unleashed-firmware/applications/infrared/scenes/infrared_scene_debug.c
Georgii Surkov a8acfcabb4
[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 21:45:50 +09:00

69 lines
2.7 KiB
C

#include "../infrared_i.h"
void infrared_scene_debug_on_enter(void* context) {
Infrared* infrared = context;
InfraredWorker* worker = infrared->worker;
infrared_worker_rx_set_received_signal_callback(
worker, infrared_signal_received_callback, context);
infrared_worker_rx_enable_blink_on_receiving(worker, true);
infrared_worker_rx_start(worker);
infrared_debug_view_set_text(infrared->debug_view, "Received signals\nwill appear here");
view_dispatcher_switch_to_view(infrared->view_dispatcher, InfraredViewDebugView);
}
bool infrared_scene_debug_on_event(void* context, SceneManagerEvent event) {
Infrared* infrared = context;
bool consumed = false;
if(event.type == SceneManagerEventTypeCustom) {
if(event.event == InfraredCustomEventTypeSignalReceived) {
InfraredDebugView* debug_view = infrared->debug_view;
InfraredSignal* signal = infrared->received_signal;
if(infrared_signal_is_raw(signal)) {
InfraredRawSignal* raw = infrared_signal_get_raw_signal(signal);
infrared_debug_view_set_text(debug_view, "RAW\n%d samples\n", raw->timings_size);
printf("RAW, %d samples:\r\n", raw->timings_size);
for(size_t i = 0; i < raw->timings_size; ++i) {
printf("%lu ", raw->timings[i]);
}
printf("\r\n");
} else {
InfraredMessage* message = infrared_signal_get_message(signal);
infrared_debug_view_set_text(
debug_view,
"%s\nA:0x%0*lX\nC:0x%0*lX\n%s\n",
infrared_get_protocol_name(message->protocol),
ROUND_UP_TO(infrared_get_protocol_address_length(message->protocol), 4),
message->address,
ROUND_UP_TO(infrared_get_protocol_command_length(message->protocol), 4),
message->command,
message->repeat ? " R" : "");
printf(
"== %s, A:0x%0*lX, C:0x%0*lX%s ==\r\n",
infrared_get_protocol_name(message->protocol),
ROUND_UP_TO(infrared_get_protocol_address_length(message->protocol), 4),
message->address,
ROUND_UP_TO(infrared_get_protocol_command_length(message->protocol), 4),
message->command,
message->repeat ? " R" : "");
}
consumed = true;
}
}
return consumed;
}
void infrared_scene_debug_on_exit(void* context) {
Infrared* infrared = context;
InfraredWorker* worker = infrared->worker;
infrared_worker_rx_stop(worker);
infrared_worker_rx_enable_blink_on_receiving(worker, false);
}