flipperzero-firmware/applications/desktop/scenes/desktop_scene_debug.c
あく c209ec56fc
Release Candidate Bug Fixes and Improvements (#1121)
* Notification: use all input for backlight, otherwise it is causing issues on repeat. Dolphin: rework debug tools.

* Notification: remove unused variable

* Applications: fix incorrect count in system apps list

* SubGhz: fix memory leak in settings

* SubGhz: fix incorrect frequency in newly created keys

* Loader: make cli command parallel safe
2022-04-15 19:31:25 +03:00

66 lines
1.9 KiB
C

#include <dolphin/dolphin.h>
#include <dolphin/helpers/dolphin_deed.h>
#include "../desktop_i.h"
#include "../views/desktop_view_debug.h"
#include "desktop_scene.h"
void desktop_scene_debug_callback(DesktopEvent event, void* context) {
Desktop* desktop = (Desktop*)context;
view_dispatcher_send_custom_event(desktop->view_dispatcher, event);
}
void desktop_scene_debug_on_enter(void* context) {
Desktop* desktop = (Desktop*)context;
desktop_debug_get_dolphin_data(desktop->debug_view);
desktop_debug_set_callback(desktop->debug_view, desktop_scene_debug_callback, desktop);
view_dispatcher_switch_to_view(desktop->view_dispatcher, DesktopViewIdDebug);
}
bool desktop_scene_debug_on_event(void* context, SceneManagerEvent event) {
Desktop* desktop = (Desktop*)context;
Dolphin* dolphin = furi_record_open("dolphin");
bool consumed = false;
if(event.type == SceneManagerEventTypeCustom) {
switch(event.event) {
case DesktopDebugEventExit:
scene_manager_next_scene(desktop->scene_manager, DesktopSceneMain);
dolphin_flush(dolphin);
consumed = true;
break;
case DesktopDebugEventDeed:
dolphin_deed(dolphin, DolphinDeedTestRight);
desktop_debug_get_dolphin_data(desktop->debug_view);
consumed = true;
break;
case DesktopDebugEventWrongDeed:
dolphin_deed(dolphin, DolphinDeedTestLeft);
desktop_debug_get_dolphin_data(desktop->debug_view);
consumed = true;
break;
case DesktopDebugEventSaveState:
dolphin_flush(dolphin);
consumed = true;
break;
default:
break;
}
}
furi_record_close("dolphin");
return consumed;
}
void desktop_scene_debug_on_exit(void* context) {
Desktop* desktop = (Desktop*)context;
desktop_debug_reset_screen_idx(desktop->debug_view);
}