_10,
  8. &message_blink_set_color_blue,
  9. &message_do_not_reset,
  10. NULL,
  11. };
  12. static void fuzzer_scene_attack_update_uid(PacsFuzzerApp* app) {
  13. furi_assert(app);
  14. furi_assert(app->worker);
  15. furi_assert(app->attack_view);
  16. fuzzer_worker_get_current_key(app->worker, app->payload);
  17. fuzzer_view_attack_set_uid(app->attack_view, app->payload);
  18. }
  19. static void fuzzer_scene_attack_set_state(PacsFuzzerApp* app, FuzzerAttackState state) {
  20. furi_assert(app);
  21. scene_manager_set_scene_state(app->scene_manager, FuzzerSceneAttack, state);
  22. switch(state) {
  23. case FuzzerAttackStateIdle:
  24. notification_message(app->notifications, &sequence_blink_stop);
  25. fuzzer_view_attack_pause(app->attack_view);
  26. break;
  27. case FuzzerAttackStateRunning:
  28. notification_message(app->notifications, &sequence_blink_start_blue);
  29. fuzzer_view_attack_start(app->attack_view);
  30. break;
  31. case FuzzerAttackStateEnd:
  32. notification_message(app->notifications, &sequence_blink_stop);
  33. notification_message(app->notifications, &sequence_single_vibro);
  34. fuzzer_view_attack_end(app->attack_view);
  35. break;
  36. case FuzzerAttackStateOff:
  37. notification_message(app->notifications, &sequence_blink_stop);
  38. fuzzer_view_attack_stop(app->attack_view);
  39. break;
  40. }
  41. }
  42. void fuzzer_scene_attack_worker_tick_callback(void* context) {
  43. furi_assert(context);
  44. PacsFuzzerApp* app = context;
  45. notification_message(app->notifications, &sequence_one_green_50_on_blink_blue);
  46. fuzzer_scene_attack_update_uid(app);
  47. // view_dispatcher_send_custom_event(app->view_dispatcher, FuzzerCustomEventViewAttackTick);
  48. }
  49. void fuzzer_scene_attack_worker_end_callback(void* context) {
  50. furi_assert(context);
  51. PacsFuzzerApp* app = context;
  52. view_dispatcher_send_custom_event(app->view_dispatcher, FuzzerCustomEventViewAttackEnd);
  53. }
  54. void fuzzer_scene_attack_callback(FuzzerCustomEvent event, void* context) {
  55. furi_assert(context);
  56. PacsFuzzerApp* app = context;
  57. view_dispatcher_send_custom_event(app->view_dispatcher, event);
  58. }
  59. void fuzzer_scene_attack_on_enter(void* context) {
  60. furi_assert(context);
  61. PacsFuzzerApp* app = context;
  62. fuzzer_view_attack_set_callback(app->attack_view, fuzzer_scene_attack_callback, app);
  63. fuzzer_worker_set_uid_chaged_callback(
  64. app->worker, fuzzer_scene_attack_worker_tick_callback, app);
  65. fuzzer_worker_set_end_callback(app->worker, fuzzer_scene_attack_worker_end_callback, app);
  66. fuzzer_view_attack_reset_data(
  67. app->attack_view,
  68. fuzzer_proto_get_menu_label(app->fuzzer_state.menu_index),
  69. fuzzer_proto_get_name(app->fuzzer_state.proto_index));
  70. fuzzer_scene_attack_update_uid(app);
  71. scene_manager_set_scene_state(app->scene_manager, FuzzerSceneAttack, FuzzerAttackStateIdle);
  72. view_dispatcher_switch_to_view(app->view_dispatcher, FuzzerViewIDAttack);
  73. }
  74. bool fuzzer_scene_attack_on_event(void* context, SceneManagerEvent event) {
  75. furi_assert(context);
  76. PacsFuzzerApp* app = context;
  77. bool consumed = false;
  78. if(event.type == SceneManagerEventTypeCustom) {
  79. if(event.event == FuzzerCustomEventViewAttackBack) {
  80. if(scene_manager_get_scene_state(app->scene_manager, FuzzerSceneAttack) ==
  81. FuzzerAttackStateRunning) {
  82. // Pause if attack running
  83. fuzzer_worker_pause(app->worker);
  84. fuzzer_scene_attack_set_state(app, FuzzerAttackStateIdle);
  85. } else {
  86. // Exit
  87. fuzzer_worker_stop(app->worker);
  88. fuzzer_scene_attack_set_state(app, FuzzerAttackStateOff);
  89. if(!scene_manager_previous_scene(app->scene_manager)) {
  90. scene_manager_stop(app->scene_manager);
  91. view_dispatcher_stop(app->view_dispatcher);
  92. }
  93. }
  94. consumed = true;
  95. } else if(event.event == FuzzerCustomEventViewAttackOk) {
  96. if(scene_manager_get_scene_state(app->scene_manager, FuzzerSceneAttack) ==
  97. FuzzerAttackStateIdle) {
  98. // Start or Continue Attack
  99. if(fuzzer_worker_start(
  100. app->worker,
  101. fuzzer_view_attack_get_time_delay(app->attack_view),
  102. fuzzer_view_attack_get_emu_time(app->attack_view))) {
  103. fuzzer_scene_attack_set_state(app, FuzzerAttackStateRunning);
  104. } else {
  105. // Error?
  106. }
  107. } else if(
  108. scene_manager_get_scene_state(app->scene_manager, FuzzerSceneAttack) ==
  109. FuzzerAttackStateRunning) {
  110. // Pause if attack running
  111. fuzzer_worker_pause(app->worker);
  112. fuzzer_scene_attack_set_state(app, FuzzerAttackStateIdle);
  113. }
  114. consumed = true;
  115. // } else if(event.event == FuzzerCustomEventViewAttackTick) {
  116. // consumed = true;
  117. } else if(event.event == FuzzerCustomEventViewAttackEnd) {
  118. fuzzer_scene_attack_set_state(app, FuzzerAttackStateEnd);
  119. consumed = true;
  120. }
  121. }
  122. return consumed;
  123. }
  124. void fuzzer_scene_attack_on_exit(void* context) {
  125. furi_assert(context);
  126. PacsFuzzerApp* app = context;
  127. // XXX the scene has no descendants, and the return will be processed in on_event
  128. // fuzzer_worker_stop();
  129. fuzzer_worker_set_uid_chaged_callback(app->worker, NULL, NULL);
  130. fuzzer_worker_set_end_callback(app->worker, NULL, NULL);
  131. }