unleashed-firmware/applications/ibutton/ibutton_app.h
Nikolay Minaylov 779d319069
[FL-2220, FL-2221, FL-1883] RFID and iButton GUI update (#1107)
* RFID and iButton gui update
* Grammar nazi: readed -> read
* Grammar nazi pt.2: writed -> written

Co-authored-by: あく <alleteam@gmail.com>
2022-04-14 15:03:47 +03:00

144 lines
4.7 KiB
C++

#pragma once
#include <map>
#include <list>
#include "ibutton_view_manager.h"
#include "scene/ibutton_scene_generic.h"
#include "scene/ibutton_scene_start.h"
#include "scene/ibutton_scene_read.h"
#include "scene/ibutton_scene_read_crc_error.h"
#include "scene/ibutton_scene_read_not_key_error.h"
#include "scene/ibutton_scene_read_success.h"
#include "scene/ibutton_scene_retry_confirm.h"
#include "scene/ibutton_scene_exit_confirm.h"
#include "scene/ibutton_scene_read_key_menu.h"
#include "scene/ibutton_scene_write.h"
#include "scene/ibutton_scene_write_success.h"
#include "scene/ibutton_scene_saved_key_menu.h"
#include "scene/ibutton_scene_delete_confirm.h"
#include "scene/ibutton_scene_delete_success.h"
#include "scene/ibutton_scene_emulate.h"
#include "scene/ibutton_scene_save_name.h"
#include "scene/ibutton_scene_save_success.h"
#include "scene/ibutton_scene_info.h"
#include "scene/ibutton_scene_select_key.h"
#include "scene/ibutton_scene_add_type.h"
#include "scene/ibutton_scene_add_value.h"
#include <one_wire/ibutton/ibutton_worker.h>
#include <notification/notification_messages.h>
#include <storage/storage.h>
#include <dialogs/dialogs.h>
#include <record_controller.hpp>
class iButtonApp {
public:
void run(void* args);
iButtonApp();
~iButtonApp();
enum class Scene : uint8_t {
SceneExit,
SceneStart,
SceneRead,
SceneReadNotKeyError,
SceneReadCRCError,
SceneReadSuccess,
SceneRetryConfirm,
SceneExitConfirm,
SceneReadKeyMenu,
SceneWrite,
SceneWriteSuccess,
SceneEmulate,
SceneSavedKeyMenu,
SceneDeleteConfirm,
SceneDeleteSuccess,
SceneSaveName,
SceneSaveSuccess,
SceneInfo,
SceneSelectKey,
SceneAddType,
SceneAddValue,
};
static const char* app_folder;
static const char* app_extension;
static const char* app_filetype;
iButtonAppViewManager* get_view_manager();
void switch_to_next_scene(Scene index);
void search_and_switch_to_previous_scene(std::initializer_list<Scene> scenes_list);
bool switch_to_previous_scene(uint8_t count = 1);
Scene get_previous_scene();
const GpioPin* get_ibutton_pin();
iButtonWorker* get_key_worker();
iButtonKey* get_key();
void notify_green_blink();
void notify_yellow_blink();
void notify_red_blink();
void notify_error();
void notify_success();
void notify_green_on();
void notify_green_off();
void notify_red_on();
void notify_red_off();
void set_text_store(const char* text...);
char* get_text_store();
uint8_t get_text_store_size();
char* get_file_name();
uint8_t get_file_name_size();
bool save_key(const char* key_name);
bool load_key();
bool load_key(const char* key_name);
bool delete_key();
private:
std::list<Scene> previous_scenes_list = {Scene::SceneExit};
Scene current_scene = Scene::SceneStart;
iButtonAppViewManager view;
std::map<Scene, iButtonScene*> scenes = {
{Scene::SceneStart, new iButtonSceneStart()},
{Scene::SceneRead, new iButtonSceneRead()},
{Scene::SceneReadCRCError, new iButtonSceneReadCRCError()},
{Scene::SceneReadNotKeyError, new iButtonSceneReadNotKeyError()},
{Scene::SceneReadSuccess, new iButtonSceneReadSuccess()},
{Scene::SceneRetryConfirm, new iButtonSceneRetryConfirm()},
{Scene::SceneExitConfirm, new iButtonSceneExitConfirm()},
{Scene::SceneReadKeyMenu, new iButtonSceneReadKeyMenu()},
{Scene::SceneWrite, new iButtonSceneWrite()},
{Scene::SceneWriteSuccess, new iButtonSceneWriteSuccess()},
{Scene::SceneEmulate, new iButtonSceneEmulate()},
{Scene::SceneSavedKeyMenu, new iButtonSceneSavedKeyMenu()},
{Scene::SceneDeleteConfirm, new iButtonSceneDeleteConfirm()},
{Scene::SceneDeleteSuccess, new iButtonSceneDeleteSuccess()},
{Scene::SceneSaveName, new iButtonSceneSaveName()},
{Scene::SceneSaveSuccess, new iButtonSceneSaveSuccess()},
{Scene::SceneInfo, new iButtonSceneInfo()},
{Scene::SceneSelectKey, new iButtonSceneSelectKey()},
{Scene::SceneAddType, new iButtonSceneAddType()},
{Scene::SceneAddValue, new iButtonSceneAddValue()},
};
iButtonWorker* key_worker;
iButtonKey* key;
RecordController<NotificationApp> notification;
RecordController<Storage> storage;
RecordController<DialogsApp> dialogs;
static const uint8_t file_name_size = 100;
char file_name[file_name_size];
static const uint8_t text_store_size = 128;
char text_store[text_store_size + 1];
bool load_key_data(string_t key_path);
void make_app_folder();
};