ubitxv6/menu_numpad.cpp

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#include "menu_numpad.h"
#include "menu_numpad_buttons.h"
#include <avr/pgmspace.h>
#include "color_theme.h"
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#include "menu_utils.h"
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#include "nano_gui.h"
void initNumpad(void);
MenuReturn_e runNumpad(const ButtonPress_e tuner_button,
const ButtonPress_e touch_button,
const Point touch_point,
const int16_t knob);
Menu_t numpad_menu = {
initNumpad,
runNumpad,
nullptr
};
Menu_t *const numpadMenu = &numpad_menu;
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int16_t numpadMenuSelectedItemRaw = 0;//Allow negative only for easier checks on wrap around
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void drawNumpad(void)
{
displayFillrect(0,47,320,200,COLOR_BACKGROUND);
Button button;
Button* bp;
for(uint8_t i = 0; i < NUMPAD_MENU_NUM_BUTTONS; ++i){
memcpy_P(&bp, &(numpadMenuButtons[i]), sizeof(bp));
memcpy_P(&button,bp,sizeof(button));
drawButton(&button);
}
}
void initNumpad(void)
{
numpadMenuFrequency = 0;
drawNumpad();
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initSelector(&numpadMenuSelectedItemRaw,
numpadMenuButtons,
NUMPAD_MENU_NUM_BUTTONS,
MorsePlaybackType_e::PlayChar);
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}
MenuReturn_e runNumpad(const ButtonPress_e tuner_button,
const ButtonPress_e touch_button,
const Point touch_point,
const int16_t knob)
{
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if(ButtonPress_e::NotPressed != tuner_button){
//We treat long and short presses the same, so no need to have a switch
uint8_t menu_index = numpadMenuSelectedItemRaw/MENU_KNOB_COUNTS_PER_ITEM;
Button button;
Button* bp;
memcpy_P(&bp,&(numpadMenuButtons[menu_index]),sizeof(bp));
memcpy_P(&button,bp,sizeof(button));
button.on_select();
}//tuner_button
else if(ButtonPress_e::NotPressed != touch_button){
//We treat long and short presses the same, so no need to have a switch
Button button;
if(findPressedButton(numpadMenuButtons,NUMPAD_MENU_NUM_BUTTONS,&button,touch_point)){
button.on_select();
}
else{
//Touch detected, but not on our buttons, so ignore
}
}//touch_button
else{//Neither button input type found, so handle the knob
adjustSelector(&numpadMenuSelectedItemRaw,
knob,
numpadMenuButtons,
NUMPAD_MENU_NUM_BUTTONS,
MorsePlaybackType_e::PlayChar);
}
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if(NUMPAD_MENU_EXIT_FREQ == numpadMenuFrequency){
return MenuReturn_e::ExitedRedraw;
}
else{
return MenuReturn_e::StillActive;
}
}