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