unleashed-firmware/applications/main/ibutton/scenes/ibutton_scene_read.c
Liam Hays 90958a6d23
More UI fixes and improvements (#2419)
* 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>
2023-03-08 20:27:21 +09:00

61 lines
2.2 KiB
C

#include "../ibutton_i.h"
#include <dolphin/dolphin.h>
static void ibutton_scene_read_callback(void* context) {
iButton* ibutton = context;
view_dispatcher_send_custom_event(ibutton->view_dispatcher, iButtonCustomEventWorkerRead);
}
void ibutton_scene_read_on_enter(void* context) {
iButton* ibutton = context;
Popup* popup = ibutton->popup;
iButtonKey* key = ibutton->key;
iButtonWorker* worker = ibutton->worker;
popup_set_header(popup, "iButton", 95, 26, AlignCenter, AlignBottom);
popup_set_text(popup, "Apply key to\nFlipper's back", 95, 30, AlignCenter, AlignTop);
popup_set_icon(popup, 0, 5, &I_DolphinWait_61x59);
view_dispatcher_switch_to_view(ibutton->view_dispatcher, iButtonViewPopup);
ibutton_worker_read_set_callback(worker, ibutton_scene_read_callback, ibutton);
ibutton_worker_read_start(worker, key);
ibutton_notification_message(ibutton, iButtonNotificationMessageReadStart);
}
bool ibutton_scene_read_on_event(void* context, SceneManagerEvent event) {
iButton* ibutton = context;
SceneManager* scene_manager = ibutton->scene_manager;
bool consumed = false;
if(event.type == SceneManagerEventTypeTick) {
consumed = true;
} else if(event.type == SceneManagerEventTypeCustom) {
consumed = true;
if(event.event == iButtonCustomEventWorkerRead) {
if(ibutton_protocols_is_valid(ibutton->protocols, ibutton->key)) {
ibutton_notification_message(ibutton, iButtonNotificationMessageSuccess);
scene_manager_next_scene(scene_manager, iButtonSceneReadSuccess);
DOLPHIN_DEED(DolphinDeedIbuttonReadSuccess);
} else {
scene_manager_next_scene(scene_manager, iButtonSceneReadError);
}
}
}
return consumed;
}
void ibutton_scene_read_on_exit(void* context) {
iButton* ibutton = context;
Popup* popup = ibutton->popup;
ibutton_worker_stop(ibutton->worker);
popup_set_header(popup, NULL, 0, 0, AlignCenter, AlignBottom);
popup_set_text(popup, NULL, 0, 0, AlignCenter, AlignTop);
popup_set_icon(popup, 0, 0, NULL);
ibutton_notification_message(ibutton, iButtonNotificationMessageBlinkStop);
}