90958a6d23
* Unify spelling of confirm exit/retry across apps. * Unify infrared exit/retry confirm menus? * "Keyboard Layout", not "Keyboard layout". * Make iButton read scene prompt less awkward. * "Detect Reader" in MF Classic saved menu instead of "Detect reader" * NFC menu spelling changes only. * Remove \n in strings in widget_add_string_element() calls. Co-authored-by: あく <alleteam@gmail.com>
62 lines
2.2 KiB
C
62 lines
2.2 KiB
C
#include "../ibutton_i.h"
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#include <dolphin/dolphin.h>
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static void ibutton_scene_read_callback(void* context) {
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iButton* ibutton = context;
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view_dispatcher_send_custom_event(ibutton->view_dispatcher, iButtonCustomEventWorkerRead);
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}
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void ibutton_scene_read_on_enter(void* context) {
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iButton* ibutton = context;
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Popup* popup = ibutton->popup;
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iButtonKey* key = ibutton->key;
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iButtonWorker* worker = ibutton->worker;
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popup_set_header(popup, "iButton", 95, 26, AlignCenter, AlignBottom);
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popup_set_text(popup, "Apply key to\nFlipper's back", 95, 30, AlignCenter, AlignTop);
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popup_set_icon(popup, 0, 5, &I_DolphinWait_61x59);
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view_dispatcher_switch_to_view(ibutton->view_dispatcher, iButtonViewPopup);
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ibutton_worker_read_set_callback(worker, ibutton_scene_read_callback, ibutton);
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ibutton_worker_read_start(worker, key);
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ibutton_notification_message(ibutton, iButtonNotificationMessageReadStart);
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}
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bool ibutton_scene_read_on_event(void* context, SceneManagerEvent event) {
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iButton* ibutton = context;
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SceneManager* scene_manager = ibutton->scene_manager;
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bool consumed = false;
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if(event.type == SceneManagerEventTypeTick) {
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consumed = true;
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} else if(event.type == SceneManagerEventTypeCustom) {
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consumed = true;
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if(event.event == iButtonCustomEventWorkerRead) {
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if(ibutton_protocols_is_valid(ibutton->protocols, ibutton->key)) {
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ibutton_notification_message(ibutton, iButtonNotificationMessageSuccess);
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scene_manager_next_scene(scene_manager, iButtonSceneReadSuccess);
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DOLPHIN_DEED(DolphinDeedIbuttonReadSuccess);
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} else {
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scene_manager_next_scene(scene_manager, iButtonSceneReadError);
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}
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}
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}
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return consumed;
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}
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void ibutton_scene_read_on_exit(void* context) {
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iButton* ibutton = context;
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Popup* popup = ibutton->popup;
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ibutton_worker_stop(ibutton->worker);
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popup_set_header(popup, NULL, 0, 0, AlignCenter, AlignBottom);
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popup_set_text(popup, NULL, 0, 0, AlignCenter, AlignTop);
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popup_set_icon(popup, 0, 0, NULL);
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ibutton_notification_message(ibutton, iButtonNotificationMessageBlinkStop);
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}
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