mirror of
https://github.com/DarkFlippers/unleashed-firmware
synced 2024-12-23 11:13:09 +00:00
90958a6d23
* Unify spelling of confirm exit/retry across apps. * Unify infrared exit/retry confirm menus? * "Keyboard Layout", not "Keyboard layout". * Make iButton read scene prompt less awkward. * "Detect Reader" in MF Classic saved menu instead of "Detect reader" * NFC menu spelling changes only. * Remove \n in strings in widget_add_string_element() calls. Co-authored-by: あく <alleteam@gmail.com>
51 lines
1.8 KiB
C
51 lines
1.8 KiB
C
#include "../ibutton_i.h"
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static void ibutton_scene_exit_confirm_widget_callback(
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GuiButtonType result,
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InputType type,
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void* context) {
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iButton* ibutton = context;
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if(type == InputTypeShort) {
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view_dispatcher_send_custom_event(ibutton->view_dispatcher, result);
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}
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}
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void ibutton_scene_exit_confirm_on_enter(void* context) {
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iButton* ibutton = context;
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Widget* widget = ibutton->widget;
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widget_add_button_element(
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widget, GuiButtonTypeLeft, "Exit", ibutton_scene_exit_confirm_widget_callback, ibutton);
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widget_add_button_element(
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widget, GuiButtonTypeRight, "Stay", ibutton_scene_exit_confirm_widget_callback, ibutton);
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widget_add_string_element(
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widget, 64, 19, AlignCenter, AlignBottom, FontPrimary, "Exit to iButton Menu?");
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widget_add_string_element(
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widget, 64, 31, AlignCenter, AlignBottom, FontSecondary, "All unsaved data will be lost!");
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view_dispatcher_switch_to_view(ibutton->view_dispatcher, iButtonViewWidget);
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}
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bool ibutton_scene_exit_confirm_on_event(void* context, SceneManagerEvent event) {
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iButton* ibutton = context;
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SceneManager* scene_manager = ibutton->scene_manager;
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bool consumed = false;
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if(event.type == SceneManagerEventTypeBack) {
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consumed = true; // Ignore Back button presses
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} else if(event.type == SceneManagerEventTypeCustom) {
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consumed = true;
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if(event.event == GuiButtonTypeLeft) {
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scene_manager_search_and_switch_to_previous_scene(scene_manager, iButtonSceneStart);
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} else if(event.event == GuiButtonTypeRight) {
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scene_manager_previous_scene(scene_manager);
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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_exit_confirm_on_exit(void* context) {
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iButton* ibutton = context;
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widget_reset(ibutton->widget);
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}
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