[c5c522c] | 1 | Allo... (warning: this was written as I thought it up :) |
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| 2 | |
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| 3 | Ideas for implementing menus... |
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| 4 | |
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| 5 | We've got a data structure called "Menu_Item", which has (for starters): |
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| 6 | |
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| 7 | Title -- Text to display |
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| 8 | Child -- Sub-Menu to recurse into, if item is picked |
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| 9 | Exec Function -- Function to call if the item is picked |
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| 10 | |
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| 11 | An item must not have both a child and an exec function. |
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| 12 | |
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| 13 | The DoMenu(main_menu) handles all input and either calls ExecFunction, |
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| 14 | if the picked item has one; or recurses into the Child menu. The |
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| 15 | ExecFunction returns a value to specify whether the menus should go |
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| 16 | away, back up one level, or stay as-is. Also, a menu title (label) |
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| 17 | can be specified by giving neither a Child nor a Function. |
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| 18 | |
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| 19 | The up/down arrows, blinking, scrolling, etc, are handled by DoMenu(). |
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| 20 | |
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| 21 | This gives us the functionality of a standard pull-down menu. |
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| 22 | However, we need more functionality than that. We need checkboxes, |
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| 23 | sliders, and a way to move items up/down. |
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| 24 | |
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| 25 | So... |
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| 26 | |
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| 27 | The ExecFunction should take a parameter, telling whether the item was |
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| 28 | simply picked, or if it had a +/- pressed on it. This lets us change |
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| 29 | a value from the menu. |
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| 30 | |
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| 31 | We should also add another function to the MenuItem struct: |
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| 32 | |
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| 33 | Data Function -- returns true, false, or 0-255. |
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| 34 | |
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| 35 | This lets us find out if a checkbox should be checked, or where a |
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| 36 | slider should be. DoMenu() will figure out what widget it's dealing |
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| 37 | with (if any), and adjust its display accordingly. |
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| 38 | |
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| 39 | But we still can't move menu items up/down. |
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| 40 | |
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| 41 | |
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| 42 | ... |
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| 43 | |
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| 44 | |
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| 45 | Perhaps... This might work better: |
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| 46 | |
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| 47 | Title -- Text |
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| 48 | Type -- menu, function, checkbox, slider, mover |
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| 49 | Data -- Child, ExecFunc, CheckFunc, SlidFunc, ??? |
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| 50 | |
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| 51 | When an item is picked, DoMenu() decides what to do based on type. |
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| 52 | --"Menus" will recurse into the "data", assuming it's a child menu. |
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| 53 | --"Function"-type items will have their function called. |
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| 54 | --CheckBox-type items will have their function called with a "read" |
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| 55 | parameter to get an on/off signal, and called with a "set" signal when |
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| 56 | picked. |
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| 57 | --Sliders will have the same "read" thing, and the "set" function will |
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| 58 | take a plus or minus parameter. |
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| 59 | --The Movers will act like a label until picked, and then the +/- keys |
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| 60 | will both rearrange the menu, and send the item a signal of some sort |
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| 61 | to indicate what happened. It'll act like a label again after the |
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| 62 | user presses Enter again. |
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| 63 | |
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| 64 | The "Data" field will really be a "void *", which is C's "generic" |
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| 65 | data type... |
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| 66 | |
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| 67 | Anyway, this sort of thing would be declared this way: |
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| 68 | |
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| 69 | ======================================================================== |
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| 70 | |
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| 71 | Menu MainMenu = { |
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| 72 | "MENU", NULL, NULL, // Title |
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| 73 | "Options", MENU_TYPE, (void *)OptionsMenu, |
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| 74 | "Kill LCDproc", FUNC_TYPE, (void *)Shutdown_func, |
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| 75 | NULL, NULL, NULL, |
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| 76 | }; |
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| 77 | |
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| 78 | Menu OptionsMenu = { |
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| 79 | "OPTIONS", NULL, NULL, // Title |
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| 80 | "24-hour Time", CHEK_TYPE, (void *)Time24_func, |
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| 81 | "Contrast...", SLID_TYPE, (void *)Contrast_func, |
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| 82 | NULL, NULL, NULL, |
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| 83 | }; |
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| 84 | |
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| 85 | |
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| 86 | ///////////////// Elsewhere, we declare these... |
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| 87 | |
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| 88 | void Shutdown_func() |
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| 89 | { |
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| 90 | // Do something here... |
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| 91 | return MENU_KILL; // or MENU_CLOSE, or MENU_OK, or MENU_ERROR |
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| 92 | } |
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| 93 | |
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| 94 | int Time24_func(int input) |
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| 95 | { |
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| 96 | if(input == READ) return status; |
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| 97 | if(input == SELECT) toggle_status(); // does something. |
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| 98 | return (status | MENU_OK); |
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| 99 | // The status is "or"-ed with the MENU value to let DoMenu() |
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| 100 | // know what to do after selecting the item. (two return |
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| 101 | // values in one. :) |
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| 102 | |
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| 103 | // Also, "MENU_OK" happens to be zero, so it doesn't matter |
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| 104 | // unless you want something else (like MENU_CLOSE) |
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| 105 | } |
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| 106 | |
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| 107 | int Contrast_func(int input) |
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| 108 | { |
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| 109 | if(input == READ) return status; |
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| 110 | if(input == PLUS) increment_status(); // does something. |
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| 111 | if(input == MINUS) decrement_status();// does something. |
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| 112 | return (status | MENU_OK); |
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| 113 | } |
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| 114 | |
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| 115 | |
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| 116 | ======================================================================== |
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| 117 | |
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| 118 | The main reason I like this is that it completely separates the menu |
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| 119 | definitions from the code which actually handles it. We have *one* |
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| 120 | function which does everything menu-related. |
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| 121 | |
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| 122 | Also, we'd include a table of some sort to match names to functions, |
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| 123 | so that the user can create their own menus with the functionality |
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| 124 | already provided. (including user-defined "functions", which will be |
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| 125 | rather limited but still useful) |
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| 126 | |
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