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/**
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* ScreenUi
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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>
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*
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* This file is part of ScreenUi.
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*
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* ScreenUi is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* ScreenUi is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with ScreenUi. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef __ScreenUi_h__
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#define __ScreenUi_h__
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#include <stdint.h>
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//#define SCREENUI_DEBUG 1
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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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// Represents a set of characters that can be mapped to a continuous sequence
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// of integers starting with 0.
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class CharSet {
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public:
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// Returns true if the character set contains the given character.
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virtual bool contains(unsigned char ch) { return indexOf(ch) != -1; }
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// Returns the index in the character set for the given character.
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// Return -1 if the character is not part of the character set.
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virtual int indexOf(unsigned char ch);
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// Returns the character at the given index for the character set.
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// Return -1 if the index is not within the range of the character set.
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virtual int charAt(int index) = 0;
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// Returns the length of the character set. This method can be used
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// to determine what the maximum index for charAt() will be.
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virtual unsigned char size() = 0;
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};
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// An implementation of CharSet that uses several ranges to determine it's
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// full character set
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class RangeCharSet : public CharSet {
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public:
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RangeCharSet(int rangeCount, ...);
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virtual ~RangeCharSet();
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virtual int charAt(int index);
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virtual unsigned char size();
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private:
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unsigned char rangeCount_;
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unsigned char *ranges_;
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};
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extern RangeCharSet defaultCharSet;
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extern RangeCharSet floatingPointCharSet;
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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.
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virtual bool acceptsFocus() { return false; }
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// The first step in the component update cycle. This is called by Screen
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// during it's update cycle to allow each component to reset or set up
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// any data that needs to be modified from the last update cycle.
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virtual void update(Screen *screen) {}
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// Called if the component has focus and is selected. x and y are delta
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// since the last event.
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// Returns true if the component wishes to remain selected. Returns false
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// to give up selection.
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virtual bool handleInputEvent(int x, int y, bool selected, bool cancelled) { return false; }
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// The final step in the component update cycle. Called by Screen to allow
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// the component to draw itself on screen. It shoud generally draw itself
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// at it's location and should not overflow it's size.
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// Currently components are responsible for drawing their own focus
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// indicator. This may change in the future.
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// Component::paint() sets dirty to false and should be called by every
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// subclass's paint method.
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virtual void paint(Screen *screen);
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// Returns true if the component is a container for other components. This
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// is a shortcut so that we don't have to do RTTI when iterating over a
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// list of components looking for containers.
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virtual bool isContainer() { return false; }
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// Returns true if the Component is marked dirty and needs to be painted
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// on the next update.
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virtual bool dirty();
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// Sets dirty to true for this Component, causing it to be painted during
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// the next update.
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// TODO refactor the two below into setDirty()
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virtual void repaint() { dirty_ = true; }
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virtual void clearDirty() { dirty_ = false; }
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#ifdef SCREENUI_DEBUG
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virtual char *description() { return "Component"; }
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#endif
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protected:
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int8_t x_, y_;
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uint8_t width_, height_;
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bool dirty_;
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};
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// A Component that contains other Components. Users should not generally
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// create instances of this class.
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class Container : public Component {
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public:
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Container();
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virtual ~Container();
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virtual void add(Component *component, int8_t x, int8_t y);
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virtual void update(Screen *screen);
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// Paints any dirty child components.
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virtual void paint(Screen *screen);
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virtual bool isContainer() { return true; }
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// Returns true if any child components are dirty.
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virtual bool dirty();
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// Sets dirty to true for all child components, causing them to be repainted
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// during the next update.
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virtual void repaint();
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#ifdef SCREENUI_DEBUG
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virtual char *description() { return "Container"; }
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#endif
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virtual bool contains(Component *component);
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protected:
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Component *nextFocusHolder(Component *focusHolder, bool reverse);
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Component *nextFocusHolder(Component *focusHolder, bool reverse, bool *focusHolderFound);
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void offsetChildren(int x, int y);
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Component **components_;
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uint8_t componentsLength_;
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uint8_t componentCount_;
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bool firstUpdateCompleted_;
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};
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// The main entry point into the ScreenUi system. A Screen instance represents
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// a full screen of data on the display, including modifiable Components and
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// provides methods for input and output.
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// The user should create instances of Screen to manage a user interface and
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// add() Components to the screen.
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// When a Screen is ready to be displayed, the user should call update() in
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// a loop. After each call to update(), Components can be queried for their
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// data.
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class Screen : public Container {
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public:
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Screen(uint8_t width, uint8_t height);
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// Should be called regularly by the main program to update the Screen
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// and process input. After each call to update(), each Component
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// will have processed any input it received and will have updated it
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// data.
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virtual void update();
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// Returns the current focus holder for the Screen. The focus holder is
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// the component that input events will be sent to.
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Component *focusHolder() { return focusHolder_; }
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// Sets the current focus holder. This can be used to set the default
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// button on a screen before it is displayed, for instance.
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void setFocusHolder(Component *focusHolder) { focusHolder_ = focusHolder; }
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void setCursorLocation(uint8_t x, uint8_t y) { cursorX_ = x; cursorY_ = y; }
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#ifdef SCREENUI_DEBUG
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virtual char *description() { return "Screen"; }
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#endif
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// The following methods must be overridden by the user to provide
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// hardware support
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// Get any changes in the input since the last call to update();
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virtual void getInputDeltas(int *x, int *y, bool *selected, bool *cancelled);
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// Clear the screen
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virtual void clear();
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virtual void createCustomChar(uint8_t slot, uint8_t *data);
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virtual void draw(uint8_t x, uint8_t y, const char *text);
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virtual void draw(uint8_t x, uint8_t y, uint8_t customChar);
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virtual void setCursorVisible(bool visible);
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virtual void setBlink(bool blink);
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virtual void moveCursor(uint8_t x, uint8_t y);
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private:
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bool cleared_;
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Component *focusHolder_;
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bool focusHolderSelected_;
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bool annoyingBugWorkedAround_;
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uint8_t cursorX_, cursorY_;
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};
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// A Component that displays static text at a specific position.
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class Label : public Component {
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public:
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Label(const char *text);
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virtual const char *text() { return (const char *) text_; }
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virtual void setText(const char *text);
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virtual void paint(Screen *screen);
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#ifdef SCREENUI_DEBUG
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virtual char *description() { return "Label"; }
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#endif
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protected:
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char* text_;
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bool captured_;
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uint8_t dirtyWidth_;
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};
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// A Component that can receive focus and select events. If the Button has
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// focus when the user presses the select button the Button's pressed() property
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// is set indicating that the button was selected.
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// Button is a subclass of Label and thus displays itself as text.
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class Button : public Label {
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public:
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Button(const char *text);
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virtual bool acceptsFocus() { return true; }
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bool pressed() { return pressed_; }
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virtual void update(Screen *screen);
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virtual bool handleInputEvent(int x, int y, bool selected, bool cancelled);
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#ifdef SCREENUI_DEBUG
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virtual char *description() { return "Button"; }
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#endif
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private:
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bool pressed_;
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};
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// A Component that displays either an on or off state. Clicking the component
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// while it has focus causes it to change from on to off or vice-versa.
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class Checkbox : public Label {
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public:
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Checkbox();
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bool checked() { return checked_; }
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virtual bool acceptsFocus() { return true; }
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virtual bool handleInputEvent(int x, int y, bool selected, bool cancelled);
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#ifdef SCREENUI_DEBUG
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virtual char *description() { return "Checkbox"; }
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#endif
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private:
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bool checked_;
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};
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// A Component that allows the user to scroll through several choices and
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// select one. When the List is selected, future scroll events will cause it
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// to scroll through it's selections. A select sets the current item
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// or a cancel resets the list to it's previously selected item and
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// releases control.
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class List : public Label {
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public:
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List(uint8_t maxItems);
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virtual ~List();
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void addItem(const char *item);
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const char *selectedItem() { return items_[selectedIndex_]; }
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uint8_t selectedIndex() { return selectedIndex_; }
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void setSelectedIndex(uint8_t selectedIndex);
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virtual bool acceptsFocus() { return true; }
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virtual bool handleInputEvent(int x, int y, bool selected, bool cancelled);
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#ifdef SCREENUI_DEBUG
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virtual char *description() { return "List"; }
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#endif
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private:
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char **items_;
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uint8_t itemCount_;
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uint8_t selectedIndex_;
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};
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// A Component that allows the user to scroll through a range of Integers
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// or floats.
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class Spinner : public Label {
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public:
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Spinner(int value, int low, int high, int increment, bool rollover);
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int intValue();
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virtual bool acceptsFocus() { return true; }
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virtual bool handleInputEvent(int x, int y, bool selected, bool cancelled);
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#ifdef SCREENUI_DEBUG
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virtual char *description() { return "Spinner"; }
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#endif
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private:
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char buffer_[10];
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int value_, low_, high_, increment_;
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bool rollover_;
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};
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// allows text input. Each character can be clicked to scroll through the alphabet.
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class Input : public Label {
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public:
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Input(char *text);
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virtual void setText(char *text);
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virtual bool acceptsFocus() { return true; }
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virtual void paint(Screen *screen);
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virtual bool handleInputEvent(int x, int y, bool selected, bool cancelled);
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#ifdef SCREENUI_DEBUG
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virtual char *description() { return "Input"; }
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#endif
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void setCharSet(CharSet *charSet) { charSet_ = charSet; }
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CharSet *charSet() { return charSet_; }
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protected:
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int8_t position_;
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bool selecting_;
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CharSet *charSet_;
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};
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// A Component that accepts input of a floating or fixed point decimal
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// number.
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class DecimalInput : public Input {
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};
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// A Component that accepts input of an integer value with a given base.
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class IntegerInput : public Input {
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public:
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// Create a signed IntegerInput with the given value, width and base.
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// If width is 0 the width will be determined by the number of digits in
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// the incoming value, with one additional space for the negative.
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// If base is not specified, the default is base 10.
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IntegerInput(long value, unsigned char width = 0, unsigned char base = 10);
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// Create a signed IntegerInput with the given value, width and base.
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// If width is 0 the width will be determined by the number of digits in
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// the incoming value.
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// If base is not specified, the default is base 10.
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IntegerInput(unsigned long value, unsigned char width = 0, unsigned char base = 10);
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private:
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bool signed_;
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unsigned char base_;
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};
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// Component that allows the user to enter a time with up to three fields
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// separated by semi-colons. e.g. 00, 00:00, 00:00:00
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class TimeInput : public Input {
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};
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// A Container that allows the user to scroll through any number of rows of
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// Components. The ScrollContainer can be thought of as a Screen with the same
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// width as the Container it is added to, and an unlimited height.
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// Components that will be added to the ScrollContainer should have their
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// location set relative to their position in the ScrollContainer, not
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// the main Screen.
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class ScrollContainer : public Container {
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public:
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// We require a reference to Screen because we need focus information
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// during the dirty() check. This is a bit of a dirty hack, but it's
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// better than adding this property to every other object or walking
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// the tree to find it.
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ScrollContainer(Screen *screen, uint8_t width, uint8_t height);
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virtual ~ScrollContainer();
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virtual void paint(Screen *screen);
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virtual bool dirty();
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#ifdef SCREENUI_DEBUG
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virtual char *description() { return "ScrollContainer"; }
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#endif
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private:
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bool scrollNeeded();
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Component *lastFocusHolder_;
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Screen *screen_;
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char *clearLine;
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};
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// A specialization of ScrollContainer that contains only Buttons and provides
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// a simple API for managing the set of Buttons like a menu.
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class Menu : public ScrollContainer {
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};
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#endif
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