#include <stdarg.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <fcntl.h>
#include <sys/types.h>
#include <time.h>
#include <unistd.h>
#include <stdlib.h>
#include <string>
#include <sstream>
extern "C" {
#include "../twcommon.h"
#include "../minuitwrp/minui.h"
}
#include "rapidxml.hpp"
#include "objects.hpp"
GUIPatternPassword::GUIPatternPassword(xml_node<>* node)
: GUIObject(node)
{
xml_attribute<>* attr;
xml_node<>* child;
// 3x3 is the default.
mGridSize = 3;
mDots = new Dot[mGridSize * mGridSize];
mConnectedDots = new int[mGridSize * mGridSize];
ResetActiveDots();
mTrackingTouch = false;
mNeedRender = true;
ConvertStrToColor("blue", &mDotColor);
ConvertStrToColor("white", &mActiveDotColor);
ConvertStrToColor("blue", &mLineColor);
mDotImage = mActiveDotImage = NULL;
mDotCircle = mActiveDotCircle = NULL;
mDotRadius = 50;
mLineWidth = 35;
mAction = NULL;
mUpdate = 0;
if (!node)
return;
LoadPlacement(FindNode(node, "placement"), &mRenderX, &mRenderY, &mRenderW, &mRenderH, &mPlacement);
mAction = new GUIAction(node);
child = FindNode(node, "dot");
if(child)
{
mDotColor = LoadAttrColor(child, "color", mDotColor);
mActiveDotColor = LoadAttrColor(child, "activecolor", mActiveDotColor);
mDotRadius = LoadAttrIntScaleX(child, "radius", mDotRadius);
mDotImage = LoadAttrImage(child, "image");
mActiveDotImage = LoadAttrImage(child, "activeimage");
}
child = FindNode(node, "line");
if(child)
{
mLineColor = LoadAttrColor(child, "color", mLineColor);
mLineWidth = LoadAttrIntScaleX(child, "width", mLineWidth);
}
child = FindNode(node, "data");
if(child)
mPassVar = LoadAttrString(child, "name", "");
child = FindNode(node, "size");
if(child) {
mSizeVar = LoadAttrString(child, "name", "");
// Use the configured default, if set.
size_t size = LoadAttrInt(child, "default", mGridSize);
Resize(size);
}
if(!mDotImage || !mDotImage->GetResource() || !mActiveDotImage || !mActiveDotImage->GetResource())
{
mDotCircle = gr_render_circle(mDotRadius, mDotColor.red, mDotColor.green, mDotColor.blue, mDotColor.alpha);
mActiveDotCircle = gr_render_circle(mDotRadius/2, mActiveDotColor.red, mActiveDotColor.green, mActiveDotColor.blue, mActiveDotColor.alpha);
}
else
mDotRadius = mDotImage->GetWidth()/2;
SetRenderPos(mRenderX, mRenderY, mRenderW, mRenderH);
}
GUIPatternPassword::~GUIPatternPassword()
{
delete mDotImage;
delete mActiveDotImage;
delete mAction;
delete[] mDots;
delete[] mConnectedDots;
if(mDotCircle)
gr_free_surface(mDotCircle);
if(mActiveDotCircle)
gr_free_surface(mActiveDotCircle);
}
void GUIPatternPassword::ResetActiveDots()
{
mConnectedDotsLen = 0;
mCurLineX = mCurLineY = -1;
for(size_t i = 0; i < mGridSize * mGridSize; ++i)
mDots[i].active = false;
}
int GUIPatternPassword::SetRenderPos(int x, int y, int w, int h)
{
mRenderX = x;
mRenderY = y;
if (w || h)
{
mRenderW = w;
mRenderH = h;
mAction->SetActionPos(mRenderX, mRenderY, mRenderW, mRenderH);
SetActionPos(mRenderX, mRenderY, mRenderW, mRenderH);
}
CalculateDotPositions();
return 0;
}
void GUIPatternPassword::CalculateDotPositions(void)
{
const int num_gaps = mGridSize - 1;
const int step_x = (mRenderW - mDotRadius*2) / num_gaps;
const int step_y = (mRenderH - mDotRadius*2) / num_gaps;
int x = mRenderX;
int y = mRenderY;
/* Order is important for keyphrase generation:
*
* 0 1 2 3 ... n-1
* n n+1 n+2 n+3 ... 2n-1
* 2n 2n+1 2n+2 2n+3 ... 3n-1
* 3n 3n+1 3n+2 3n+3 ... 4n-1
* : : : :
* n*n-1
*/
for(size_t r = 0; r < mGridSize; ++r)
{
for(size_t c = 0; c < mGridSize; ++c)
{
mDots[mGridSize*r + c].x = x;
mDots[mGridSize*r + c].y = y;
x += step_x;
}
x = mRenderX;
y += step_y;
}
}
int GUIPatternPassword::Render(void)
{
if(!isConditionTrue())
return 0;
gr_color(mLineColor.red, mLineColor.green, mLineColor.blue, mLineColor.alpha);
for(size_t i = 1; i < mConnectedDotsLen; ++i) {
const Dot& dp = mDots[mConnectedDots[i-1]];
const Dot& dc = mDots[mConnectedDots[i]];
gr_line(dp.x + mDotRadius, dp.y + mDotRadius, dc.x + mDotRadius, dc.y + mDotRadius, mLineWidth);
}
if(mConnectedDotsLen > 0 && mTrackingTouch) {
const Dot& dc = mDots[mConnectedDots[mConnectedDotsLen-1]];
gr_line(dc.x + mDotRadius, dc.y + mDotRadius, mCurLineX, mCurLineY, mLineWidth);
}
for(size_t i = 0; i < mGridSize * mGridSize; ++i) {
if(mDotCircle) {
gr_blit(mDotCircle, 0, 0, gr_get_width(mDotCircle), gr_get_height(mDotCircle), mDots[i].x, mDots[i].y);
if(mDots[i].active) {
gr_blit(mActiveDotCircle, 0, 0, gr_get_width(mActiveDotCircle), gr_get_height(mActiveDotCircle), mDots[i].x + mDotRadius/2, mDots[i].y + mDotRadius/2);
}
} else {
if(mDots[i].active) {
gr_blit(mActiveDotImage->GetResource(), 0, 0, mActiveDotImage->GetWidth(), mActiveDotImage->GetHeight(),
mDots[i].x + (mDotRadius - mActiveDotImage->GetWidth()/2), mDots[i].y + (mDotRadius - mActiveDotImage->GetHeight()/2));
} else {
gr_blit(mDotImage->GetResource(), 0, 0, mDotImage->GetWidth(), mDotImage->GetHeight(), mDots[i].x, mDots[i].y);
}
}
}
return 0;
}
int GUIPatternPassword::Update(void)
{
if(!isConditionTrue())
return 0;
int res = mNeedRender ? 2 : 1;
mNeedRender = false;
return res;
}
void GUIPatternPassword::Resize(size_t n) {
if(mGridSize == n)
return;
delete[] mDots;
delete[] mConnectedDots;
mGridSize = n;
mDots = new Dot[n*n];
mConnectedDots = new int[n*n];
ResetActiveDots();
CalculateDotPositions();
mTrackingTouch = false;
mNeedRender = true;
}
static int pow(int x, int i)
{
while(i-- > 1)
x *= x;
return x;
}
static bool IsInCircle(int x, int y, int ox, int oy, int r)
{
return pow(x - ox, 2) + pow(y - oy, 2) <= pow(r, 2);
}
int GUIPatternPassword::InDot(int x, int y)
{
for(size_t i = 0; i < mGridSize * mGridSize; ++i) {
if(IsInCircle(x, y, mDots[i].x + mDotRadius, mDots[i].y + mDotRadius, mDotRadius*3))
return i;
}
return -1;
}
bool GUIPatternPassword::DotUsed(int dot_idx)
{
for(size_t i = 0; i < mConnectedDotsLen; ++i) {
if(mConnectedDots[i] == dot_idx)
return true;
}
return false;
}
void GUIPatternPassword::ConnectDot(int dot_idx)
{
if(mConnectedDotsLen >= mGridSize * mGridSize)
{
LOGERR("mConnectedDots in GUIPatternPassword has overflown!\n");
return;
}
mConnectedDots[mConnectedDotsLen++] = dot_idx;
mDots[dot_idx].active = true;
}
void GUIPatternPassword::ConnectIntermediateDots(int next_dot_idx)
{
if(mConnectedDotsLen == 0)
return;
const int prev_dot_idx = mConnectedDots[mConnectedDotsLen-1];
int px = prev_dot_idx % mGridSize;
int py = prev_dot_idx / mGridSize;
int nx = next_dot_idx % mGridSize;
int ny = next_dot_idx / mGridSize;
/*
* We connect all dots that are in a straight line between the previous dot
* and the next one. This is simple for 3x3, but is more complicated for
* larger grids.
*
* Weirdly, Android doesn't do the logical thing when it comes to connecting
* dots between two points. Rather than simply adding all points that lie
* on the line between the start and end points, it instead only connects
* dots that are adjacent in only three directions -- horizontal, vertical
* and diagonal (45°).
*
* So we can just iterate over the correct axes, taking care to ensure that
* the order in which the intermediate points are added to the pattern is
* correct.
*/
int x = px;
int y = py;
int Dx = (nx > px) ? 1 : -1;
int Dy = (ny > py) ? 1 : -1;
// Vertical lines.
if(px == nx)
Dx = 0;
// Horizontal lines.
else if(py == ny)
Dy = 0;
// Diagonal lines (|∆x| = |∆y|).
else if(abs(px - nx) == abs(py - ny))
;
// No valid intermediate dots.
else
return;
// Iterate along axis, adding dots in the correct order.
while((Dy == 0 || y != ny - Dy) && (Dx == 0 || x != nx - Dx)) {
x += Dx;
y += Dy;
int idx = mGridSize * y + x;
if(!DotUsed(idx))
ConnectDot(idx);
}
}
int GUIPatternPassword::NotifyTouch(TOUCH_STATE state, int x, int y)
{
if(!isConditionTrue())
return -1;
switch (state)
{
case TOUCH_START:
{
const int dot_idx = InDot(x, y);
if(dot_idx == -1)
break;
mTrackingTouch = true;
ResetActiveDots();
ConnectDot(dot_idx);
DataManager::Vibrate("tw_button_vibrate");
mCurLineX = x;
mCurLineY = y;
mNeedRender = true;
break;
}
case TOUCH_DRAG:
{
if(!mTrackingTouch)
break;
const int dot_idx = InDot(x, y);
if(dot_idx != -1 && !DotUsed(dot_idx))
{
ConnectIntermediateDots(dot_idx);
ConnectDot(dot_idx);
DataManager::Vibrate("tw_button_vibrate");
}
mCurLineX = x;
mCurLineY = y;
mNeedRender = true;
break;
}
case TOUCH_RELEASE:
{
if(!mTrackingTouch)
break;
mNeedRender = true;
mTrackingTouch = false;
PatternDrawn();
ResetActiveDots();
break;
}
default:
break;
}
return 0;
}
int GUIPatternPassword::NotifyVarChange(const std::string& varName, const std::string& value)
{
if(!isConditionTrue())
return 0;
if(varName == mSizeVar) {
Resize(atoi(value.c_str()));
mUpdate = true;
}
return 0;
}
std::string GUIPatternPassword::GeneratePassphrase()
{
char pattern[mConnectedDotsLen];
for(size_t i = 0; i < mConnectedDotsLen; i++) {
pattern[i] = (char) mConnectedDots[i];
}
std::stringstream pass;
for(size_t i = 0; i < mConnectedDotsLen; i++) {
int digit = pattern[i] & 0xff;
/*
* Okay, rant time.
* It turns out that Android and CyanogenMod have *two* separate methods
* for generating passphrases from patterns. This is a legacy issue, as
* Android only supports 3x3 grids, and so we need to support both.
* Luckily, CyanogenMod is in the same boat as us and needs to support
* Android's 3x3 encryption style.
*
* In order to generate a 3x3 passphrase, add 1 to each dot index
* and concatenate the string representation of the integers. No
* padding should be added.
*
* For *all* other NxN passphrases (until a 16x16 grid comes along),
* they are generated by taking "%.2x" for each dot index and
* concatenating the results (without adding 1).
*/
if(mGridSize == 3)
// Android (legacy) 3x3 grids.
pass << digit + 1;
else {
// Other NxN grids.
char buffer[3];
snprintf(buffer, 3, "%.2x", digit);
pass << std::string(buffer);
}
}
return pass.str();
}
void GUIPatternPassword::PatternDrawn()
{
if(!mPassVar.empty() && mConnectedDotsLen > 0)
DataManager::SetValue(mPassVar, GeneratePassphrase());
if(mAction)
mAction->doActions();
}