Example of basic_scenes split across files.
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ui/basic_scenes_split/README.md
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ui/basic_scenes_split/README.md
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# Scenes Demo Application Tutorial
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This is an exampe similar to [Basic_Scenes](https://github.com/jamisonderek/flipper-zero-tutorials/tree/main/ui/basic_scenes) but with the files broken out into separate .c and .h files.
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- The ``static`` keyword is used on functions that do not need to be visible beyond their own .c file.
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- ``#pragma once`` is used to prevent the header file from being imported multiple times.
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- We don't use the typical ``typedef struct App App`` pattern in ``basic_scenes_split.h`` because the various scenes access properties of the ``App`` object.
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ui/basic_scenes_split/application.fam
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ui/basic_scenes_split/application.fam
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App(
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appid="basic_scenes_split",
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name="Basic Scenes Demo",
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apptype=FlipperAppType.EXTERNAL,
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entry_point="basic_scenes_split_app",
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requires=["gui"],
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stack_size=2 * 1024,
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fap_icon="basic_scenes.png",
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fap_category="Misc",
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)
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BIN
ui/basic_scenes_split/basic_scenes.png
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BIN
ui/basic_scenes_split/basic_scenes.png
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ui/basic_scenes_split/basic_scenes_split.c
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ui/basic_scenes_split/basic_scenes_split.c
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#include "basic_scenes_split.h"
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#include "basic_scenes_split_i.h"
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static void (*const basic_scenes_scene_on_enter_handlers[])(void*) = {
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basic_scenes_main_menu_scene_on_enter,
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basic_scenes_lottery_scene_on_enter,
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basic_scenes_greeting_input_scene_on_enter,
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basic_scenes_greeting_message_scene_on_enter,
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};
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static bool (*const basic_scenes_scene_on_event_handlers[])(void*, SceneManagerEvent) = {
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basic_scenes_main_menu_scene_on_event,
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basic_scenes_lottery_scene_on_event,
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basic_scenes_greeting_input_scene_on_event,
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basic_scenes_greeting_message_scene_on_event,
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};
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static void (*const basic_scenes_scene_on_exit_handlers[])(void*) = {
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basic_scenes_main_menu_scene_on_exit,
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basic_scenes_lottery_scene_on_exit,
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basic_scenes_greeting_input_scene_on_exit,
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basic_scenes_greeting_message_scene_on_exit,
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};
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static const SceneManagerHandlers basic_scenes_scene_manager_handlers = {
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.on_enter_handlers = basic_scenes_scene_on_enter_handlers,
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.on_event_handlers = basic_scenes_scene_on_event_handlers,
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.on_exit_handlers = basic_scenes_scene_on_exit_handlers,
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.scene_num = BasicScenesSceneCount,
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};
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static bool basic_scene_custom_callback(void* context, uint32_t custom_event) {
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furi_assert(context);
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App* app = context;
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return scene_manager_handle_custom_event(app->scene_manager, custom_event);
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}
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static bool basic_scene_back_event_callback(void* context) {
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furi_assert(context);
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App* app = context;
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return scene_manager_handle_back_event(app->scene_manager);
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}
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static App* app_alloc() {
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App* app = malloc(sizeof(App));
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app->user_name_size = 16;
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app->user_name = malloc(app->user_name_size);
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app->scene_manager = scene_manager_alloc(&basic_scenes_scene_manager_handlers, app);
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app->view_dispatcher = view_dispatcher_alloc();
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view_dispatcher_enable_queue(app->view_dispatcher);
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view_dispatcher_set_event_callback_context(app->view_dispatcher, app);
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view_dispatcher_set_custom_event_callback(app->view_dispatcher, basic_scene_custom_callback);
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view_dispatcher_set_navigation_event_callback(
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app->view_dispatcher, basic_scene_back_event_callback);
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app->submenu = submenu_alloc();
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view_dispatcher_add_view(
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app->view_dispatcher, BasicScenesSubmenuView, submenu_get_view(app->submenu));
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app->widget = widget_alloc();
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view_dispatcher_add_view(
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app->view_dispatcher, BasicScenesWidgetView, widget_get_view(app->widget));
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app->text_input = text_input_alloc();
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view_dispatcher_add_view(
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app->view_dispatcher, BasicScenesTextInputView, text_input_get_view(app->text_input));
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return app;
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}
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static void app_free(App* app) {
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furi_assert(app);
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view_dispatcher_remove_view(app->view_dispatcher, BasicScenesSubmenuView);
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view_dispatcher_remove_view(app->view_dispatcher, BasicScenesWidgetView);
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view_dispatcher_remove_view(app->view_dispatcher, BasicScenesTextInputView);
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scene_manager_free(app->scene_manager);
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view_dispatcher_free(app->view_dispatcher);
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submenu_free(app->submenu);
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widget_free(app->widget);
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text_input_free(app->text_input);
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free(app);
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}
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int32_t basic_scenes_split_app(void* p) {
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UNUSED(p);
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App* app = app_alloc();
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Gui* gui = furi_record_open(RECORD_GUI);
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view_dispatcher_attach_to_gui(app->view_dispatcher, gui, ViewDispatcherTypeFullscreen);
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scene_manager_next_scene(app->scene_manager, BasicScenesMainMenuScene);
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view_dispatcher_run(app->view_dispatcher);
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app_free(app);
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return 0;
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}
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36
ui/basic_scenes_split/basic_scenes_split.h
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ui/basic_scenes_split/basic_scenes_split.h
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#pragma once
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#include <gui/view_dispatcher.h>
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#include <gui/scene_manager.h>
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#include <gui/modules/widget.h>
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#include <gui/modules/submenu.h>
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#include <gui/modules/text_input.h>
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typedef enum {
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BasicScenesMainMenuSceneLottoNumbers,
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BasicScenesMainMenuSceneGreeting,
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} BasicScenesMainMenuSceneIndex;
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typedef enum {
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BasicScenesSubmenuView,
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BasicScenesWidgetView,
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BasicScenesTextInputView,
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} BasicScenesView;
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typedef enum {
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BasicScenesMainMenuScene,
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BasicScenesLotteryScene,
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BasicScenesGreetingInputScene,
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BasicScenesGreetingMessageScene,
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BasicScenesSceneCount,
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} BasicScenesScene;
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typedef struct App {
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SceneManager* scene_manager;
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ViewDispatcher* view_dispatcher;
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Submenu* submenu;
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Widget* widget;
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TextInput* text_input;
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char* user_name;
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uint8_t user_name_size;
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} App;
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ui/basic_scenes_split/basic_scenes_split_i.h
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ui/basic_scenes_split/basic_scenes_split_i.h
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#pragma once
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#include "main_menu.h"
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#include "greeting_input.h"
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#include "greeting_message.h"
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#include "lottery.h"
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ui/basic_scenes_split/docs/app-diagram.jpg
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ui/basic_scenes_split/docs/app-diagram.jpg
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ui/basic_scenes_split/docs/app-greeting-input.png
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ui/basic_scenes_split/docs/app-greeting-input.png
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ui/basic_scenes_split/greeting_input.c
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ui/basic_scenes_split/greeting_input.c
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#include "basic_scenes_split.h"
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typedef enum {
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BasicScenesGreetingInputSceneSaveEvent,
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} BasicScenesGreetingInputEvent;
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static bool textInputValidator(const char* text, FuriString* error, void* context) {
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UNUSED(context);
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if(strlen(text) < 3) {
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furi_string_set(
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error, "Enter at least\n3 characters\nfor name!");
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return false;
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}
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return true;
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}
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static void basic_scenes_text_input_callback(void* context) {
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App* app = context;
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scene_manager_handle_custom_event(app->scene_manager, BasicScenesGreetingInputSceneSaveEvent);
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}
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void basic_scenes_greeting_input_scene_on_enter(void* context) {
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App* app = context;
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bool clear_text = true;
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text_input_reset(app->text_input);
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text_input_set_header_text(app->text_input, "Enter your name");
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text_input_set_validator(app->text_input, textInputValidator, app);
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text_input_set_result_callback(
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app->text_input,
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basic_scenes_text_input_callback,
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app,
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app->user_name,
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app->user_name_size,
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clear_text);
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view_dispatcher_switch_to_view(app->view_dispatcher, BasicScenesTextInputView);
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}
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bool basic_scenes_greeting_input_scene_on_event(void* context, SceneManagerEvent event) {
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App* app = context;
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bool consumed = false;
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if(event.type == SceneManagerEventTypeCustom) {
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if(event.event == BasicScenesGreetingInputSceneSaveEvent) {
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scene_manager_next_scene(app->scene_manager, BasicScenesGreetingMessageScene);
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consumed = true;
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}
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}
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return consumed;
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}
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void basic_scenes_greeting_input_scene_on_exit(void* context) {
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UNUSED(context);
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}
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ui/basic_scenes_split/greeting_input.h
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ui/basic_scenes_split/greeting_input.h
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#pragma once
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#include <gui/scene_manager.h>
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void basic_scenes_greeting_input_scene_on_enter(void* context);
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bool basic_scenes_greeting_input_scene_on_event(void* context, SceneManagerEvent event);
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void basic_scenes_greeting_input_scene_on_exit(void* context);
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ui/basic_scenes_split/greeting_message.c
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ui/basic_scenes_split/greeting_message.c
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#include "basic_scenes_split.h"
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void basic_scenes_greeting_message_scene_on_enter(void* context) {
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App* app = context;
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widget_reset(app->widget);
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FuriString* message = furi_string_alloc();
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furi_string_printf(message, "Hello,\n%s!", app->user_name);
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widget_add_string_multiline_element(
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app->widget, 5, 15, AlignLeft, AlignCenter, FontPrimary, furi_string_get_cstr(message));
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furi_string_free(message);
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view_dispatcher_switch_to_view(app->view_dispatcher, BasicScenesWidgetView);
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}
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bool basic_scenes_greeting_message_scene_on_event(void* context, SceneManagerEvent event) {
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UNUSED(context);
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UNUSED(event);
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return false; // event not handled.
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}
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void basic_scenes_greeting_message_scene_on_exit(void* context) {
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App* app = context;
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widget_reset(app->widget);
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}
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ui/basic_scenes_split/greeting_message.h
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ui/basic_scenes_split/greeting_message.h
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#pragma once
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#include <gui/scene_manager.h>
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void basic_scenes_greeting_message_scene_on_enter(void* context);
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bool basic_scenes_greeting_message_scene_on_event(void* context, SceneManagerEvent event);
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void basic_scenes_greeting_message_scene_on_exit(void* context);
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ui/basic_scenes_split/lottery.c
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ui/basic_scenes_split/lottery.c
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#include "basic_scenes_split.h"
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void basic_scenes_lottery_scene_on_enter(void* context) {
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App* app = context;
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widget_reset(app->widget);
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widget_add_string_element(
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app->widget, 25, 15, AlignLeft, AlignCenter, FontPrimary, "Lotto numbers:");
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widget_add_string_element(
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app->widget, 30, 35, AlignLeft, AlignCenter, FontBigNumbers, "0 4 2");
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view_dispatcher_switch_to_view(app->view_dispatcher, BasicScenesWidgetView);
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}
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bool basic_scenes_lottery_scene_on_event(void* context, SceneManagerEvent event) {
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UNUSED(context);
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UNUSED(event);
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return false; // event not handled.
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}
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void basic_scenes_lottery_scene_on_exit(void* context) {
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UNUSED(context);
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}
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ui/basic_scenes_split/lottery.h
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ui/basic_scenes_split/lottery.h
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#pragma once
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#include <gui/scene_manager.h>
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void basic_scenes_lottery_scene_on_enter(void* context);
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bool basic_scenes_lottery_scene_on_event(void* context, SceneManagerEvent event);
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void basic_scenes_lottery_scene_on_exit(void* context);
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ui/basic_scenes_split/main_menu.c
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ui/basic_scenes_split/main_menu.c
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#include "basic_scenes_split.h"
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#include "main_menu.h"
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typedef enum {
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BasicScenesMainMenuSceneLottoNumbersEvent,
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BasicScenesMainMenuSceneGreetingEvent,
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} BasicScenesMainMenuEvent;
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static void basic_scenes_menu_callback(void* context, uint32_t index) {
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App* app = context;
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switch(index) {
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case BasicScenesMainMenuSceneLottoNumbers:
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scene_manager_handle_custom_event(
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app->scene_manager, BasicScenesMainMenuSceneLottoNumbersEvent);
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break;
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case BasicScenesMainMenuSceneGreeting:
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scene_manager_handle_custom_event(
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app->scene_manager, BasicScenesMainMenuSceneGreetingEvent);
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break;
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}
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}
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void basic_scenes_main_menu_scene_on_enter(void* context) {
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App* app = context;
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submenu_reset(app->submenu);
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submenu_set_header(app->submenu, "Basic Scenes Demo");
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submenu_add_item(
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app->submenu,
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"Lotto Numbers",
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BasicScenesMainMenuSceneLottoNumbers,
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basic_scenes_menu_callback,
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app);
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submenu_add_item(
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app->submenu,
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"Greeting",
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BasicScenesMainMenuSceneGreeting,
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basic_scenes_menu_callback,
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app);
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view_dispatcher_switch_to_view(app->view_dispatcher, BasicScenesSubmenuView);
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}
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bool basic_scenes_main_menu_scene_on_event(void* context, SceneManagerEvent event) {
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App* app = context;
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bool consumed = false;
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switch(event.type) {
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case SceneManagerEventTypeCustom:
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switch(event.event) {
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case BasicScenesMainMenuSceneLottoNumbersEvent:
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scene_manager_next_scene(app->scene_manager, BasicScenesLotteryScene);
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consumed = true;
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break;
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case BasicScenesMainMenuSceneGreetingEvent:
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scene_manager_next_scene(app->scene_manager, BasicScenesGreetingInputScene);
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consumed = true;
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break;
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}
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break;
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default:
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break;
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}
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return consumed;
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}
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void basic_scenes_main_menu_scene_on_exit(void* context) {
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App* app = context;
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submenu_reset(app->submenu);
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}
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7
ui/basic_scenes_split/main_menu.h
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ui/basic_scenes_split/main_menu.h
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#pragma once
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#include <gui/scene_manager.h>
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void basic_scenes_main_menu_scene_on_enter(void* context);
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bool basic_scenes_main_menu_scene_on_event(void* context, SceneManagerEvent event);
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void basic_scenes_main_menu_scene_on_exit(void* context);
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