* FIX: Fixed inconsistencies between texts: I have changed inconsistencies. Sometimes there was a missing capital letter and sometimes there was dot instead of exclamation mark and so on. No other changes were made. I have made the correction based on how other text looks on Fliper and for headers most texts use Pascal Case. * FIX: Fixed inconsistencies between texts: Found 2 more texts with inconsistencies. Co-authored-by: あく <alleteam@gmail.com>
		
			
				
	
	
		
			52 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			52 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
#include "../ibutton_i.h"
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static void ibutton_scene_retry_confirm_widget_callback(
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    GuiButtonType result,
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    InputType type,
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    void* context) {
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    iButton* ibutton = context;
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    if(type == InputTypeShort) {
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        view_dispatcher_send_custom_event(ibutton->view_dispatcher, result);
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    }
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}
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void ibutton_scene_retry_confirm_on_enter(void* context) {
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    iButton* ibutton = context;
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    Widget* widget = ibutton->widget;
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    widget_add_button_element(
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        widget, GuiButtonTypeLeft, "Exit", ibutton_scene_retry_confirm_widget_callback, ibutton);
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    widget_add_button_element(
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        widget, GuiButtonTypeRight, "Stay", ibutton_scene_retry_confirm_widget_callback, ibutton);
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    widget_add_string_element(
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        widget, 64, 19, AlignCenter, AlignBottom, FontPrimary, "Return to reading?");
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    widget_add_string_element(
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        widget, 64, 29, AlignCenter, AlignBottom, FontSecondary, "All unsaved data will be lost!");
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    view_dispatcher_switch_to_view(ibutton->view_dispatcher, iButtonViewWidget);
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}
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bool ibutton_scene_retry_confirm_on_event(void* context, SceneManagerEvent event) {
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    iButton* ibutton = context;
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    SceneManager* scene_manager = ibutton->scene_manager;
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    bool consumed = false;
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    if(event.type == SceneManagerEventTypeBack) {
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        consumed = true; // Ignore Back button presses
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    } else if(event.type == SceneManagerEventTypeCustom) {
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        consumed = true;
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        if(event.event == GuiButtonTypeLeft) {
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            scene_manager_search_and_switch_to_previous_scene(scene_manager, iButtonSceneRead);
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        } else if(event.event == GuiButtonTypeRight) {
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            scene_manager_previous_scene(scene_manager);
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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_retry_confirm_on_exit(void* context) {
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    iButton* ibutton = context;
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    widget_reset(ibutton->widget);
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}
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