#include #include #include #include #include "../pokemon_app.h" #include "../pokemon_data.h" #include "pokemon_menu.h" static void select_move_selected_callback(void* context, uint32_t index) { PokemonFap* pokemon_fap = (PokemonFap*)context; uint32_t move = scene_manager_get_scene_state(pokemon_fap->scene_manager, SelectMoveScene); uint8_t num = pokemon_stat_get(pokemon_fap->pdata, STAT_NUM, NONE); if(index == UINT32_MAX) { pokemon_stat_set( pokemon_fap->pdata, STAT_MOVE, move, table_stat_base_get(pokemon_fap->pdata->pokemon_table, num, STAT_MOVE, move)); } else { pokemon_stat_set(pokemon_fap->pdata, STAT_MOVE, move, index); } FURI_LOG_D( TAG, "[move] Set move %s to %d", namedlist_name_get_index( pokemon_fap->pdata->move_list, pokemon_stat_get(pokemon_fap->pdata, STAT_MOVE, move)), (int)move); /* Move back to move menu */ scene_manager_search_and_switch_to_previous_scene(pokemon_fap->scene_manager, SelectMoveScene); } static void select_move_index_callback(void* context, uint32_t index) { PokemonFap* pokemon_fap = (PokemonFap*)context; /* Move to next scene */ scene_manager_set_scene_state(pokemon_fap->scene_manager, SelectMoveIndexScene, index); scene_manager_next_scene(pokemon_fap->scene_manager, SelectMoveSetScene); } static void select_move_number_callback(void* context, uint32_t index) { PokemonFap* pokemon_fap = (PokemonFap*)context; /* Move to move index scene, save which move number we're selecting, * This doubles as the move slot we're going to write to later. */ scene_manager_set_scene_state(pokemon_fap->scene_manager, SelectMoveScene, index); scene_manager_next_scene(pokemon_fap->scene_manager, SelectMoveIndexScene); } void select_move_scene_on_enter(void* context) { furi_assert(context); PokemonFap* pokemon_fap = (PokemonFap*)context; char buf[64]; int i; submenu_reset(pokemon_fap->submenu); for(i = 0; i < 4; i++) { snprintf( buf, sizeof(buf), "Move %d: %s", i + 1, namedlist_name_get_index( pokemon_fap->pdata->move_list, pokemon_stat_get(pokemon_fap->pdata, STAT_MOVE, i))); submenu_add_item(pokemon_fap->submenu, buf, i, select_move_number_callback, pokemon_fap); } /* TODO: Add a "Default all moves" item? */ submenu_set_selected_item( pokemon_fap->submenu, scene_manager_get_scene_state(pokemon_fap->scene_manager, SelectMoveScene)); /* Clear cursor position on MoveIndex */ scene_manager_set_scene_state(pokemon_fap->scene_manager, SelectMoveIndexScene, 0); } void select_move_index_scene_on_enter(void* context) { PokemonFap* pokemon_fap = (PokemonFap*)context; int i; char letter[2] = {'\0'}; char buf[32]; const char* name; uint32_t move_num = scene_manager_get_scene_state(pokemon_fap->scene_manager, SelectMoveScene); submenu_reset(pokemon_fap->submenu); /* The move list should always start with No Move, put that at the start * for quick access. */ submenu_add_item( pokemon_fap->submenu, namedlist_name_get_index(pokemon_fap->pdata->move_list, 0), 0, select_move_selected_callback, pokemon_fap); /* Option to set move back to default */ snprintf( buf, sizeof(buf), "Default [%s]", namedlist_name_get_index( pokemon_fap->pdata->move_list, table_stat_base_get( pokemon_fap->pdata->pokemon_table, pokemon_stat_get(pokemon_fap->pdata, STAT_NUM, NONE), STAT_MOVE, move_num))); submenu_add_item( pokemon_fap->submenu, buf, UINT32_MAX, select_move_selected_callback, pokemon_fap); /* Now, walk through the list and make a submenu item for each move's starting letter */ for(i = 1;; i++) { name = namedlist_name_get_pos(pokemon_fap->pdata->move_list, i); if(name == NULL) break; /* TODO: Add check here for generation match. Currently, this will populate * the letters that have any move associated with them, even if not for the * generation currently being used. */ if(name[0] != letter[0]) { letter[0] = name[0]; submenu_add_item( pokemon_fap->submenu, letter, letter[0], select_move_index_callback, pokemon_fap); } } submenu_set_selected_item( pokemon_fap->submenu, scene_manager_get_scene_state(pokemon_fap->scene_manager, SelectMoveIndexScene)); } void select_move_set_scene_on_enter(void* context) { PokemonFap* pokemon_fap = (PokemonFap*)context; int i; const char* name; char letter = (char)scene_manager_get_scene_state(pokemon_fap->scene_manager, SelectMoveIndexScene); /* Populate submenu with all moves that start with `letter` */ /* NOTE! Start with index of 1 in the move list since 0 should always be no move! */ submenu_reset(pokemon_fap->submenu); for(i = 1;; i++) { name = namedlist_name_get_pos(pokemon_fap->pdata->move_list, i); if(name == NULL) break; if(name[0] == letter && (pokemon_fap->pdata->gen & namedlist_gen_get_pos(pokemon_fap->pdata->move_list, i))) { submenu_add_item( pokemon_fap->submenu, name, namedlist_index_get(pokemon_fap->pdata->move_list, i), select_move_selected_callback, pokemon_fap); }; } }