ibutton_scene_exit_confirm.c 1.8 KB

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  1. #include "../ibutton_i.h"
  2. static void ibutton_scene_exit_confirm_widget_callback(
  3. GuiButtonType result,
  4. InputType type,
  5. void* context) {
  6. iButton* ibutton = context;
  7. if(type == InputTypeShort) {
  8. view_dispatcher_send_custom_event(ibutton->view_dispatcher, result);
  9. }
  10. }
  11. void ibutton_scene_exit_confirm_on_enter(void* context) {
  12. iButton* ibutton = context;
  13. Widget* widget = ibutton->widget;
  14. widget_add_button_element(
  15. widget, GuiButtonTypeLeft, "Exit", ibutton_scene_exit_confirm_widget_callback, ibutton);
  16. widget_add_button_element(
  17. widget, GuiButtonTypeRight, "Stay", ibutton_scene_exit_confirm_widget_callback, ibutton);
  18. widget_add_string_element(
  19. widget, 64, 19, AlignCenter, AlignBottom, FontPrimary, "Exit to iButton menu?");
  20. widget_add_string_element(
  21. widget, 64, 31, AlignCenter, AlignBottom, FontSecondary, "All unsaved data will be lost!");
  22. view_dispatcher_switch_to_view(ibutton->view_dispatcher, iButtonViewWidget);
  23. }
  24. bool ibutton_scene_exit_confirm_on_event(void* context, SceneManagerEvent event) {
  25. iButton* ibutton = context;
  26. SceneManager* scene_manager = ibutton->scene_manager;
  27. bool consumed = false;
  28. if(event.type == SceneManagerEventTypeBack) {
  29. consumed = true; // Ignore Back button presses
  30. } else if(event.type == SceneManagerEventTypeCustom) {
  31. consumed = true;
  32. if(event.event == GuiButtonTypeLeft) {
  33. scene_manager_search_and_switch_to_previous_scene(scene_manager, iButtonSceneStart);
  34. } else if(event.event == GuiButtonTypeRight) {
  35. scene_manager_previous_scene(scene_manager);
  36. }
  37. }
  38. return consumed;
  39. }
  40. void ibutton_scene_exit_confirm_on_exit(void* context) {
  41. iButton* ibutton = context;
  42. widget_reset(ibutton->widget);
  43. }