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Add actual menu running functions
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commit
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@ -4,6 +4,7 @@
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#include <avr/pgmspace.h>
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#include "color_theme.h"
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#include "menu_utils.h"
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#include "nano_gui.h"
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void initNumpad(void);
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@ -19,6 +20,8 @@ Menu_t numpad_menu = {
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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)
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{
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displayFillrect(0,47,320,200,COLOR_BACKGROUND);
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@ -35,6 +38,10 @@ void initNumpad(void)
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{
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numpadMenuFrequency = 0;
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drawNumpad();
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initSelector(&numpadMenuSelectedItemRaw,
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numpadMenuButtons,
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NUMPAD_MENU_NUM_BUTTONS,
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MorsePlaybackType_e::PlayChar);
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}
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MenuReturn_e runNumpad(const ButtonPress_e tuner_button,
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@ -42,7 +49,34 @@ MenuReturn_e runNumpad(const ButtonPress_e tuner_button,
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const Point touch_point,
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const int16_t knob)
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{
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(void)tuner_button;(void)touch_button;(void)touch_point;(void)knob;//TODO
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if(ButtonPress_e::NotPressed != tuner_button){
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//We treat long and short presses the same, so no need to have a switch
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uint8_t menu_index = numpadMenuSelectedItemRaw/MENU_KNOB_COUNTS_PER_ITEM;
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Button button;
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Button* bp;
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memcpy_P(&bp,&(numpadMenuButtons[menu_index]),sizeof(bp));
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memcpy_P(&button,bp,sizeof(button));
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button.on_select();
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}//tuner_button
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else if(ButtonPress_e::NotPressed != touch_button){
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//We treat long and short presses the same, so no need to have a switch
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Button button;
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if(findPressedButton(numpadMenuButtons,NUMPAD_MENU_NUM_BUTTONS,&button,touch_point)){
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button.on_select();
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}
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else{
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//Touch detected, but not on our buttons, so ignore
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}
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}//touch_button
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else{//Neither button input type found, so handle the knob
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adjustSelector(&numpadMenuSelectedItemRaw,
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knob,
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numpadMenuButtons,
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NUMPAD_MENU_NUM_BUTTONS,
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MorsePlaybackType_e::PlayChar);
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}
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if(NUMPAD_MENU_EXIT_FREQ == numpadMenuFrequency){
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return MenuReturn_e::ExitedRedraw;
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