#include "../ibutton_i.h" static void ibutton_scene_exit_confirm_widget_callback( GuiButtonType result, InputType type, void* context) { iButton* ibutton = context; if(type == InputTypeShort) { view_dispatcher_send_custom_event(ibutton->view_dispatcher, result); } } void ibutton_scene_exit_confirm_on_enter(void* context) { iButton* ibutton = context; Widget* widget = ibutton->widget; widget_add_button_element( widget, GuiButtonTypeLeft, "Exit", ibutton_scene_exit_confirm_widget_callback, ibutton); widget_add_button_element( widget, GuiButtonTypeRight, "Stay", ibutton_scene_exit_confirm_widget_callback, ibutton); widget_add_string_element( widget, 64, 19, AlignCenter, AlignBottom, FontPrimary, "Exit to iButton menu?"); widget_add_string_element( widget, 64, 31, AlignCenter, AlignBottom, FontSecondary, "All unsaved data will be lost."); view_dispatcher_switch_to_view(ibutton->view_dispatcher, iButtonViewWidget); } bool ibutton_scene_exit_confirm_on_event(void* context, SceneManagerEvent event) { iButton* ibutton = context; SceneManager* scene_manager = ibutton->scene_manager; bool consumed = false; if(event.type == SceneManagerEventTypeBack) { consumed = true; // Ignore Back button presses } else if(event.type == SceneManagerEventTypeCustom) { consumed = true; if(event.event == GuiButtonTypeLeft) { scene_manager_search_and_switch_to_previous_scene(scene_manager, iButtonSceneStart); } else if(event.event == GuiButtonTypeRight) { scene_manager_previous_scene(scene_manager); } } return consumed; } void ibutton_scene_exit_confirm_on_exit(void* context) { iButton* ibutton = context; widget_reset(ibutton->widget); }