#include "app_i.h" #include #include #include "custom_event.h" #include "video_game_module_tool_icons.h" static void scene_success_button_callback(GuiButtonType button_type, InputType input_type, void* context) { App* app = context; if(input_type == InputTypeShort && button_type == GuiButtonTypeCenter) { view_dispatcher_send_custom_event(app->view_dispatcher, CustomEventSuccessDismissed); } } void scene_success_on_enter(void* context) { App* app = context; widget_add_icon_element(app->widget, 11, 24, &I_Module_60x26); widget_add_icon_element(app->widget, 77, 10, &I_Checkmark_44x40); widget_add_button_element( app->widget, GuiButtonTypeCenter, "OK", scene_success_button_callback, app); widget_add_string_multiline_element( app->widget, 64, 0, AlignCenter, AlignTop, FontPrimary, "Video Game Module\nUpdated"); view_dispatcher_switch_to_view(app->view_dispatcher, ViewIdWidget); notification_message(app->notification, &sequence_success); notification_message(app->notification, &sequence_set_green_255); } bool scene_success_on_event(void* context, SceneManagerEvent event) { App* app = context; bool consumed = false; if(event.type == SceneManagerEventTypeCustom) { if(event.event == CustomEventSuccessDismissed) { scene_manager_search_and_switch_to_previous_scene(app->scene_manager, SceneProbe); } consumed = true; } else if(event.type == SceneManagerEventTypeBack) { consumed = true; } return consumed; } void scene_success_on_exit(void* context) { App* app = context; widget_reset(app->widget); furi_string_reset(app->file_path); notification_message(app->notification, &sequence_reset_green); }