// Header #include "ui.h" // Structures /* Scenes */ typedef enum { FP_Scene_MainMenu, FP_Scene_Overview, FP_Scene_View, FP_Scene_Create, FP_Scene_Archive, FP_Scene_About, FP_Scene_Count // Last Index, says how many scenes there are } FP_Scene; /* Types of Views */ typedef enum { FP_View_Submenu, FP_View_Popup } FP_View; /* All events */ typedef enum { FP_Event_SwitchTo_About, FP_Event_SwitchTo_Overview } FP_Event; /* Scene events */ typedef enum { FP_Scene_MainMenu_Event_View, FP_Scene_MainMenu_Event_Create, FP_Scene_MainMenu_Event_Archive, FP_Scene_MainMenu_Event_About } FP_Scene_MainMenu_Event; // Page functions void FP_Scene_Callback_MainMenu(void* context, uint32_t index) { // Setting context FP_App* app = context; // Switching on Index switch (index) { case FP_Scene_MainMenu_Event_About: scene_manager_handle_custom_event(app->scene_manager, FP_Event_SwitchTo_About); break; case FP_Scene_MainMenu_Event_View: scene_manager_handle_custom_event(app->scene_manager, FP_Event_SwitchTo_Overview); break; default: FURI_LOG_I(TAG, "S_MAINMENU: Unimplemented!"); break; } } void FP_Scene_Callback_Overview(void* context, uint32_t index) { // Setting context FP_App* app = context; // Sending it to the scene manager scene_manager_handle_custom_event(app->scene_manager, index); } void FP_Scene_Enter_MainMenu(void* context) { // Setting context FP_App* app = context; // Reset menu for next draw submenu_reset(app->submenu); // Adding items to menu submenu_add_item( app->submenu, "View Passwords", FP_Scene_MainMenu_Event_View, FP_Scene_Callback_MainMenu, app ); submenu_add_item( app->submenu, "Create Password", FP_Scene_MainMenu_Event_Create, FP_Scene_Callback_MainMenu, app ); submenu_add_item( app->submenu, "Archive Actions", FP_Scene_MainMenu_Event_Archive, FP_Scene_Callback_MainMenu, app ); submenu_add_item( app->submenu, "About", FP_Scene_MainMenu_Event_About, FP_Scene_Callback_MainMenu, app ); // Switching to current view view_dispatcher_switch_to_view(app->view_dispatcher, FP_View_Submenu); } void FP_Scene_Enter_Overview(void* context) { // Setting context FP_App* app = context; // Reset menu submenu_reset(app->submenu); // Adding menu items for (int i = 0; i < 4; i++) { submenu_add_item( app->submenu, "PASSWORD", 0, FP_Scene_Callback_Overview, app ); } // Sending view to Flipper view_dispatcher_switch_to_view(app->view_dispatcher, FP_View_Submenu); } void FP_Scene_Exit_MainMenu(void* context) { // Setting context FP_App* app = context; // Reset menu submenu_reset(app->submenu); } void FP_Scene_Exit_Overview(void* context) { // Setting context FP_App* app = context; // Reset menu submenu_reset(app->submenu); } bool FP_Scene_Event_MainMenu(void* context, SceneManagerEvent event) { // Setting context FP_App* app = context; bool consumed = false; // Switching based on event if (event.type == SceneManagerEventTypeCustom) { // We consumed it consumed = true; // What to do? switch (event.event) { case FP_Event_SwitchTo_About: scene_manager_next_scene(app->scene_manager, FP_Scene_About); break; case FP_Event_SwitchTo_Overview: scene_manager_next_scene(app->scene_manager, FP_Scene_Overview); break; default: break; } } else { consumed = false; } // Return result return consumed; } bool FP_Scene_Event_Overview(void* context, SceneManagerEvent event) { // Setting context FP_App* app = context; bool consumed = false; // Switching based on event if (event.type == SceneManagerEventTypeCustom) { // We consumed it consumed = true; // DEBUG FURI_LOG_D(TAG, "Opening password %li", event.event); // Switch to password view screen scene_manager_next_scene(app->scene_manager, FP_Scene_View); } else { consumed = false; } // Return result return consumed; } /* Handlers */ void (*const FP_Scene_Enter_Handlers[])(void*) = { FP_Scene_Enter_MainMenu, FP_Scene_Enter_Overview }; bool (*const FP_Scene_Event_Handlers[])(void*, SceneManagerEvent) = { FP_Scene_Event_MainMenu, FP_Scene_Event_Overview }; void (*const FP_Scene_Exit_Handlers[])(void*) = { FP_Scene_Exit_MainMenu, FP_Scene_Exit_Overview }; /* Event Handlers */ const SceneManagerHandlers FP_SceneEventHandlers = { .on_enter_handlers = FP_Scene_Enter_Handlers, .on_event_handlers = FP_Scene_Event_Handlers, .on_exit_handlers = FP_Scene_Exit_Handlers, .scene_num = FP_Scene_Count}; // Functions - Private bool FP_SceneManager_Callback_CustomEvent(void* context, uint32_t custom_event) { // Is our context okay? furi_assert(context); // Setting context FP_App* app = context; // Return event return scene_manager_handle_custom_event(app->scene_manager, custom_event); } bool FP_SceneManager_Callback_Navigation(void* context) { // Is our context okay? furi_assert(context); // Setting context FP_App* app = context; // Return navigation return scene_manager_handle_back_event(app->scene_manager); } // Constructors FP_App* fp_app_init() { // Allocate memory for new app variable FP_App* result = malloc(sizeof(FP_App)); // Init Scene Manager result->scene_manager = scene_manager_alloc(&FP_SceneEventHandlers, result); // Init View Dispatcher result->view_dispatcher = view_dispatcher_alloc(); view_dispatcher_enable_queue(result->view_dispatcher); // Allocating all types of views result->submenu = submenu_alloc(); result->popup = popup_alloc(); // Event handling view_dispatcher_set_event_callback_context(result->view_dispatcher, result); view_dispatcher_set_custom_event_callback(result->view_dispatcher, FP_SceneManager_Callback_CustomEvent); view_dispatcher_set_navigation_event_callback(result->view_dispatcher, FP_SceneManager_Callback_Navigation); // Adding views to dispatcher view_dispatcher_add_view(result->view_dispatcher, FP_View_Submenu, submenu_get_view(result->submenu)); view_dispatcher_add_view(result->view_dispatcher, FP_View_Popup, popup_get_view(result->popup)); // Return app return result; } // Functions void fp_app_run(FP_App* app) { // Creating GUI Gui* gui = furi_record_open(RECORD_GUI); // Attaching view dispatcher to GUI view_dispatcher_attach_to_gui(app->view_dispatcher, gui, ViewDispatcherTypeFullscreen); // Starting scene scene_manager_next_scene(app->scene_manager, FP_Scene_MainMenu); // Start view dispatcher view_dispatcher_run(app->view_dispatcher); /* Post Application */ furi_record_close(RECORD_GUI); } void fp_app_free(FP_App* app) { // Freeing stuff from memory scene_manager_free(app->scene_manager); view_dispatcher_remove_view(app->view_dispatcher, FP_View_Submenu); view_dispatcher_remove_view(app->view_dispatcher, FP_View_Popup); view_dispatcher_free(app->view_dispatcher); submenu_free(app->submenu); popup_free(app->popup); free(app); }