#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); }