mirror of
https://github.com/DarkFlippers/unleashed-firmware.git
synced 2024-12-18 02:41:36 +03:00
917be9c6d3
* Add Auto Lock Time setting * Update .gitignore * Add value_index toolbox module * Auto locking basic implementation * Better AutoLock implementation, edge cases and cleanup * Fix NULL pointer crash * Turn off backlight shortly in locked mode * Re-enable auto lock after pin lock * Correctly handle start when pin locked * Use timer to hide locked hint * Use a single state variable instead of multiple bools * Do not call update callback recursively * Allow input when the Unlocked hint is shown * Add a delay to backlight switch off while locking * Better user input handling * Switch backlight off after pin timeout * Correct grammar in notification settings Co-authored-by: あく <alleteam@gmail.com>
110 lines
4.0 KiB
C
110 lines
4.0 KiB
C
#include <furi.h>
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#include <furi_hal.h>
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#include <gui/scene_manager.h>
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#include <gui/view_stack.h>
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#include <stdint.h>
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#include <portmacro.h>
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#include "../desktop.h"
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#include "../desktop_i.h"
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#include "../desktop_helpers.h"
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#include "../animations/animation_manager.h"
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#include "../views/desktop_events.h"
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#include "../views/desktop_view_pin_input.h"
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#include "../views/desktop_view_locked.h"
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#include "desktop_scene.h"
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#include "desktop_scene_i.h"
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#define WRONG_PIN_HEADER_TIMEOUT 3000
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#define INPUT_PIN_VIEW_TIMEOUT 15000
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static void desktop_scene_locked_callback(DesktopEvent event, void* context) {
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Desktop* desktop = (Desktop*)context;
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view_dispatcher_send_custom_event(desktop->view_dispatcher, event);
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}
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static void desktop_scene_locked_new_idle_animation_callback(void* context) {
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furi_assert(context);
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Desktop* desktop = context;
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view_dispatcher_send_custom_event(
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desktop->view_dispatcher, DesktopAnimationEventNewIdleAnimation);
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}
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void desktop_scene_locked_on_enter(void* context) {
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Desktop* desktop = (Desktop*)context;
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// callbacks for 1-st layer
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animation_manager_set_new_idle_callback(
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desktop->animation_manager, desktop_scene_locked_new_idle_animation_callback);
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animation_manager_set_check_callback(desktop->animation_manager, NULL);
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animation_manager_set_interact_callback(desktop->animation_manager, NULL);
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// callbacks for 2-nd layer
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desktop_view_locked_set_callback(desktop->locked_view, desktop_scene_locked_callback, desktop);
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bool switch_to_timeout_scene = false;
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uint32_t state = scene_manager_get_scene_state(desktop->scene_manager, DesktopSceneLocked);
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if(state == SCENE_LOCKED_FIRST_ENTER) {
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bool pin_locked = furi_hal_rtc_is_flag_set(FuriHalRtcFlagLock);
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desktop_helpers_lock_system(desktop, pin_locked);
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if(pin_locked) {
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LOAD_DESKTOP_SETTINGS(&desktop->settings);
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desktop_view_locked_lock(desktop->locked_view, true);
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uint32_t pin_fails = furi_hal_rtc_get_pin_fails();
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uint32_t pin_timeout = desktop_helpers_get_pin_fail_timeout(pin_fails);
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if(pin_timeout) {
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scene_manager_set_scene_state(
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desktop->scene_manager, DesktopScenePinTimeout, pin_timeout);
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switch_to_timeout_scene = true;
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} else {
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desktop_view_locked_close_doors(desktop->locked_view);
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}
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} else {
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desktop_view_locked_lock(desktop->locked_view, false);
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desktop_view_locked_close_doors(desktop->locked_view);
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}
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scene_manager_set_scene_state(
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desktop->scene_manager, DesktopSceneLocked, SCENE_LOCKED_REPEAT_ENTER);
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}
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if(switch_to_timeout_scene) {
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scene_manager_next_scene(desktop->scene_manager, DesktopScenePinTimeout);
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} else {
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view_dispatcher_switch_to_view(desktop->view_dispatcher, DesktopViewIdLocked);
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}
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}
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bool desktop_scene_locked_on_event(void* context, SceneManagerEvent event) {
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Desktop* desktop = (Desktop*)context;
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bool consumed = false;
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if(event.type == SceneManagerEventTypeCustom) {
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switch(event.event) {
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case DesktopLockedEventUnlocked:
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desktop_unlock(desktop);
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consumed = true;
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break;
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case DesktopLockedEventUpdate:
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if(desktop_view_locked_is_locked_hint_visible(desktop->locked_view)) {
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notification_message(desktop->notification, &sequence_display_off);
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}
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desktop_view_locked_update(desktop->locked_view);
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consumed = true;
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break;
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case DesktopLockedEventShowPinInput:
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scene_manager_next_scene(desktop->scene_manager, DesktopScenePinInput);
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consumed = true;
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break;
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case DesktopAnimationEventNewIdleAnimation:
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animation_manager_new_idle_process(desktop->animation_manager);
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consumed = true;
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break;
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}
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}
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return consumed;
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}
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void desktop_scene_locked_on_exit(void* context) {
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}
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