mirror of
https://github.com/DarkFlippers/unleashed-firmware.git
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7e6a97c3a3
* GUI module submenu: fix documentation * GUI module submenu: add submenu_set_selected_item fn * App iButton: use submenu_set_selected_item to store and set selected item in submenu * App iButton: swap write and emulate in "saved key menu" scene * App iButton: file select can now switch to the previous selected file * App iButton: swap write and emulate indexes in "saved key menu" scene * Gui module file_select: work with separate extension * iButton app: separate file managment, file error handling * SD card api: custom error message * iButton app: better file error handling Co-authored-by: あく <alleteam@gmail.com>
61 lines
2.1 KiB
C++
61 lines
2.1 KiB
C++
#include "ibutton-scene-save-name.h"
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#include "../ibutton-app.h"
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#include "../ibutton-view-manager.h"
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#include "../ibutton-event.h"
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#include "../ibutton-key.h"
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#include <callback-connector.h>
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#include <filesystem-api.h>
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void iButtonSceneSaveName::on_enter(iButtonApp* app) {
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iButtonAppViewManager* view_manager = app->get_view_manager();
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TextInput* text_input = view_manager->get_text_input();
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auto callback = cbc::obtain_connector(this, &iButtonSceneSaveName::text_input_callback);
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iButtonKey* key = app->get_key();
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const char* key_name = key->get_name();
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if(strcmp(key_name, "") == 0) {
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app->generate_random_name(app->get_text_store(), app->get_text_store_size());
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} else {
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app->set_text_store("%s", key_name);
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}
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text_input_set_header_text(text_input, "Name the key");
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text_input_set_result_callback(
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text_input, callback, app, app->get_text_store(), app->get_text_store_size());
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view_manager->switch_to(iButtonAppViewManager::Type::iButtonAppViewTextInput);
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}
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bool iButtonSceneSaveName::on_event(iButtonApp* app, iButtonEvent* event) {
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bool consumed = false;
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if(event->type == iButtonEvent::Type::EventTypeTextEditResult) {
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if(app->save_key(app->get_text_store())) {
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app->switch_to_next_scene(iButtonApp::Scene::SceneSaveSuccess);
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} else {
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app->search_and_switch_to_previous_scene(
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{iButtonApp::Scene::SceneReadedKeyMenu,
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iButtonApp::Scene::SceneSavedKeyMenu,
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iButtonApp::Scene::SceneAddType});
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}
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consumed = true;
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}
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return consumed;
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}
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void iButtonSceneSaveName::on_exit(iButtonApp* app) {
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TextInput* text_input = app->get_view_manager()->get_text_input();
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text_input_set_header_text(text_input, "");
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text_input_set_result_callback(text_input, NULL, NULL, NULL, 0);
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}
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void iButtonSceneSaveName::text_input_callback(void* context, char* text) {
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iButtonApp* app = static_cast<iButtonApp*>(context);
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iButtonEvent event;
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event.type = iButtonEvent::Type::EventTypeTextEditResult;
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app->get_view_manager()->send_event(&event);
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} |