* Fixing compiler warnings with -Wextra * More warnings suppression, WIP * Even more warning fixes * Added new lines at end of text files. * Padding fix * Additional fixes to warnings on different build configurations; added -Wextra to default build pipeline * Fixes for Secplus v1 * -additional warnings * +-Wredundant-decls fixes * FuriHal: print stack overflow task name in console * FuriHal: add missing include Co-authored-by: Aleksandr Kutuzov <alleteam@gmail.com>
		
			
				
	
	
		
			114 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			114 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 <portmacro.h>
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#include "../desktop.h"
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#include "../desktop_i.h"
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#include "../helpers/pin_lock.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_pin_input.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_i.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 == SCENE_LOCKED_FIRST_ENTER) {
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        bool pin_locked = desktop_pin_lock_is_locked();
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        view_port_enabled_set(desktop->lock_viewport, true);
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        Gui* gui = furi_record_open("gui");
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        gui_set_lockdown(gui, true);
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        furi_record_close("gui");
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        if(pin_locked) {
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            LOAD_DESKTOP_SETTINGS(&desktop->settings);
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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, SCENE_LOCKED_REPEAT_ENTER);
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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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            desktop_unlock(desktop);
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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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