* Initial C iButton app setup * Add more scenes * Add even more scenes * Add even more scenes again * More scenes... * Add key info scene * Add delete success scene * Use scene state to store internal data * Add parameter parsing * Add emulate scene * Add write scene * Add write success scene * Add Read scene * Add read success scene * Add exit confirm scene * Add retry confirm scene * Add CRC error scene * Add not key scene * Add read key menu scene * Rename some scenes * Refactor conditionals * Remove unneeded custom events * Remove the old iButton app * Correct formatting * Remove rogue comments and function prototypes * iButton: cleanup merge artifacts and fix warnings Co-authored-by: Aleksandr Kutuzov <alleteam@gmail.com>
		
			
				
	
	
		
			62 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			62 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
#include "../ibutton_i.h"
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typedef enum {
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    SubmenuIndexSave,
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    SubmenuIndexEmulate,
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    SubmenuIndexWrite,
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} SubmenuIndex;
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void ibutton_scene_read_key_menu_submenu_callback(void* context, uint32_t index) {
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    iButton* ibutton = context;
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    view_dispatcher_send_custom_event(ibutton->view_dispatcher, index);
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}
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void ibutton_scene_read_key_menu_on_enter(void* context) {
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    iButton* ibutton = context;
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    Submenu* submenu = ibutton->submenu;
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    submenu_add_item(
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        submenu, "Save", SubmenuIndexSave, ibutton_scene_read_key_menu_submenu_callback, ibutton);
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    submenu_add_item(
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        submenu,
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        "Emulate",
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        SubmenuIndexEmulate,
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        ibutton_scene_read_key_menu_submenu_callback,
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        ibutton);
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    if(ibutton_key_get_type(ibutton->key) == iButtonKeyDS1990) {
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        submenu_add_item(
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            submenu,
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            "Write",
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            SubmenuIndexWrite,
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            ibutton_scene_read_key_menu_submenu_callback,
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            ibutton);
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    }
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    submenu_set_selected_item(submenu, SubmenuIndexSave);
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    view_dispatcher_switch_to_view(ibutton->view_dispatcher, iButtonViewSubmenu);
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}
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bool ibutton_scene_read_key_menu_on_event(void* context, SceneManagerEvent event) {
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    iButton* ibutton = context;
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    bool consumed = false;
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    if(event.type == SceneManagerEventTypeCustom) {
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        consumed = true;
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        if(event.event == SubmenuIndexSave) {
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            scene_manager_next_scene(ibutton->scene_manager, iButtonSceneSaveName);
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        } else if(event.event == SubmenuIndexEmulate) {
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            scene_manager_next_scene(ibutton->scene_manager, iButtonSceneEmulate);
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        } else if(event.event == SubmenuIndexWrite) {
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            scene_manager_next_scene(ibutton->scene_manager, iButtonSceneWrite);
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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_read_key_menu_on_exit(void* context) {
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    iButton* ibutton = context;
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    submenu_reset(ibutton->submenu);
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}
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