unleashed-firmware/applications/main/ibutton/scenes/ibutton_scene_delete_success.c
RebornedBrain d511d76a1b
[FL-3678] [FL-3733] [FL-3723] UI refactor (#3323)
* Added new image DolphinSaved_113x58.png for all "saved" pages
* New image DolphinDone_80x58.png added
* Replaced dolphins on all scenes accroding to new UI specs
* New success dolphin image added
* Success scene image replaced
* Changed image and text for update initial scene
* Image and text adjusted for "Original restored" scene
* Removed old DolphinNice_96x59.png image
* New image for LFRFID scene
* Removed unused image
* New UI image added to assets
* Replaced warning dolphin on mf_classic write initial fail scene
* Removed old image
* Changed image on scenes to a new one
* New dolphin mafia image
* Replaced dolphin mafia image to a new one
* Removed DolphinMafia_115x62.png
* New check symbol on completed state for detect_reader
* Adjusted layout elements position
* Removed second switching to popup view in order to achieve control in support callbacks
In general now we show generic scene and after that in on_enter callback we can redefine it for particular protocol
* CardDetected event now also triggers on_event callback
* Now on AuthRequest we throw CardDetected custom event
* Added callback for read_on_event
* Now we show different screen while reading and unlocking
* Fixed missing asstes for some scenes
* Update DolphinMafia_119x62.png
* Adjusted all the scenes with DolphinMafia image
* Scenes with save image adjusted
* Removed unnecessary assets DolphinMafia_119x62.png and DolphinSaved_113x58.png
* All common dolphins moved to Dolphin folder
* Moved DolphinReadingSuccess_59x63.png to Dolphin folder
* Set proper led color for detect and read scenes
* Added new notification sequence for semi_success results
* Use new sequence for semi_success nfc reads
* Different events are now throwed depending on read result
* Added handling of incomplete event for ultralight cards
* Replaced image for iButton scene
* Updated API for f18
* Fixed issue with unlock retry sequence
* Fix after review
* Success notification replaced to semi success in case of incomplete mf classic reading
* New text for read scene
* New read result sound notification logic for mf classic cards

Co-authored-by: あく <alleteam@gmail.com>
Co-authored-by: gornekich <n.gorbadey@gmail.com>
2024-01-02 15:43:46 +09:00

42 lines
1.3 KiB
C

#include "../ibutton_i.h"
static void ibutton_scene_delete_success_popup_callback(void* context) {
iButton* ibutton = context;
view_dispatcher_send_custom_event(ibutton->view_dispatcher, iButtonCustomEventBack);
}
void ibutton_scene_delete_success_on_enter(void* context) {
iButton* ibutton = context;
Popup* popup = ibutton->popup;
popup_set_icon(popup, 0, 2, &I_DolphinMafia_119x62);
popup_set_header(popup, "Deleted", 80, 19, AlignLeft, AlignBottom);
popup_set_callback(popup, ibutton_scene_delete_success_popup_callback);
popup_set_context(popup, ibutton);
popup_set_timeout(popup, 1500);
popup_enable_timeout(popup);
view_dispatcher_switch_to_view(ibutton->view_dispatcher, iButtonViewPopup);
}
bool ibutton_scene_delete_success_on_event(void* context, SceneManagerEvent event) {
iButton* ibutton = context;
bool consumed = false;
if(event.type == SceneManagerEventTypeCustom) {
consumed = true;
if(event.event == iButtonCustomEventBack) {
scene_manager_search_and_switch_to_previous_scene(
ibutton->scene_manager, iButtonSceneSelectKey);
}
}
return consumed;
}
void ibutton_scene_delete_success_on_exit(void* context) {
iButton* ibutton = context;
Popup* popup = ibutton->popup;
popup_reset(popup);
}