* C++ apps: templated scene controller * templated app: fix type names * templated app: text store component * Applications: add "Templated Scene" application * templated app: refractoring * Gui module byte input: fix docs * templated app: new byte input scene * templated app: dialog ex view module * templated app: popup view module * templated app: dialog-ex view module, fix docs * templated app: text input view module * Gui module text input: fix docs * Furi: duplicated include * templated app: record holder (controller) class * templated app: view modules can now be accessed via cast * templated app: remove unused includes * templated app: fix return code
		
			
				
	
	
		
			36 lines
		
	
	
		
			1.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			36 lines
		
	
	
		
			1.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "scened-app-scene-byte-input.h"
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void ScenedAppSceneByteInput::on_enter(ScenedApp* app, bool need_restore) {
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    ByteInputVM* byte_input = app->view_controller;
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    auto callback = cbc::obtain_connector(this, &ScenedAppSceneByteInput::result_callback);
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    byte_input->set_result_callback(callback, NULL, app, data, 4);
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    byte_input->set_header_text("Enter the key");
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    app->view_controller.switch_to<ByteInputVM>();
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}
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bool ScenedAppSceneByteInput::on_event(ScenedApp* app, ScenedApp::Event* event) {
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    bool consumed = false;
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    if(event->type == ScenedApp::EventType::ByteEditResult) {
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        app->scene_controller.switch_to_previous_scene();
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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 ScenedAppSceneByteInput::on_exit(ScenedApp* app) {
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    app->view_controller.get<ByteInputVM>()->clean();
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}
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void ScenedAppSceneByteInput::result_callback(void* context, uint8_t* bytes, uint8_t bytes_count) {
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    ScenedApp* app = static_cast<ScenedApp*>(context);
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    ScenedApp::Event event;
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    event.type = ScenedApp::EventType::ByteEditResult;
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    app->view_controller.send_event(&event);
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}
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