commit
d51d778f92
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/**
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* A toolkit for building character based user interfaces on small displays. |
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*
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* Copyright (c) 2012 Jason von Nieda <jason@vonnieda.org> |
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* This work is licensed under the Creative Commons Attribution-ShareAlike 3.0
|
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* Unported License. To view a copy of this license, visit
|
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* http://creativecommons.org/licenses/by-sa/3.0/ or send a letter to Creative
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* Commons, 444 Castro Street, Suite 900, Mountain View, California, 94041, USA. |
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*/ |
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#include <ScreenUi.h> |
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#include <string.h> |
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#include <stdlib.h> |
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#include <stdio.h> |
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#ifdef SCREENUI_DEBUG |
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#include <WProgram.h> |
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#endif |
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// TODO: Change to PROGMEM
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uint8_t charCheckmark[] = {0, // B00000
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0, // B00000
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1, // B00001
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2, // B00010
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20, // B10100
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8, // B01000
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0, // B00000
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0}; // B00000
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////////////////////////////////////////////////////////////////////////////////
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// Screen
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////////////////////////////////////////////////////////////////////////////////
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Screen::Screen(uint8_t width, uint8_t height) { |
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setSize(width, height); |
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cleared_ = false; |
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focusHolder_ = NULL; |
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focusHolderSelected_ = false; |
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createCustomChar(7, charCheckmark); |
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annoyingBugWorkedAround_ = false; |
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} |
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void Screen::update() { |
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if (!cleared_) { |
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clear(); |
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cleared_ = true; |
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} |
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Container::update(this); |
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int x, y; |
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bool selected, cancelled; |
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getInputDeltas(&x, &y, &selected, &cancelled); |
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Component *oldFocusHolder = focusHolder_; |
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if (x || y || selected || cancelled) { |
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if (focusHolderSelected_) { |
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focusHolderSelected_ = focusHolder_->handleInputEvent(x, y, selected, cancelled); |
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} |
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else { |
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if (selected) { |
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focusHolderSelected_ = focusHolder_->handleInputEvent(x, y, selected, cancelled); |
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} |
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else if (x || y) { |
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// TODO: Make axis x or y configurable.
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if (y > 0) { |
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focusHolder_ = nextFocusHolder(focusHolder_, false); |
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if (!focusHolder_) { |
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focusHolder_ = nextFocusHolder(focusHolder_, false); |
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} |
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} |
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else if (y < 0) { |
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focusHolder_ = nextFocusHolder(focusHolder_, true); |
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if (!focusHolder_) { |
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focusHolder_ = nextFocusHolder(focusHolder_, true); |
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} |
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} |
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} |
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} |
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} |
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if (focusHolder_ == NULL) { |
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focusHolder_ = nextFocusHolder(focusHolder_, false); |
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} |
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if (oldFocusHolder != focusHolder_) { |
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if (oldFocusHolder) { |
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oldFocusHolder->repaint(); |
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} |
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focusHolder_->repaint(); |
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} |
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paint(this); |
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moveCursor(cursorX_, cursorY_); |
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// TODO: Bug I can't figure out. If we use the dirtyness system, the first paint
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// fails to draw anything to the screen and then subsequent ones don't get called
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// because they aren't dirty. The second paint works fine.
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// Adding repaint() here allows us to paint during the second loop which gets
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// everything into a state where it works great, but I can't figure out why.
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// It doesn't seem to have to do with timing or the clear().
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if (!annoyingBugWorkedAround_) { |
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repaint(); |
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annoyingBugWorkedAround_ = true; |
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} |
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} |
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////////////////////////////////////////////////////////////////////////////////
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// Container
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////////////////////////////////////////////////////////////////////////////////
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Container::Container() { |
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components_ = NULL; |
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componentsLength_ = 0; |
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componentCount_ = 0; |
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} |
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Container::~Container() { |
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free(components_); |
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} |
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void Container::update(Screen *screen) { |
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for (int i = 0; i < componentCount_; i++) { |
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components_[i]->update(screen); |
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} |
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} |
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void Container::paint(Screen *screen) { |
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for (int i = 0; i < componentCount_; i++) { |
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if (components_[i]->dirty()) { |
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components_[i]->paint(screen); |
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} |
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} |
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} |
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void Container::repaint() { |
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for (int i = 0; i < componentCount_; i++) { |
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components_[i]->repaint(); |
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} |
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} |
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void Container::add(Component *component, int8_t x, int8_t y) { |
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if (!components_ || componentsLength_ <= componentCount_) { |
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uint8_t newComponentsLength = (componentsLength_ * 2) + 1; |
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Component** newComponents = (Component**) malloc(newComponentsLength * sizeof(Component*)); |
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for (int i = 0; i < componentCount_; i++) { |
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newComponents[i] = components_[i]; |
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} |
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free(components_); |
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components_ = newComponents; |
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componentsLength_ = newComponentsLength; |
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} |
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components_[componentCount_++] = component; |
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component->setLocation(x, y); |
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component->repaint(); |
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} |
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Component *Container::nextFocusHolder(Component *focusHolder, bool reverse) { |
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bool focusHolderFound = false; |
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return nextFocusHolder(focusHolder, reverse, &focusHolderFound); |
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} |
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Component *Container::nextFocusHolder(Component *focusHolder, bool reverse, bool *focusHolderFound) { |
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for (int i = (reverse ? componentCount_ - 1 : 0); (reverse ? (i > 0) : (i < componentCount_)); (reverse ? i-- : i++)) { |
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Component *c = components_[i]; |
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if (c->isContainer()) { |
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Component *next = ((Container*) c)->nextFocusHolder(focusHolder, reverse, focusHolderFound); |
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if (next) { |
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return next; |
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} |
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} |
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else { |
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if (c->acceptsFocus()) { |
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if (!focusHolder || *focusHolderFound) { |
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return c; |
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} |
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else if (c == focusHolder) { |
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*focusHolderFound = true; |
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} |
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} |
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} |
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} |
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return NULL; |
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} |
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bool Container::dirty() { |
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for (int i = 0; i < componentCount_; i++) { |
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if (components_[i]->dirty()) { |
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return true; |
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} |
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} |
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return false; |
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} |
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bool Container::contains(Component *component) { |
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for (int i = 0; i < componentCount_; i++) { |
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Component *c = components_[i]; |
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if (c == component) { |
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return true; |
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} |
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else if (c->isContainer()) { |
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if (((Container*) c)->contains(component)) { |
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return true; |
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} |
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} |
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} |
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return false; |
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} |
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////////////////////////////////////////////////////////////////////////////////
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// Component
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////////////////////////////////////////////////////////////////////////////////
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void Component::paint(Screen *screen) { |
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dirty_ = false; |
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} |
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bool Component::dirty() { |
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return dirty_; |
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} |
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////////////////////////////////////////////////////////////////////////////////
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// Label
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////////////////////////////////////////////////////////////////////////////////
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Label::Label(const char *text) { |
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setSize(0, 1); |
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setText(text); |
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captured_ = false; |
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dirtyWidth_ = 0; |
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} |
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void Label::paint(Screen *screen) { |
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Component::paint(screen); |
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// Label does not accept focus, but Button, Checkbox and List are all
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// subclasses that want to share the same text drawing system, so we
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// just account for it here.
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if (acceptsFocus()) { |
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if (screen->focusHolder() == this) { |
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if (captured_) { |
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screen->draw(x_, y_, ">"); |
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screen->draw(x_ + width_ + 1, y_, "<"); |
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} |
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else { |
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screen->draw(x_, y_, "<"); |
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screen->draw(x_ + width_ + 1, y_, ">"); |
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} |
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} |
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else { |
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screen->draw(x_, y_, "["); |
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screen->draw(x_ + width_ + 1, y_, "]"); |
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} |
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} |
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screen->draw(x_ + (acceptsFocus() ? 1 : 0), y_, text_); |
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if (dirtyWidth_) { |
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for (int i = 0; i < dirtyWidth_ - width_; i++) { |
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screen->draw(x_ + width_ + i + (acceptsFocus() ? 2 : 0), y_, " "); |
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} |
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dirtyWidth_ = 0; |
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} |
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} |
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void Label::setText(const char *text) { |
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text_ = (char*) text; |
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uint8_t newWidth = strlen(text); |
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if (newWidth < width_) { |
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dirtyWidth_ = width_; |
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} |
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width_ = newWidth; |
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repaint(); |
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} |
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////////////////////////////////////////////////////////////////////////////////
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// Button
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////////////////////////////////////////////////////////////////////////////////
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Button::Button(const char *text) : Label(text) { |
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setText(text); |
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pressed_ = false; |
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} |
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void Button::update(Screen *screen) { |
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pressed_ = false; |
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} |
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bool Button::handleInputEvent(int x, int y, bool selected, bool cancelled) { |
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pressed_ = selected; |
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return false; |
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} |
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////////////////////////////////////////////////////////////////////////////////
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// Checkbox
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////////////////////////////////////////////////////////////////////////////////
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Checkbox::Checkbox() : Label(" ") { |
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checked_ = false; |
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} |
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bool Checkbox::handleInputEvent(int x, int y, bool selected, bool cancelled) { |
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if (selected) { |
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checked_ = !checked_; |
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// Not James Bond. The 8th custom character location. By using a non-zero
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// location we can still send it via a string, which means we can still
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// be a Label instead of having a custom paint routine.
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setText(checked_ ? "\007" : " "); |
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repaint(); |
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} |
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return false; |
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} |
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////////////////////////////////////////////////////////////////////////////////
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// List
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////////////////////////////////////////////////////////////////////////////////
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List::List(uint8_t maxItems) : Label(NULL) { |
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items_ = (char **) malloc(maxItems * (sizeof(char*))); |
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itemCount_ = 0; |
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selectedIndex_ = 0; |
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captured_ = false; |
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} |
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void List::addItem(const char *item) { |
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items_[itemCount_++] = (char*) item; |
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if (text_ == NULL) { |
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setText(selectedItem()); |
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} |
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} |
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void List::setSelectedIndex(uint8_t selectedIndex) { |
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selectedIndex_ = selectedIndex; |
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setText(selectedItem()); |
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repaint(); |
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} |
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bool List::handleInputEvent(int x, int y, bool selected, bool cancelled) { |
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if (captured_ && y) { |
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if (y < 0) { |
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setSelectedIndex(max(selectedIndex_ + y, 0)); |
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} |
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else { |
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setSelectedIndex(min(selectedIndex_ + y, itemCount_ - 1)); |
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} |
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} |
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if (selected) { |
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captured_ = !captured_; |
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repaint(); |
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} |
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return captured_; |
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} |
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////////////////////////////////////////////////////////////////////////////////
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// Input
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////////////////////////////////////////////////////////////////////////////////
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// TODO: trim incoming text and after each return, right justify the text
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Input::Input(char *text) : Label((const char*) text) { |
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position_ = 0; |
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selecting_ = false; |
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} |
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void Input::setText(char *text) { |
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Label::setText((const char *) text); |
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position_ = 0; |
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selecting_ = false; |
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repaint(); |
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} |
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void Input::paint(Screen *screen) { |
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Label::paint(screen); |
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screen->setCursorVisible(captured_ && selecting_); |
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screen->setBlink(captured_ && !selecting_); |
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screen->setCursorLocation(x_ + position_ + 1, y_); |
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} |
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bool Input::handleInputEvent(int x, int y, bool selected, bool cancelled) { |
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// If the input is captured and there has been a scroll event we're going to
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// either change the position or change the selection.
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if (captured_ && y) { |
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// If we're changing the selection, scroll through the character set.
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if (selecting_) { |
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// TODO: replace this with a selectable character set that makes more
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// sense
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if (y < 0) { |
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text_[position_] = max(text_[position_] + y, ' '); |
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} |
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else { |
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text_[position_] = min(text_[position_] + y, '}'); |
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} |
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} |
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// Otherwise we are changing the position. If the position is moving before
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// or after the field we release the input.
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else { |
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position_ += y; |
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if (position_ < 0 || position_ >= width_) { |
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captured_ = false; |
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} |
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} |
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repaint(); |
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} |
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// If there has been a click we will either capture the input,
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// start selection or end selection.
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if (selected) { |
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// If input is captured we will start or end selection
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// input.
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if (captured_) { |
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selecting_ = !selecting_; |
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} |
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// Capture the input
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else { |
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captured_ = true; |
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position_ = 0; |
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selecting_ = false; |
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} |
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repaint(); |
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} |
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return captured_; |
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} |
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////////////////////////////////////////////////////////////////////////////////
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// ScrollContainer
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////////////////////////////////////////////////////////////////////////////////
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ScrollContainer::ScrollContainer(Screen *screen, uint8_t width, uint8_t height) { |
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setSize(width, height); |
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screen_ = screen; |
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clearLine = (char*) malloc(width + 1); |
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memset(clearLine, ' ', width); |
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clearLine[width] = NULL; |
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firstUpdateCompleted_ = false; |
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} |
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ScrollContainer::~ScrollContainer() { |
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free(clearLine); |
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} |
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void ScrollContainer::add(Component *component, int8_t x, int8_t y) { |
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Container::add(component, x, y); |
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if (firstUpdateCompleted_) { |
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// TODO: if the first update has already completed we need to update
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// incoming components locations as they are added
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} |
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} |
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bool ScrollContainer::dirty() { |
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if (Container::dirty()) { |
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return true; |
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} |
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return scrollNeeded(); |
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} |
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void ScrollContainer::update(Screen *screen) { |
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if (!firstUpdateCompleted_) { |
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offsetChildren(0, y_); |
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firstUpdateCompleted_ = true; |
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} |
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} |
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void ScrollContainer::offsetChildren(int x, int y) { |
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for (int i = 0; i < componentCount_; i++) { |
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Component *c = components_[i]; |
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/*
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Serial.print("Moving "); |
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Serial.print(c->description()); |
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Serial.print(" from "); |
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Serial.print(c->x(), DEC); |
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Serial.print(", "); |
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Serial.print(c->y(), DEC); |
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Serial.print(" to "); |
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Serial.print(c->x() + x, DEC); |
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Serial.print(", "); |
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Serial.println(c->y() + y, DEC); |
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*/ |
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c->setLocation(c->x() + x, c->y() + y); |
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} |
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} |
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bool ScrollContainer::scrollNeeded() { |
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// see if the focus holder has changed since the last check
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Component *focusHolder = screen_->focusHolder(); |
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if (lastFocusHolder_ != focusHolder) { |
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// it has, so see if the new focus holder is one of ours
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if (contains(focusHolder)) { |
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// it is, so we need to be sure it's visible, which means it's
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// y position plus height has to be within our window of visibility
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// our window of visbility is our y_ + row_ to y_ + row_ + height_
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uint8_t yStart = y_; |
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uint8_t yEnd = y_ + height_ - 1; |
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if (focusHolder->y() < yStart || focusHolder->y() > yEnd) { |
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// it is not currently visible, so we are dirty
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return true; |
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} |
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} |
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} |
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return false; |
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} |
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void ScrollContainer::paint(Screen *screen) { |
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Component::paint(screen); |
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if (scrollNeeded()) { |
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// we need to scroll the window
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Component *focusHolder = screen_->focusHolder(); |
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// clear the window
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for (int i = 0; i < height_; i++) { |
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screen->draw(x_, y_ + i, clearLine); |
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} |
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// set the new row_. if the new focus holder is below our currently
|
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// visible area we want to increment the row the minimum amount to make it
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// visible, and likewise if it is above, we want to decrement.
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// TODO: These are calculated in scrollNeeded(), see if it would be better
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// to reuse them somehow
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uint8_t yStart = y_; |
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uint8_t yEnd = y_ + height_ - 1; |
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if (focusHolder->y() > yEnd) { |
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// if the component is below our visible window, increment the row count
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// by the difference between the bottom visible row and the y position
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// of the component
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offsetChildren(0, yEnd - focusHolder->y()); |
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} |
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else { |
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offsetChildren(0, yStart - focusHolder->y()); |
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} |
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lastFocusHolder_ = screen->focusHolder(); |
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// tell all the children they need to be repainted. we will only paint
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// the ones that are now visible
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repaint(); |
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} |
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for (int i = 0; i < componentCount_; i++) { |
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Component *component = components_[i]; |
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if (component->dirty() && (component->y() >= y_) && (component->y() < y_ + height_)) { |
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component->paint(screen); |
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} |
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else { |
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component->clearDirty(); |
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} |
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} |
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} |
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|
@ -0,0 +1,294 @@ |
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/**
|
||||
* A toolkit for building character based user interfaces on small displays. |
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*
|
||||
* Copyright (c) 2012 Jason von Nieda <jason@vonnieda.org> |
||||
* This work is licensed under the Creative Commons Attribution-ShareAlike 3.0
|
||||
* Unported License. To view a copy of this license, visit
|
||||
* http://creativecommons.org/licenses/by-sa/3.0/ or send a letter to Creative
|
||||
* Commons, 444 Castro Street, Suite 900, Mountain View, California, 94041, USA. |
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*/ |
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|
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#ifndef __ScreenUi_h__ |
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#define __ScreenUi_h__ |
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|
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#include <stdint.h> |
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|
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//#define SCREENUI_DEBUG 1
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|
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#define min(a,b) ((a)<(b)?(a):(b)) |
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#define max(a,b) ((a)>(b)?(a):(b)) |
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class Screen; |
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class Component { |
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public: |
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Component() { x_ = y_ = width_ = height_ = 0; } |
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// Set the location on screen for this component. x and y are zero based,
|
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// absolute character positions.
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virtual void setLocation(int8_t x, int8_t y) { x_ = x; y_ = y;} |
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// Set the width and height this component. Most components will either
|
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// require a width and height to be specified during creation or will
|
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// adopt sane defaults based on their input data.
|
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void setSize(uint8_t width, uint8_t height) { width_ = width; height_ = height; } |
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int8_t x() { return x_; } |
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int8_t y() { return y_; } |
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uint8_t width() { return width_; } |
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uint8_t height() { return height_; } |
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// Returns true if the component is willing to accept focus from the focus
|
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// subsystem. For a component to receive input events it must be willing
|
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// to accept focus.
|
||||
virtual bool acceptsFocus() { return false; } |
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// The first step in the component update cycle. This is called by Screen
|
||||
// during it's update cycle to allow each component to reset or set up
|
||||
// any data that needs to be modified from the last update cycle.
|
||||
virtual void update(Screen *screen) {} |
||||
// Called if the component has focus and is selected. x and y are delta
|
||||
// since the last event.
|
||||
// Returns true if the component wishes to remain selected. Returns false
|
||||
// to give up selection.
|
||||
virtual bool handleInputEvent(int x, int y, bool selected, bool cancelled) { return false; } |
||||
// The final step in the component update cycle. Called by Screen to allow
|
||||
// the component to draw itself on screen. It shoud generally draw itself
|
||||
// at it's location and should not overflow it's size.
|
||||
// Currently components are responsible for drawing their own focus
|
||||
// indicator. This may change in the future.
|
||||
// Component::paint() sets dirty to false and should be called by every
|
||||
// subclass's paint method.
|
||||
virtual void paint(Screen *screen); |
||||
// Returns true if the component is a container for other components. This
|
||||
// is a shortcut so that we don't have to do RTTI when iterating over a
|
||||
// list of components looking for containers.
|
||||
virtual bool isContainer() { return false; } |
||||
// Returns true if the Component is marked dirty and needs to be painted
|
||||
// on the next update.
|
||||
virtual bool dirty(); |
||||
// Sets dirty to true for this Component, causing it to be painted during
|
||||
// the next update.
|
||||
// TODO refactor the two below into setDirty()
|
||||
virtual void repaint() { dirty_ = true; } |
||||
virtual void clearDirty() { dirty_ = false; } |
||||
#ifdef SCREENUI_DEBUG |
||||
virtual char *description() { return "Component"; } |
||||
#endif |
||||
protected: |
||||
int8_t x_, y_; |
||||
uint8_t width_, height_; |
||||
bool dirty_; |
||||
}; |
||||
|
||||
// A Component that contains other Components. Users should not generally
|
||||
// create instances of this class.
|
||||
class Container : public Component { |
||||
public: |
||||
Container(); |
||||
~Container(); |
||||
virtual void add(Component *component, int8_t x, int8_t y); |
||||
virtual void update(Screen *screen); |
||||
// Paints any dirty child components.
|
||||
virtual void paint(Screen *screen); |
||||
virtual bool isContainer() { return true; } |
||||
// Returns true if any child components are dirty.
|
||||
virtual bool dirty(); |
||||
// Sets dirty to true for all child components, causing them to be repainted
|
||||
// during the next update.
|
||||
virtual void repaint(); |
||||
#ifdef SCREENUI_DEBUG |
||||
virtual char *description() { return "Container"; } |
||||
#endif |
||||
virtual bool contains(Component *component); |
||||
protected: |
||||
Component *nextFocusHolder(Component *focusHolder, bool reverse); |
||||
Component *nextFocusHolder(Component *focusHolder, bool reverse, bool *focusHolderFound); |
||||
|
||||
Component **components_; |
||||
uint8_t componentsLength_; |
||||
uint8_t componentCount_; |
||||
}; |
||||
|
||||
// The main entry point into the ScreenUi system. A Screen instance represents
|
||||
// a full screen of data on the display, including modifiable Components and
|
||||
// provides methods for input and output.
|
||||
// The user should create instances of Screen to manage a user interface and
|
||||
// add() Components to the screen.
|
||||
// When a Screen is ready to be displayed, the user should call update() in
|
||||
// a loop. After each call to update(), Components can be queried for their
|
||||
// data.
|
||||
class Screen : public Container { |
||||
public: |
||||
Screen(uint8_t width, uint8_t height); |
||||
// Should be called regularly by the main program to update the Screen
|
||||
// and process input. After each call to update(), each Component
|
||||
// will have processed any input it received and will have updated it
|
||||
// data.
|
||||
virtual void update(); |
||||
// Returns the current focus holder for the Screen. The focus holder is
|
||||
// the component that input events will be sent to.
|
||||
Component *focusHolder() { return focusHolder_; } |
||||
// Sets the current focus holder. This can be used to set the default
|
||||
// button on a screen before it is displayed, for instance.
|
||||
void setFocusHolder(Component *focusHolder) { focusHolder_ = focusHolder; } |
||||
void setCursorLocation(uint8_t x, uint8_t y) { cursorX_ = x; cursorY_ = y; } |
||||
|
||||
#ifdef SCREENUI_DEBUG |
||||
virtual char *description() { return "Screen"; } |
||||
#endif |
||||
|
||||
// The following methods must be overridden by the user to provide
|
||||
// hardware support
|
||||
|
||||
// Get any changes in the input since the last call to update();
|
||||
virtual void getInputDeltas(int *x, int *y, bool *selected, bool *cancelled); |
||||
// Clear the screen
|
||||
virtual void clear(); |
||||
virtual void createCustomChar(uint8_t slot, uint8_t *data); |
||||
virtual void draw(uint8_t x, uint8_t y, const char *text); |
||||
virtual void draw(uint8_t x, uint8_t y, uint8_t customChar); |
||||
virtual void setCursorVisible(bool visible); |
||||
virtual void setBlink(bool blink); |
||||
virtual void moveCursor(uint8_t x, uint8_t y); |
||||
|
||||
private: |
||||
bool cleared_; |
||||
Component *focusHolder_; |
||||
bool focusHolderSelected_; |
||||
bool annoyingBugWorkedAround_; |
||||
uint8_t cursorX_, cursorY_; |
||||
}; |
||||
|
||||
// A Component that displays static text at a specific position.
|
||||
class Label : public Component { |
||||
public: |
||||
Label(const char *text); |
||||
virtual void setText(const char *text); |
||||
virtual void paint(Screen *screen); |
||||
#ifdef SCREENUI_DEBUG |
||||
virtual char *description() { return "Label"; } |
||||
#endif |
||||
protected: |
||||
char* text_; |
||||
bool captured_; |
||||
uint8_t dirtyWidth_; |
||||
}; |
||||
|
||||
// A Component that can receive focus and select events. If the Button has
|
||||
// focus when the user presses the select button the Button's pressed() property
|
||||
// is set indicating that the button was selected.
|
||||
// Button is a subclass of Label and thus displays itself as text.
|
||||
class Button : public Label { |
||||
public: |
||||
Button(const char *text); |
||||
virtual bool acceptsFocus() { return true; } |
||||
bool pressed() { return pressed_; } |
||||
virtual void update(Screen *screen); |
||||
virtual bool handleInputEvent(int x, int y, bool selected, bool cancelled); |
||||
#ifdef SCREENUI_DEBUG |
||||
virtual char *description() { return "Button"; } |
||||
#endif |
||||
private: |
||||
bool pressed_; |
||||
}; |
||||
|
||||
// A Component that displays either an on or off state. Clicking the component
|
||||
// while it has focus causes it to change from on to off or vice-versa.
|
||||
class Checkbox : public Label { |
||||
public: |
||||
Checkbox(); |
||||
bool checked() { return checked_; } |
||||
virtual bool acceptsFocus() { return true; } |
||||
virtual bool handleInputEvent(int x, int y, bool selected, bool cancelled); |
||||
#ifdef SCREENUI_DEBUG |
||||
virtual char *description() { return "Checkbox"; } |
||||
#endif |
||||
private: |
||||
bool checked_; |
||||
}; |
||||
|
||||
// A Component that allows the user to scroll through several choices and
|
||||
// select one. When the List is selected, future scroll events will cause it
|
||||
// to scroll through it's selections. A select sets the current item
|
||||
// or a cancel resets the list to it's previously selected item and
|
||||
// releases control.
|
||||
class List : public Label { |
||||
public: |
||||
List(uint8_t maxItems); |
||||
void addItem(const char *item); |
||||
const char *selectedItem() { return items_[selectedIndex_]; } |
||||
uint8_t selectedIndex() { return selectedIndex_; } |
||||
void setSelectedIndex(uint8_t selectedIndex); |
||||
virtual bool acceptsFocus() { return true; } |
||||
virtual bool handleInputEvent(int x, int y, bool selected, bool cancelled); |
||||
#ifdef SCREENUI_DEBUG |
||||
virtual char *description() { return "List"; } |
||||
#endif |
||||
private: |
||||
char **items_; |
||||
uint8_t itemCount_; |
||||
uint8_t selectedIndex_; |
||||
}; |
||||
|
||||
// allows text input. Each character can be clicked to scroll through the alphabet.
|
||||
class Input : public Label { |
||||
public: |
||||
Input(char *text); |
||||
virtual void setText(char *text); |
||||
virtual bool acceptsFocus() { return true; } |
||||
virtual void paint(Screen *screen); |
||||
virtual bool handleInputEvent(int x, int y, bool selected, bool cancelled); |
||||
#ifdef SCREENUI_DEBUG |
||||
virtual char *description() { return "Input"; } |
||||
#endif |
||||
protected: |
||||
int8_t position_; |
||||
bool selecting_; |
||||
}; |
||||
|
||||
// allows input of a floating point number.
|
||||
class DecimalInput : public Input { |
||||
}; |
||||
|
||||
// allows input of an integer number with a certain base.
|
||||
class IntegerInput : public Input { |
||||
}; |
||||
|
||||
// Component that allows the user to enter a time with up to three fields
|
||||
// separated by semi-colons. e.g. 00, 00:00, 00:00:00
|
||||
class TimeInput : public Input { |
||||
}; |
||||
|
||||
// A Container that allows the user to scroll through any number of rows of
|
||||
// Components. The ScrollContainer can be thought of as a Screen with the same
|
||||
// width as the Container it is added to, and an unlimited height.
|
||||
// Components that will be added to the ScrollContainer should have their
|
||||
// location set relative to their position in the ScrollContainer, not
|
||||
// the main Screen.
|
||||
class ScrollContainer : public Container { |
||||
public: |
||||
// We require a reference to Screen because we need focus information
|
||||
// during the dirty() check. This is a bit of a dirty hack, but it's
|
||||
// better than adding this property to every other object or walking
|
||||
// the tree to find it.
|
||||
ScrollContainer(Screen *screen, uint8_t width, uint8_t height); |
||||
~ScrollContainer(); |
||||
virtual void update(Screen *screen); |
||||
virtual void add(Component *component, int8_t x, int8_t y); |
||||
virtual void paint(Screen *screen); |
||||
virtual bool dirty(); |
||||
#ifdef SCREENUI_DEBUG |
||||
virtual char *description() { return "ScrollContainer"; } |
||||
#endif |
||||
private: |
||||
bool scrollNeeded(); |
||||
void offsetChildren(int x, int y); |
||||
|
||||
Component *lastFocusHolder_; |
||||
Screen *screen_; |
||||
char *clearLine; |
||||
bool firstUpdateCompleted_; |
||||
}; |
||||
|
||||
// A specialization of ScrollContainer that contains only Buttons and provides
|
||||
// a simple API for managing the set of Buttons like a menu.
|
||||
class Menu : public ScrollContainer { |
||||
}; |
||||
|
||||
#endif |
Loading…
Reference in new issue