b9a766d909
* Added support for running applications from SD card (FAPs - Flipper Application Packages) * Added plugin_dist target for fbt to build FAPs * All apps of type FlipperAppType.EXTERNAL and FlipperAppType.PLUGIN are built as FAPs by default * Updated VSCode configuration for new fbt features - re-deploy stock configuration to use them * Added debugging support for FAPs with fbt debug & VSCode * Added public firmware API with automated versioning Co-authored-by: hedger <hedger@users.noreply.github.com> Co-authored-by: SG <who.just.the.doctor@gmail.com> Co-authored-by: あく <alleteam@gmail.com>
64 lines
2.1 KiB
C
64 lines
2.1 KiB
C
#include "../ibutton_i.h"
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typedef enum {
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SubmenuIndexSave,
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SubmenuIndexEmulate,
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SubmenuIndexWrite,
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} SubmenuIndex;
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void ibutton_scene_read_key_menu_submenu_callback(void* context, uint32_t index) {
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iButton* ibutton = context;
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view_dispatcher_send_custom_event(ibutton->view_dispatcher, index);
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}
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void ibutton_scene_read_key_menu_on_enter(void* context) {
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iButton* ibutton = context;
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Submenu* submenu = ibutton->submenu;
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submenu_add_item(
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submenu, "Save", SubmenuIndexSave, ibutton_scene_read_key_menu_submenu_callback, ibutton);
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submenu_add_item(
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submenu,
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"Emulate",
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SubmenuIndexEmulate,
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ibutton_scene_read_key_menu_submenu_callback,
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ibutton);
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if(ibutton_key_get_type(ibutton->key) == iButtonKeyDS1990) {
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submenu_add_item(
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submenu,
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"Write",
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SubmenuIndexWrite,
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ibutton_scene_read_key_menu_submenu_callback,
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ibutton);
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}
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submenu_set_selected_item(
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submenu, scene_manager_get_scene_state(ibutton->scene_manager, iButtonSceneReadKeyMenu));
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view_dispatcher_switch_to_view(ibutton->view_dispatcher, iButtonViewSubmenu);
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}
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bool ibutton_scene_read_key_menu_on_event(void* context, SceneManagerEvent event) {
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iButton* ibutton = context;
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bool consumed = false;
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if(event.type == SceneManagerEventTypeCustom) {
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scene_manager_set_scene_state(
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ibutton->scene_manager, iButtonSceneReadKeyMenu, event.event);
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consumed = true;
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if(event.event == SubmenuIndexSave) {
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scene_manager_next_scene(ibutton->scene_manager, iButtonSceneSaveName);
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} else if(event.event == SubmenuIndexEmulate) {
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scene_manager_next_scene(ibutton->scene_manager, iButtonSceneEmulate);
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} else if(event.event == SubmenuIndexWrite) {
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scene_manager_next_scene(ibutton->scene_manager, iButtonSceneWrite);
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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_key_menu_on_exit(void* context) {
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iButton* ibutton = context;
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submenu_reset(ibutton->submenu);
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}
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