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https://github.com/DarkFlippers/unleashed-firmware.git
synced 2024-12-24 13:52:38 +03:00
[FL-3815] Fix the retry/exit confirmation prompts in iButton (#3613)
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parent
c87683596a
commit
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@ -17,6 +17,5 @@ ADD_SCENE(ibutton, delete_confirm, DeleteConfirm)
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ADD_SCENE(ibutton, delete_success, DeleteSuccess)
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ADD_SCENE(ibutton, delete_success, DeleteSuccess)
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ADD_SCENE(ibutton, retry_confirm, RetryConfirm)
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ADD_SCENE(ibutton, retry_confirm, RetryConfirm)
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ADD_SCENE(ibutton, exit_confirm, ExitConfirm)
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ADD_SCENE(ibutton, exit_confirm, ExitConfirm)
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ADD_SCENE(ibutton, read_exit_confirm, ReadExitConfirm)
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ADD_SCENE(ibutton, view_data, ViewData)
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ADD_SCENE(ibutton, view_data, ViewData)
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ADD_SCENE(ibutton, rpc, Rpc)
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ADD_SCENE(ibutton, rpc, Rpc)
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@ -1,59 +0,0 @@
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#include "../ibutton_i.h"
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static void ibutton_scene_read_exit_confirm_widget_callback(
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GuiButtonType result,
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InputType type,
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void* context) {
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iButton* ibutton = context;
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if(type == InputTypeShort) {
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view_dispatcher_send_custom_event(ibutton->view_dispatcher, result);
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}
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}
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void ibutton_scene_read_exit_confirm_on_enter(void* context) {
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iButton* ibutton = context;
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Widget* widget = ibutton->widget;
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widget_add_button_element(
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widget,
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GuiButtonTypeLeft,
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"Exit",
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ibutton_scene_read_exit_confirm_widget_callback,
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ibutton);
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widget_add_button_element(
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widget,
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GuiButtonTypeRight,
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"Stay",
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ibutton_scene_read_exit_confirm_widget_callback,
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ibutton);
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widget_add_string_element(
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widget, 64, 19, AlignCenter, AlignBottom, FontPrimary, "Retry Reading?");
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widget_add_string_element(
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widget, 64, 31, AlignCenter, AlignBottom, FontSecondary, "All unsaved data will be lost!");
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view_dispatcher_switch_to_view(ibutton->view_dispatcher, iButtonViewWidget);
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}
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bool ibutton_scene_read_exit_confirm_on_event(void* context, SceneManagerEvent event) {
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iButton* ibutton = context;
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SceneManager* scene_manager = ibutton->scene_manager;
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bool consumed = false;
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if(event.type == SceneManagerEventTypeBack) {
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consumed = true; // Ignore Back button presses
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} else if(event.type == SceneManagerEventTypeCustom) {
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consumed = true;
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if(event.event == GuiButtonTypeLeft) {
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scene_manager_search_and_switch_to_previous_scene(scene_manager, iButtonSceneRead);
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} else if(event.event == GuiButtonTypeRight) {
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scene_manager_previous_scene(scene_manager);
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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_read_exit_confirm_on_exit(void* context) {
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iButton* ibutton = context;
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widget_reset(ibutton->widget);
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}
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@ -44,7 +44,7 @@ bool ibutton_scene_read_success_on_event(void* context, SceneManagerEvent event)
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if(event.type == SceneManagerEventTypeBack) {
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if(event.type == SceneManagerEventTypeBack) {
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consumed = true;
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consumed = true;
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scene_manager_next_scene(scene_manager, iButtonSceneReadExitConfirm);
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scene_manager_next_scene(scene_manager, iButtonSceneExitConfirm);
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} else if(event.type == SceneManagerEventTypeCustom) {
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} else if(event.type == SceneManagerEventTypeCustom) {
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consumed = true;
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consumed = true;
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if(event.event == GuiButtonTypeRight) {
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if(event.event == GuiButtonTypeRight) {
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@ -15,7 +15,7 @@ void ibutton_scene_retry_confirm_on_enter(void* context) {
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Widget* widget = ibutton->widget;
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Widget* widget = ibutton->widget;
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widget_add_button_element(
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widget_add_button_element(
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widget, GuiButtonTypeLeft, "Exit", ibutton_scene_retry_confirm_widget_callback, ibutton);
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widget, GuiButtonTypeLeft, "Retry", ibutton_scene_retry_confirm_widget_callback, ibutton);
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widget_add_button_element(
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widget_add_button_element(
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widget, GuiButtonTypeRight, "Stay", ibutton_scene_retry_confirm_widget_callback, ibutton);
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widget, GuiButtonTypeRight, "Stay", ibutton_scene_retry_confirm_widget_callback, ibutton);
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widget_add_string_element(
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widget_add_string_element(
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