#include #include "../mag_i.h" void mag_scene_input_name_on_enter(void* context) { Mag* mag = context; TextInput* text_input = mag->text_input; FuriString* folder_path; folder_path = furi_string_alloc(); //TODO: compatible types / etc //bool name_is_empty = furi_string_empty(mag->mag_dev->dev_name); bool name_is_empty = true; if(name_is_empty) { furi_string_set(mag->file_path, MAG_APP_FOLDER); name_generator_make_auto(mag->text_store, MAG_TEXT_STORE_SIZE, "Mag"); furi_string_set(folder_path, MAG_APP_FOLDER); } else { // TODO: compatible types etc //mag_text_store_set(mag, "%s", furi_string_get_cstr(mag->mag_dev->dev_name)); path_extract_dirname(furi_string_get_cstr(mag->file_path), folder_path); } text_input_set_header_text(text_input, "Name the card"); text_input_set_result_callback( text_input, mag_text_input_callback, mag, mag->text_store, MAG_DEV_NAME_MAX_LEN, name_is_empty); FURI_LOG_I("", "%s %s", furi_string_get_cstr(folder_path), mag->text_store); ValidatorIsFile* validator_is_file = validator_is_file_alloc_init( furi_string_get_cstr(folder_path), MAG_APP_EXTENSION, furi_string_get_cstr(mag->file_name)); text_input_set_validator(text_input, validator_is_file_callback, validator_is_file); furi_string_free(folder_path); view_dispatcher_switch_to_view(mag->view_dispatcher, MagViewTextInput); } bool mag_scene_input_name_on_event(void* context, SceneManagerEvent event) { Mag* mag = context; SceneManager* scene_manager = mag->scene_manager; bool consumed = false; if(event.type == SceneManagerEventTypeCustom) { if(event.event == MagEventNext) { consumed = true; //if(!furi_string_empty(mag->file_name)) { // mag_delete_key(mag); //} furi_string_set(mag->file_name, mag->text_store); if(mag_device_save(mag->mag_dev, furi_string_get_cstr(mag->file_name))) { scene_manager_next_scene(scene_manager, MagSceneSaveSuccess); } else { //scene_manager_search_and_switch_to_previous_scene( // scene_manager, MagSceneReadKeyMenu); // TODO: Replace with appropriate scene! No read scene prior if adding manually... } } } return consumed; } void mag_scene_input_name_on_exit(void* context) { Mag* mag = context; TextInput* text_input = mag->text_input; void* validator_context = text_input_get_validator_callback_context(text_input); text_input_set_validator(text_input, NULL, NULL); validator_is_file_free((ValidatorIsFile*)validator_context); text_input_reset(text_input); }