* Desktop: cleanup headers * Get loader pubsub via record * [FL-2183] Dolphin refactoring 2022.01 * Restruct animations assets structure * Rename assets * Cleanup headers * Update Recording animation * Add BadBattery animation * Provide loader's pubsub via record * Fix load/unload animations * Scripts: add flipper format support, initial dolphin packager rework. Assets: internal and external dolphin. * Sync internal meta.txt and manifest.txt * Reorder, rename dolphin assets * Split essential generated assets * Add ReadMe for dolphin assets * Separate essential blocking animations * Scripts: full dolphin validation before packaging * Assets, Scripts: dolphin external resources packer * Github: update codeowners * Scripts: proper slots handling in dolphin animation meta * Scripts: correct frames enumeration and fix compiled assets. * [FL-2209] Add Dolphin Deeds points and many more * Remove excess frame_rate * Change dolphin assets directory * Scripts: add internal resource support to dolphin compiler * Scripts: add internal assets generation, renaming * Scripts: correct assert, renaming * Code cleanup, documentation, fixes * Update Levelup animations * Rename essential -> blocking * Fix Unlocked hint * Scripts: rewrite Templite compiller, replace regexps with token parser, split block types into code and variable blocks. Update dolphin templates. * Documentation: add key combos description and use information * Scripts: cleanup templit, more debug info and add dev comment Co-authored-by: あく <alleteam@gmail.com>
		
			
				
	
	
		
			51 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			51 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "lfrfid_app_scene_save_success.h"
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#include <gui/scene_manager.h>
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#include <dolphin/dolphin.h>
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#include <stdint.h>
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void LfRfidAppSceneSaveSuccess::on_enter(LfRfidApp* app, bool need_restore) {
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    auto popup = app->view_controller.get<PopupVM>();
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    DOLPHIN_DEED(DolphinDeedRfidSave);
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    popup->set_icon(32, 5, &I_DolphinNice_96x59);
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    popup->set_text("Saved!", 13, 22, AlignLeft, AlignBottom);
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    popup->set_context(app);
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    popup->set_callback(LfRfidAppSceneSaveSuccess::timeout_callback);
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    popup->set_timeout(1500);
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    popup->enable_timeout();
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    app->view_controller.switch_to<PopupVM>();
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}
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bool LfRfidAppSceneSaveSuccess::on_event(LfRfidApp* app, LfRfidApp::Event* event) {
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    bool consumed = false;
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    if(event->type == LfRfidApp::EventType::Back) {
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        bool result = app->scene_controller.has_previous_scene(
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            {LfRfidApp::SceneType::ReadedMenu, LfRfidApp::SceneType::SelectKey});
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        if(result) {
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            app->scene_controller.search_and_switch_to_previous_scene(
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                {LfRfidApp::SceneType::ReadedMenu, LfRfidApp::SceneType::SelectKey});
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        } else {
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            app->scene_controller.search_and_switch_to_another_scene(
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                {LfRfidApp::SceneType::SaveType}, LfRfidApp::SceneType::SelectKey);
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        }
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        consumed = true;
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    }
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    return consumed;
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}
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void LfRfidAppSceneSaveSuccess::on_exit(LfRfidApp* app) {
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    app->view_controller.get<PopupVM>()->clean();
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}
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void LfRfidAppSceneSaveSuccess::timeout_callback(void* context) {
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    LfRfidApp* app = static_cast<LfRfidApp*>(context);
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    LfRfidApp::Event event;
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    event.type = LfRfidApp::EventType::Back;
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    app->view_controller.send_event(&event);
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}
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