unleashed-firmware/applications/services/desktop/desktop.c

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[FL-2183] [FL-2209] Dolphin Deeds, Level up, assets generation, refactoring (#965) * Desktop: cleanup headers * Get loader pubsub via record * [FL-2183] Dolphin refactoring 2022.01 * Restruct animations assets structure * Rename assets * Cleanup headers * Update Recording animation * Add BadBattery animation * Provide loader's pubsub via record * Fix load/unload animations * Scripts: add flipper format support, initial dolphin packager rework. Assets: internal and external dolphin. * Sync internal meta.txt and manifest.txt * Reorder, rename dolphin assets * Split essential generated assets * Add ReadMe for dolphin assets * Separate essential blocking animations * Scripts: full dolphin validation before packaging * Assets, Scripts: dolphin external resources packer * Github: update codeowners * Scripts: proper slots handling in dolphin animation meta * Scripts: correct frames enumeration and fix compiled assets. * [FL-2209] Add Dolphin Deeds points and many more * Remove excess frame_rate * Change dolphin assets directory * Scripts: add internal resource support to dolphin compiler * Scripts: add internal assets generation, renaming * Scripts: correct assert, renaming * Code cleanup, documentation, fixes * Update Levelup animations * Rename essential -> blocking * Fix Unlocked hint * Scripts: rewrite Templite compiller, replace regexps with token parser, split block types into code and variable blocks. Update dolphin templates. * Documentation: add key combos description and use information * Scripts: cleanup templit, more debug info and add dev comment Co-authored-by: あく <alleteam@gmail.com>
2022-01-29 12:20:41 +03:00
#include <storage/storage.h>
#include <assets_icons.h>
#include <gui/gui.h>
[FL-2183] [FL-2209] Dolphin Deeds, Level up, assets generation, refactoring (#965) * Desktop: cleanup headers * Get loader pubsub via record * [FL-2183] Dolphin refactoring 2022.01 * Restruct animations assets structure * Rename assets * Cleanup headers * Update Recording animation * Add BadBattery animation * Provide loader's pubsub via record * Fix load/unload animations * Scripts: add flipper format support, initial dolphin packager rework. Assets: internal and external dolphin. * Sync internal meta.txt and manifest.txt * Reorder, rename dolphin assets * Split essential generated assets * Add ReadMe for dolphin assets * Separate essential blocking animations * Scripts: full dolphin validation before packaging * Assets, Scripts: dolphin external resources packer * Github: update codeowners * Scripts: proper slots handling in dolphin animation meta * Scripts: correct frames enumeration and fix compiled assets. * [FL-2209] Add Dolphin Deeds points and many more * Remove excess frame_rate * Change dolphin assets directory * Scripts: add internal resource support to dolphin compiler * Scripts: add internal assets generation, renaming * Scripts: correct assert, renaming * Code cleanup, documentation, fixes * Update Levelup animations * Rename essential -> blocking * Fix Unlocked hint * Scripts: rewrite Templite compiller, replace regexps with token parser, split block types into code and variable blocks. Update dolphin templates. * Documentation: add key combos description and use information * Scripts: cleanup templit, more debug info and add dev comment Co-authored-by: あく <alleteam@gmail.com>
2022-01-29 12:20:41 +03:00
#include <gui/view_stack.h>
#include <notification/notification.h>
#include <notification/notification_messages.h>
[FL-2183] [FL-2209] Dolphin Deeds, Level up, assets generation, refactoring (#965) * Desktop: cleanup headers * Get loader pubsub via record * [FL-2183] Dolphin refactoring 2022.01 * Restruct animations assets structure * Rename assets * Cleanup headers * Update Recording animation * Add BadBattery animation * Provide loader's pubsub via record * Fix load/unload animations * Scripts: add flipper format support, initial dolphin packager rework. Assets: internal and external dolphin. * Sync internal meta.txt and manifest.txt * Reorder, rename dolphin assets * Split essential generated assets * Add ReadMe for dolphin assets * Separate essential blocking animations * Scripts: full dolphin validation before packaging * Assets, Scripts: dolphin external resources packer * Github: update codeowners * Scripts: proper slots handling in dolphin animation meta * Scripts: correct frames enumeration and fix compiled assets. * [FL-2209] Add Dolphin Deeds points and many more * Remove excess frame_rate * Change dolphin assets directory * Scripts: add internal resource support to dolphin compiler * Scripts: add internal assets generation, renaming * Scripts: correct assert, renaming * Code cleanup, documentation, fixes * Update Levelup animations * Rename essential -> blocking * Fix Unlocked hint * Scripts: rewrite Templite compiller, replace regexps with token parser, split block types into code and variable blocks. Update dolphin templates. * Documentation: add key combos description and use information * Scripts: cleanup templit, more debug info and add dev comment Co-authored-by: あく <alleteam@gmail.com>
2022-01-29 12:20:41 +03:00
#include <furi.h>
#include <furi_hal.h>
#include "animations/animation_manager.h"
#include "desktop/scenes/desktop_scene.h"
#include "desktop/scenes/desktop_scene_i.h"
#include "desktop/views/desktop_view_locked.h"
#include "desktop/views/desktop_view_pin_input.h"
#include "desktop/views/desktop_view_pin_timeout.h"
#include "desktop_i.h"
#include "helpers/pin_lock.h"
#include "helpers/slideshow_filename.h"
static void desktop_auto_lock_arm(Desktop*);
static void desktop_auto_lock_inhibit(Desktop*);
static void desktop_start_auto_lock_timer(Desktop*);
static void desktop_loader_callback(const void* message, void* context) {
furi_assert(context);
Desktop* desktop = context;
const LoaderEvent* event = message;
if(event->type == LoaderEventTypeApplicationStarted) {
view_dispatcher_send_custom_event(desktop->view_dispatcher, DesktopGlobalBeforeAppStarted);
} else if(event->type == LoaderEventTypeApplicationStopped) {
view_dispatcher_send_custom_event(desktop->view_dispatcher, DesktopGlobalAfterAppFinished);
}
}
static void desktop_lock_icon_draw_callback(Canvas* canvas, void* context) {
UNUSED(context);
furi_assert(canvas);
canvas_draw_icon(canvas, 0, 0, &I_Lock_8x8);
}
static void desktop_dummy_mode_icon_draw_callback(Canvas* canvas, void* context) {
UNUSED(context);
furi_assert(canvas);
canvas_draw_icon(canvas, 0, 0, &I_GameMode_11x8);
}
static bool desktop_custom_event_callback(void* context, uint32_t event) {
furi_assert(context);
Desktop* desktop = (Desktop*)context;
switch(event) {
case DesktopGlobalBeforeAppStarted:
animation_manager_unload_and_stall_animation(desktop->animation_manager);
desktop_auto_lock_inhibit(desktop);
return true;
case DesktopGlobalAfterAppFinished:
animation_manager_load_and_continue_animation(desktop->animation_manager);
// TODO: Implement a message mechanism for loading settings and (optionally)
// locking and unlocking
DESKTOP_SETTINGS_LOAD(&desktop->settings);
desktop_auto_lock_arm(desktop);
return true;
case DesktopGlobalAutoLock:
if(!loader_is_locked(desktop->loader)) {
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if(desktop->settings.auto_lock_with_pin && desktop->settings.pin_code.length > 0) {
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desktop_pin_lock(&desktop->settings);
}
desktop_lock(desktop);
}
return true;
}
return scene_manager_handle_custom_event(desktop->scene_manager, event);
}
static bool desktop_back_event_callback(void* context) {
furi_assert(context);
Desktop* desktop = (Desktop*)context;
return scene_manager_handle_back_event(desktop->scene_manager);
}
static void desktop_tick_event_callback(void* context) {
furi_assert(context);
Desktop* app = context;
scene_manager_handle_tick_event(app->scene_manager);
}
static void desktop_input_event_callback(const void* value, void* context) {
furi_assert(value);
furi_assert(context);
const InputEvent* event = value;
Desktop* desktop = context;
if(event->type == InputTypePress) {
desktop_start_auto_lock_timer(desktop);
}
}
static void desktop_auto_lock_timer_callback(void* context) {
furi_assert(context);
Desktop* desktop = context;
view_dispatcher_send_custom_event(desktop->view_dispatcher, DesktopGlobalAutoLock);
}
static void desktop_start_auto_lock_timer(Desktop* desktop) {
furi_timer_start(
desktop->auto_lock_timer, furi_ms_to_ticks(desktop->settings.auto_lock_delay_ms));
}
static void desktop_stop_auto_lock_timer(Desktop* desktop) {
furi_timer_stop(desktop->auto_lock_timer);
}
static void desktop_auto_lock_arm(Desktop* desktop) {
if(desktop->settings.auto_lock_delay_ms) {
desktop->input_events_subscription = furi_pubsub_subscribe(
desktop->input_events_pubsub, desktop_input_event_callback, desktop);
desktop_start_auto_lock_timer(desktop);
}
}
static void desktop_auto_lock_inhibit(Desktop* desktop) {
desktop_stop_auto_lock_timer(desktop);
if(desktop->input_events_subscription) {
furi_pubsub_unsubscribe(desktop->input_events_pubsub, desktop->input_events_subscription);
desktop->input_events_subscription = NULL;
}
}
void desktop_lock(Desktop* desktop) {
desktop_auto_lock_inhibit(desktop);
scene_manager_set_scene_state(
desktop->scene_manager, DesktopSceneLocked, SCENE_LOCKED_FIRST_ENTER);
scene_manager_next_scene(desktop->scene_manager, DesktopSceneLocked);
notification_message(desktop->notification, &sequence_display_backlight_off_delay_1000);
}
void desktop_unlock(Desktop* desktop) {
view_port_enabled_set(desktop->lock_icon_viewport, false);
Gui* gui = furi_record_open(RECORD_GUI);
gui_set_lockdown(gui, false);
furi_record_close(RECORD_GUI);
desktop_view_locked_unlock(desktop->locked_view);
scene_manager_search_and_switch_to_previous_scene(desktop->scene_manager, DesktopSceneMain);
desktop_auto_lock_arm(desktop);
}
void desktop_set_dummy_mode_state(Desktop* desktop, bool enabled) {
view_port_enabled_set(desktop->dummy_mode_icon_viewport, enabled);
desktop_main_set_dummy_mode_state(desktop->main_view, enabled);
animation_manager_set_dummy_mode_state(desktop->animation_manager, enabled);
desktop->settings.dummy_mode = enabled;
DESKTOP_SETTINGS_SAVE(&desktop->settings);
}
Desktop* desktop_alloc() {
[FL-2274] Inventing streams and moving FFF to them (#981) * Streams: string stream * String stream: updated insert/delete api * Streams: generic stream interface and string stream implementation * Streams: helpers for insert and delete_and_insert * FFF: now compatible with streams * MinUnit: introduced tests with arguments * FFF: stream access violation * Streams: copy data between streams * Streams: file stream * FFF: documentation * FFStream: documentation * FFF: alloc as file * MinUnit: support for nested tests * Streams: changed delete_and_insert, now it returns success flag. Added ability dump stream inner parameters and data to cout. * FFF: simplified file open function * Streams: unit tests * FFF: tests * Streams: declare cache_size constant as define, to allow variable modified arrays * FFF: lib moved to a separate folder * iButton: new FFF * RFID: new FFF * Animations: new FFF * IR: new FFF * NFC: new FFF * Flipper file format: delete lib * U2F: new FFF * Subghz: new FFF and streams * Streams: read line * Streams: split * FuriCore: implement memset with extra asserts * FuriCore: implement extra heap asserts without inventing memset * Scene manager: protected access to the scene id stack with a size check * NFC worker: dirty fix for issue where hal_nfc was busy on app start * Furi: update allocator to erase memory on allocation. Replace furi_alloc with malloc. * FuriCore: cleanup memmgr code. * Furi HAL: furi_hal_init is split into critical and non-critical parts. The critical part is currently clock and console. * Memmgr: added ability to track allocations and deallocations through console. * FFStream: some speedup * Streams, FF: minor fixes * Tests: restore * File stream: a slightly more thread-safe version of file_stream_delete_and_insert Co-authored-by: Aleksandr Kutuzov <alleteam@gmail.com>
2022-02-18 22:53:46 +03:00
Desktop* desktop = malloc(sizeof(Desktop));
[FL-2150] Dolphin animation refactoring (#938) * Dolphin Animation Refactoring, part 1 * Remove animations from desktop * Remove excess, first start * Split animation_manager with callbacks * allocate view inside animation_view * Work on ViewComposed * Draw white rectangles under bubble corners * Fix bubbles sequence * RPC: remove obsolete include "status.pb.h" * Add animations manifest decoding * Flipper file: add strict mode * FFF: Animation structures parsing * Assembling structure of animation * Lot of view fixes: Add multi-line bubbles Add support for passive bubbles (frame_order values starts from passive now) Add hard-coded delay (active_shift) for active state enabling Fix active state handling Fix leaks Fix parsing uncorrect bubble_animation meta file Fix bubble rules of showing * Animation load/unload & view freeze/unfreeze * Blocking & system animations, fixes: View correct activation Refactoring + blocking animation Freeze first passive/active frames Many insert/eject SD tests fixes Add system animations Add Loader events app started/finished Add system no_sd animation * Assets: dolphin packer. Scripts: minor refactoring. * Desktop: update logging tags. Scripts: add metadata to dolphin bundling process, extra sorting for fs traversing. Make: phony assets rules. * Github: rebuild assets on build * Docker: add missing dependencies for assets compilation * Docker: fix run command syntax * ReadMe: update naming rules with link to source * Assets: recompile icons * Loader: add loader event * Desktop, Gui, Furi Core: const shenanigans macros Co-authored-by: Aleksandr Kutuzov <alleteam@gmail.com>
2022-01-03 00:39:56 +03:00
desktop->animation_manager = animation_manager_alloc();
desktop->gui = furi_record_open(RECORD_GUI);
desktop->scene_thread = furi_thread_alloc();
desktop->view_dispatcher = view_dispatcher_alloc();
desktop->scene_manager = scene_manager_alloc(&desktop_scene_handlers, desktop);
view_dispatcher_enable_queue(desktop->view_dispatcher);
view_dispatcher_attach_to_gui(
desktop->view_dispatcher, desktop->gui, ViewDispatcherTypeDesktop);
view_dispatcher_set_tick_event_callback(
desktop->view_dispatcher, desktop_tick_event_callback, 500);
view_dispatcher_set_event_callback_context(desktop->view_dispatcher, desktop);
view_dispatcher_set_custom_event_callback(
desktop->view_dispatcher, desktop_custom_event_callback);
view_dispatcher_set_navigation_event_callback(
desktop->view_dispatcher, desktop_back_event_callback);
[FL-2150] Dolphin animation refactoring (#938) * Dolphin Animation Refactoring, part 1 * Remove animations from desktop * Remove excess, first start * Split animation_manager with callbacks * allocate view inside animation_view * Work on ViewComposed * Draw white rectangles under bubble corners * Fix bubbles sequence * RPC: remove obsolete include "status.pb.h" * Add animations manifest decoding * Flipper file: add strict mode * FFF: Animation structures parsing * Assembling structure of animation * Lot of view fixes: Add multi-line bubbles Add support for passive bubbles (frame_order values starts from passive now) Add hard-coded delay (active_shift) for active state enabling Fix active state handling Fix leaks Fix parsing uncorrect bubble_animation meta file Fix bubble rules of showing * Animation load/unload & view freeze/unfreeze * Blocking & system animations, fixes: View correct activation Refactoring + blocking animation Freeze first passive/active frames Many insert/eject SD tests fixes Add system animations Add Loader events app started/finished Add system no_sd animation * Assets: dolphin packer. Scripts: minor refactoring. * Desktop: update logging tags. Scripts: add metadata to dolphin bundling process, extra sorting for fs traversing. Make: phony assets rules. * Github: rebuild assets on build * Docker: add missing dependencies for assets compilation * Docker: fix run command syntax * ReadMe: update naming rules with link to source * Assets: recompile icons * Loader: add loader event * Desktop, Gui, Furi Core: const shenanigans macros Co-authored-by: Aleksandr Kutuzov <alleteam@gmail.com>
2022-01-03 00:39:56 +03:00
desktop->lock_menu = desktop_lock_menu_alloc();
desktop->debug_view = desktop_debug_alloc();
desktop->hw_mismatch_popup = popup_alloc();
desktop->locked_view = desktop_view_locked_alloc();
desktop->pin_input_view = desktop_view_pin_input_alloc();
desktop->pin_timeout_view = desktop_view_pin_timeout_alloc();
desktop->slideshow_view = desktop_view_slideshow_alloc();
[FL-2183] [FL-2209] Dolphin Deeds, Level up, assets generation, refactoring (#965) * Desktop: cleanup headers * Get loader pubsub via record * [FL-2183] Dolphin refactoring 2022.01 * Restruct animations assets structure * Rename assets * Cleanup headers * Update Recording animation * Add BadBattery animation * Provide loader's pubsub via record * Fix load/unload animations * Scripts: add flipper format support, initial dolphin packager rework. Assets: internal and external dolphin. * Sync internal meta.txt and manifest.txt * Reorder, rename dolphin assets * Split essential generated assets * Add ReadMe for dolphin assets * Separate essential blocking animations * Scripts: full dolphin validation before packaging * Assets, Scripts: dolphin external resources packer * Github: update codeowners * Scripts: proper slots handling in dolphin animation meta * Scripts: correct frames enumeration and fix compiled assets. * [FL-2209] Add Dolphin Deeds points and many more * Remove excess frame_rate * Change dolphin assets directory * Scripts: add internal resource support to dolphin compiler * Scripts: add internal assets generation, renaming * Scripts: correct assert, renaming * Code cleanup, documentation, fixes * Update Levelup animations * Rename essential -> blocking * Fix Unlocked hint * Scripts: rewrite Templite compiller, replace regexps with token parser, split block types into code and variable blocks. Update dolphin templates. * Documentation: add key combos description and use information * Scripts: cleanup templit, more debug info and add dev comment Co-authored-by: あく <alleteam@gmail.com>
2022-01-29 12:20:41 +03:00
desktop->main_view_stack = view_stack_alloc();
desktop->main_view = desktop_main_alloc();
View* dolphin_view = animation_manager_get_animation_view(desktop->animation_manager);
view_stack_add_view(desktop->main_view_stack, desktop_main_get_view(desktop->main_view));
view_stack_add_view(desktop->main_view_stack, dolphin_view);
view_stack_add_view(
desktop->main_view_stack, desktop_view_locked_get_view(desktop->locked_view));
/* locked view (as animation view) attends in 2 scenes: main & locked,
* because it has to draw "Unlocked" label on main scene */
desktop->locked_view_stack = view_stack_alloc();
view_stack_add_view(desktop->locked_view_stack, dolphin_view);
view_stack_add_view(
desktop->locked_view_stack, desktop_view_locked_get_view(desktop->locked_view));
view_dispatcher_add_view(
desktop->view_dispatcher,
DesktopViewIdMain,
view_stack_get_view(desktop->main_view_stack));
view_dispatcher_add_view(
desktop->view_dispatcher,
DesktopViewIdLocked,
view_stack_get_view(desktop->locked_view_stack));
view_dispatcher_add_view(
desktop->view_dispatcher,
DesktopViewIdLockMenu,
desktop_lock_menu_get_view(desktop->lock_menu));
view_dispatcher_add_view(
desktop->view_dispatcher, DesktopViewIdDebug, desktop_debug_get_view(desktop->debug_view));
view_dispatcher_add_view(
desktop->view_dispatcher,
DesktopViewIdHwMismatch,
popup_get_view(desktop->hw_mismatch_popup));
view_dispatcher_add_view(
desktop->view_dispatcher,
DesktopViewIdPinTimeout,
desktop_view_pin_timeout_get_view(desktop->pin_timeout_view));
view_dispatcher_add_view(
desktop->view_dispatcher,
DesktopViewIdPinInput,
desktop_view_pin_input_get_view(desktop->pin_input_view));
view_dispatcher_add_view(
desktop->view_dispatcher,
DesktopViewIdSlideshow,
desktop_view_slideshow_get_view(desktop->slideshow_view));
// Lock icon
desktop->lock_icon_viewport = view_port_alloc();
view_port_set_width(desktop->lock_icon_viewport, icon_get_width(&I_Lock_8x8));
view_port_draw_callback_set(
desktop->lock_icon_viewport, desktop_lock_icon_draw_callback, desktop);
view_port_enabled_set(desktop->lock_icon_viewport, false);
gui_add_view_port(desktop->gui, desktop->lock_icon_viewport, GuiLayerStatusBarLeft);
// Dummy mode icon
desktop->dummy_mode_icon_viewport = view_port_alloc();
view_port_set_width(desktop->dummy_mode_icon_viewport, icon_get_width(&I_GameMode_11x8));
view_port_draw_callback_set(
desktop->dummy_mode_icon_viewport, desktop_dummy_mode_icon_draw_callback, desktop);
view_port_enabled_set(desktop->dummy_mode_icon_viewport, false);
gui_add_view_port(desktop->gui, desktop->dummy_mode_icon_viewport, GuiLayerStatusBarLeft);
// Special case: autostart application is already running
desktop->loader = furi_record_open(RECORD_LOADER);
if(loader_is_locked(desktop->loader) &&
animation_manager_is_animation_loaded(desktop->animation_manager)) {
animation_manager_unload_and_stall_animation(desktop->animation_manager);
}
desktop->notification = furi_record_open(RECORD_NOTIFICATION);
desktop->app_start_stop_subscription = furi_pubsub_subscribe(
loader_get_pubsub(desktop->loader), desktop_loader_callback, desktop);
desktop->input_events_pubsub = furi_record_open(RECORD_INPUT_EVENTS);
desktop->input_events_subscription = NULL;
desktop->auto_lock_timer =
furi_timer_alloc(desktop_auto_lock_timer_callback, FuriTimerTypeOnce, desktop);
return desktop;
}
void desktop_free(Desktop* desktop) {
furi_assert(desktop);
furi_pubsub_unsubscribe(
loader_get_pubsub(desktop->loader), desktop->app_start_stop_subscription);
if(desktop->input_events_subscription) {
furi_pubsub_unsubscribe(desktop->input_events_pubsub, desktop->input_events_subscription);
desktop->input_events_subscription = NULL;
}
desktop->loader = NULL;
desktop->input_events_pubsub = NULL;
furi_record_close(RECORD_LOADER);
furi_record_close(RECORD_NOTIFICATION);
furi_record_close(RECORD_INPUT_EVENTS);
view_dispatcher_remove_view(desktop->view_dispatcher, DesktopViewIdMain);
view_dispatcher_remove_view(desktop->view_dispatcher, DesktopViewIdLockMenu);
view_dispatcher_remove_view(desktop->view_dispatcher, DesktopViewIdLocked);
view_dispatcher_remove_view(desktop->view_dispatcher, DesktopViewIdDebug);
view_dispatcher_remove_view(desktop->view_dispatcher, DesktopViewIdHwMismatch);
view_dispatcher_remove_view(desktop->view_dispatcher, DesktopViewIdPinInput);
view_dispatcher_remove_view(desktop->view_dispatcher, DesktopViewIdPinTimeout);
view_dispatcher_free(desktop->view_dispatcher);
scene_manager_free(desktop->scene_manager);
[FL-2150] Dolphin animation refactoring (#938) * Dolphin Animation Refactoring, part 1 * Remove animations from desktop * Remove excess, first start * Split animation_manager with callbacks * allocate view inside animation_view * Work on ViewComposed * Draw white rectangles under bubble corners * Fix bubbles sequence * RPC: remove obsolete include "status.pb.h" * Add animations manifest decoding * Flipper file: add strict mode * FFF: Animation structures parsing * Assembling structure of animation * Lot of view fixes: Add multi-line bubbles Add support for passive bubbles (frame_order values starts from passive now) Add hard-coded delay (active_shift) for active state enabling Fix active state handling Fix leaks Fix parsing uncorrect bubble_animation meta file Fix bubble rules of showing * Animation load/unload & view freeze/unfreeze * Blocking & system animations, fixes: View correct activation Refactoring + blocking animation Freeze first passive/active frames Many insert/eject SD tests fixes Add system animations Add Loader events app started/finished Add system no_sd animation * Assets: dolphin packer. Scripts: minor refactoring. * Desktop: update logging tags. Scripts: add metadata to dolphin bundling process, extra sorting for fs traversing. Make: phony assets rules. * Github: rebuild assets on build * Docker: add missing dependencies for assets compilation * Docker: fix run command syntax * ReadMe: update naming rules with link to source * Assets: recompile icons * Loader: add loader event * Desktop, Gui, Furi Core: const shenanigans macros Co-authored-by: Aleksandr Kutuzov <alleteam@gmail.com>
2022-01-03 00:39:56 +03:00
animation_manager_free(desktop->animation_manager);
[FL-2183] [FL-2209] Dolphin Deeds, Level up, assets generation, refactoring (#965) * Desktop: cleanup headers * Get loader pubsub via record * [FL-2183] Dolphin refactoring 2022.01 * Restruct animations assets structure * Rename assets * Cleanup headers * Update Recording animation * Add BadBattery animation * Provide loader's pubsub via record * Fix load/unload animations * Scripts: add flipper format support, initial dolphin packager rework. Assets: internal and external dolphin. * Sync internal meta.txt and manifest.txt * Reorder, rename dolphin assets * Split essential generated assets * Add ReadMe for dolphin assets * Separate essential blocking animations * Scripts: full dolphin validation before packaging * Assets, Scripts: dolphin external resources packer * Github: update codeowners * Scripts: proper slots handling in dolphin animation meta * Scripts: correct frames enumeration and fix compiled assets. * [FL-2209] Add Dolphin Deeds points and many more * Remove excess frame_rate * Change dolphin assets directory * Scripts: add internal resource support to dolphin compiler * Scripts: add internal assets generation, renaming * Scripts: correct assert, renaming * Code cleanup, documentation, fixes * Update Levelup animations * Rename essential -> blocking * Fix Unlocked hint * Scripts: rewrite Templite compiller, replace regexps with token parser, split block types into code and variable blocks. Update dolphin templates. * Documentation: add key combos description and use information * Scripts: cleanup templit, more debug info and add dev comment Co-authored-by: あく <alleteam@gmail.com>
2022-01-29 12:20:41 +03:00
view_stack_free(desktop->main_view_stack);
desktop_main_free(desktop->main_view);
view_stack_free(desktop->locked_view_stack);
desktop_view_locked_free(desktop->locked_view);
desktop_lock_menu_free(desktop->lock_menu);
desktop_view_locked_free(desktop->locked_view);
desktop_debug_free(desktop->debug_view);
popup_free(desktop->hw_mismatch_popup);
desktop_view_pin_timeout_free(desktop->pin_timeout_view);
furi_record_close(RECORD_GUI);
desktop->gui = NULL;
furi_thread_free(desktop->scene_thread);
furi_record_close("menu");
furi_timer_free(desktop->auto_lock_timer);
free(desktop);
}
static bool desktop_check_file_flag(const char* flag_path) {
Storage* storage = furi_record_open(RECORD_STORAGE);
bool exists = storage_common_stat(storage, flag_path, NULL) == FSE_OK;
furi_record_close(RECORD_STORAGE);
return exists;
}
int32_t desktop_srv(void* p) {
UNUSED(p);
Desktop* desktop = desktop_alloc();
bool loaded = DESKTOP_SETTINGS_LOAD(&desktop->settings);
if(!loaded) {
memset(&desktop->settings, 0, sizeof(desktop->settings));
DESKTOP_SETTINGS_SAVE(&desktop->settings);
}
view_port_enabled_set(desktop->dummy_mode_icon_viewport, desktop->settings.dummy_mode);
desktop_main_set_dummy_mode_state(desktop->main_view, desktop->settings.dummy_mode);
animation_manager_set_dummy_mode_state(
desktop->animation_manager, desktop->settings.dummy_mode);
scene_manager_next_scene(desktop->scene_manager, DesktopSceneMain);
desktop_pin_lock_init(&desktop->settings);
if(!desktop_pin_lock_is_locked()) {
if(!loader_is_locked(desktop->loader)) {
desktop_auto_lock_arm(desktop);
}
} else {
desktop_lock(desktop);
}
if(desktop_check_file_flag(SLIDESHOW_FS_PATH)) {
scene_manager_next_scene(desktop->scene_manager, DesktopSceneSlideshow);
}
if(!furi_hal_version_do_i_belong_here()) {
scene_manager_next_scene(desktop->scene_manager, DesktopSceneHwMismatch);
}
if(furi_hal_rtc_get_fault_data()) {
scene_manager_next_scene(desktop->scene_manager, DesktopSceneFault);
}
view_dispatcher_run(desktop->view_dispatcher);
desktop_free(desktop);
return 0;
}