* Do not load all signals at once (Draft) * Minor cleanup * Refactor remote renaming * Improve function signatures * Rename infrared_remote functions * Optimise signal loading * Implement adding signals to remote * Add read_name() method * Deprecate a function * Partially implement deleting signals (draft) * Use m-array instead of m-list for signal name directory * Use plain C strings instead of furi_string * Implement deleting signals * Implement deleting signals via generalised callback * Implement renaming signals * Rename some types * Some more renaming * Remove unused type * Implement inserting signals (internal use) * Improve InfraredMoveView * Send an event to move a signal * Remove unused type * Implement moving signals * Implement creating new remotes with one signal * Un-deprecate and rename a function * Add InfraredRemote API docs * Add InfraredSignal API docs * Better error messages * Show progress pop-up when moving buttons in a remote * Copy labels to the InfraredMoveView to avoid pointer invalidation * Improve file selection scene * Show progress pop-up when renaming buttons in a remote * Refactor a scene * Show progress when deleting a button from remote * Use a random name for temp files * Add docs to infrared_brute_force.h * Rename Infrared type to InfraredApp * Add docs to infrared_app_i.h Co-authored-by: あく <alleteam@gmail.com>
		
			
				
	
	
		
			90 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			90 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
#include "../infrared_app_i.h"
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#include "common/infrared_scene_universal_common.h"
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void infrared_scene_universal_projector_on_enter(void* context) {
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    infrared_scene_universal_common_on_enter(context);
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    InfraredApp* infrared = context;
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    ButtonPanel* button_panel = infrared->button_panel;
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    InfraredBruteForce* brute_force = infrared->brute_force;
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    infrared_brute_force_set_db_filename(brute_force, EXT_PATH("infrared/assets/projector.ir"));
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    button_panel_reserve(button_panel, 2, 3);
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    uint32_t i = 0;
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    button_panel_add_item(
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        button_panel,
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        i,
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        0,
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        0,
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        6,
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        23,
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        &I_power_19x20,
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        &I_power_hover_19x20,
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        infrared_scene_universal_common_item_callback,
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        context);
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    button_panel_add_icon(button_panel, 4, 45, &I_power_text_24x5);
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    infrared_brute_force_add_record(brute_force, i++, "Power");
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    button_panel_add_item(
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        button_panel,
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        i,
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        1,
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        0,
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        39,
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        23,
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        &I_mute_19x20,
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        &I_mute_hover_19x20,
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        infrared_scene_universal_common_item_callback,
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        context);
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    button_panel_add_icon(button_panel, 39, 45, &I_mute_text_19x5);
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    infrared_brute_force_add_record(brute_force, i++, "Mute");
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    button_panel_add_item(
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        button_panel,
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        i,
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        0,
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        1,
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        20,
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        59,
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        &I_volup_24x21,
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        &I_volup_hover_24x21,
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        infrared_scene_universal_common_item_callback,
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        context);
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    infrared_brute_force_add_record(brute_force, i++, "Vol_up");
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    button_panel_add_item(
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        button_panel,
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        i,
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        0,
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        2,
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        20,
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        93,
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        &I_voldown_24x21,
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        &I_voldown_hover_24x21,
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        infrared_scene_universal_common_item_callback,
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        context);
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    infrared_brute_force_add_record(brute_force, i++, "Vol_dn");
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    button_panel_add_label(button_panel, 3, 11, FontPrimary, "Proj. remote");
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    button_panel_add_icon(button_panel, 17, 72, &I_vol_ac_text_30x30);
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    view_set_orientation(view_stack_get_view(infrared->view_stack), ViewOrientationVertical);
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    view_dispatcher_switch_to_view(infrared->view_dispatcher, InfraredViewStack);
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    infrared_show_loading_popup(infrared, true);
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    bool success = infrared_brute_force_calculate_messages(brute_force);
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    infrared_show_loading_popup(infrared, false);
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    if(!success) {
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        scene_manager_next_scene(infrared->scene_manager, InfraredSceneErrorDatabases);
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    }
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}
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bool infrared_scene_universal_projector_on_event(void* context, SceneManagerEvent event) {
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    return infrared_scene_universal_common_on_event(context, event);
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}
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void infrared_scene_universal_projector_on_exit(void* context) {
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    infrared_scene_universal_common_on_exit(context);
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}
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