1daef3d025
* rename old ibutton app to ibutton-test * more renames * updated onewire library compilation condition * add submenu_clean subroutine * add index for submenu callback * c++ guard for gui modules * add released ibutton app * fix the position of the submenu window if there are too few items * iButton app basis * negative icon position info * fix submenu_clean subroutine * add ibutton app to applications makefile * add onewire key read routine to read mode * rename mode to scene * rename files and folder (mode to scene) * rename ibutton view to view manager * rename get_view to get_view_manager * cpp guards * key read, store and notify features * syntax fix * make iButtonScene functions pure virtual * fix syntax * add text store, add new scene (crc error) * not a key scene * syntax fix * read success scene * app, switching to the previous scene with the number of scenes to be skipped * scene whith menu when key is readed * fix font height calculation, fix offsets * add key write scene * view_dispatcher_remove_view subroutine * generic pause/resume os methods * fix furi_assert usage * key store, worker * fix pointer comparsion * saved keys, saved key action scenes * key delete/confirm delete scenes and routines * use last input subsystem changes * fix syntax * fix new model usage in submenu * fix includes * use vibro pin * use stored key name if valid * emulate scene * random name generator * name and save readed key scenes, new icon * fix icon position * fix text scene exit * fix naming, fix text placement, new info scene * state-driven cyfral decoder * better cyfral decoder * better cyfral decoder * one wire: search command set * metakom decoder * more key types * add next scene to error scenes * universal key reader * use new key reader * syntax fix * warning fix * byte input module template * new thread and insomnia api usage * New element: slightly rounded frame * Use elements_slightly_rounded_frame in text input * Gui test app: byte input usage * Byte input module: data drawing and selection * Byte input: comment currently unused fns * remove volatile qualifier * base byte input realisation * App gui test: remove internal fns visibility * Byne input, final version * test install gcc-arm-none-eabi-10-2020-q4-major * test install gcc-arm-none-eabi-10-2020-q4-major * App iButton: byte input view managment * App iButton: add key manually scenes * App iButton: rename scenes, add popup timeout * App iButton: use new scenes, new fn for rollback to specific prevous scene. * App iButton: remove byte input view on app exit * App iButton: edit key scene * Module byte input: reduce swintch value to uint8_t * Module byte input: switch from switch-case to if, unfortunately we need compile-time constants to use with switch * Icons: new small arrows * Module byte input: new arrangement of elements * OneWire slave lib: fix deattach sequence * App iButton: pulse sequencer * App iButton: add more keys to store * App iButton: split key worker to separate read/write/emulate entitys * App iButton: use new read/emulate entities * fix callback pointer saving * App iButton: use KeyReader error enum instead of KeyWorker error list handling * App iButton: do not use insomnia fns in pulse sequencer * App iButton: use KeyReader error enum in read scene * OneWire slave lib: more READ ROM command variants, call callback only if positive result * GPIO resources: add external gpio * App SD/NFC: removed application * App iButton-test: update to new light api * App iButton: update to new light-api * Outdated apps: add api-light-usage * Gpio: update SD card CS pin settings * API-power: added fns to disable/enable external 3v3 dc-dc * API-gpio: separated SD card detect routines * Resources: removed sd cs pin * SD card: low level init now resets card power supply * App SD-filesystem: use new card detect fns * SD card: fix low level init headers * SD card: more realilable low level init, power reset, exit from command read cycle conditionally * App SD-filesystem: led notifiers, init cycling * SD card: backport to F4 * Api PWM: add c++ guards * App iButton: yellow blink in emulate scene, vibro on * App iButton: one wire keys command set * App iButton: successful write scene * App iButton: key writer * App iButton: syntax fix * App iButton: notify write success * App iButton: fix double scene change * SD card: handle eject in init sequence * SD card: api to set level on detect gpio * SPI: api to set state on bus pins * SD card: set low state on bus pins while power reset * File select: init * File select: fix input consuming * SD Card: fixed dir open api error * SD-card: replace strncpy by strlcpy. Fix buffer overflow error. * API HAL OS: replace CMP based ticks with ARR based one, hard reset lptimer on reconfiguration. * GUI: More stack size for (temporary, wee need to implement sd card api in separate thread) * GUI: File select module. * App iButton-test: remove obsolete app Co-authored-by: rusdacent <rusdacentx0x08@gmail.com> Co-authored-by: coreglitch <mail@s3f.ru> Co-authored-by: Aleksandr Kutuzov <alleteam@gmail.com>
79 lines
1.3 KiB
C++
79 lines
1.3 KiB
C++
#include "ibutton-key.h"
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#include <furi.h>
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uint8_t iButtonKey::get_size() {
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return IBUTTON_KEY_SIZE;
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}
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void iButtonKey::set_data(uint8_t* _data, uint8_t _data_count) {
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furi_check(_data_count > 0);
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furi_check(_data_count <= get_size());
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memset(data, 0, get_size());
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memcpy(data, _data, _data_count);
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}
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uint8_t* iButtonKey::get_data() {
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return data;
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}
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uint8_t iButtonKey::get_type_data_size() {
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uint8_t size = 0;
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switch(type) {
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case iButtonKeyType::KeyCyfral:
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size = 2;
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break;
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case iButtonKeyType::KeyMetakom:
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size = 4;
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break;
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case iButtonKeyType::KeyDallas:
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size = 8;
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break;
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}
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return size;
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}
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void iButtonKey::set_name(const char* _name) {
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name = _name;
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}
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const char* iButtonKey::get_name() {
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return name;
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}
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void iButtonKey::set_type(iButtonKeyType _key_type) {
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type = _key_type;
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}
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iButtonKeyType iButtonKey::get_key_type() {
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return type;
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}
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iButtonKey::iButtonKey(
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iButtonKeyType _type,
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const char* _name,
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uint8_t d0,
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uint8_t d1,
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uint8_t d2,
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uint8_t d3,
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uint8_t d4,
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uint8_t d5,
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uint8_t d6,
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uint8_t d7) {
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type = _type;
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name = _name;
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data[0] = d0;
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data[1] = d1;
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data[2] = d2;
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data[3] = d3;
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data[4] = d4;
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data[5] = d5;
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data[6] = d6;
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data[7] = d7;
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}
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iButtonKey::iButtonKey() {
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}
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