* Dolphin idle screen: Cleanup of debug views; Hold [down] to open debug view; Sequential input for unlocking; * Lock screen popup, WIP * Fix reverse modulus * Lock popup added * Dolphin: timer for handling UI animation sequences * Allow tick events to be discarded on queue overflow and prevent timer service from crash Co-authored-by: あく <alleteam@gmail.com>
		
			
				
	
	
		
			69 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			69 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
#pragma once
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#include "dolphin.h"
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#include "dolphin_state.h"
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#include "dolphin_views.h"
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#include <furi.h>
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#include <api-hal.h>
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#include <gui/gui.h>
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#include <gui/view_dispatcher.h>
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#include <gui/canvas.h>
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#include <menu/menu.h>
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#include <assets_icons.h>
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#include <stdint.h>
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typedef enum {
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    DolphinEventTypeDeed,
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    DolphinEventTypeSave,
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    DolphinEventTypeTick,
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} DolphinEventType;
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typedef struct {
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    DolphinEventType type;
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    union {
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        DolphinDeed deed;
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    };
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} DolphinEvent;
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struct Dolphin {
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    // Internal message queue
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    osMessageQueueId_t event_queue;
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    // State
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    DolphinState* state;
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    // Menu
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    ValueMutex* menu_vm;
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    // Scene
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    FuriThread* scene_thread;
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    // GUI
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    Gui* gui;
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    ViewDispatcher* idle_view_dispatcher;
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    View* idle_view_first_start;
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    View* idle_view_main;
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    View* idle_view_dolphin_stats;
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    View* idle_view_down;
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    View* idle_view_meta;
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    View* view_hw_mismatch;
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    View* view_lockmenu;
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    ViewPort* lock_viewport;
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    Icon* lock_icon;
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    bool locked;
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    uint8_t lock_count;
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    uint32_t lock_lastpress;
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    osTimerId_t timeout_timer;
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};
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// Temporary
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const IconName idle_scenes[] = {A_Wink_128x64, A_WatchingTV_128x64};
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Dolphin* dolphin_alloc();
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void dolphin_free(Dolphin* dolphin);
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/* Save Dolphin state (write to permanent memory)
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 * Thread safe
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 */
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void dolphin_save(Dolphin* dolphin);
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