#include #include "../desktop_i.h" #include "desktop_locked.h" static const Icon* idle_scenes[] = {&A_Wink_128x64, &A_WatchingTV_128x64}; void desktop_locked_set_callback( DesktopLockedView* locked_view, DesktopLockedViewCallback callback, void* context) { furi_assert(locked_view); furi_assert(callback); locked_view->callback = callback; locked_view->context = context; } void locked_view_timer_callback(void* context) { DesktopLockedView* locked_view = context; locked_view->callback(DesktopLockedEventUpdate, locked_view->context); } // temporary locked screen animation managment static void desktop_scene_handler_set_scene(DesktopLockedView* locked_view, const Icon* icon_data) { with_view_model( locked_view->view, (DesktopLockedViewModel * model) { if(model->animation) icon_animation_free(model->animation); model->animation = icon_animation_alloc(icon_data); icon_animation_start(model->animation); return true; }); } void desktop_locked_update_hint_timeout(DesktopLockedView* locked_view) { with_view_model( locked_view->view, (DesktopLockedViewModel * model) { model->hint_timeout = HINT_TIMEOUT_H; return true; }); } void desktop_locked_reset_door_pos(DesktopLockedView* locked_view) { with_view_model( locked_view->view, (DesktopLockedViewModel * model) { model->animation_seq_end = false; model->door_left_x = -57; model->door_right_x = 115; return true; }); } void desktop_locked_manage_redraw(DesktopLockedView* locked_view) { bool animation_seq_end; with_view_model( locked_view->view, (DesktopLockedViewModel * model) { model->animation_seq_end = !model->door_left_x; animation_seq_end = model->animation_seq_end; if(!model->animation_seq_end) { model->door_left_x = CLAMP(model->door_left_x + 5, 0, -57); model->door_right_x = CLAMP(model->door_right_x - 5, 115, 60); } return true; }); if(animation_seq_end) { osTimerStop(locked_view->timer); } } void desktop_locked_reset_counter(DesktopLockedView* locked_view) { locked_view->lock_count = 0; locked_view->lock_lastpress = 0; with_view_model( locked_view->view, (DesktopLockedViewModel * model) { model->hint_timeout = 0; return true; }); } void desktop_locked_render(Canvas* canvas, void* model) { DesktopLockedViewModel* m = model; canvas_clear(canvas); canvas_set_color(canvas, ColorBlack); if(!m->animation_seq_end) { canvas_draw_icon(canvas, m->door_left_x, 0, &I_DoorLeft_70x55); canvas_draw_icon(canvas, m->door_right_x, 0, &I_DoorRight_70x55); } if(m->animation && m->animation_seq_end) { canvas_draw_icon_animation(canvas, 0, -3, m->animation); } if(m->hint_timeout) { m->hint_timeout--; if(!m->animation_seq_end) { canvas_set_font(canvas, FontPrimary); elements_multiline_text_framed(canvas, 42, 30, "Locked"); } else { canvas_set_font(canvas, FontSecondary); canvas_draw_icon(canvas, 13, 5, &I_LockPopup_100x49); elements_multiline_text(canvas, 65, 20, "To unlock\npress:"); } } } View* desktop_locked_get_view(DesktopLockedView* locked_view) { furi_assert(locked_view); return locked_view->view; } bool desktop_locked_input(InputEvent* event, void* context) { furi_assert(event); furi_assert(context); DesktopLockedView* locked_view = context; if(event->type == InputTypeShort) { with_view_model( locked_view->view, (DesktopLockedViewModel * model) { model->hint_timeout = HINT_TIMEOUT_L; return true; }); if(event->key == InputKeyBack) { uint32_t press_time = HAL_GetTick(); // check if pressed sequentially if(press_time - locked_view->lock_lastpress > UNLOCK_RST_TIMEOUT) { locked_view->lock_lastpress = press_time; locked_view->lock_count = 0; } else if(press_time - locked_view->lock_lastpress < UNLOCK_RST_TIMEOUT) { locked_view->lock_lastpress = press_time; locked_view->lock_count++; } if(locked_view->lock_count == UNLOCK_CNT) { locked_view->lock_count = 0; locked_view->callback(DesktopLockedEventUnlock, locked_view->context); } } } // All events consumed return true; } DesktopLockedView* desktop_locked_alloc() { DesktopLockedView* locked_view = furi_alloc(sizeof(DesktopLockedView)); locked_view->view = view_alloc(); locked_view->timer = osTimerNew(locked_view_timer_callback, osTimerPeriodic, locked_view, NULL); view_allocate_model(locked_view->view, ViewModelTypeLocking, sizeof(DesktopLockedViewModel)); view_set_context(locked_view->view, locked_view); view_set_draw_callback(locked_view->view, (ViewDrawCallback)desktop_locked_render); view_set_input_callback(locked_view->view, desktop_locked_input); desktop_scene_handler_set_scene(locked_view, idle_scenes[random() % COUNT_OF(idle_scenes)]); return locked_view; } void desktop_locked_free(DesktopLockedView* locked_view) { furi_assert(locked_view); osTimerDelete(locked_view->timer); view_free(locked_view->view); free(locked_view); }