mag_scene_saved_menu.c 3.0 KB

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  1. #include "../mag_i.h"
  2. enum SubmenuIndex {
  3. SubmenuIndexEmulate,
  4. //SubmenuIndexEdit,
  5. SubmenuIndexDelete,
  6. SubmenuIndexInfo,
  7. };
  8. void mag_scene_saved_menu_submenu_callback(void* context, uint32_t index) {
  9. Mag* mag = context;
  10. view_dispatcher_send_custom_event(mag->view_dispatcher, index);
  11. }
  12. void mag_scene_saved_menu_on_enter(void* context) {
  13. Mag* mag = context;
  14. Submenu* submenu = mag->submenu;
  15. // messy code to quickly check which tracks are available for emulation/display
  16. // there's likely a better spot to do this, but the MagDevice functions don't have access to the full mag struct...
  17. bool is_empty_t1 = furi_string_empty(mag->mag_dev->dev_data.track[0].str);
  18. bool is_empty_t2 = furi_string_empty(mag->mag_dev->dev_data.track[1].str);
  19. bool is_empty_t3 = furi_string_empty(mag->mag_dev->dev_data.track[2].str);
  20. if(!is_empty_t1 && !is_empty_t2) {
  21. mag->setting->track = MagTrackStateOneAndTwo;
  22. } else if(!is_empty_t1) {
  23. mag->setting->track = MagTrackStateOne;
  24. } else if(!is_empty_t2) {
  25. mag->setting->track = MagTrackStateTwo;
  26. } else if(!is_empty_t3) {
  27. mag->setting->track = MagTrackStateThree;
  28. } // TODO: what happens if no track data present?
  29. submenu_add_item(
  30. submenu, "Emulate (WIP)", SubmenuIndexEmulate, mag_scene_saved_menu_submenu_callback, mag);
  31. //submenu_add_item(
  32. // submenu, "Edit (WIP)", SubmenuIndexEdit, mag_scene_saved_menu_submenu_callback, mag);
  33. submenu_add_item(
  34. submenu, "Delete", SubmenuIndexDelete, mag_scene_saved_menu_submenu_callback, mag);
  35. submenu_add_item(
  36. submenu, "Info", SubmenuIndexInfo, mag_scene_saved_menu_submenu_callback, mag);
  37. submenu_set_selected_item(
  38. mag->submenu, scene_manager_get_scene_state(mag->scene_manager, MagSceneSavedMenu));
  39. view_dispatcher_switch_to_view(mag->view_dispatcher, MagViewSubmenu);
  40. }
  41. bool mag_scene_saved_menu_on_event(void* context, SceneManagerEvent event) {
  42. Mag* mag = context;
  43. bool consumed = false;
  44. if(event.type == SceneManagerEventTypeCustom) {
  45. scene_manager_set_scene_state(mag->scene_manager, MagSceneSavedMenu, event.event);
  46. // TODO: replace with actual next scenes once built
  47. if(event.event == SubmenuIndexEmulate) {
  48. scene_manager_next_scene(mag->scene_manager, MagSceneEmulate);
  49. consumed = true;
  50. //} else if(event.event == SubmenuIndexEdit) {
  51. // scene_manager_next_scene(mag->scene_manager, MagSceneUnderConstruction);
  52. // consumed = true;
  53. } else if(event.event == SubmenuIndexDelete) {
  54. scene_manager_next_scene(mag->scene_manager, MagSceneDeleteConfirm);
  55. consumed = true;
  56. } else if(event.event == SubmenuIndexInfo) {
  57. scene_manager_next_scene(mag->scene_manager, MagSceneSavedInfo);
  58. consumed = true;
  59. }
  60. }
  61. return consumed;
  62. }
  63. void mag_scene_saved_menu_on_exit(void* context) {
  64. Mag* mag = context;
  65. submenu_reset(mag->submenu);
  66. }