unleashed-firmware/applications/scened-app-example/scene/scened-app-scene-byte-input.cpp

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#include "scened-app-scene-byte-input.h"
void ScenedAppSceneByteInput::on_enter(ScenedApp* app, bool need_restore) {
ByteInputVM* byte_input = app->view_controller;
auto callback = cbc::obtain_connector(this, &ScenedAppSceneByteInput::result_callback);
byte_input->set_result_callback(callback, NULL, app, data, 4);
byte_input->set_header_text("Enter the key");
app->view_controller.switch_to<ByteInputVM>();
}
bool ScenedAppSceneByteInput::on_event(ScenedApp* app, ScenedApp::Event* event) {
bool consumed = false;
if(event->type == ScenedApp::EventType::ByteEditResult) {
app->scene_controller.switch_to_previous_scene();
consumed = true;
}
return consumed;
}
void ScenedAppSceneByteInput::on_exit(ScenedApp* app) {
app->view_controller.get<ByteInputVM>()->clean();
}
void ScenedAppSceneByteInput::result_callback(void* context) {
ScenedApp* app = static_cast<ScenedApp*>(context);
ScenedApp::Event event;
event.type = ScenedApp::EventType::ByteEditResult;
app->view_controller.send_event(&event);
}