#include "../ibutton_i.h" #include #include #include static void ibutton_scene_save_name_text_input_callback(void* context) { iButton* ibutton = context; view_dispatcher_send_custom_event(ibutton->view_dispatcher, iButtonCustomEventTextEditResult); } void ibutton_scene_save_name_on_enter(void* context) { iButton* ibutton = context; TextInput* text_input = ibutton->text_input; const bool is_new_file = furi_string_empty(ibutton->file_path); if(is_new_file) { set_random_name(ibutton->key_name, IBUTTON_KEY_NAME_SIZE); } text_input_set_header_text(text_input, "Name the key"); text_input_set_result_callback( text_input, ibutton_scene_save_name_text_input_callback, ibutton, ibutton->key_name, IBUTTON_KEY_NAME_SIZE, is_new_file); ValidatorIsFile* validator_is_file = validator_is_file_alloc_init(IBUTTON_APP_FOLDER, IBUTTON_APP_EXTENSION, ibutton->key_name); text_input_set_validator(text_input, validator_is_file_callback, validator_is_file); view_dispatcher_switch_to_view(ibutton->view_dispatcher, iButtonViewTextInput); } bool ibutton_scene_save_name_on_event(void* context, SceneManagerEvent event) { iButton* ibutton = context; bool consumed = false; if(event.type == SceneManagerEventTypeCustom) { consumed = true; if(event.event == iButtonCustomEventTextEditResult) { furi_string_printf( ibutton->file_path, "%s/%s%s", IBUTTON_APP_FOLDER, ibutton->key_name, IBUTTON_APP_EXTENSION); if(ibutton_save_key(ibutton)) { scene_manager_next_scene(ibutton->scene_manager, iButtonSceneSaveSuccess); if(scene_manager_has_previous_scene( ibutton->scene_manager, iButtonSceneSavedKeyMenu)) { // Nothing, do not count editing as saving } else if(scene_manager_has_previous_scene( ibutton->scene_manager, iButtonSceneAddType)) { dolphin_deed(DolphinDeedIbuttonAdd); } else { dolphin_deed(DolphinDeedIbuttonSave); } } else { const uint32_t possible_scenes[] = { iButtonSceneReadKeyMenu, iButtonSceneSavedKeyMenu, iButtonSceneAddType}; scene_manager_search_and_switch_to_previous_scene_one_of( ibutton->scene_manager, possible_scenes, COUNT_OF(possible_scenes)); } } } return consumed; } void ibutton_scene_save_name_on_exit(void* context) { iButton* ibutton = context; TextInput* text_input = ibutton->text_input; void* validator_context = text_input_get_validator_callback_context(text_input); text_input_set_validator(text_input, NULL, NULL); validator_is_file_free((ValidatorIsFile*)validator_context); text_input_reset(text_input); }