* Desktop Animation (part 1): Ugly naked ohmygod architecture
* fix butthurt, fix locked scene
* Change SD icons, fixes
* Fix level update animation
* Fixes, correct butthurt
* Clean up code
* furi_assert(0) -> furi_crash("msg")
* Gui: rename none layer to desktop, update docs.
Co-authored-by: あく <alleteam@gmail.com>
		
	
			
		
			
				
	
	
		
			64 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			64 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
#include "../desktop_i.h"
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#include "../views/desktop_debug.h"
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#include <dolphin/dolphin.h>
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#include <dolphin/helpers/dolphin_deed.h>
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void desktop_scene_debug_callback(DesktopDebugEvent 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, DolphinDeedWrong);
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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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    desktop_start_new_idle_animation(desktop->animation);
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}
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