#include "../ibutton_i.h" #include "ibutton/scenes/ibutton_scene.h" #include enum SubmenuIndex { SubmenuIndexRead, SubmenuIndexSaved, SubmenuIndexAdd, }; void ibutton_scene_start_on_enter(void* context) { iButton* ibutton = context; Submenu* submenu = ibutton->submenu; ibutton_reset_key(ibutton); submenu_add_item(submenu, "Read", SubmenuIndexRead, ibutton_submenu_callback, ibutton); submenu_add_item(submenu, "Saved", SubmenuIndexSaved, ibutton_submenu_callback, ibutton); submenu_add_item(submenu, "Add Manually", SubmenuIndexAdd, ibutton_submenu_callback, ibutton); submenu_set_selected_item( submenu, scene_manager_get_scene_state(ibutton->scene_manager, iButtonSceneStart)); view_dispatcher_switch_to_view(ibutton->view_dispatcher, iButtonViewSubmenu); } bool ibutton_scene_start_on_event(void* context, SceneManagerEvent event) { iButton* ibutton = context; bool consumed = false; if(event.type == SceneManagerEventTypeCustom) { scene_manager_set_scene_state(ibutton->scene_manager, iButtonSceneStart, event.event); consumed = true; if(event.event == SubmenuIndexRead) { scene_manager_next_scene(ibutton->scene_manager, iButtonSceneRead); dolphin_deed(DolphinDeedIbuttonRead); } else if(event.event == SubmenuIndexSaved) { scene_manager_next_scene(ibutton->scene_manager, iButtonSceneSelectKey); } else if(event.event == SubmenuIndexAdd) { scene_manager_next_scene(ibutton->scene_manager, iButtonSceneAddType); } } return consumed; } void ibutton_scene_start_on_exit(void* context) { iButton* ibutton = context; submenu_reset(ibutton->submenu); }