Major UI Overhaul. Implemented SceneManager instead of custom built UI system.
This commit is contained in:
parent
ca040a6af4
commit
f2237af333
3 changed files with 219 additions and 355 deletions
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@ -1,330 +1,219 @@
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// Header
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#include "ui.h"
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// Functions - Private
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void int_to_str(int num, char* str) {
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int i = 0;
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int is_negative = 0;
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// Structures
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/* Scenes */
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typedef enum {
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FP_Scene_MainMenu,
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FP_Scene_Overview,
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FP_Scene_View,
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FP_Scene_Create,
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FP_Scene_Archive,
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FP_Scene_About,
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FP_Scene_Count // Last Index, says how many scenes there are
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} FP_Scene;
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// Handle 0 explicitly
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if (num == 0) {
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str[i++] = '0';
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str[i] = '\0';
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return;
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}
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/* Types of Views */
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typedef enum { FP_View_Menu, FP_View_Popup } FP_View;
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// Handle negative numbers
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if (num < 0) {
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is_negative = 1;
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num = -num;
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}
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/* All events */
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typedef enum {
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FP_Event_SwitchTo_About
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} FP_Event;
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// Process each digit
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while (num != 0) {
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str[i++] = (num % 10) + '0';
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num = num / 10;
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}
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/* Scene events */
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typedef enum {
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FP_Scene_MainMenu_Event_View,
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FP_Scene_MainMenu_Event_Create,
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FP_Scene_MainMenu_Event_Archive,
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FP_Scene_MainMenu_Event_About
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} FP_Scene_MainMenu_Event;
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// If the number was negative, append '-'
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if (is_negative) {
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str[i++] = '-';
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}
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// Page functions
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void FP_Scene_Callback_MainMenu(void* context, uint32_t index) {
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// Setting context
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FP_App* app = context;
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// Append the null terminator
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str[i] = '\0';
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// Reverse the string
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int start = 0;
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int end = i - 1;
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while (start < end) {
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char temp = str[start];
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str[start] = str[end];
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str[end] = temp;
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start++;
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end--;
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// Switching on Index
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switch (index) {
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case FP_Scene_MainMenu_Event_About:
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scene_manager_handle_custom_event(app->scene_manager, FP_Event_SwitchTo_About);
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break;
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default:
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FURI_LOG_I(TAG, "S_MAINMENU: Unimplemented!");
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break;
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}
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}
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void FP_Scene_Enter_MainMenu(void* context) {
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// Setting context
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FP_App* app = context;
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// Functions
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UIManager* ui_create() {
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// Creating the UI Manager
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UIManager* result = malloc(sizeof(UIManager));
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// Reset menu for next draw
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menu_reset(app->menu);
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// Defining basic variables
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result->running = true;
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result->selection = 0;
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result->page = 0;
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// Adding items to menu
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menu_add_item(
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app->menu,
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"View Passwords",
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NULL,
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FP_Scene_MainMenu_Event_View,
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FP_Scene_Callback_MainMenu,
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app
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);
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menu_add_item(
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app->menu,
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"Create Password",
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NULL,
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FP_Scene_MainMenu_Event_Create,
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FP_Scene_Callback_MainMenu,
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app
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);
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menu_add_item(
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app->menu,
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"Archive Actions",
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NULL,
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FP_Scene_MainMenu_Event_Archive,
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FP_Scene_Callback_MainMenu,
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app
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);
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menu_add_item(
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app->menu,
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"About",
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NULL,
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FP_Scene_MainMenu_Event_About,
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FP_Scene_Callback_MainMenu,
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app
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);
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result->p_avail = true;
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result->p_ready = false;
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// Switching to current view
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view_dispatcher_switch_to_view(app->view_dispatcher, FP_View_Menu);
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}
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void FP_Scene_Exit_MainMenu(void* context) {
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// Setting context
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FP_App* app = context;
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// Creating a GUI
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result->gui = furi_record_open(RECORD_GUI);
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// Reset menu
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menu_reset(app->menu);
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}
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bool FP_Scene_Event_MainMenu(void* context, SceneManagerEvent event) {
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// Setting context
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FP_App* app = context;
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bool consumed = false;
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// Creating a canvas
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result->canvas = view_port_alloc();
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view_port_draw_callback_set(result->canvas, ui_draw, result);
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view_port_input_callback_set(result->canvas, ui_input, result);
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gui_add_view_port(result->gui, result->canvas, GuiLayerFullscreen);
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// Switching based on event
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if (event.type == SceneManagerEventTypeCustom) {
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// We consumed it
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consumed = true;
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// Creating the manager
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result->manager = manager_create();
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manager_loadnames(result->manager, result->manager->page);
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// What to do?
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switch (event.event) {
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case FP_Event_SwitchTo_About:
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scene_manager_next_scene(app->scene_manager, FP_Scene_About);
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break;
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default:
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break;
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}
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} else {
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consumed = false;
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}
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// Returning the UI Manager
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// Return result
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return consumed;
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}
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/* Handlers */
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void (*const FP_Scene_Enter_Handlers[])(void*) = {
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FP_Scene_Enter_MainMenu
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};
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bool (*const FP_Scene_Event_Handlers[])(void*, SceneManagerEvent) = {
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FP_Scene_Event_MainMenu
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};
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void (*const FP_Scene_Exit_Handlers[])(void*) = {
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FP_Scene_Exit_MainMenu
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};
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/* Event Handlers */
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const SceneManagerHandlers FP_SceneEventHandlers = {
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.on_enter_handlers = FP_Scene_Enter_Handlers,
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.on_event_handlers = FP_Scene_Event_Handlers,
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.on_exit_handlers = FP_Scene_Exit_Handlers,
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.scene_num = FP_Scene_Count};
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// Functions - Private
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bool FP_SceneManager_Callback_CustomEvent(void* context, uint32_t custom_event) {
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// Is our context okay?
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furi_assert(context);
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// Setting context
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FP_App* app = context;
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// Return event
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return scene_manager_handle_custom_event(app->scene_manager, custom_event);
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}
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bool FP_SceneManager_Callback_Navigation(void* context) {
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// Is our context okay?
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furi_assert(context);
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// Setting context
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FP_App* app = context;
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// Return navigation
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return scene_manager_handle_back_event(app->scene_manager);
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}
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// Constructors
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FP_App* fp_app_create() {
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// Allocate memory for new app variable
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FP_App* result = malloc(sizeof(FP_App));
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// Init Scene Manager
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result->scene_manager = scene_manager_alloc(&FP_SceneEventHandlers, result);
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// Init View Dispatcher
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result->view_dispatcher = view_dispatcher_alloc();
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view_dispatcher_enable_queue(result->view_dispatcher);
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// Allocating all types of views
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result->menu = menu_alloc();
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result->popup = popup_alloc();
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// Event handling
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view_dispatcher_set_event_callback_context(result->view_dispatcher, result);
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view_dispatcher_set_custom_event_callback(result->view_dispatcher, FP_SceneManager_Callback_CustomEvent);
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view_dispatcher_set_navigation_event_callback(result->view_dispatcher, FP_SceneManager_Callback_Navigation);
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// Adding views to dispatcher
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view_dispatcher_add_view(result->view_dispatcher, FP_View_Menu, menu_get_view(result->menu));
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view_dispatcher_add_view(result->view_dispatcher, FP_View_Popup, popup_get_view(result->popup));
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// Return app
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return result;
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}
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void ui_input(InputEvent* event, void* ctx) {
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// Turning the context back into the UI Manager
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UIManager* manager = (UIManager*)ctx;
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// Functions
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void fp_app_run(FP_App* app) {
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// Creating GUI
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Gui* gui = furi_record_open(RECORD_GUI);
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// Getting input
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if ((event->type == InputTypePress
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|| event->type == InputTypeShort)
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&& manager->p_avail) {
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manager->p_avail = false;
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manager->p_ready = true;
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switch(event->key) {
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case InputKeyUp:
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manager->input = Up;
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break;
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case InputKeyDown:
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manager->input = Down;
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break;
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case InputKeyLeft:
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manager->input = Left;
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break;
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case InputKeyRight:
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manager->input = Right;
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break;
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case InputKeyOk:
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manager->input = Ok;
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break;
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case InputKeyBack:
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manager->input = Back;
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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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if (event->type == InputTypeRelease) {
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manager->p_avail = true;
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manager->input = None;
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}
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}
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void ui_quit(UIManager* manager) {
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if (!(manager->p_ready && manager->input == Back)) {return;}
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// Attaching view dispatcher to GUI
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view_dispatcher_attach_to_gui(app->view_dispatcher, gui, ViewDispatcherTypeFullscreen);
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if(manager->page == 0) {
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manager->running = false;
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} else if (manager->page == 3) {
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manager->p_ready = false;
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manager->page = 2;
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} else {
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manager->p_ready = false;
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manager->page = 0;
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}
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}
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// Starting scene
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scene_manager_next_scene(app->scene_manager, FP_Scene_MainMenu);
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void ui_draw(Canvas* canvas, void* ctx) {
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// Context into Result
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UIManager* manager = (UIManager*)ctx;
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// Start view dispatcher
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view_dispatcher_run(app->view_dispatcher);
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// Switching page
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switch(manager->page){
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case 0: // Main Menu
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ui_p_mainmenu(canvas, manager);
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break;
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case 1: // About Me
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ui_p_about(canvas);
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break;
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case 2: // View Passwords
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ui_p_view(canvas, manager);
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break;
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case 3: // View Password
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ui_p_vpass(canvas, manager);
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break;
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case 4: // Create password
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ui_p_cpass(canvas, manager);
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break;
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}
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}
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void ui_p_mainmenu(Canvas* canvas, UIManager* manager) {
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// Menu Options
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canvas_set_font(canvas, FontPrimary);
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canvas_draw_str(canvas, 2, 11, "FlippyPass");
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canvas_set_font(canvas, FontSecondary);
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canvas_draw_str(canvas, 22, 25, "View Passwords");
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canvas_set_font(canvas, FontSecondary);
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canvas_draw_str(canvas, 22, 45, "View Archive");
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canvas_set_font(canvas, FontSecondary);
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canvas_draw_str(canvas, 22, 35, "Create Password");
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canvas_set_font(canvas, FontSecondary);
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canvas_draw_str(canvas, 22, 55, "About");
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// Cursor
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if(manager->p_ready) {
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// We used a press
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manager->p_ready = false;
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// Reacting
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switch (manager->input){
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case Up:
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manager->selection--;
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break;
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case Down:
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manager->selection++;
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break;
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case Ok:
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switch(manager->selection) {
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case 0: // View Passwords
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manager->page = 2;
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break;
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case 1: // Create password
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manager->page = 4;
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// Unloading prior password
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if (manager->manager->current != NULL) {
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FURI_LOG_D(TAG, "Freeing prior password");
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free(manager->manager->current);
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}
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// Creating new one
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manager->manager->current = pass_create("New Password", "username", "password", 0);
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break;
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case 3: // About Me
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manager->page = 1;
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break;
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default:
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break;
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}
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break;
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default:
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break;
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}
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// Min & Max
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if (manager->selection > 3) {
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manager->selection = 0;
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} else if (manager->selection < 0) {
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manager->selection = 3;
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}
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}
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// Placing the spot at the cursor
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canvas_draw_box(canvas, 15, 20 + (manager->selection * 10), 2, 2);
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}
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void ui_p_about(Canvas* canvas) {
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canvas_set_font(canvas, FontPrimary);
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canvas_draw_str(canvas, 2, 11, "FlippyPass");
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canvas_set_font(canvas, FontSecondary);
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canvas_draw_str(canvas, 3, 23, "A really easy to use Password");
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canvas_set_font(canvas, FontSecondary);
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canvas_draw_str(canvas, 3, 32, "Manager for the Flipper-Zero.");
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}
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void ui_p_view(Canvas* canvas, UIManager* manager) {
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canvas_set_font(canvas, FontPrimary);
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canvas_draw_str(canvas, 2, 11, "FlippyPass");
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// Counting through password names
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for (int i = 0; i < 4; i++) {
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if (manager->manager->names[i] != NULL) {
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canvas_set_font(canvas, FontSecondary);
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canvas_draw_str(canvas, 15, 23 + (i * 10), manager->manager->names[i]);
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}
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}
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// Creating dot
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canvas_draw_box(canvas, 10, 18 + (manager->selection * 10), 2, 2);
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if (manager->p_ready) {
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manager->p_ready = false;
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switch (manager->input) {
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case Up:
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manager->selection--;
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if(manager->selection < 0) {manager->selection = 0;}
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break;
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case Down:
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manager->selection++;
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if(manager->selection > 3) {manager->selection = 3;}
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break;
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case Left:
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manager_switchpage(manager->manager, -1);
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break;
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case Right:
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manager_switchpage(manager->manager, 1);
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break;
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case Ok:
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char* pass_name = manager->manager->names[manager->selection];
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if (strcmp(pass_name, "") == 0) {
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break;
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}
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manager_loadpass(manager->manager, pass_name);
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manager->page = 3;
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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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char page[12];
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int_to_str(manager->manager->page, page + 1);
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canvas_set_font(canvas, FontSecondary);
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canvas_draw_str(canvas, 106, 62, page);
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}
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void ui_p_vpass(Canvas* canvas, UIManager* manager) {
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canvas_set_font(canvas, FontPrimary);
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canvas_draw_str(canvas, 2, 11, manager->manager->current->name);
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canvas_set_font(canvas, FontSecondary);
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canvas_draw_str(canvas, 12, 24, manager->manager->current->user);
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canvas_set_font(canvas, FontSecondary);
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canvas_draw_str(canvas, 12, 34, manager->manager->current->phrase);
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/* canvas_draw_icon(canvas, 98, 55, &I_ButtonCenter_7x7);
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canvas_set_font(canvas, FontSecondary);
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canvas_draw_str(canvas, 106, 62, "Send"); */
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}
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void ui_p_cpass(Canvas* canvas, UIManager* manager) {
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// Displaying password creation screen
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canvas_set_font(canvas, FontPrimary);
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canvas_draw_str(canvas, 2, 11, "Create Password");
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canvas_set_font(canvas, FontSecondary);
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canvas_draw_str(canvas, 20, 23, manager->manager->current->name);
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canvas_set_font(canvas, FontSecondary);
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canvas_draw_str(canvas, 20, 33, manager->manager->current->user);
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canvas_set_font(canvas, FontSecondary);
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canvas_draw_str(canvas, 20, 43, manager->manager->current->phrase);
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canvas_set_font(canvas, FontSecondary);
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canvas_draw_str(canvas, 25, 53, "Done");
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}
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void ui_delete(UIManager* manager) {
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manager_delete(manager->manager);
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view_port_enabled_set(manager->canvas, false);
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gui_remove_view_port(manager->gui, manager->canvas);
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view_port_free(manager->canvas);
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/* Post Application */
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furi_record_close(RECORD_GUI);
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free(manager);
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}
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void fp_app_delete(FP_App* app) {
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// Freeing stuff from memory
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scene_manager_free(app->scene_manager);
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view_dispatcher_remove_view(app->view_dispatcher, FP_View_Menu);
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view_dispatcher_remove_view(app->view_dispatcher, FP_View_Popup);
|
||||
view_dispatcher_free(app->view_dispatcher);
|
||||
menu_free(app->menu);
|
||||
popup_free(app->popup);
|
||||
free(app);
|
||||
}
|
|
@ -4,52 +4,31 @@
|
|||
|
||||
// Libraries
|
||||
#include <furi.h>
|
||||
|
||||
#include <gui/gui.h>
|
||||
#include <gui/icon.h>
|
||||
#include <gui/icon_i.h>
|
||||
#include <gui/scene_manager.h>
|
||||
#include <gui/view_dispatcher.h>
|
||||
|
||||
#include <gui/modules/menu.h>
|
||||
#include <gui/modules/popup.h>
|
||||
|
||||
#include "app.h"
|
||||
#include "manager.h"
|
||||
|
||||
// Structures
|
||||
typedef struct {
|
||||
ViewPort* canvas;
|
||||
Gui* gui;
|
||||
enum ui_input {
|
||||
Up,
|
||||
Down,
|
||||
Left,
|
||||
Right,
|
||||
|
||||
Ok,
|
||||
Back,
|
||||
|
||||
None
|
||||
} input;
|
||||
|
||||
Manager* manager;
|
||||
|
||||
int selection;
|
||||
int page;
|
||||
|
||||
bool running;
|
||||
bool p_avail;
|
||||
bool p_ready;
|
||||
} UIManager;
|
||||
SceneManager* scene_manager;
|
||||
ViewDispatcher* view_dispatcher;
|
||||
Menu* menu;
|
||||
Popup* popup;
|
||||
} FP_App;
|
||||
|
||||
// Constructors
|
||||
UIManager* ui_create();
|
||||
FP_App* fp_app_create();
|
||||
|
||||
// Functions
|
||||
void ui_input(InputEvent* event, void* ctx);
|
||||
void ui_quit(UIManager* manager);
|
||||
|
||||
void ui_draw(Canvas* canvas, void* ctx);
|
||||
void ui_p_mainmenu(Canvas* canvas, UIManager* manager);
|
||||
void ui_p_about(Canvas* canvas);
|
||||
void ui_p_view(Canvas* canvas, UIManager* manager);
|
||||
void ui_p_vpass(Canvas* canvas, UIManager* manager);
|
||||
void ui_p_cpass(Canvas* canvas, UIManager* manager);
|
||||
|
||||
void ui_delete(UIManager* manager);
|
||||
void fp_app_run(FP_App* app);
|
||||
void fp_app_delete(FP_App* app);
|
||||
|
||||
#endif
|
|
@ -3,31 +3,27 @@
|
|||
|
||||
#include "backend/ui.h"
|
||||
|
||||
// Functions
|
||||
void debug_template() {
|
||||
store_save("Data", "Apple|example@objnull.net|password|0|Microsoft|person@objnull.net|password|0|Google|user1@objnull.net|password|0|Facebook|user2@objnull.net|password|0|Twitter|user3@objnull.net|password|0|Instagram|user4@objnull.net|password|0|LinkedIn|user5@objnull.net|password|0|GitHub|user6@objnull.net|password|0|Reddit|user7@objnull.net|password|0|Spotify|user8@objnull.net|password|0|Netflix|user9@objnull.net|password|0|Dropbox|user10@objnull.net|password|0|Proton|user54@objnull.net|password|0|Authentik|user19@objnull.net|password|0");
|
||||
}
|
||||
|
||||
// Entry Point
|
||||
int32_t flippypass_app(void* p) {
|
||||
// Not using P Parameter
|
||||
UNUSED(p);
|
||||
|
||||
// Saving to a default file:
|
||||
store_save("Data", "Apple|example@objnull.net|password|0|Microsoft|person@objnull.net|password|0|Google|user1@objnull.net|password|0|Facebook|user2@objnull.net|password|0|Twitter|user3@objnull.net|password|0|Instagram|user4@objnull.net|password|0|LinkedIn|user5@objnull.net|password|0|GitHub|user6@objnull.net|password|0|Reddit|user7@objnull.net|password|0|Spotify|user8@objnull.net|password|0|Netflix|user9@objnull.net|password|0|Dropbox|user10@objnull.net|password|0|Proton|user54@objnull.net|password|0|Authentik|user19@objnull.net|password|0");
|
||||
debug_template();
|
||||
|
||||
// Creating the UI struct
|
||||
UIManager* ui = ui_create();
|
||||
// Creating App
|
||||
FP_App* app = fp_app_create();
|
||||
|
||||
// Drawwing the UI
|
||||
while(ui->running) {
|
||||
// Do we want to quit?
|
||||
ui_quit(ui);
|
||||
|
||||
// Updating canvas
|
||||
view_port_update(ui->canvas);
|
||||
|
||||
// Delay?
|
||||
furi_delay_ms(100);
|
||||
}
|
||||
// Running app
|
||||
fp_app_run(app);
|
||||
|
||||
// Cleanup
|
||||
ui_delete(ui);
|
||||
fp_app_delete(app);
|
||||
|
||||
// Exit App
|
||||
return 0;
|
||||
|
|
Loading…
Reference in a new issue