ibutton_scene_start.c 1.7 KB

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  1. #include "../ibutton_i.h"
  2. enum SubmenuIndex {
  3. SubmenuIndexRead,
  4. SubmenuIndexSaved,
  5. SubmenuIndexAdd,
  6. };
  7. void ibutton_scene_start_submenu_callback(void* context, uint32_t index) {
  8. iButton* ibutton = context;
  9. view_dispatcher_send_custom_event(ibutton->view_dispatcher, index);
  10. }
  11. void ibutton_scene_start_on_enter(void* context) {
  12. iButton* ibutton = context;
  13. Submenu* submenu = ibutton->submenu;
  14. submenu_add_item(
  15. submenu, "Read", SubmenuIndexRead, ibutton_scene_start_submenu_callback, ibutton);
  16. submenu_add_item(
  17. submenu, "Saved", SubmenuIndexSaved, ibutton_scene_start_submenu_callback, ibutton);
  18. submenu_add_item(
  19. submenu, "Add Manually", SubmenuIndexAdd, ibutton_scene_start_submenu_callback, ibutton);
  20. submenu_set_selected_item(submenu, SubmenuIndexRead);
  21. view_dispatcher_switch_to_view(ibutton->view_dispatcher, iButtonViewSubmenu);
  22. }
  23. bool ibutton_scene_start_on_event(void* context, SceneManagerEvent event) {
  24. iButton* ibutton = context;
  25. bool consumed = false;
  26. if(event.type == SceneManagerEventTypeCustom) {
  27. consumed = true;
  28. if(event.event == SubmenuIndexRead) {
  29. scene_manager_next_scene(ibutton->scene_manager, iButtonSceneRead);
  30. } else if(event.event == SubmenuIndexSaved) {
  31. scene_manager_next_scene(ibutton->scene_manager, iButtonSceneSelectKey);
  32. } else if(event.event == SubmenuIndexAdd) {
  33. scene_manager_next_scene(ibutton->scene_manager, iButtonSceneAddType);
  34. }
  35. }
  36. return consumed;
  37. }
  38. void ibutton_scene_start_on_exit(void* context) {
  39. iButton* ibutton = context;
  40. submenu_reset(ibutton->submenu);
  41. }