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mirror of https://github.com/DarkFlippers/unleashed-firmware.git synced 2025-12-12 04:34:43 +04:00
Files
unleashed-firmware/applications/services/desktop/scenes/desktop_scene_locked.c
MX 28272f7a7a Storage: remove LFS (#3577)
* Storage: drop internal storage

* Storage: rollback some unnecessary changes

* Storage: rollback some unnecessary changes part 2

* Storage: cleanup various defines and int handling. Ble: allow short connection interval if internal flash is not used.

* Storage: do not return storage if it is not ready

* Save PIN code to RTC, update settings

* Simplify the code, clean up includes

* Rearrange some code

* apps: storage_move_to_sd: conditionally enable with --extra-define=STORAGE_INT_ON_LFS

* Load Desktop settings automatically

* Redirect /any to /ext

* Abolish storage_move_to_sd app

* Remove as many mentions of ANY_PATH as possible

* Fix desktop settings wrongly not loading

* Improve desktop settings handling and strings

* Load BLE settings and keys automatically

* Improve BLE configuration procedure

* Do not load bluetooth keys twice if they were already loaded

* Load dolphin state automatically

* Fix merge artifact

* Load notification settings automatically

* Update desktop settings strings

* Load expansion settings automatically

* Do not use thread signals to reload desktop settings

* Load region data automatically, separate to its own hook

* Improve ble behaviour with no keys

* Fix Dolphin state not resetting correctly

* Add a status check

* Make Desktop save its own settings

* Check result when taking and releasing mutex

* Improve default thread signal handling in FuriEventLoop

* Make bt service in charge of saving settings, add settings api

* Fix a deadlock due to timer thread not receiving time

* Lock core2 when reinitialising bt

* Update clang-format

* Revert "Update clang-format"

This reverts commit d61295ac063c6ec879375ceeab54d6ff2c90a9a1.

* Format sources with clang-format

* Revert old stack size for desktop settings

* Allocate big struct dynamically

* Simplify PIN comparison

* Save pointer to storage in Desktop object

* Fix region provisioning for hardware regions

* Remove stale TODO + siimplify code

* Clean up region.c

* Use sizeof instead of macro define

* Limit PIN length to 10 for consistency

* Emit a warning upon usage of /any

* Add delay after finding flipper

* Remove unnecessary delay

* Remove all mentions of STORAGE_INT_ON_LFS

* Remove littlefs and internal storage

* Remove all possible LittleFS mentions

* Fix browser tab in Archive

* Ble: fix connection interval explanation

* Bump API Symbols

* BLE: Update comments interval connection comments

* Storage: clear FuriHalRtcFlagStorageFormatInternal if set

---------

Co-authored-by: Georgii Surkov <georgii.surkov@outlook.com>
Co-authored-by: hedger <hedger@nanode.su>
Co-authored-by: Georgii Surkov <37121527+gsurkov@users.noreply.github.com>
2024-08-10 13:18:51 +03:00

115 lines
4.1 KiB
C

#include <furi.h>
#include <furi_hal.h>
#include <gui/scene_manager.h>
#include <gui/view_stack.h>
#include <stdint.h>
#include "../desktop.h"
#include "../desktop_i.h"
#include "../helpers/pin_code.h"
#include "../animations/animation_manager.h"
#include "../views/desktop_events.h"
#include "../views/desktop_view_locked.h"
#include "desktop_scene.h"
#include "desktop_scene_locked.h"
#define WRONG_PIN_HEADER_TIMEOUT 3000
#define INPUT_PIN_VIEW_TIMEOUT 15000
static void desktop_scene_locked_callback(DesktopEvent event, void* context) {
Desktop* desktop = (Desktop*)context;
view_dispatcher_send_custom_event(desktop->view_dispatcher, event);
}
static void desktop_scene_locked_new_idle_animation_callback(void* context) {
furi_assert(context);
Desktop* desktop = context;
view_dispatcher_send_custom_event(
desktop->view_dispatcher, DesktopAnimationEventNewIdleAnimation);
}
void desktop_scene_locked_on_enter(void* context) {
Desktop* desktop = (Desktop*)context;
// callbacks for 1-st layer
animation_manager_set_new_idle_callback(
desktop->animation_manager, desktop_scene_locked_new_idle_animation_callback);
animation_manager_set_check_callback(desktop->animation_manager, NULL);
animation_manager_set_interact_callback(desktop->animation_manager, NULL);
// callbacks for 2-nd layer
desktop_view_locked_set_callback(desktop->locked_view, desktop_scene_locked_callback, desktop);
bool switch_to_timeout_scene = false;
uint32_t state = scene_manager_get_scene_state(desktop->scene_manager, DesktopSceneLocked);
if(state == DesktopSceneLockedStateFirstEnter) {
view_port_enabled_set(desktop->lock_icon_viewport, true);
Gui* gui = furi_record_open(RECORD_GUI);
gui_set_lockdown(gui, true);
furi_record_close(RECORD_GUI);
if(desktop_pin_code_is_set()) {
desktop_view_locked_lock(desktop->locked_view, true);
uint32_t pin_timeout = desktop_pin_lock_get_fail_timeout();
if(pin_timeout > 0) {
scene_manager_set_scene_state(
desktop->scene_manager, DesktopScenePinTimeout, pin_timeout);
switch_to_timeout_scene = true;
} else {
desktop_view_locked_close_doors(desktop->locked_view);
}
} else {
desktop_view_locked_lock(desktop->locked_view, false);
desktop_view_locked_close_doors(desktop->locked_view);
}
scene_manager_set_scene_state(
desktop->scene_manager, DesktopSceneLocked, DesktopSceneLockedStateRepeatEnter);
}
if(switch_to_timeout_scene) {
scene_manager_next_scene(desktop->scene_manager, DesktopScenePinTimeout);
} else {
view_dispatcher_switch_to_view(desktop->view_dispatcher, DesktopViewIdLocked);
}
}
bool desktop_scene_locked_on_event(void* context, SceneManagerEvent event) {
Desktop* desktop = (Desktop*)context;
bool consumed = false;
if(event.type == SceneManagerEventTypeCustom) {
switch(event.event) {
case DesktopLockedEventUnlocked:
case DesktopGlobalApiUnlock:
desktop_unlock(desktop);
consumed = true;
break;
case DesktopLockedEventDoorsClosed:
notification_message(desktop->notification, &sequence_display_backlight_off);
consumed = true;
break;
case DesktopLockedEventUpdate:
if(desktop_view_locked_is_locked_hint_visible(desktop->locked_view)) {
notification_message(desktop->notification, &sequence_display_backlight_off);
}
desktop_view_locked_update(desktop->locked_view);
consumed = true;
break;
case DesktopLockedEventShowPinInput:
scene_manager_next_scene(desktop->scene_manager, DesktopScenePinInput);
consumed = true;
break;
case DesktopAnimationEventNewIdleAnimation:
animation_manager_new_idle_process(desktop->animation_manager);
consumed = true;
break;
}
}
return consumed;
}
void desktop_scene_locked_on_exit(void* context) {
UNUSED(context);
}