flipperzero-firmware/applications/desktop/scenes/desktop_scene_lock_menu.c
Albert Kharisov 84410c83b5
[FL-2183] [FL-2209] Dolphin Deeds, Level up, assets generation, refactoring (#965)
* Desktop: cleanup headers
* Get loader pubsub via record
* [FL-2183] Dolphin refactoring 2022.01
* Restruct animations assets structure
* Rename assets
* Cleanup headers
* Update Recording animation
* Add BadBattery animation
* Provide loader's pubsub via record
* Fix load/unload animations
* Scripts: add flipper format support, initial dolphin packager rework. Assets: internal and external dolphin.
* Sync internal meta.txt and manifest.txt
* Reorder, rename dolphin assets
* Split essential generated assets
* Add ReadMe for dolphin assets
* Separate essential blocking animations
* Scripts: full dolphin validation before packaging
* Assets, Scripts: dolphin external resources packer
* Github: update codeowners
* Scripts: proper slots handling in dolphin animation meta
* Scripts: correct frames enumeration and fix compiled assets.
* [FL-2209] Add Dolphin Deeds points and many more
* Remove excess frame_rate
* Change dolphin assets directory
* Scripts: add internal resource support to dolphin compiler
* Scripts: add internal assets generation, renaming
* Scripts: correct assert, renaming
* Code cleanup, documentation, fixes
* Update Levelup animations
* Rename essential -> blocking
* Fix Unlocked hint
* Scripts: rewrite Templite compiller, replace regexps with token parser, split block types into code and variable blocks. Update dolphin templates.
* Documentation: add key combos description and use information
* Scripts: cleanup templit, more debug info and add dev comment

Co-authored-by: あく <alleteam@gmail.com>
2022-01-29 12:20:41 +03:00

63 lines
2.2 KiB
C

#include <toolbox/saved_struct.h>
#include <stdbool.h>
#include "../desktop_i.h"
#include "../views/desktop_lock_menu.h"
#include "desktop_scene_i.h"
#include "desktop_scene.h"
void desktop_scene_lock_menu_callback(DesktopEvent event, void* context) {
Desktop* desktop = (Desktop*)context;
view_dispatcher_send_custom_event(desktop->view_dispatcher, event);
}
void desktop_scene_lock_menu_on_enter(void* context) {
Desktop* desktop = (Desktop*)context;
LOAD_DESKTOP_SETTINGS(&desktop->settings);
desktop_lock_menu_set_callback(desktop->lock_menu, desktop_scene_lock_menu_callback, desktop);
desktop_lock_menu_pin_set(desktop->lock_menu, desktop->settings.pincode.length > 0);
view_dispatcher_switch_to_view(desktop->view_dispatcher, DesktopViewLockMenu);
}
bool desktop_scene_lock_menu_on_event(void* context, SceneManagerEvent event) {
Desktop* desktop = (Desktop*)context;
bool consumed = false;
if(event.type == SceneManagerEventTypeCustom) {
switch(event.event) {
case DesktopLockMenuEventLock:
scene_manager_set_scene_state(
desktop->scene_manager, DesktopSceneMain, DesktopMainSceneStateLockedNoPin);
scene_manager_next_scene(desktop->scene_manager, DesktopSceneMain);
consumed = true;
break;
case DesktopLockMenuEventPinLock:
if(desktop->settings.pincode.length > 0) {
scene_manager_set_scene_state(
desktop->scene_manager, DesktopSceneMain, DesktopMainSceneStateLockedWithPin);
scene_manager_next_scene(desktop->scene_manager, DesktopSceneMain);
} else {
scene_manager_next_scene(desktop->scene_manager, DesktopScenePinSetup);
}
consumed = true;
break;
case DesktopLockMenuEventExit:
scene_manager_search_and_switch_to_previous_scene(
desktop->scene_manager, DesktopSceneMain);
consumed = true;
break;
default:
break;
}
}
return consumed;
}
void desktop_scene_lock_menu_on_exit(void* context) {
Desktop* desktop = (Desktop*)context;
desktop_lock_menu_reset_idx(desktop->lock_menu);
}