unleashed-firmware/applications/ibutton/scenes/ibutton_scene_exit_confirm.c

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C
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#include "../ibutton_i.h"
static void ibutton_scene_exit_confirm_widget_callback(
GuiButtonType result,
InputType type,
void* context) {
iButton* ibutton = context;
if(type == InputTypeShort) {
view_dispatcher_send_custom_event(ibutton->view_dispatcher, result);
}
}
void ibutton_scene_exit_confirm_on_enter(void* context) {
iButton* ibutton = context;
Widget* widget = ibutton->widget;
widget_add_button_element(
widget, GuiButtonTypeLeft, "Exit", ibutton_scene_exit_confirm_widget_callback, ibutton);
widget_add_button_element(
widget, GuiButtonTypeRight, "Stay", ibutton_scene_exit_confirm_widget_callback, ibutton);
widget_add_string_element(
widget, 64, 19, AlignCenter, AlignBottom, FontPrimary, "Exit to iButton menu");
widget_add_string_element(
widget, 64, 29, AlignCenter, AlignBottom, FontSecondary, "All unsaved data will be lost");
view_dispatcher_switch_to_view(ibutton->view_dispatcher, iButtonViewWidget);
}
bool ibutton_scene_exit_confirm_on_event(void* context, SceneManagerEvent event) {
iButton* ibutton = context;
SceneManager* scene_manager = ibutton->scene_manager;
bool consumed = false;
if(event.type == SceneManagerEventTypeBack) {
consumed = true; // Ignore Back button presses
} else if(event.type == SceneManagerEventTypeCustom) {
consumed = true;
if(event.event == GuiButtonTypeLeft) {
scene_manager_search_and_switch_to_previous_scene(scene_manager, iButtonSceneStart);
} else if(event.event == GuiButtonTypeRight) {
scene_manager_previous_scene(scene_manager);
}
}
return consumed;
}
void ibutton_scene_exit_confirm_on_exit(void* context) {
iButton* ibutton = context;
widget_reset(ibutton->widget);
}