84410c83b5
* 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>
66 lines
1.9 KiB
C
66 lines
1.9 KiB
C
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#include <dolphin/dolphin.h>
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#include <dolphin/helpers/dolphin_deed.h>
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#include "../desktop_i.h"
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#include "../views/desktop_debug.h"
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#include "desktop_scene.h"
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void desktop_scene_debug_callback(DesktopEvent 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_debug_on_enter(void* context) {
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Desktop* desktop = (Desktop*)context;
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desktop_debug_get_dolphin_data(desktop->debug_view);
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desktop_debug_set_callback(desktop->debug_view, desktop_scene_debug_callback, desktop);
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view_dispatcher_switch_to_view(desktop->view_dispatcher, DesktopViewDebug);
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}
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bool desktop_scene_debug_on_event(void* context, SceneManagerEvent event) {
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Desktop* desktop = (Desktop*)context;
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Dolphin* dolphin = furi_record_open("dolphin");
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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 DesktopDebugEventExit:
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scene_manager_next_scene(desktop->scene_manager, DesktopSceneMain);
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dolphin_flush(dolphin);
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consumed = true;
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break;
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case DesktopDebugEventDeed:
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dolphin_deed(dolphin, DolphinDeedIbuttonEmulate);
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desktop_debug_get_dolphin_data(desktop->debug_view);
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consumed = true;
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break;
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case DesktopDebugEventWrongDeed:
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dolphin_deed(dolphin, DolphinDeedIbuttonRead);
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desktop_debug_get_dolphin_data(desktop->debug_view);
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consumed = true;
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break;
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case DesktopDebugEventSaveState:
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dolphin_flush(dolphin);
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consumed = true;
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break;
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default:
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break;
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}
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}
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furi_record_close("dolphin");
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return consumed;
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}
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void desktop_scene_debug_on_exit(void* context) {
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Desktop* desktop = (Desktop*)context;
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desktop_debug_reset_screen_idx(desktop->debug_view);
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}
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