mirror of
https://github.com/DarkFlippers/unleashed-firmware.git
synced 2024-12-20 11:51:48 +03:00
a8acfcabb4
* 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
112 lines
3.1 KiB
C
112 lines
3.1 KiB
C
#include "../infrared_i.h"
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#include "common/infrared_scene_universal_common.h"
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void infrared_scene_universal_tv_on_enter(void* context) {
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infrared_scene_universal_common_on_enter(context);
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Infrared* infrared = context;
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ButtonPanel* button_panel = infrared->button_panel;
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InfraredBruteForce* brute_force = infrared->brute_force;
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infrared_brute_force_set_db_filename(brute_force, "/ext/infrared/assets/tv.ir");
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button_panel_reserve(button_panel, 2, 3);
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uint32_t i = 0;
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button_panel_add_item(
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button_panel,
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i,
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0,
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0,
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3,
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19,
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&I_Power_25x27,
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&I_Power_hvr_25x27,
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infrared_scene_universal_common_item_callback,
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context);
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infrared_brute_force_add_record(brute_force, i++, "POWER");
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button_panel_add_item(
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button_panel,
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i,
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1,
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0,
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36,
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19,
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&I_Mute_25x27,
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&I_Mute_hvr_25x27,
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infrared_scene_universal_common_item_callback,
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context);
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infrared_brute_force_add_record(brute_force, i++, "MUTE");
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button_panel_add_item(
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button_panel,
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i,
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0,
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1,
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3,
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66,
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&I_Vol_up_25x27,
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&I_Vol_up_hvr_25x27,
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infrared_scene_universal_common_item_callback,
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context);
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infrared_brute_force_add_record(brute_force, i++, "VOL+");
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button_panel_add_item(
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button_panel,
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i,
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1,
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1,
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36,
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66,
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&I_Up_25x27,
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&I_Up_hvr_25x27,
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infrared_scene_universal_common_item_callback,
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context);
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infrared_brute_force_add_record(brute_force, i++, "CH+");
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button_panel_add_item(
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button_panel,
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i,
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0,
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2,
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3,
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98,
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&I_Vol_down_25x27,
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&I_Vol_down_hvr_25x27,
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infrared_scene_universal_common_item_callback,
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context);
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infrared_brute_force_add_record(brute_force, i++, "VOL-");
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button_panel_add_item(
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button_panel,
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i,
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1,
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2,
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36,
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98,
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&I_Down_25x27,
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&I_Down_hvr_25x27,
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infrared_scene_universal_common_item_callback,
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context);
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infrared_brute_force_add_record(brute_force, i++, "CH-");
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button_panel_add_label(button_panel, 6, 11, FontPrimary, "TV remote");
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button_panel_add_label(button_panel, 9, 64, FontSecondary, "Vol");
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button_panel_add_label(button_panel, 43, 64, FontSecondary, "Ch");
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view_set_orientation(view_stack_get_view(infrared->view_stack), ViewOrientationVertical);
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view_dispatcher_switch_to_view(infrared->view_dispatcher, InfraredViewStack);
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infrared_show_loading_popup(infrared, true);
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bool success = infrared_brute_force_calculate_messages(brute_force);
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infrared_show_loading_popup(infrared, false);
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if(!success) {
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scene_manager_previous_scene(infrared->scene_manager);
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}
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}
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bool infrared_scene_universal_tv_on_event(void* context, SceneManagerEvent event) {
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return infrared_scene_universal_common_on_event(context, event);
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}
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void infrared_scene_universal_tv_on_exit(void* context) {
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infrared_scene_universal_common_on_exit(context);
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}
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