a8acfcabb4
* Add skeleton for infrared C port, rename old app * Add scene stubs * Add more views * Misc changes * Add remote and signal class stubs * Complete infrared signal class * Add remote button class stub * Check if button contains a signal during destruction * Complete infrared signal class more * Implement remote storing * Implement remote loading * Fix error handling * Implement remote transmitting * Rename scene * Canonise event consumption * Implement remote learning (stub) * Implement learn success screen (stub) * Implement AskBack scene * Improve remote saving&loading * Fix remote file name * Add LearnDone scene * Switch from Remote scene correctly * Add SceneButtonSelect * Remove unneeded assert * Add new SceneManager method * Use new SceneManager method in Infrared * Implement renaming of buttons and remotes * Implement deleting of buttons and remotes * Add universal remotes list * Add brute force code * Brute force code improvements * Partially implement Universal Remote GUI * Fix wrong singnal handling * Fully implement Universal Remote * Use standard custom events everywhere * Return infrared CLI * Remove old Infrared app * Change container name * Fix scene order * Put ButtonPanel into stack only when needed * Show loading animation during slow operations * Do not hardcode Loading widget coordinates * Switch Loading widget orientation as needed * Save Start scene state * Save Remote scene state * Save Edit scene state * Save EditButtonSelect scene state * Do not use scene state * Use string_t instead of const char* for brevity * Fix memory leak * Fix saving raw remotes * Add Infrared debug menu * Add debug view * Move Infrared monitor into Infrared application * Remove old Infrared monitor app * Use common signal received callback everywhere
67 lines
2.3 KiB
C
67 lines
2.3 KiB
C
#include "../infrared_i.h"
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void infrared_scene_learn_enter_name_on_enter(void* context) {
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Infrared* infrared = context;
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TextInput* text_input = infrared->text_input;
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InfraredSignal* signal = infrared->received_signal;
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if(infrared_signal_is_raw(signal)) {
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InfraredRawSignal* raw = infrared_signal_get_raw_signal(signal);
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infrared_text_store_set(infrared, 0, "RAW_%d", raw->timings_size);
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} else {
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InfraredMessage* message = infrared_signal_get_message(signal);
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infrared_text_store_set(
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infrared,
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0,
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"%.4s_%0*lX",
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infrared_get_protocol_name(message->protocol),
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ROUND_UP_TO(infrared_get_protocol_command_length(message->protocol), 4),
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message->command);
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}
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text_input_set_header_text(text_input, "Name the button");
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text_input_set_result_callback(
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text_input,
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infrared_text_input_callback,
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context,
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infrared->text_store[0],
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INFRARED_MAX_BUTTON_NAME_LENGTH,
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true);
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view_dispatcher_switch_to_view(infrared->view_dispatcher, InfraredViewTextInput);
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}
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bool infrared_scene_learn_enter_name_on_event(void* context, SceneManagerEvent event) {
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Infrared* infrared = context;
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InfraredSignal* signal = infrared->received_signal;
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SceneManager* scene_manager = infrared->scene_manager;
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bool consumed = false;
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if(event.type == SceneManagerEventTypeCustom) {
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if(event.event == InfraredCustomEventTypeTextEditDone) {
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bool success = false;
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if(infrared->app_state.is_learning_new_remote) {
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success =
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infrared_add_remote_with_button(infrared, infrared->text_store[0], signal);
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} else {
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success =
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infrared_remote_add_button(infrared->remote, infrared->text_store[0], signal);
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}
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if(success) {
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scene_manager_next_scene(scene_manager, InfraredSceneLearnDone);
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} else {
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scene_manager_search_and_switch_to_previous_scene(
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scene_manager, InfraredSceneRemoteList);
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}
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consumed = true;
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}
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}
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return consumed;
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}
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void infrared_scene_learn_enter_name_on_exit(void* context) {
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Infrared* infrared = context;
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UNUSED(infrared);
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}
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