unleashed-firmware/applications/infrared/scenes/infrared_scene_learn_success.c

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[FL-2568] Infrared C port (#1326) * Add skeleton for infrared C port, rename old app * Add scene stubs * Add more views * Misc changes * Add remote and signal class stubs * Complete infrared signal class * Add remote button class stub * Check if button contains a signal during destruction * Complete infrared signal class more * Implement remote storing * Implement remote loading * Fix error handling * Implement remote transmitting * Rename scene * Canonise event consumption * Implement remote learning (stub) * Implement learn success screen (stub) * Implement AskBack scene * Improve remote saving&loading * Fix remote file name * Add LearnDone scene * Switch from Remote scene correctly * Add SceneButtonSelect * Remove unneeded assert * Add new SceneManager method * Use new SceneManager method in Infrared * Implement renaming of buttons and remotes * Implement deleting of buttons and remotes * Add universal remotes list * Add brute force code * Brute force code improvements * Partially implement Universal Remote GUI * Fix wrong singnal handling * Fully implement Universal Remote * Use standard custom events everywhere * Return infrared CLI * Remove old Infrared app * Change container name * Fix scene order * Put ButtonPanel into stack only when needed * Show loading animation during slow operations * Do not hardcode Loading widget coordinates * Switch Loading widget orientation as needed * Save Start scene state * Save Remote scene state * Save Edit scene state * Save EditButtonSelect scene state * Do not use scene state * Use string_t instead of const char* for brevity * Fix memory leak * Fix saving raw remotes * Add Infrared debug menu * Add debug view * Move Infrared monitor into Infrared application * Remove old Infrared monitor app * Use common signal received callback everywhere
2022-06-21 15:45:50 +03:00
#include "../infrared_i.h"
#include <dolphin/dolphin.h>
typedef enum {
InfraredSceneLearnSuccessStateIdle = 0,
InfraredSceneLearnSuccessStateSending = 1,
} InfraredSceneLearnSuccessState;
static void
infrared_scene_learn_success_dialog_result_callback(DialogExResult result, void* context) {
Infrared* infrared = context;
view_dispatcher_send_custom_event(infrared->view_dispatcher, result);
}
void infrared_scene_learn_success_on_enter(void* context) {
Infrared* infrared = context;
DialogEx* dialog_ex = infrared->dialog_ex;
InfraredSignal* signal = infrared->received_signal;
DOLPHIN_DEED(DolphinDeedIrLearnSuccess);
infrared_play_notification_message(infrared, InfraredNotificationMessageGreenOn);
infrared_worker_tx_set_get_signal_callback(
infrared->worker, infrared_worker_tx_get_signal_steady_callback, context);
infrared_worker_tx_set_signal_sent_callback(
infrared->worker, infrared_signal_sent_callback, context);
if(infrared_signal_is_raw(signal)) {
InfraredRawSignal* raw = infrared_signal_get_raw_signal(signal);
dialog_ex_set_header(dialog_ex, "Unknown", 95, 10, AlignCenter, AlignCenter);
infrared_text_store_set(infrared, 0, "%d samples", raw->timings_size);
dialog_ex_set_text(dialog_ex, infrared->text_store[0], 75, 23, AlignLeft, AlignTop);
} else {
InfraredMessage* message = infrared_signal_get_message(signal);
uint8_t addr_digits =
ROUND_UP_TO(infrared_get_protocol_address_length(message->protocol), 4);
uint8_t cmd_digits =
ROUND_UP_TO(infrared_get_protocol_command_length(message->protocol), 4);
uint8_t max_digits = MAX(addr_digits, cmd_digits);
max_digits = MIN(max_digits, 7);
size_t label_x_offset = 63 + (7 - max_digits) * 3;
infrared_text_store_set(infrared, 0, "%s", infrared_get_protocol_name(message->protocol));
infrared_text_store_set(
infrared,
1,
"A: 0x%0*lX\nC: 0x%0*lX\n",
addr_digits,
message->address,
cmd_digits,
message->command);
dialog_ex_set_header(dialog_ex, infrared->text_store[0], 95, 7, AlignCenter, AlignCenter);
dialog_ex_set_text(
dialog_ex, infrared->text_store[1], label_x_offset, 34, AlignLeft, AlignCenter);
}
dialog_ex_set_left_button_text(dialog_ex, "Retry");
dialog_ex_set_right_button_text(dialog_ex, "Save");
dialog_ex_set_center_button_text(dialog_ex, "Send");
dialog_ex_set_icon(dialog_ex, 0, 1, &I_DolphinReadingSuccess_59x63);
dialog_ex_set_result_callback(dialog_ex, infrared_scene_learn_success_dialog_result_callback);
dialog_ex_set_context(dialog_ex, context);
dialog_ex_enable_extended_events(dialog_ex);
scene_manager_set_scene_state(
infrared->scene_manager, InfraredSceneLearnSuccess, InfraredSceneLearnSuccessStateIdle);
view_dispatcher_switch_to_view(infrared->view_dispatcher, InfraredViewDialogEx);
}
bool infrared_scene_learn_success_on_event(void* context, SceneManagerEvent event) {
Infrared* infrared = context;
SceneManager* scene_manager = infrared->scene_manager;
uint32_t scene_state = scene_manager_get_scene_state(scene_manager, InfraredSceneLearnSuccess);
bool consumed = false;
if(event.type == SceneManagerEventTypeTick) {
if(scene_state == InfraredSceneLearnSuccessStateIdle) {
infrared_play_notification_message(infrared, InfraredNotificationMessageGreenOn);
}
consumed = true;
} else if(event.type == SceneManagerEventTypeBack) {
if(scene_state == InfraredSceneLearnSuccessStateIdle) {
scene_manager_next_scene(scene_manager, InfraredSceneAskBack);
}
consumed = true;
} else if(event.type == SceneManagerEventTypeCustom) {
if(event.event == DialogExResultLeft) {
if(scene_state == InfraredSceneLearnSuccessStateIdle) {
scene_manager_next_scene(scene_manager, InfraredSceneAskRetry);
[FL-2568] Infrared C port (#1326) * Add skeleton for infrared C port, rename old app * Add scene stubs * Add more views * Misc changes * Add remote and signal class stubs * Complete infrared signal class * Add remote button class stub * Check if button contains a signal during destruction * Complete infrared signal class more * Implement remote storing * Implement remote loading * Fix error handling * Implement remote transmitting * Rename scene * Canonise event consumption * Implement remote learning (stub) * Implement learn success screen (stub) * Implement AskBack scene * Improve remote saving&loading * Fix remote file name * Add LearnDone scene * Switch from Remote scene correctly * Add SceneButtonSelect * Remove unneeded assert * Add new SceneManager method * Use new SceneManager method in Infrared * Implement renaming of buttons and remotes * Implement deleting of buttons and remotes * Add universal remotes list * Add brute force code * Brute force code improvements * Partially implement Universal Remote GUI * Fix wrong singnal handling * Fully implement Universal Remote * Use standard custom events everywhere * Return infrared CLI * Remove old Infrared app * Change container name * Fix scene order * Put ButtonPanel into stack only when needed * Show loading animation during slow operations * Do not hardcode Loading widget coordinates * Switch Loading widget orientation as needed * Save Start scene state * Save Remote scene state * Save Edit scene state * Save EditButtonSelect scene state * Do not use scene state * Use string_t instead of const char* for brevity * Fix memory leak * Fix saving raw remotes * Add Infrared debug menu * Add debug view * Move Infrared monitor into Infrared application * Remove old Infrared monitor app * Use common signal received callback everywhere
2022-06-21 15:45:50 +03:00
}
consumed = true;
} else if(event.event == DialogExResultRight) {
if(scene_state == InfraredSceneLearnSuccessStateIdle) {
scene_manager_next_scene(scene_manager, InfraredSceneLearnEnterName);
}
consumed = true;
} else if(event.event == DialogExPressCenter) {
if(scene_state == InfraredSceneLearnSuccessStateIdle) {
scene_manager_set_scene_state(
scene_manager,
InfraredSceneLearnSuccess,
InfraredSceneLearnSuccessStateSending);
infrared_tx_start_received(infrared);
}
consumed = true;
} else if(event.event == DialogExReleaseCenter) {
if(scene_state == InfraredSceneLearnSuccessStateSending) {
scene_manager_set_scene_state(
scene_manager, InfraredSceneLearnSuccess, InfraredSceneLearnSuccessStateIdle);
infrared_tx_stop(infrared);
infrared_play_notification_message(infrared, InfraredNotificationMessageGreenOff);
}
consumed = true;
}
}
return consumed;
}
void infrared_scene_learn_success_on_exit(void* context) {
Infrared* infrared = context;
InfraredWorker* worker = infrared->worker;
dialog_ex_reset(infrared->dialog_ex);
infrared_play_notification_message(infrared, InfraredNotificationMessageGreenOff);
infrared_worker_tx_set_get_signal_callback(worker, NULL, NULL);
infrared_worker_tx_set_signal_sent_callback(worker, NULL, NULL);
}