[FL-2700] Fix IR hangup with short signals (#1535)
* Do not use infrared worker callback for notifications * Remove tx callback * Port Infrared notifications to hardware blinker * Move all blink message definitions to notification_messages.h * Fix potential hangup after leaving debug scene
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@@ -21,12 +21,14 @@ static void infrared_scene_universal_common_show_popup(Infrared* infrared, uint3
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infrared_progress_view_set_back_callback(
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progress, infrared_scene_universal_common_progress_back_callback, infrared);
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view_stack_add_view(view_stack, infrared_progress_view_get_view(progress));
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infrared_play_notification_message(infrared, InfraredNotificationMessageBlinkStartSend);
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}
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static void infrared_scene_universal_common_hide_popup(Infrared* infrared) {
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ViewStack* view_stack = infrared->view_stack;
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InfraredProgressView* progress = infrared->progress;
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view_stack_remove_view(view_stack, infrared_progress_view_get_view(progress));
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infrared_play_notification_message(infrared, InfraredNotificationMessageBlinkStop);
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}
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void infrared_scene_universal_common_on_enter(void* context) {
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@@ -42,7 +44,6 @@ bool infrared_scene_universal_common_on_event(void* context, SceneManagerEvent e
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if(infrared_brute_force_is_started(brute_force)) {
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if(event.type == SceneManagerEventTypeTick) {
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infrared_play_notification_message(infrared, InfraredNotificationMessageBlinkSend);
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bool success = infrared_brute_force_send_next(brute_force);
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if(success) {
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success = infrared_progress_view_increase_progress(infrared->progress);
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@@ -71,8 +72,6 @@ bool infrared_scene_universal_common_on_event(void* context, SceneManagerEvent e
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brute_force, infrared_custom_event_get_value(event.event), &record_count)) {
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DOLPHIN_DEED(DolphinDeedIrBruteForce);
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infrared_scene_universal_common_show_popup(infrared, record_count);
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infrared_play_notification_message(
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infrared, InfraredNotificationMessageBlinkSend);
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} else {
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scene_manager_next_scene(scene_manager, InfraredSceneErrorDatabases);
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}
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