mirror of
https://github.com/DarkFlippers/unleashed-firmware.git
synced 2024-12-17 10:22:01 +03:00
5dbfe3d90a
* dolphin_srv: save timestamp on deed; desktop_srv minor refactoring * dolphin_srv timegated butthurt increse, desktop refactoring * desktop app: update debug screen * remove debug logging * increasing icounter affects butthurt value * Dolphin: correct error message on DolphinStore load Co-authored-by: Aleksandr Kutuzov <alleteam@gmail.com>
52 lines
1.7 KiB
C
52 lines
1.7 KiB
C
#include "../desktop_i.h"
|
|
#include "../views/desktop_locked.h"
|
|
|
|
void desktop_scene_locked_callback(DesktopLockedEvent event, void* context) {
|
|
Desktop* desktop = (Desktop*)context;
|
|
view_dispatcher_send_custom_event(desktop->view_dispatcher, event);
|
|
}
|
|
|
|
void desktop_scene_locked_on_enter(void* context) {
|
|
Desktop* desktop = (Desktop*)context;
|
|
DesktopLockedView* locked_view = desktop->locked_view;
|
|
|
|
desktop_locked_set_callback(locked_view, desktop_scene_locked_callback, desktop);
|
|
desktop_locked_reset_door_pos(locked_view);
|
|
desktop_locked_update_hint_timeout(locked_view);
|
|
desktop_locked_set_dolphin_animation(locked_view);
|
|
|
|
view_port_enabled_set(desktop->lock_viewport, true);
|
|
osTimerStart(locked_view->timer, 63);
|
|
|
|
view_dispatcher_switch_to_view(desktop->view_dispatcher, DesktopViewLocked);
|
|
}
|
|
|
|
bool desktop_scene_locked_on_event(void* context, SceneManagerEvent event) {
|
|
Desktop* desktop = (Desktop*)context;
|
|
|
|
bool consumed = false;
|
|
if(event.type == SceneManagerEventTypeCustom) {
|
|
switch(event.event) {
|
|
case DesktopLockedEventUnlock:
|
|
scene_manager_set_scene_state(
|
|
desktop->scene_manager, DesktopSceneMain, DesktopMainEventUnlocked);
|
|
scene_manager_next_scene(desktop->scene_manager, DesktopSceneMain);
|
|
consumed = true;
|
|
break;
|
|
case DesktopLockedEventUpdate:
|
|
desktop_locked_manage_redraw(desktop->locked_view);
|
|
consumed = true;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
return consumed;
|
|
}
|
|
|
|
void desktop_scene_locked_on_exit(void* context) {
|
|
Desktop* desktop = (Desktop*)context;
|
|
desktop_locked_reset_counter(desktop->locked_view);
|
|
osTimerStop(desktop->locked_view->timer);
|
|
}
|