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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>
52 lines
1.8 KiB
C
52 lines
1.8 KiB
C
#include "../ibutton_i.h"
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static void ibutton_scene_write_success_popup_callback(void* context) {
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iButton* ibutton = context;
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view_dispatcher_send_custom_event(ibutton->view_dispatcher, iButtonCustomEventBack);
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ibutton_notification_message(ibutton, iButtonNotificationMessageGreenOff);
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}
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void ibutton_scene_write_success_on_enter(void* context) {
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iButton* ibutton = context;
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Popup* popup = ibutton->popup;
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popup_set_icon(popup, 0, 12, &I_iButtonDolphinVerySuccess_108x52);
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popup_set_text(popup, "Successfully written!", 40, 12, AlignLeft, AlignBottom);
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popup_set_callback(popup, ibutton_scene_write_success_popup_callback);
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popup_set_context(popup, ibutton);
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popup_set_timeout(popup, 1500);
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popup_enable_timeout(popup);
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view_dispatcher_switch_to_view(ibutton->view_dispatcher, iButtonViewPopup);
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ibutton_notification_message(ibutton, iButtonNotificationMessageSuccess);
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ibutton_notification_message(ibutton, iButtonNotificationMessageGreenOn);
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}
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bool ibutton_scene_write_success_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 == iButtonCustomEventBack) {
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const uint32_t possible_scenes[] = {iButtonSceneReadKeyMenu, iButtonSceneStart};
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ibutton_switch_to_previous_scene_one_of(
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ibutton, possible_scenes, sizeof(possible_scenes) / sizeof(uint32_t));
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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_write_success_on_exit(void* context) {
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iButton* ibutton = context;
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Popup* popup = ibutton->popup;
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popup_set_text(popup, NULL, 0, 0, AlignCenter, AlignTop);
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popup_set_icon(popup, 0, 0, NULL);
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popup_disable_timeout(popup);
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popup_set_context(popup, NULL);
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popup_set_callback(popup, NULL);
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}
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