Files
Momentum-Firmware/applications/external/chess/scenes/flipchess_scene_startscreen.c
2023-08-12 12:09:05 -06:00

67 lines
2.3 KiB
C

#include "../flipchess.h"
#include "../helpers/flipchess_voice.h"
#include "../helpers/flipchess_file.h"
#include "../helpers/flipchess_custom_event.h"
#include "../views/flipchess_startscreen.h"
void flipchess_scene_startscreen_callback(FlipChessCustomEvent event, void* context) {
furi_assert(context);
FlipChess* app = context;
view_dispatcher_send_custom_event(app->view_dispatcher, event);
}
void flipchess_scene_startscreen_on_enter(void* context) {
furi_assert(context);
FlipChess* app = context;
if(flipchess_has_file(FlipChessFileBoard, NULL, false)) {
if(flipchess_load_file(app->import_game_text, FlipChessFileBoard, NULL)) {
app->import_game = 1;
}
}
flipchess_startscreen_set_callback(
app->flipchess_startscreen, flipchess_scene_startscreen_callback, app);
view_dispatcher_switch_to_view(app->view_dispatcher, FlipChessViewIdStartscreen);
}
bool flipchess_scene_startscreen_on_event(void* context, SceneManagerEvent event) {
FlipChess* app = context;
bool consumed = false;
if(event.type == SceneManagerEventTypeCustom) {
switch(event.event) {
case FlipChessCustomEventStartscreenLeft:
case FlipChessCustomEventStartscreenRight:
break;
case FlipChessCustomEventStartscreenUp:
case FlipChessCustomEventStartscreenDown:
break;
case FlipChessCustomEventStartscreenOk:
scene_manager_next_scene(app->scene_manager, FlipChessSceneMenu);
consumed = true;
break;
case FlipChessCustomEventStartscreenBack:
notification_message(app->notification, &sequence_reset_red);
notification_message(app->notification, &sequence_reset_green);
notification_message(app->notification, &sequence_reset_blue);
if(!scene_manager_search_and_switch_to_previous_scene(
app->scene_manager, FlipChessSceneStartscreen)) {
scene_manager_stop(app->scene_manager);
view_dispatcher_stop(app->view_dispatcher);
}
consumed = true;
break;
}
}
return consumed;
}
void flipchess_scene_startscreen_on_exit(void* context) {
FlipChess* app = context;
if(app->sound == 1) {
flipchess_voice_shall_we_play();
}
}