unleashed-firmware/applications/ibutton/scenes/ibutton_scene_retry_confirm.c
Georgii Surkov 5171a6ad14
[FL-2514] Port iButton application to C (#1198)
* Initial C iButton app setup
* Add more scenes
* Add even more scenes
* Add even more scenes again
* More scenes...
* Add key info scene
* Add delete success scene
* Use scene state to store internal data
* Add parameter parsing
* Add emulate scene
* Add write scene
* Add write success scene
* Add Read scene
* Add read success scene
* Add exit confirm scene
* Add retry confirm scene
* Add CRC error scene
* Add not key scene
* Add read key menu scene
* Rename some scenes
* Refactor conditionals
* Remove unneeded custom events
* Remove the old iButton app
* Correct formatting
* Remove rogue comments and function prototypes
* iButton: cleanup merge artifacts and fix warnings

Co-authored-by: Aleksandr Kutuzov <alleteam@gmail.com>
2022-05-06 19:48:39 +03:00

52 lines
1.8 KiB
C

#include "../ibutton_i.h"
static void ibutton_scene_retry_confirm_widget_callback(
GuiButtonType result,
InputType type,
void* context) {
iButton* ibutton = context;
if(type == InputTypeShort) {
view_dispatcher_send_custom_event(ibutton->view_dispatcher, result);
}
}
void ibutton_scene_retry_confirm_on_enter(void* context) {
iButton* ibutton = context;
Widget* widget = ibutton->widget;
widget_add_button_element(
widget, GuiButtonTypeLeft, "Exit", ibutton_scene_retry_confirm_widget_callback, ibutton);
widget_add_button_element(
widget, GuiButtonTypeRight, "Stay", ibutton_scene_retry_confirm_widget_callback, ibutton);
widget_add_string_element(
widget, 64, 19, AlignCenter, AlignBottom, FontPrimary, "Return to reading?");
widget_add_string_element(
widget, 64, 29, AlignCenter, AlignBottom, FontSecondary, "All unsaved data will be lost");
view_dispatcher_switch_to_view(ibutton->view_dispatcher, iButtonViewWidget);
}
bool ibutton_scene_retry_confirm_on_event(void* context, SceneManagerEvent event) {
iButton* ibutton = context;
SceneManager* scene_manager = ibutton->scene_manager;
bool consumed = false;
if(event.type == SceneManagerEventTypeBack) {
consumed = true; // Ignore Back button presses
} else if(event.type == SceneManagerEventTypeCustom) {
consumed = true;
if(event.event == GuiButtonTypeLeft) {
scene_manager_search_and_switch_to_previous_scene(scene_manager, iButtonSceneRead);
} else if(event.event == GuiButtonTypeRight) {
scene_manager_previous_scene(scene_manager);
}
}
return consumed;
}
void ibutton_scene_retry_confirm_on_exit(void* context) {
iButton* ibutton = context;
widget_reset(ibutton->widget);
}