unleashed-firmware/applications/main/subghz/scenes/subghz_scene_save_success.c

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#include "../subghz_i.h"
#include "../helpers/subghz_custom_event.h"
#include <dolphin/helpers/dolphin_deed.h>
[FL-2183] [FL-2209] Dolphin Deeds, Level up, assets generation, refactoring (#965) * 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>
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#include <dolphin/dolphin.h>
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void subghz_scene_save_success_popup_callback(void* context) {
SubGhz* subghz = context;
view_dispatcher_send_custom_event(subghz->view_dispatcher, SubGhzCustomEventSceneSaveSuccess);
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}
void subghz_scene_save_success_on_enter(void* context) {
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SubGhz* subghz = context;
[FL-2183] [FL-2209] Dolphin Deeds, Level up, assets generation, refactoring (#965) * 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>
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DOLPHIN_DEED(DolphinDeedSubGhzSave);
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// Setup view
Popup* popup = subghz->popup;
popup_set_icon(popup, 32, 5, &I_DolphinNice_96x59);
popup_set_header(popup, "Saved!", 13, 22, AlignLeft, AlignBottom);
popup_set_timeout(popup, 1500);
popup_set_context(popup, subghz);
popup_set_callback(popup, subghz_scene_save_success_popup_callback);
popup_enable_timeout(popup);
view_dispatcher_switch_to_view(subghz->view_dispatcher, SubGhzViewIdPopup);
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}
bool subghz_scene_save_success_on_event(void* context, SceneManagerEvent event) {
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SubGhz* subghz = context;
if(event.type == SceneManagerEventTypeCustom) {
if(event.event == SubGhzCustomEventSceneSaveSuccess) {
if(!scene_manager_search_and_switch_to_previous_scene(
subghz->scene_manager, SubGhzSceneReceiver)) {
subghz->txrx->rx_key_state = SubGhzRxKeyStateRAWSave;
if(!scene_manager_search_and_switch_to_previous_scene(
subghz->scene_manager, SubGhzSceneReadRAW)) {
subghz->txrx->rx_key_state = SubGhzRxKeyStateIDLE;
if(!scene_manager_search_and_switch_to_previous_scene(
subghz->scene_manager, SubGhzSceneSaved)) {
scene_manager_next_scene(subghz->scene_manager, SubGhzSceneSaved);
}
}
}
return true;
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}
}
return false;
}
void subghz_scene_save_success_on_exit(void* context) {
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SubGhz* subghz = context;
// Clear view
Popup* popup = subghz->popup;
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);
popup_set_callback(popup, NULL);
popup_set_context(popup, NULL);
popup_set_timeout(popup, 0);
popup_disable_timeout(popup);
}