fae8d8f23c
* Gui: code input module * Gui: fix size to fit frame * Desktop: PIN config and lock option * Gui: code input: cleanup, offset input fields if no header present * Desktop: move code unlock to desktop_locked scene * Desktop: fix unlock with back key * Desktop: bump settings version * Desktop: correct scene usage. Co-authored-by: あく <alleteam@gmail.com>
61 lines
2.2 KiB
C
61 lines
2.2 KiB
C
#include "../desktop_i.h"
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#include "../views/desktop_lock_menu.h"
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void desktop_scene_lock_menu_callback(DesktopLockMenuEvent 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_lock_menu_on_enter(void* context) {
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Desktop* desktop = (Desktop*)context;
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desktop_settings_load(&desktop->settings);
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desktop_lock_menu_set_callback(desktop->lock_menu, desktop_scene_lock_menu_callback, desktop);
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desktop_lock_menu_pin_set(desktop->lock_menu, desktop->settings.pincode.length > 0);
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view_dispatcher_switch_to_view(desktop->view_dispatcher, DesktopViewLockMenu);
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}
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bool desktop_scene_lock_menu_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 DesktopLockMenuEventLock:
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scene_manager_set_scene_state(
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desktop->scene_manager, DesktopSceneLocked, DesktopLockedNoPin);
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scene_manager_next_scene(desktop->scene_manager, DesktopSceneLocked);
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consumed = true;
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break;
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case DesktopLockMenuEventPinLock:
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if(desktop->settings.pincode.length > 0) {
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desktop->settings.locked = true;
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desktop_settings_save(&desktop->settings);
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scene_manager_set_scene_state(
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desktop->scene_manager, DesktopSceneLocked, DesktopLockedWithPin);
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scene_manager_next_scene(desktop->scene_manager, DesktopSceneLocked);
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} else {
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scene_manager_next_scene(desktop->scene_manager, DesktopScenePinSetup);
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}
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consumed = true;
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break;
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case DesktopLockMenuEventExit:
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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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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_lock_menu_on_exit(void* context) {
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Desktop* desktop = (Desktop*)context;
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desktop_lock_menu_reset_idx(desktop->lock_menu);
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}
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