unleashed-firmware/applications/infrared/scenes/infrared_scene_universal_ac.c

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C
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#include "../infrared_i.h"
#include "common/infrared_scene_universal_common.h"
void infrared_scene_universal_ac_on_enter(void* context) {
infrared_scene_universal_common_on_enter(context);
Infrared* infrared = context;
ButtonPanel* button_panel = infrared->button_panel;
InfraredBruteForce* brute_force = infrared->brute_force;
infrared_brute_force_set_db_filename(brute_force, EXT_PATH("infrared/assets/ac.ir"));
//TODO Improve A/C universal remote
button_panel_reserve(button_panel, 1, 1);
uint32_t i = 0;
button_panel_add_item(
button_panel,
i,
0,
0,
3,
19,
&I_Power_25x27,
&I_Power_hvr_25x27,
infrared_scene_universal_common_item_callback,
context);
infrared_brute_force_add_record(brute_force, i++, "POWER");
button_panel_add_label(button_panel, 6, 11, FontPrimary, "AC remote");
view_set_orientation(view_stack_get_view(infrared->view_stack), ViewOrientationVertical);
view_dispatcher_switch_to_view(infrared->view_dispatcher, InfraredViewStack);
infrared_show_loading_popup(infrared, true);
bool success = infrared_brute_force_calculate_messages(brute_force);
infrared_show_loading_popup(infrared, false);
if(!success) {
scene_manager_next_scene(infrared->scene_manager, InfraredSceneErrorDatabases);
}
}
bool infrared_scene_universal_ac_on_event(void* context, SceneManagerEvent event) {
return infrared_scene_universal_common_on_event(context, event);
}
void infrared_scene_universal_ac_on_exit(void* context) {
infrared_scene_universal_common_on_exit(context);
}