unleashed-firmware/applications/ibutton/scenes/ibutton_scene_save_success.c
Georgii Surkov 5171a6ad14
[FL-2514] Port iButton application to C (#1198)
* Initial C iButton app setup
* Add more scenes
* Add even more scenes
* Add even more scenes again
* More scenes...
* Add key info scene
* Add delete success scene
* Use scene state to store internal data
* Add parameter parsing
* Add emulate scene
* Add write scene
* Add write success scene
* Add Read scene
* Add read success scene
* Add exit confirm scene
* Add retry confirm scene
* Add CRC error scene
* Add not key scene
* Add read key menu scene
* Rename some scenes
* Refactor conditionals
* Remove unneeded custom events
* Remove the old iButton app
* Correct formatting
* Remove rogue comments and function prototypes
* iButton: cleanup merge artifacts and fix warnings

Co-authored-by: Aleksandr Kutuzov <alleteam@gmail.com>
2022-05-06 19:48:39 +03:00

52 lines
1.7 KiB
C

#include "../ibutton_i.h"
#include <dolphin/dolphin.h>
static void ibutton_scene_save_success_popup_callback(void* context) {
iButton* ibutton = context;
view_dispatcher_send_custom_event(ibutton->view_dispatcher, iButtonCustomEventBack);
}
void ibutton_scene_save_success_on_enter(void* context) {
iButton* ibutton = context;
Popup* popup = ibutton->popup;
DOLPHIN_DEED(DolphinDeedIbuttonSave);
popup_set_icon(popup, 32, 5, &I_DolphinNice_96x59);
popup_set_header(popup, "Saved!", 5, 7, AlignLeft, AlignTop);
popup_set_callback(popup, ibutton_scene_save_success_popup_callback);
popup_set_context(popup, ibutton);
popup_set_timeout(popup, 1500);
popup_enable_timeout(popup);
view_dispatcher_switch_to_view(ibutton->view_dispatcher, iButtonViewPopup);
}
bool ibutton_scene_save_success_on_event(void* context, SceneManagerEvent event) {
iButton* ibutton = context;
bool consumed = false;
if(event.type == SceneManagerEventTypeCustom) {
consumed = true;
if(event.event == iButtonCustomEventBack) {
const uint32_t possible_scenes[] = {
iButtonSceneReadKeyMenu, iButtonSceneSavedKeyMenu, iButtonSceneAddType};
ibutton_switch_to_previous_scene_one_of(
ibutton, possible_scenes, sizeof(possible_scenes) / sizeof(uint32_t));
}
}
return consumed;
}
void ibutton_scene_save_success_on_exit(void* context) {
iButton* ibutton = context;
Popup* popup = ibutton->popup;
popup_set_text(popup, NULL, 0, 0, AlignCenter, AlignTop);
popup_set_icon(popup, 0, 0, NULL);
popup_disable_timeout(popup);
popup_set_context(popup, NULL);
popup_set_callback(popup, NULL);
}