#include "OperatingModes.h" #include "ScrollMessage.hpp" #define HELP_TEXT_TIMEOUT_TICKS (TICKS_SECOND * 3) /* * The settings menu is the most complex bit of GUI code we have * The menu consists of a two tier menu * Main menu -> Categories * Secondary menu -> Settings * * For each entry in the menu */ /** * Prints two small lines (or one line for CJK) of short description for * setting items and prepares cursor after it. * @param settingsItemIndex Index of the setting item. * @param cursorCharPosition Custom cursor char position to set after printing * description. */ static void printShortDescription(SettingsItemIndex settingsItemIndex, uint16_t cursorCharPosition) { // print short description (default single line, explicit double line) uint8_t shortDescIndex = static_cast(settingsItemIndex); OLED::printWholeScreen(translatedString(Tr->SettingsShortNames[shortDescIndex])); // prepare cursor for value // make room for scroll indicator OLED::setCursor(cursorCharPosition * FONT_12_WIDTH - 2, 0); } // Render a menu, based on the position given // This will either draw the menu item, or the help text depending on how long its been since button press void render_menu(const menuitem *item, guiContext *cxt) { // If recent interaction or not help text draw the entry if ((xTaskGetTickCount() - lastButtonTime < HELP_TEXT_TIMEOUT_TICKS) || item->description == 0) { if (item->shortDescriptionSize > 0) { printShortDescription(item->shortDescriptionIndex, item->shortDescriptionSize); } item->draw(); } else { uint16_t *wasRenderingHelp = &(cxt->scratch_state.state6); *wasRenderingHelp = 1; // Draw description const char *description = translatedString(Tr->SettingsDescriptions[item->description - 1]); drawScrollingText(description, xTaskGetTickCount() - lastButtonTime); } } uint16_t getMenuLength(const menuitem *menu) { // walk this menu to find the length uint16_t counter = 0; for (uint16_t pos = 0; pos < 64; pos++) { if (menu[pos].draw == nullptr) { return counter; } if (menu[pos].isVisible == nullptr || menu[pos].isVisible()) { counter++; } } return 0; // Cant find length, be safe } OperatingMode moveToNextEntry(guiContext *cxt) { uint16_t *mainEntry = &(cxt->scratch_state.state1); uint16_t *subEntry = &(cxt->scratch_state.state2); uint16_t *wasRenderingHelp = &(cxt->scratch_state.state6); if (*wasRenderingHelp) { *wasRenderingHelp = 0; } else { // Scroll down // We can increment freely _once_ cxt->transitionMode = TransitionAnimation::Down; if (*subEntry == 0) { (*mainEntry) += 1; if (rootSettingsMenu[*mainEntry].draw == nullptr) { // We are off the end of the menu now cxt->transitionMode = TransitionAnimation::Left; return OperatingMode::HomeScreen; } } else { (*subEntry) += 1; // If the new entry is null, we need to exit if (subSettingsMenus[*mainEntry][*subEntry].draw == nullptr) { (*subEntry) = 0; // Reset back to the main menu cxt->transitionMode = TransitionAnimation::Left; } // Check if visible if (subSettingsMenus[*mainEntry][*subEntry].isVisible != nullptr && !subSettingsMenus[*mainEntry][*subEntry].isVisible()) { // We need to move on as this one isnt visible return moveToNextEntry(cxt); } } } return OperatingMode::SettingsMenu; } OperatingMode gui_SettingsMenu(const ButtonState buttons, guiContext *cxt) { // Render out the current settings menu // State 1 -> Root menu // State 2 -> Sub entry // Draw main entry if sub-entry is 0, otherwise draw sub-entry uint16_t *mainEntry = &(cxt->scratch_state.state1); uint16_t *subEntry = &(cxt->scratch_state.state2); uint16_t *currentMenuLength = &(cxt->scratch_state.state5); uint16_t *wasRenderingHelp = &(cxt->scratch_state.state6); uint32_t *autoRepeatAcceleration = &(cxt->scratch_state.state3); uint32_t *autoRepeatTimer = &(cxt->scratch_state.state4); const menuitem *currentMenu; // Draw the currently on screen item uint16_t currentScreen; if (*subEntry == 0) { // Drawing main menu currentMenu = rootSettingsMenu; currentScreen = *mainEntry; } else { // Drawing sub menu currentMenu = subSettingsMenus[*mainEntry]; currentScreen = (*subEntry) - 1; } render_menu(&(currentMenu[currentScreen]), cxt); // Update the cached menu length if unknown if (*currentMenuLength == 0) { // We walk the current menu to find the length *currentMenuLength = getMenuLength(currentMenu); } // Draw scroll uint8_t indicatorHeight = OLED_HEIGHT / *currentMenuLength; uint8_t position = (OLED_HEIGHT * currentScreen) / *currentMenuLength; // Draw if not last item if ((*currentMenuLength != currentScreen) || xTaskGetTickCount() % 1000 < 500) { OLED::drawScrollIndicator(position, indicatorHeight); } // Now handle user button input auto callIncrementHandler = [&]() { if ((int)currentMenu[currentScreen].autoSettingOption < (int)SettingsOptions::SettingsOptionsLength) { return nextSettingValue(currentMenu[currentScreen].autoSettingOption); } else if (currentMenu[currentScreen].incrementHandler != nullptr) { return currentMenu[currentScreen].incrementHandler(); } return false; }; // OperatingMode newMode = OperatingMode::SettingsMenu; switch (buttons) { case BUTTON_NONE: (*autoRepeatAcceleration) = 0; // reset acceleration (*autoRepeatTimer) = 0; // reset acceleration break; case BUTTON_BOTH: return OperatingMode::HomeScreen; break; case BUTTON_F_LONG: if (xTaskGetTickCount() + (*autoRepeatAcceleration) > (*autoRepeatTimer) + PRESS_ACCEL_INTERVAL_MAX) { if (callIncrementHandler()) { (*autoRepeatTimer) = 1000; } else { (*autoRepeatTimer) = 0; } (*autoRepeatTimer) += xTaskGetTickCount(); (*autoRepeatAcceleration) += PRESS_ACCEL_STEP; } break; case BUTTON_F_SHORT: // Increment setting if (*wasRenderingHelp) { *wasRenderingHelp = 0; } else { if (*subEntry == 0) { // In a root menu, if its null handler we enter the menu if (currentMenu[currentScreen].incrementHandler != nullptr) { currentMenu[currentScreen].incrementHandler(); } else { (*subEntry) += 1; cxt->transitionMode = TransitionAnimation::Right; } } else { callIncrementHandler(); } } break; case BUTTON_B_LONG: if (xTaskGetTickCount() - (*autoRepeatTimer) + (*autoRepeatAcceleration) > PRESS_ACCEL_INTERVAL_MAX) { (*autoRepeatTimer) = xTaskGetTickCount(); (*autoRepeatAcceleration) += PRESS_ACCEL_STEP; } else { break; } /* Fall through*/ case BUTTON_B_SHORT: // Increment menu item newMode = moveToNextEntry(cxt); break; default: break; } // Otherwise we stay put for next render iteration return newMode; }