* 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>
		
			
				
	
	
		
			48 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			C++
		
	
	
		
			Executable File
		
	
	
	
	
			
		
		
	
	
			48 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			C++
		
	
	
		
			Executable File
		
	
	
	
	
#include "ibutton_scene_add_value.h"
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#include "../ibutton_app.h"
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#include "../ibutton_view_manager.h"
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#include "../ibutton_event.h"
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#include <callback-connector.h>
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#include <dolphin/dolphin.h>
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void iButtonSceneAddValue::on_enter(iButtonApp* app) {
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    iButtonAppViewManager* view_manager = app->get_view_manager();
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    ByteInput* byte_input = view_manager->get_byte_input();
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    auto callback = cbc::obtain_connector(this, &iButtonSceneAddValue::byte_input_callback);
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    memcpy(this->new_key_data, app->get_key()->get_data(), app->get_key()->get_type_data_size());
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    byte_input_set_result_callback(
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        byte_input, callback, NULL, app, this->new_key_data, app->get_key()->get_type_data_size());
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    byte_input_set_header_text(byte_input, "Enter the key");
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    view_manager->switch_to(iButtonAppViewManager::Type::iButtonAppViewByteInput);
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}
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bool iButtonSceneAddValue::on_event(iButtonApp* app, iButtonEvent* event) {
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    bool consumed = false;
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    if(event->type == iButtonEvent::Type::EventTypeByteEditResult) {
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        DOLPHIN_DEED(DolphinDeedIbuttonAdd);
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        app->switch_to_next_scene(iButtonApp::Scene::SceneSaveName);
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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 iButtonSceneAddValue::on_exit(iButtonApp* app) {
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    iButtonAppViewManager* view_manager = app->get_view_manager();
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    ByteInput* byte_input = view_manager->get_byte_input();
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    byte_input_set_result_callback(byte_input, NULL, NULL, NULL, NULL, 0);
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    byte_input_set_header_text(byte_input, {0});
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}
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void iButtonSceneAddValue::byte_input_callback(void* context) {
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    iButtonApp* app = static_cast<iButtonApp*>(context);
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    iButtonEvent event;
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    event.type = iButtonEvent::Type::EventTypeByteEditResult;
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    memcpy(app->get_key()->get_data(), this->new_key_data, app->get_key()->get_type_data_size());
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    app->get_view_manager()->send_event(&event);
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}
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