mirror of
https://github.com/DarkFlippers/unleashed-firmware
synced 2024-11-23 04:53:08 +00:00
d511d76a1b
* Added new image DolphinSaved_113x58.png for all "saved" pages * New image DolphinDone_80x58.png added * Replaced dolphins on all scenes accroding to new UI specs * New success dolphin image added * Success scene image replaced * Changed image and text for update initial scene * Image and text adjusted for "Original restored" scene * Removed old DolphinNice_96x59.png image * New image for LFRFID scene * Removed unused image * New UI image added to assets * Replaced warning dolphin on mf_classic write initial fail scene * Removed old image * Changed image on scenes to a new one * New dolphin mafia image * Replaced dolphin mafia image to a new one * Removed DolphinMafia_115x62.png * New check symbol on completed state for detect_reader * Adjusted layout elements position * Removed second switching to popup view in order to achieve control in support callbacks In general now we show generic scene and after that in on_enter callback we can redefine it for particular protocol * CardDetected event now also triggers on_event callback * Now on AuthRequest we throw CardDetected custom event * Added callback for read_on_event * Now we show different screen while reading and unlocking * Fixed missing asstes for some scenes * Update DolphinMafia_119x62.png * Adjusted all the scenes with DolphinMafia image * Scenes with save image adjusted * Removed unnecessary assets DolphinMafia_119x62.png and DolphinSaved_113x58.png * All common dolphins moved to Dolphin folder * Moved DolphinReadingSuccess_59x63.png to Dolphin folder * Set proper led color for detect and read scenes * Added new notification sequence for semi_success results * Use new sequence for semi_success nfc reads * Different events are now throwed depending on read result * Added handling of incomplete event for ultralight cards * Replaced image for iButton scene * Updated API for f18 * Fixed issue with unlock retry sequence * Fix after review * Success notification replaced to semi success in case of incomplete mf classic reading * New text for read scene * New read result sound notification logic for mf classic cards Co-authored-by: あく <alleteam@gmail.com> Co-authored-by: gornekich <n.gorbadey@gmail.com>
42 lines
1.3 KiB
C
42 lines
1.3 KiB
C
#include "../ibutton_i.h"
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static void ibutton_scene_save_success_popup_callback(void* context) {
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iButton* ibutton = context;
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view_dispatcher_send_custom_event(ibutton->view_dispatcher, iButtonCustomEventBack);
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}
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void ibutton_scene_save_success_on_enter(void* context) {
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iButton* ibutton = context;
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Popup* popup = ibutton->popup;
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popup_set_icon(popup, 36, 5, &I_DolphinSaved_92x58);
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popup_set_header(popup, "Saved", 15, 19, AlignLeft, AlignBottom);
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popup_set_callback(popup, ibutton_scene_save_success_popup_callback);
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popup_set_context(popup, ibutton);
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popup_set_timeout(popup, 1500);
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popup_enable_timeout(popup);
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view_dispatcher_switch_to_view(ibutton->view_dispatcher, iButtonViewPopup);
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}
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bool ibutton_scene_save_success_on_event(void* context, SceneManagerEvent event) {
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iButton* ibutton = context;
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bool consumed = false;
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if(event.type == SceneManagerEventTypeCustom) {
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consumed = true;
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if(event.event == iButtonCustomEventBack) {
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scene_manager_search_and_switch_to_another_scene(
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ibutton->scene_manager, iButtonSceneSelectKey);
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}
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}
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return consumed;
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}
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void ibutton_scene_save_success_on_exit(void* context) {
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iButton* ibutton = context;
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Popup* popup = ibutton->popup;
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popup_reset(popup);
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}
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