mirror of
https://github.com/DarkFlippers/unleashed-firmware
synced 2024-12-20 17:53:20 +00:00
84410c83b5
* Desktop: cleanup headers * Get loader pubsub via record * [FL-2183] Dolphin refactoring 2022.01 * Restruct animations assets structure * Rename assets * Cleanup headers * Update Recording animation * Add BadBattery animation * Provide loader's pubsub via record * Fix load/unload animations * Scripts: add flipper format support, initial dolphin packager rework. Assets: internal and external dolphin. * Sync internal meta.txt and manifest.txt * Reorder, rename dolphin assets * Split essential generated assets * Add ReadMe for dolphin assets * Separate essential blocking animations * Scripts: full dolphin validation before packaging * Assets, Scripts: dolphin external resources packer * Github: update codeowners * Scripts: proper slots handling in dolphin animation meta * Scripts: correct frames enumeration and fix compiled assets. * [FL-2209] Add Dolphin Deeds points and many more * Remove excess frame_rate * Change dolphin assets directory * Scripts: add internal resource support to dolphin compiler * Scripts: add internal assets generation, renaming * Scripts: correct assert, renaming * Code cleanup, documentation, fixes * Update Levelup animations * Rename essential -> blocking * Fix Unlocked hint * Scripts: rewrite Templite compiller, replace regexps with token parser, split block types into code and variable blocks. Update dolphin templates. * Documentation: add key combos description and use information * Scripts: cleanup templit, more debug info and add dev comment Co-authored-by: あく <alleteam@gmail.com>
56 lines
1.8 KiB
C++
56 lines
1.8 KiB
C++
#include "ibutton_scene_save_success.h"
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#include "../ibutton_app.h"
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#include "../ibutton_view_manager.h"
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#include "../ibutton_event.h"
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#include "../ibutton_key.h"
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#include <dolphin/dolphin.h>
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#include <callback-connector.h>
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void iButtonSceneSaveSuccess::on_enter(iButtonApp* app) {
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iButtonAppViewManager* view_manager = app->get_view_manager();
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Popup* popup = view_manager->get_popup();
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auto callback = cbc::obtain_connector(this, &iButtonSceneSaveSuccess::popup_callback);
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DOLPHIN_DEED(DolphinDeedIbuttonSave);
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popup_set_icon(popup, 32, 5, &I_DolphinNice_96x59);
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popup_set_text(popup, "Saved!", 13, 22, AlignLeft, AlignBottom);
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popup_set_callback(popup, callback);
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popup_set_context(popup, app);
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popup_set_timeout(popup, 1500);
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popup_enable_timeout(popup);
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view_manager->switch_to(iButtonAppViewManager::Type::iButtonAppViewPopup);
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}
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bool iButtonSceneSaveSuccess::on_event(iButtonApp* app, iButtonEvent* event) {
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bool consumed = false;
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if(event->type == iButtonEvent::Type::EventTypeBack) {
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app->search_and_switch_to_previous_scene(
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{iButtonApp::Scene::SceneReadedKeyMenu,
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iButtonApp::Scene::SceneSavedKeyMenu,
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iButtonApp::Scene::SceneAddType});
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consumed = true;
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}
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return consumed;
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}
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void iButtonSceneSaveSuccess::on_exit(iButtonApp* app) {
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Popup* popup = app->get_view_manager()->get_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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void iButtonSceneSaveSuccess::popup_callback(void* context) {
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iButtonApp* app = static_cast<iButtonApp*>(context);
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iButtonEvent event;
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event.type = iButtonEvent::Type::EventTypeBack;
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app->get_view_manager()->send_event(&event);
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}
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