unleashed-firmware/applications/desktop/views/desktop_locked.c

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#include <furi.h>
#include "../desktop_i.h"
#include "desktop_locked.h"
static const Icon* idle_scenes[] = {&A_Wink_128x64, &A_WatchingTV_128x64};
void desktop_locked_set_callback(
DesktopLockedView* locked_view,
DesktopLockedViewCallback callback,
void* context) {
furi_assert(locked_view);
furi_assert(callback);
locked_view->callback = callback;
locked_view->context = context;
}
void locked_view_timer_callback(void* context) {
DesktopLockedView* locked_view = context;
locked_view->callback(DesktopLockedEventUpdate, locked_view->context);
}
// temporary locked screen animation managment
static void
desktop_scene_handler_set_scene(DesktopLockedView* locked_view, const Icon* icon_data) {
with_view_model(
locked_view->view, (DesktopLockedViewModel * model) {
if(model->animation) icon_animation_free(model->animation);
model->animation = icon_animation_alloc(icon_data);
icon_animation_start(model->animation);
return true;
});
}
void desktop_locked_update_hint_timeout(DesktopLockedView* locked_view) {
with_view_model(
locked_view->view, (DesktopLockedViewModel * model) {
model->hint_timeout = HINT_TIMEOUT_H;
return true;
});
}
void desktop_locked_reset_door_pos(DesktopLockedView* locked_view) {
with_view_model(
locked_view->view, (DesktopLockedViewModel * model) {
model->animation_seq_end = false;
model->door_left_x = -57;
model->door_right_x = 115;
return true;
});
}
void desktop_locked_manage_redraw(DesktopLockedView* locked_view) {
bool animation_seq_end;
with_view_model(
locked_view->view, (DesktopLockedViewModel * model) {
model->animation_seq_end = !model->door_left_x;
animation_seq_end = model->animation_seq_end;
if(!model->animation_seq_end) {
model->door_left_x = CLAMP(model->door_left_x + 5, 0, -57);
model->door_right_x = CLAMP(model->door_right_x - 5, 115, 60);
}
return true;
});
if(animation_seq_end) {
osTimerStop(locked_view->timer);
}
}
void desktop_locked_reset_counter(DesktopLockedView* locked_view) {
locked_view->lock_count = 0;
locked_view->lock_lastpress = 0;
with_view_model(
locked_view->view, (DesktopLockedViewModel * model) {
model->hint_timeout = 0;
return true;
});
}
void desktop_locked_render(Canvas* canvas, void* model) {
DesktopLockedViewModel* m = model;
canvas_clear(canvas);
canvas_set_color(canvas, ColorBlack);
if(!m->animation_seq_end) {
canvas_draw_icon(canvas, m->door_left_x, 0, &I_DoorLeft_70x55);
canvas_draw_icon(canvas, m->door_right_x, 0, &I_DoorRight_70x55);
}
if(m->animation && m->animation_seq_end) {
canvas_draw_icon_animation(canvas, 0, -3, m->animation);
}
if(m->hint_timeout) {
m->hint_timeout--;
if(!m->animation_seq_end) {
canvas_set_font(canvas, FontPrimary);
elements_multiline_text_framed(canvas, 42, 30, "Locked");
} else {
canvas_set_font(canvas, FontSecondary);
canvas_draw_icon(canvas, 13, 5, &I_LockPopup_100x49);
elements_multiline_text(canvas, 65, 20, "To unlock\npress:");
}
}
}
View* desktop_locked_get_view(DesktopLockedView* locked_view) {
furi_assert(locked_view);
return locked_view->view;
}
bool desktop_locked_input(InputEvent* event, void* context) {
furi_assert(event);
furi_assert(context);
DesktopLockedView* locked_view = context;
if(event->type == InputTypeShort) {
with_view_model(
locked_view->view, (DesktopLockedViewModel * model) {
model->hint_timeout = HINT_TIMEOUT_L;
return true;
});
if(event->key == InputKeyBack) {
uint32_t press_time = HAL_GetTick();
// check if pressed sequentially
if(press_time - locked_view->lock_lastpress > UNLOCK_RST_TIMEOUT) {
locked_view->lock_lastpress = press_time;
locked_view->lock_count = 0;
} else if(press_time - locked_view->lock_lastpress < UNLOCK_RST_TIMEOUT) {
locked_view->lock_lastpress = press_time;
locked_view->lock_count++;
}
if(locked_view->lock_count == UNLOCK_CNT) {
locked_view->lock_count = 0;
locked_view->callback(DesktopLockedEventUnlock, locked_view->context);
}
}
}
// All events consumed
return true;
}
DesktopLockedView* desktop_locked_alloc() {
DesktopLockedView* locked_view = furi_alloc(sizeof(DesktopLockedView));
locked_view->view = view_alloc();
locked_view->timer =
osTimerNew(locked_view_timer_callback, osTimerPeriodic, locked_view, NULL);
view_allocate_model(locked_view->view, ViewModelTypeLocking, sizeof(DesktopLockedViewModel));
view_set_context(locked_view->view, locked_view);
view_set_draw_callback(locked_view->view, (ViewDrawCallback)desktop_locked_render);
view_set_input_callback(locked_view->view, desktop_locked_input);
desktop_scene_handler_set_scene(locked_view, idle_scenes[random() % COUNT_OF(idle_scenes)]);
return locked_view;
}
void desktop_locked_free(DesktopLockedView* locked_view) {
furi_assert(locked_view);
osTimerDelete(locked_view->timer);
view_free(locked_view->view);
free(locked_view);
}