* refactoring p1 * refactoring p2 * cleanups * locked screen refresh rate fix * better locked view logic * seperate dolphin service and desktop app * Desktop: Favorite app acess (Left key), Settings app * Desktop settings version, submenu header * remove unused icon anomation + naming fix Co-authored-by: あく <alleteam@gmail.com>
		
			
				
	
	
		
			117 lines
		
	
	
		
			4.0 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			117 lines
		
	
	
		
			4.0 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
#include <furi.h>
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#include "../desktop_i.h"
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#include "desktop_main.h"
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static const Icon* idle_scenes[] = {&A_Wink_128x64, &A_WatchingTV_128x64};
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void desktop_main_set_callback(
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    DesktopMainView* main_view,
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    DesktopMainViewCallback callback,
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    void* context) {
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    furi_assert(main_view);
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    furi_assert(callback);
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    main_view->callback = callback;
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    main_view->context = context;
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}
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void desktop_main_reset_hint(DesktopMainView* main_view) {
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    with_view_model(
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        main_view->view, (DesktopMainViewModel * model) {
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            model->hint_timeout = 0;
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            return true;
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        });
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}
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// temporary main screen animation managment
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void desktop_scene_handler_set_scene(DesktopMainView* main_view, const Icon* icon_data) {
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    with_view_model(
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        main_view->view, (DesktopMainViewModel * model) {
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            if(model->animation) icon_animation_free(model->animation);
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            model->animation = icon_animation_alloc(icon_data);
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            icon_animation_start(model->animation);
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            return true;
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        });
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}
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void desktop_scene_handler_switch_scene(DesktopMainView* main_view) {
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    with_view_model(
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        main_view->view, (DesktopMainViewModel * model) {
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            if(icon_animation_is_last_frame(model->animation)) {
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                if(model->animation) icon_animation_free(model->animation);
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                model->animation = icon_animation_alloc(idle_scenes[model->scene_num]);
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                icon_animation_start(model->animation);
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                model->scene_num = random() % COUNT_OF(idle_scenes);
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            }
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            return true;
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        });
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}
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void desktop_main_render(Canvas* canvas, void* model) {
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    canvas_clear(canvas);
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    DesktopMainViewModel* m = model;
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    if(m->animation) {
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        canvas_draw_icon_animation(canvas, 0, -3, m->animation);
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    }
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    if(m->unlocked && m->hint_timeout) {
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        m->hint_timeout = CLAMP(m->hint_timeout - 1, 2, 0);
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        canvas_set_font(canvas, FontPrimary);
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        elements_multiline_text_framed(canvas, 42, 30, "Unlocked");
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    }
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}
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View* desktop_main_get_view(DesktopMainView* main_view) {
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    furi_assert(main_view);
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    return main_view->view;
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}
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bool desktop_main_input(InputEvent* event, void* context) {
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    furi_assert(event);
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    furi_assert(context);
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    DesktopMainView* main_view = context;
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    if(event->key == InputKeyOk && event->type == InputTypeShort) {
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        main_view->callback(DesktopMainEventOpenMenu, main_view->context);
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    } else if(event->key == InputKeyDown && event->type == InputTypeLong) {
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        main_view->callback(DesktopMainEventOpenDebug, main_view->context);
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    } else if(event->key == InputKeyUp && event->type == InputTypeShort) {
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        main_view->callback(DesktopMainEventOpenLockMenu, main_view->context);
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    } else if(event->key == InputKeyDown && event->type == InputTypeShort) {
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        main_view->callback(DesktopMainEventOpenArchive, main_view->context);
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    } else if(event->key == InputKeyLeft && event->type == InputTypeShort) {
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        main_view->callback(DesktopMainEventOpenFavorite, main_view->context);
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    }
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    desktop_main_reset_hint(main_view);
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    return true;
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}
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DesktopMainView* desktop_main_alloc() {
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    DesktopMainView* main_view = furi_alloc(sizeof(DesktopMainView));
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    main_view->view = view_alloc();
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    view_allocate_model(main_view->view, ViewModelTypeLocking, sizeof(DesktopMainViewModel));
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    view_set_context(main_view->view, main_view);
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    view_set_draw_callback(main_view->view, (ViewDrawCallback)desktop_main_render);
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    view_set_input_callback(main_view->view, desktop_main_input);
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    desktop_scene_handler_set_scene(main_view, idle_scenes[random() % COUNT_OF(idle_scenes)]);
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    return main_view;
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}
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void desktop_main_free(DesktopMainView* main_view) {
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    furi_assert(main_view);
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    view_free(main_view->view);
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    free(main_view);
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}
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void desktop_main_unlocked(DesktopMainView* main_view) {
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    with_view_model(
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        main_view->view, (DesktopMainViewModel * model) {
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            model->unlocked = true;
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            model->hint_timeout = 2;
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            return true;
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        });
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}
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