mirror of
https://github.com/DarkFlippers/unleashed-firmware.git
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a39002ce22
* 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>
192 lines
7.0 KiB
C
192 lines
7.0 KiB
C
#include "assets_icons.h"
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#include "cmsis_os2.h"
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#include "desktop/desktop.h"
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#include "desktop_i.h"
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#include "gui/view_composed.h"
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#include <dolphin/dolphin.h>
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#include <furi/pubsub.h>
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#include <furi/record.h>
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#include "portmacro.h"
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#include "storage/filesystem-api-defines.h"
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#include "storage/storage.h"
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#include <stdint.h>
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#include <power/power_service/power.h>
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#include "animations/animation_manager.h"
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static void desktop_lock_icon_callback(Canvas* canvas, void* context) {
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furi_assert(canvas);
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canvas_draw_icon(canvas, 0, 0, &I_Lock_8x8);
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}
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bool desktop_custom_event_callback(void* context, uint32_t event) {
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furi_assert(context);
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Desktop* desktop = (Desktop*)context;
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return scene_manager_handle_custom_event(desktop->scene_manager, event);
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}
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bool desktop_back_event_callback(void* context) {
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furi_assert(context);
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Desktop* desktop = (Desktop*)context;
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return scene_manager_handle_back_event(desktop->scene_manager);
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}
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Desktop* desktop_alloc() {
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Desktop* desktop = furi_alloc(sizeof(Desktop));
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desktop->unload_animation_semaphore = osSemaphoreNew(1, 0, NULL);
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desktop->animation_manager = animation_manager_alloc();
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desktop->gui = furi_record_open("gui");
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desktop->scene_thread = furi_thread_alloc();
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desktop->view_dispatcher = view_dispatcher_alloc();
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desktop->scene_manager = scene_manager_alloc(&desktop_scene_handlers, desktop);
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view_dispatcher_enable_queue(desktop->view_dispatcher);
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view_dispatcher_attach_to_gui(
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desktop->view_dispatcher, desktop->gui, ViewDispatcherTypeDesktop);
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view_dispatcher_set_event_callback_context(desktop->view_dispatcher, desktop);
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view_dispatcher_set_custom_event_callback(
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desktop->view_dispatcher, desktop_custom_event_callback);
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view_dispatcher_set_navigation_event_callback(
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desktop->view_dispatcher, desktop_back_event_callback);
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desktop->dolphin_view = animation_manager_get_animation_view(desktop->animation_manager);
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desktop->main_view_composed = view_composed_alloc();
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desktop->main_view = desktop_main_alloc();
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view_composed_tie_views(
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desktop->main_view_composed,
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desktop->dolphin_view,
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desktop_main_get_view(desktop->main_view));
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view_composed_top_enable(desktop->main_view_composed, true);
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desktop->locked_view_composed = view_composed_alloc();
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desktop->locked_view = desktop_locked_alloc();
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view_composed_tie_views(
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desktop->locked_view_composed,
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desktop->dolphin_view,
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desktop_locked_get_view(desktop->locked_view));
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view_composed_top_enable(desktop->locked_view_composed, true);
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desktop->lock_menu = desktop_lock_menu_alloc();
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desktop->debug_view = desktop_debug_alloc();
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desktop->first_start_view = desktop_first_start_alloc();
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desktop->hw_mismatch_popup = popup_alloc();
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desktop->code_input = code_input_alloc();
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view_dispatcher_add_view(
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desktop->view_dispatcher,
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DesktopViewMain,
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view_composed_get_view(desktop->main_view_composed));
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view_dispatcher_add_view(
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desktop->view_dispatcher,
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DesktopViewLockMenu,
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desktop_lock_menu_get_view(desktop->lock_menu));
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view_dispatcher_add_view(
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desktop->view_dispatcher, DesktopViewDebug, desktop_debug_get_view(desktop->debug_view));
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view_dispatcher_add_view(
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desktop->view_dispatcher,
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DesktopViewLocked,
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view_composed_get_view(desktop->locked_view_composed));
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view_dispatcher_add_view(
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desktop->view_dispatcher,
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DesktopViewFirstStart,
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desktop_first_start_get_view(desktop->first_start_view));
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view_dispatcher_add_view(
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desktop->view_dispatcher,
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DesktopViewHwMismatch,
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popup_get_view(desktop->hw_mismatch_popup));
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view_dispatcher_add_view(
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desktop->view_dispatcher, DesktopViewPinSetup, code_input_get_view(desktop->code_input));
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// Lock icon
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desktop->lock_viewport = view_port_alloc();
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view_port_set_width(desktop->lock_viewport, icon_get_width(&I_Lock_8x8));
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view_port_draw_callback_set(desktop->lock_viewport, desktop_lock_icon_callback, desktop);
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view_port_enabled_set(desktop->lock_viewport, false);
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gui_add_view_port(desktop->gui, desktop->lock_viewport, GuiLayerStatusBarLeft);
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return desktop;
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}
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void desktop_free(Desktop* desktop) {
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furi_assert(desktop);
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view_dispatcher_remove_view(desktop->view_dispatcher, DesktopViewMain);
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view_dispatcher_remove_view(desktop->view_dispatcher, DesktopViewLockMenu);
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view_dispatcher_remove_view(desktop->view_dispatcher, DesktopViewLocked);
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view_dispatcher_remove_view(desktop->view_dispatcher, DesktopViewDebug);
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view_dispatcher_remove_view(desktop->view_dispatcher, DesktopViewFirstStart);
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view_dispatcher_remove_view(desktop->view_dispatcher, DesktopViewHwMismatch);
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view_dispatcher_remove_view(desktop->view_dispatcher, DesktopViewPinSetup);
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view_dispatcher_free(desktop->view_dispatcher);
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scene_manager_free(desktop->scene_manager);
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animation_manager_free(desktop->animation_manager);
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view_composed_free(desktop->main_view_composed);
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view_composed_free(desktop->locked_view_composed);
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desktop_main_free(desktop->main_view);
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desktop_lock_menu_free(desktop->lock_menu);
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desktop_locked_free(desktop->locked_view);
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desktop_debug_free(desktop->debug_view);
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desktop_first_start_free(desktop->first_start_view);
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popup_free(desktop->hw_mismatch_popup);
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code_input_free(desktop->code_input);
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osSemaphoreDelete(desktop->unload_animation_semaphore);
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furi_record_close("gui");
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desktop->gui = NULL;
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furi_thread_free(desktop->scene_thread);
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furi_record_close("menu");
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free(desktop);
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}
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static bool desktop_is_first_start() {
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Storage* storage = furi_record_open("storage");
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bool exists = storage_common_stat(storage, "/int/first_start", NULL) == FSE_OK;
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furi_record_close("storage");
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return exists;
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}
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int32_t desktop_srv(void* p) {
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Desktop* desktop = desktop_alloc();
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bool loaded = LOAD_DESKTOP_SETTINGS(&desktop->settings);
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if(!loaded) {
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furi_hal_rtc_reset_flag(FuriHalRtcFlagLock);
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memset(&desktop->settings, 0, sizeof(desktop->settings));
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SAVE_DESKTOP_SETTINGS(&desktop->settings);
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}
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scene_manager_next_scene(desktop->scene_manager, DesktopSceneMain);
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if(furi_hal_rtc_is_flag_set(FuriHalRtcFlagLock)) {
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furi_hal_usb_disable();
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scene_manager_set_scene_state(
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desktop->scene_manager, DesktopSceneLocked, DesktopLockedWithPin);
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scene_manager_next_scene(desktop->scene_manager, DesktopSceneLocked);
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}
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if(desktop_is_first_start()) {
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scene_manager_next_scene(desktop->scene_manager, DesktopSceneFirstStart);
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}
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if(!furi_hal_version_do_i_belong_here()) {
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scene_manager_next_scene(desktop->scene_manager, DesktopSceneHwMismatch);
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}
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if(furi_hal_rtc_get_fault_data()) {
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scene_manager_next_scene(desktop->scene_manager, DesktopSceneFault);
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}
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view_dispatcher_run(desktop->view_dispatcher);
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desktop_free(desktop);
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return 0;
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}
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