BLE Spam refactor again to use scene manager

This commit is contained in:
Willy-JL
2023-10-19 03:08:23 +01:00
parent 13662663a5
commit b090d28282
7 changed files with 115 additions and 25 deletions

View File

@@ -1,7 +1,7 @@
#include "ble_spam.h"
#include <gui/gui.h>
#include <furi_hal_bt.h>
#include <gui/elements.h>
#include <gui/view_dispatcher.h>
#include "protocols/_registry.h"
@@ -114,6 +114,7 @@ static Attack attacks[] = {
uint16_t delays[] = {20, 50, 100, 200};
typedef struct {
Ctx ctx;
bool resume;
bool advertising;
uint8_t delay;
@@ -164,10 +165,6 @@ static void toggle_adv(State* state) {
}
}
enum {
ViewMain,
};
#define PAGE_MIN (-3)
#define PAGE_MAX ATTACKS_COUNT
enum {
@@ -363,9 +360,9 @@ static bool input_callback(InputEvent* input, void* ctx) {
return consumed;
}
static uint32_t exit_callback(void* ctx) {
UNUSED(ctx);
return VIEW_NONE;
static bool back_event_callback(void* _ctx) {
Ctx* ctx = _ctx;
return scene_manager_handle_back_event(ctx->scene_manager);
}
int32_t ble_spam(void* p) {
@@ -377,27 +374,30 @@ int32_t ble_spam(void* p) {
furi_thread_set_stack_size(state->thread, 4096);
Gui* gui = furi_record_open(RECORD_GUI);
ViewDispatcher* view_dispatcher = view_dispatcher_alloc();
view_dispatcher_enable_queue(view_dispatcher);
view_dispatcher_set_event_callback_context(view_dispatcher, state);
state->ctx.view_dispatcher = view_dispatcher_alloc();
view_dispatcher_enable_queue(state->ctx.view_dispatcher);
view_dispatcher_set_event_callback_context(state->ctx.view_dispatcher, &state->ctx);
view_dispatcher_set_navigation_event_callback(state->ctx.view_dispatcher, back_event_callback);
state->ctx.scene_manager = scene_manager_alloc(&scene_handlers, &state->ctx);
View* view = view_alloc();
view_allocate_model(view, ViewModelTypeLockFree, sizeof(State*));
View* view_main = view_alloc();
view_allocate_model(view_main, ViewModelTypeLockFree, sizeof(State*));
with_view_model(
view, State * *model, { *model = state; }, false);
view_set_context(view, view);
view_set_draw_callback(view, draw_callback);
view_set_input_callback(view, input_callback);
view_set_previous_callback(view, exit_callback);
view_dispatcher_add_view(view_dispatcher, ViewMain, view);
view_main, State * *model, { *model = state; }, false);
view_set_context(view_main, view_main);
view_set_draw_callback(view_main, draw_callback);
view_set_input_callback(view_main, input_callback);
view_dispatcher_add_view(state->ctx.view_dispatcher, ViewMain, view_main);
view_dispatcher_attach_to_gui(view_dispatcher, gui, ViewDispatcherTypeFullscreen);
view_dispatcher_switch_to_view(view_dispatcher, ViewMain);
view_dispatcher_run(view_dispatcher);
view_dispatcher_attach_to_gui(state->ctx.view_dispatcher, gui, ViewDispatcherTypeFullscreen);
scene_manager_next_scene(state->ctx.scene_manager, SceneMain);
view_dispatcher_run(state->ctx.view_dispatcher);
view_dispatcher_remove_view(view_dispatcher, ViewMain);
view_free(view);
view_dispatcher_free(view_dispatcher);
view_dispatcher_remove_view(state->ctx.view_dispatcher, ViewMain);
view_free(view_main);
scene_manager_free(state->ctx.scene_manager);
view_dispatcher_free(state->ctx.view_dispatcher);
furi_record_close(RECORD_GUI);
furi_thread_free(state->thread);