unleashed-firmware/applications/dolphin_scene/dolphin_scene.c
its your bedtime d1f523687e
[FL-1090] Dolphin scenes (#402)
* dolphin scene draft wip
* gui/elements multiline framed text added
* zoom poc
* item callbacks
* engine tweaks
* move scenes out of services
* improve dolphin gfx selection
* glitch hints
* dialogue typewriter effect
* app loading from scenes app, small action changes, passport app(WIP)
* removed passport from main dolphin app, added statusbar
* small elements position fixes
* fix thread alloc, dolphin and dolphin_scene free functions, other minor issues
* sleep emote improvements
* Dolpin: fix memory leaks, variable namings and etc

Co-authored-by: gornekich <44112859+gornekich@users.noreply.github.com>
Co-authored-by: DrZlo13 <who.just.the.doctor@gmail.com>
Co-authored-by: あく <alleteam@gmail.com>
2021-04-13 21:06:25 +03:00

32 lines
931 B
C

#include <furi.h>
#include "dolphin_scene/dolphin_scene.h"
void dolphin_scene_redraw(Canvas* canvas, void* ctx) {
furi_assert(canvas);
furi_assert(ctx);
SceneState* state = (SceneState*)acquire_mutex((ValueMutex*)ctx, 25);
if(state == NULL) return; // redraw fail
uint32_t t = xTaskGetTickCount();
canvas_clear(canvas);
dolphin_scene_render(state, canvas, t);
dolphin_scene_render_dolphin_state(state, canvas);
release_mutex((ValueMutex*)ctx, state);
}
void dolphin_scene_handle_input(SceneState* state, InputEvent* input) {
// printf("[kb] event: %02x %s\n", input->key, input->state ? "pressed" : "released");
dolphin_scene_handle_user_input(state, input);
}
void dolphin_scene_tick_handler(SceneState* state, uint32_t t, uint32_t dt) {
// printf("t: %d, dt: %d\n", t, dt);
dolphin_scene_coordinates(state, dt);
dolphin_scene_update_dolphin_state(state, t, dt);
}