desktop_locked.c 6.2 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191
  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 desktop_locked_set_scene(DesktopLockedView* locked_view, const Icon* icon_data) {
  20. with_view_model(
  21. locked_view->view, (DesktopLockedViewModel * model) {
  22. if(model->animation) icon_animation_free(model->animation);
  23. model->animation = icon_animation_alloc(icon_data);
  24. view_tie_icon_animation(locked_view->view, model->animation);
  25. return true;
  26. });
  27. }
  28. void desktop_locked_update_hint_timeout(DesktopLockedView* locked_view) {
  29. with_view_model(
  30. locked_view->view, (DesktopLockedViewModel * model) {
  31. model->hint_timeout = HINT_TIMEOUT_H;
  32. return true;
  33. });
  34. }
  35. void desktop_locked_reset_door_pos(DesktopLockedView* locked_view) {
  36. with_view_model(
  37. locked_view->view, (DesktopLockedViewModel * model) {
  38. model->animation_seq_end = false;
  39. model->door_left_x = -57;
  40. model->door_right_x = 115;
  41. return true;
  42. });
  43. }
  44. void desktop_locked_manage_redraw(DesktopLockedView* locked_view) {
  45. bool animation_seq_end;
  46. with_view_model(
  47. locked_view->view, (DesktopLockedViewModel * model) {
  48. model->animation_seq_end = !model->door_left_x;
  49. animation_seq_end = model->animation_seq_end;
  50. if(!model->animation_seq_end) {
  51. model->door_left_x = CLAMP(model->door_left_x + 5, 0, -57);
  52. model->door_right_x = CLAMP(model->door_right_x - 5, 115, 60);
  53. }
  54. return true;
  55. });
  56. if(animation_seq_end) {
  57. osTimerStop(locked_view->timer);
  58. }
  59. }
  60. void desktop_locked_reset_counter(DesktopLockedView* locked_view) {
  61. locked_view->lock_count = 0;
  62. locked_view->lock_lastpress = 0;
  63. with_view_model(
  64. locked_view->view, (DesktopLockedViewModel * model) {
  65. model->hint_timeout = 0;
  66. return true;
  67. });
  68. }
  69. void desktop_locked_render(Canvas* canvas, void* model) {
  70. DesktopLockedViewModel* m = model;
  71. canvas_clear(canvas);
  72. canvas_set_color(canvas, ColorBlack);
  73. if(!m->animation_seq_end) {
  74. canvas_draw_icon(canvas, m->door_left_x, 0, &I_DoorLeft_70x55);
  75. canvas_draw_icon(canvas, m->door_right_x, 0, &I_DoorRight_70x55);
  76. }
  77. if(m->animation && m->animation_seq_end) {
  78. canvas_draw_icon_animation(canvas, 0, -3, m->animation);
  79. }
  80. if(m->hint_timeout) {
  81. m->hint_timeout--;
  82. if(!m->animation_seq_end) {
  83. canvas_set_font(canvas, FontPrimary);
  84. elements_multiline_text_framed(canvas, 42, 30, "Locked");
  85. } else {
  86. canvas_set_font(canvas, FontSecondary);
  87. canvas_draw_icon(canvas, 13, 5, &I_LockPopup_100x49);
  88. elements_multiline_text(canvas, 65, 20, "To unlock\npress:");
  89. }
  90. }
  91. }
  92. View* desktop_locked_get_view(DesktopLockedView* locked_view) {
  93. furi_assert(locked_view);
  94. return locked_view->view;
  95. }
  96. bool desktop_locked_input(InputEvent* event, void* context) {
  97. furi_assert(event);
  98. furi_assert(context);
  99. DesktopLockedView* locked_view = context;
  100. if(event->type == InputTypeShort) {
  101. with_view_model(
  102. locked_view->view, (DesktopLockedViewModel * model) {
  103. model->hint_timeout = HINT_TIMEOUT_L;
  104. return true;
  105. });
  106. if(event->key == InputKeyBack) {
  107. uint32_t press_time = HAL_GetTick();
  108. // check if pressed sequentially
  109. if(press_time - locked_view->lock_lastpress > UNLOCK_RST_TIMEOUT) {
  110. locked_view->lock_lastpress = press_time;
  111. locked_view->lock_count = 0;
  112. } else if(press_time - locked_view->lock_lastpress < UNLOCK_RST_TIMEOUT) {
  113. locked_view->lock_lastpress = press_time;
  114. locked_view->lock_count++;
  115. }
  116. if(locked_view->lock_count == UNLOCK_CNT) {
  117. locked_view->lock_count = 0;
  118. locked_view->callback(DesktopLockedEventUnlock, locked_view->context);
  119. }
  120. }
  121. }
  122. // All events consumed
  123. return true;
  124. }
  125. void desktop_locked_enter(void* context) {
  126. DesktopLockedView* locked_view = context;
  127. with_view_model(
  128. locked_view->view, (DesktopLockedViewModel * model) {
  129. if(model->animation) icon_animation_start(model->animation);
  130. return false;
  131. });
  132. }
  133. void desktop_locked_exit(void* context) {
  134. DesktopLockedView* locked_view = context;
  135. with_view_model(
  136. locked_view->view, (DesktopLockedViewModel * model) {
  137. if(model->animation) icon_animation_stop(model->animation);
  138. return false;
  139. });
  140. }
  141. DesktopLockedView* desktop_locked_alloc() {
  142. DesktopLockedView* locked_view = furi_alloc(sizeof(DesktopLockedView));
  143. locked_view->view = view_alloc();
  144. locked_view->timer =
  145. osTimerNew(locked_view_timer_callback, osTimerPeriodic, locked_view, NULL);
  146. view_allocate_model(locked_view->view, ViewModelTypeLocking, sizeof(DesktopLockedViewModel));
  147. view_set_context(locked_view->view, locked_view);
  148. view_set_draw_callback(locked_view->view, (ViewDrawCallback)desktop_locked_render);
  149. view_set_input_callback(locked_view->view, desktop_locked_input);
  150. view_set_enter_callback(locked_view->view, desktop_locked_enter);
  151. view_set_exit_callback(locked_view->view, desktop_locked_exit);
  152. desktop_locked_set_scene(locked_view, idle_scenes[random() % COUNT_OF(idle_scenes)]);
  153. return locked_view;
  154. }
  155. void desktop_locked_free(DesktopLockedView* locked_view) {
  156. furi_assert(locked_view);
  157. osTimerDelete(locked_view->timer);
  158. view_free(locked_view->view);
  159. free(locked_view);
  160. }