unleashed-firmware/applications/ibutton/scene/ibutton_scene_add_value.cpp
Albert Kharisov 84410c83b5
[FL-2183] [FL-2209] Dolphin Deeds, Level up, assets generation, refactoring ()
* 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>
2022-01-29 12:20:41 +03:00

48 lines
1.8 KiB
C++
Executable File

#include "ibutton_scene_add_value.h"
#include "../ibutton_app.h"
#include "../ibutton_view_manager.h"
#include "../ibutton_event.h"
#include <callback-connector.h>
#include <dolphin/dolphin.h>
void iButtonSceneAddValue::on_enter(iButtonApp* app) {
iButtonAppViewManager* view_manager = app->get_view_manager();
ByteInput* byte_input = view_manager->get_byte_input();
auto callback = cbc::obtain_connector(this, &iButtonSceneAddValue::byte_input_callback);
memcpy(this->new_key_data, app->get_key()->get_data(), app->get_key()->get_type_data_size());
byte_input_set_result_callback(
byte_input, callback, NULL, app, this->new_key_data, app->get_key()->get_type_data_size());
byte_input_set_header_text(byte_input, "Enter the key");
view_manager->switch_to(iButtonAppViewManager::Type::iButtonAppViewByteInput);
}
bool iButtonSceneAddValue::on_event(iButtonApp* app, iButtonEvent* event) {
bool consumed = false;
if(event->type == iButtonEvent::Type::EventTypeByteEditResult) {
DOLPHIN_DEED(DolphinDeedIbuttonAdd);
app->switch_to_next_scene(iButtonApp::Scene::SceneSaveName);
consumed = true;
}
return consumed;
}
void iButtonSceneAddValue::on_exit(iButtonApp* app) {
iButtonAppViewManager* view_manager = app->get_view_manager();
ByteInput* byte_input = view_manager->get_byte_input();
byte_input_set_result_callback(byte_input, NULL, NULL, NULL, NULL, 0);
byte_input_set_header_text(byte_input, {0});
}
void iButtonSceneAddValue::byte_input_callback(void* context) {
iButtonApp* app = static_cast<iButtonApp*>(context);
iButtonEvent event;
event.type = iButtonEvent::Type::EventTypeByteEditResult;
memcpy(app->get_key()->get_data(), this->new_key_data, app->get_key()->get_type_data_size());
app->get_view_manager()->send_event(&event);
}