* Dolphin Animation Refactoring, part 1 * Remove animations from desktop * Remove excess, first start * Split animation_manager with callbacks * allocate view inside animation_view * Work on ViewComposed * Draw white rectangles under bubble corners * Fix bubbles sequence * RPC: remove obsolete include "status.pb.h" * Add animations manifest decoding * Flipper file: add strict mode * FFF: Animation structures parsing * Assembling structure of animation * Lot of view fixes: Add multi-line bubbles Add support for passive bubbles (frame_order values starts from passive now) Add hard-coded delay (active_shift) for active state enabling Fix active state handling Fix leaks Fix parsing uncorrect bubble_animation meta file Fix bubble rules of showing * Animation load/unload & view freeze/unfreeze * Blocking & system animations, fixes: View correct activation Refactoring + blocking animation Freeze first passive/active frames Many insert/eject SD tests fixes Add system animations Add Loader events app started/finished Add system no_sd animation * Assets: dolphin packer. Scripts: minor refactoring. * Desktop: update logging tags. Scripts: add metadata to dolphin bundling process, extra sorting for fs traversing. Make: phony assets rules. * Github: rebuild assets on build * Docker: add missing dependencies for assets compilation * Docker: fix run command syntax * ReadMe: update naming rules with link to source * Assets: recompile icons * Loader: add loader event * Desktop, Gui, Furi Core: const shenanigans macros Co-authored-by: Aleksandr Kutuzov <alleteam@gmail.com>
		
			
				
	
	
		
			63 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			63 lines
		
	
	
		
			1.9 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(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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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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}
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