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https://github.com/DarkFlippers/unleashed-firmware
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5171a6ad14
* 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>
51 lines
1.7 KiB
C
51 lines
1.7 KiB
C
#include "../ibutton_i.h"
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enum SubmenuIndex {
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SubmenuIndexRead,
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SubmenuIndexSaved,
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SubmenuIndexAdd,
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};
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void ibutton_scene_start_submenu_callback(void* context, uint32_t index) {
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iButton* ibutton = context;
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view_dispatcher_send_custom_event(ibutton->view_dispatcher, index);
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}
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void ibutton_scene_start_on_enter(void* context) {
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iButton* ibutton = context;
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Submenu* submenu = ibutton->submenu;
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submenu_add_item(
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submenu, "Read", SubmenuIndexRead, ibutton_scene_start_submenu_callback, ibutton);
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submenu_add_item(
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submenu, "Saved", SubmenuIndexSaved, ibutton_scene_start_submenu_callback, ibutton);
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submenu_add_item(
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submenu, "Add Manually", SubmenuIndexAdd, ibutton_scene_start_submenu_callback, ibutton);
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submenu_set_selected_item(submenu, SubmenuIndexRead);
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view_dispatcher_switch_to_view(ibutton->view_dispatcher, iButtonViewSubmenu);
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}
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bool ibutton_scene_start_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 == SubmenuIndexRead) {
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scene_manager_next_scene(ibutton->scene_manager, iButtonSceneRead);
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} else if(event.event == SubmenuIndexSaved) {
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scene_manager_next_scene(ibutton->scene_manager, iButtonSceneSelectKey);
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} else if(event.event == SubmenuIndexAdd) {
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scene_manager_next_scene(ibutton->scene_manager, iButtonSceneAddType);
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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_start_on_exit(void* context) {
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iButton* ibutton = context;
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submenu_reset(ibutton->submenu);
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}
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