unleashed-firmware/applications/main/ibutton/scenes/ibutton_scene_save_name.c

88 lines
3.1 KiB
C

#include "../ibutton_i.h"
#include <toolbox/name_generator.h>
#include <toolbox/path.h>
#include <dolphin/dolphin.h>
static void ibutton_scene_save_name_text_input_callback(void* context) {
iButton* ibutton = context;
view_dispatcher_send_custom_event(ibutton->view_dispatcher, iButtonCustomEventTextEditResult);
}
void ibutton_scene_save_name_on_enter(void* context) {
iButton* ibutton = context;
TextInput* text_input = ibutton->text_input;
const bool is_new_file = furi_string_empty(ibutton->file_path);
if(is_new_file) {
name_generator_make_auto_basic(
ibutton->key_name, IBUTTON_KEY_NAME_SIZE, IBUTTON_APP_FILENAME_PREFIX);
}
text_input_set_header_text(text_input, "Name the key");
text_input_set_result_callback(
text_input,
ibutton_scene_save_name_text_input_callback,
ibutton,
ibutton->key_name,
IBUTTON_KEY_NAME_SIZE,
is_new_file);
ValidatorIsFile* validator_is_file = validator_is_file_alloc_init(
IBUTTON_APP_FOLDER, IBUTTON_APP_FILENAME_EXTENSION, ibutton->key_name);
text_input_set_validator(text_input, validator_is_file_callback, validator_is_file);
view_dispatcher_switch_to_view(ibutton->view_dispatcher, iButtonViewTextInput);
}
bool ibutton_scene_save_name_on_event(void* context, SceneManagerEvent event) {
iButton* ibutton = context;
bool consumed = false;
if(event.type == SceneManagerEventTypeCustom) {
consumed = true;
if(event.event == iButtonCustomEventTextEditResult) {
furi_string_printf(
ibutton->file_path,
"%s/%s%s",
IBUTTON_APP_FOLDER,
ibutton->key_name,
IBUTTON_APP_FILENAME_EXTENSION);
if(ibutton_save_key(ibutton)) {
scene_manager_next_scene(ibutton->scene_manager, iButtonSceneSaveSuccess);
if(scene_manager_has_previous_scene(
ibutton->scene_manager, iButtonSceneSavedKeyMenu)) {
// Nothing, do not count editing as saving
} else if(scene_manager_has_previous_scene(
ibutton->scene_manager, iButtonSceneAddType)) {
dolphin_deed(DolphinDeedIbuttonAdd);
} else {
dolphin_deed(DolphinDeedIbuttonSave);
}
} else {
const uint32_t possible_scenes[] = {
iButtonSceneReadKeyMenu, iButtonSceneSavedKeyMenu, iButtonSceneAddType};
scene_manager_search_and_switch_to_previous_scene_one_of(
ibutton->scene_manager, possible_scenes, COUNT_OF(possible_scenes));
}
}
}
return consumed;
}
void ibutton_scene_save_name_on_exit(void* context) {
iButton* ibutton = context;
TextInput* text_input = ibutton->text_input;
void* validator_context = text_input_get_validator_callback_context(text_input);
text_input_set_validator(text_input, NULL, NULL);
validator_is_file_free((ValidatorIsFile*)validator_context);
text_input_reset(text_input);
}