unleashed-firmware/applications/ibutton/scenes/ibutton_scene_start.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

51 lines
1.7 KiB
C

#include "../ibutton_i.h"
enum SubmenuIndex {
SubmenuIndexRead,
SubmenuIndexSaved,
SubmenuIndexAdd,
};
void ibutton_scene_start_submenu_callback(void* context, uint32_t index) {
iButton* ibutton = context;
view_dispatcher_send_custom_event(ibutton->view_dispatcher, index);
}
void ibutton_scene_start_on_enter(void* context) {
iButton* ibutton = context;
Submenu* submenu = ibutton->submenu;
submenu_add_item(
submenu, "Read", SubmenuIndexRead, ibutton_scene_start_submenu_callback, ibutton);
submenu_add_item(
submenu, "Saved", SubmenuIndexSaved, ibutton_scene_start_submenu_callback, ibutton);
submenu_add_item(
submenu, "Add Manually", SubmenuIndexAdd, ibutton_scene_start_submenu_callback, ibutton);
submenu_set_selected_item(submenu, SubmenuIndexRead);
view_dispatcher_switch_to_view(ibutton->view_dispatcher, iButtonViewSubmenu);
}
bool ibutton_scene_start_on_event(void* context, SceneManagerEvent event) {
iButton* ibutton = context;
bool consumed = false;
if(event.type == SceneManagerEventTypeCustom) {
consumed = true;
if(event.event == SubmenuIndexRead) {
scene_manager_next_scene(ibutton->scene_manager, iButtonSceneRead);
} else if(event.event == SubmenuIndexSaved) {
scene_manager_next_scene(ibutton->scene_manager, iButtonSceneSelectKey);
} else if(event.event == SubmenuIndexAdd) {
scene_manager_next_scene(ibutton->scene_manager, iButtonSceneAddType);
}
}
return consumed;
}
void ibutton_scene_start_on_exit(void* context) {
iButton* ibutton = context;
submenu_reset(ibutton->submenu);
}