[FL-1181] Archive app (#458)
* fix stack size, file listing works * fix scrollbar, update docs * cut long filenames * Dolphin: overhaul unlocking logic, unlocked message added * furi - added common_defines.h, minor macro cleanup; fix scrollbar type conversion * remove door opening animation * adaptive long file name shortening, item icons, invert selection * archive: browser tab, file types (beta); scenes: fix sleep emote * dont trim unknown extensions * fix string_size usage * array container for file list, fixes * better path handling * archive: renaming, adding to favorites worksl scrollbar fix: limit min bar height to 1px to prevent disappearance on large lists Co-authored-by: あく <alleteam@gmail.com>
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@@ -60,31 +60,41 @@ bool dolphin_view_first_start_input(InputEvent* event, void* context) {
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void dolphin_lock_handler(InputEvent* event, Dolphin* dolphin) {
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furi_assert(event);
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furi_assert(dolphin);
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if(event->key == InputKeyBack) {
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with_view_model(
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dolphin->idle_view_main, (DolphinViewMainModel * model) {
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model->hint_timeout = HINT_TIMEOUT_L;
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return true;
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});
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if(event->key == InputKeyBack && event->type == InputTypeShort) {
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uint32_t press_time = HAL_GetTick();
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// check if pressed sequentially
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if(press_time - dolphin->lock_lastpress < 200) {
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dolphin->lock_lastpress = press_time;
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dolphin->lock_count++;
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} else if(press_time - dolphin->lock_lastpress > 200) {
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if(press_time - dolphin->lock_lastpress > UNLOCK_RST_TIMEOUT) {
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dolphin->lock_lastpress = press_time;
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dolphin->lock_count = 0;
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} else if(press_time - dolphin->lock_lastpress < UNLOCK_RST_TIMEOUT) {
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dolphin->lock_lastpress = press_time;
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dolphin->lock_count++;
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}
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if(dolphin->lock_count == 3) {
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if(dolphin->lock_count == 2) {
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dolphin->locked = false;
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dolphin->lock_count = 0;
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with_view_model(
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dolphin->view_lockmenu, (DolphinViewLockMenuModel * model) {
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model->locked = false;
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model->door_left_x = -57; // move doors to default pos
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model->door_right_x = 115;
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return true;
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});
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with_view_model(
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dolphin->idle_view_main, (DolphinViewMainModel * model) {
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model->hint_timeout = 0;
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model->hint_timeout = HINT_TIMEOUT_L; // "unlocked" hint timeout
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model->locked = false;
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return true;
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});
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@@ -112,9 +122,7 @@ bool dolphin_view_idle_main_input(InputEvent* event, void* context) {
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} else if(event->key == InputKeyRight && event->type == InputTypeShort) {
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dolphin_switch_to_app(dolphin, &FLIPPER_SCENE);
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} else if(event->key == InputKeyDown && event->type == InputTypeShort) {
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#if 0
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dolphin_switch_to_app(dolphin, &ARCHIVE_APP);
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#endif
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dolphin_switch_to_app(dolphin, &FLIPPER_ARCHIVE);
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} else if(event->key == InputKeyDown && event->type == InputTypeLong) {
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view_dispatcher_switch_to_view(dolphin->idle_view_dispatcher, DolphinViewStats);
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} else if(event->key == InputKeyBack && event->type == InputTypeShort) {
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@@ -123,12 +131,6 @@ bool dolphin_view_idle_main_input(InputEvent* event, void* context) {
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} else {
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// locked
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with_view_model(
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dolphin->idle_view_main, (DolphinViewMainModel * model) {
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model->hint_timeout = 3;
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return true;
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});
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dolphin_lock_handler(event, dolphin);
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dolphin_scene_handler_switch_scene(dolphin);
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}
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@@ -151,14 +153,19 @@ static void lock_menu_callback(void* context, uint8_t index) {
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// lock
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case 0:
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dolphin->locked = true;
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DolphinViewLockMenuModel* model = view_get_model(dolphin->view_lockmenu);
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model->locked = true;
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model->exit_timeout = 20;
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view_port_enabled_set(dolphin->lock_viewport, dolphin->locked);
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view_commit_model(dolphin->view_lockmenu, true);
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with_view_model(
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dolphin->view_lockmenu, (DolphinViewLockMenuModel * model) {
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model->locked = true;
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model->exit_timeout = HINT_TIMEOUT_H;
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return true;
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});
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with_view_model(
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dolphin->idle_view_main, (DolphinViewMainModel * model) {
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model->locked = true;
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return true;
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});
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break;
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default:
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@@ -14,6 +14,10 @@
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#include <assets_icons.h>
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#include <stdint.h>
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#define UNLOCK_RST_TIMEOUT 500 // keypress counter reset timeout (ms)
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#define HINT_TIMEOUT_L 3 // low refresh rate timeout (app ticks)
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#define HINT_TIMEOUT_H 40 // high refresh rate timeout (app ticks)
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typedef enum {
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DolphinEventTypeDeed,
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DolphinEventTypeSave,
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@@ -65,8 +65,13 @@ void dolphin_view_idle_main_draw(Canvas* canvas, void* model) {
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if(m->hint_timeout > 0) {
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m->hint_timeout--;
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canvas_draw_icon_name(canvas, 13, 5, I_LockPopup_100x49);
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elements_multiline_text(canvas, 65, 20, "To unlock\npress:");
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if(m->locked) {
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canvas_draw_icon_name(canvas, 13, 5, I_LockPopup_100x49);
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elements_multiline_text(canvas, 65, 20, "To unlock\npress:");
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} else {
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canvas_set_font(canvas, FontPrimary);
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elements_multiline_text_framed(canvas, 42, 30, "Unlocked");
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}
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}
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}
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@@ -81,8 +86,8 @@ void dolphin_view_lockmenu_draw(Canvas* canvas, void* model) {
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if(m->locked) {
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m->exit_timeout--;
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m->door_left_x = CLAMP(m->door_left_x + 10, 0, -57);
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m->door_right_x = CLAMP(m->door_right_x - 10, 115, 60);
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m->door_left_x = CLAMP(m->door_left_x + 5, 0, -57);
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m->door_right_x = CLAMP(m->door_right_x - 5, 115, 60);
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if(m->door_left_x > -10) {
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canvas_set_font(canvas, FontPrimary);
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@@ -90,9 +95,6 @@ void dolphin_view_lockmenu_draw(Canvas* canvas, void* model) {
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}
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} else {
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m->door_left_x = CLAMP(m->door_left_x - 10, 0, -57);
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m->door_right_x = CLAMP(m->door_right_x + 10, 115, 60);
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if(m->door_left_x == -57) {
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for(uint8_t i = 0; i < 3; ++i) {
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canvas_draw_str_aligned(
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@@ -6,18 +6,6 @@
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#include <input/input.h>
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#include <furi.h>
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#ifndef MAX
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#define MAX(x, y) (((x) > (y)) ? (x) : (y))
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#endif
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#ifndef MIN
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#define MIN(x, y) (((x) < (y)) ? (x) : (y))
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#endif
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#ifndef CLAMP
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#define CLAMP(x, upper, lower) (MIN(upper, MAX(x, lower)))
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#endif
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// Idle screen
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typedef enum {
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DolphinViewIdleMain,
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@@ -60,6 +48,7 @@ typedef struct {
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Icon* animation;
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uint8_t scene_num;
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uint8_t hint_timeout;
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bool locked;
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} DolphinViewMainModel;
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void dolphin_view_idle_main_draw(Canvas* canvas, void* model);
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@@ -4,22 +4,6 @@
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#include <gui/gui_i.h>
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#include <u8g2/u8g2.h>
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#ifndef ARRSIZE
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#define ARRSIZE(arr) (sizeof(arr) / sizeof(arr[0]))
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#endif
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#ifndef MAX
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#define MAX(x, y) (((x) > (y)) ? (x) : (y))
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#endif
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#ifndef MIN
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#define MIN(x, y) (((x) < (y)) ? (x) : (y))
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#endif
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#ifndef CLAMP
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#define CLAMP(x, upper, lower) (MIN(upper, MAX(x, lower)))
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#endif
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// global
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#define SCALE 32
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// screen
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@@ -66,7 +66,7 @@ void dolphin_scene_update_state(SceneState* state, uint32_t t, uint32_t dt) {
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state->player_flipped = false;
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if(state->action_timeout == 0) {
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scene_proceed_action(state);
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state->emote_id = roll_new(state->previous_emote, ARRSIZE(emotes_list));
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state->emote_id = roll_new(state->previous_emote, SIZEOF_ARRAY(emotes_list));
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break;
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}
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case INTERACT:
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@@ -37,17 +37,14 @@ static void scene_draw_sleep_emote(SceneState* state, Canvas* canvas) {
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furi_assert(state);
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furi_assert(canvas);
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char dialog_str[] = "zZzZ...";
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char buf[64];
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char dialog_str[] = "zZzZ..";
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// 2do - sofa x pos getter
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if(state->player_global.x == 154 && state->action_timeout % 100 < 30) {
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if(state->player_global.x == 154 && state->action_timeout % 100 < 50) {
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if(state->dialog_progress < strlen(dialog_str)) {
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if(state->action_timeout % 5 == 0) state->dialog_progress++;
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dialog_str[state->dialog_progress] = '\0';
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snprintf(buf, state->dialog_progress, dialog_str);
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// bubble vs just text?
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//elements_multiline_text_framed(canvas, 80, 20, buf);
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canvas_draw_str(canvas, 80, 20, buf);
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if(state->action_timeout % 10 == 0) state->dialog_progress++;
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dialog_str[state->dialog_progress + 1] = '\0';
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canvas_draw_str(canvas, 80, 20, dialog_str);
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}
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} else {
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@@ -83,6 +80,25 @@ static void draw_idle_emote(SceneState* state, Canvas* canvas){
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}
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*/
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static void draw_idle_emote(SceneState* state, Canvas* canvas) {
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furi_assert(state);
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furi_assert(canvas);
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char dialog_str[] = "...";
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if(state->action_timeout % 100 < 50) {
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if(state->dialog_progress < strlen(dialog_str)) {
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if(state->action_timeout % 10 == 0) state->dialog_progress++;
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dialog_str[state->dialog_progress + 1] = '\0';
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canvas_draw_str(canvas, 70, 15, dialog_str);
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}
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} else {
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state->dialog_progress = 0;
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}
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}
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void dolphin_scene_render_dolphin(SceneState* state, Canvas* canvas) {
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furi_assert(state);
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furi_assert(canvas);
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@@ -190,8 +206,6 @@ void dolphin_scene_render_state(SceneState* state, Canvas* canvas) {
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scene_activate_item_callback(state, canvas);
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else if(state->action == SLEEP)
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scene_draw_sleep_emote(state, canvas);
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/*
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else if(state->action == IDLE)
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draw_idle_emote(state, canvas);
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*/
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}
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