61aaed8abb
* Assets: update desktop animation frame rate and cleanup. * Power: update ViewPort only if changed. * Gui: tie IconAnimation with View, new update event generation scheme. Desktop: update IconAnimation usage. Co-authored-by: DrZlo13 <who.just.the.doctor@gmail.com>
51 lines
1.7 KiB
C
51 lines
1.7 KiB
C
#include "../desktop_i.h"
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#include "../views/desktop_locked.h"
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void desktop_scene_locked_callback(DesktopLockedEvent 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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void desktop_scene_locked_on_enter(void* context) {
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Desktop* desktop = (Desktop*)context;
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DesktopLockedView* locked_view = desktop->locked_view;
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desktop_locked_set_callback(locked_view, desktop_scene_locked_callback, desktop);
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desktop_locked_reset_door_pos(locked_view);
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desktop_locked_update_hint_timeout(locked_view);
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view_port_enabled_set(desktop->lock_viewport, true);
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osTimerStart(locked_view->timer, 63);
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view_dispatcher_switch_to_view(desktop->view_dispatcher, DesktopViewLocked);
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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 DesktopLockedEventUnlock:
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scene_manager_set_scene_state(
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desktop->scene_manager, DesktopSceneMain, DesktopMainEventUnlocked);
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scene_manager_next_scene(desktop->scene_manager, DesktopSceneMain);
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consumed = true;
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break;
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case DesktopLockedEventUpdate:
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desktop_locked_manage_redraw(desktop->locked_view);
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consumed = true;
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default:
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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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Desktop* desktop = (Desktop*)context;
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desktop_locked_reset_counter(desktop->locked_view);
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osTimerStop(desktop->locked_view->timer);
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}
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