Add nextMenu, nextEncoderPosition to change menus after handler loop

master
Scott Lahteine 9 years ago
parent 7fa2bda1b9
commit dc2281d2f4

@ -262,7 +262,7 @@ static void lcd_status_screen();
uint8_t currentMenuViewOffset; /* scroll offset in the current menu */
millis_t next_button_update_ms;
uint8_t lastEncoderBits;
uint32_t encoderPosition;
uint32_t encoderPosition, nextEncoderPosition;
#if PIN_EXISTS(SD_DETECT)
uint8_t lcd_sd_status;
#endif
@ -277,6 +277,7 @@ typedef struct {
} menuPosition;
menuFunc_t currentMenu = lcd_status_screen; // pointer to the currently active menu handler
menuFunc_t nextMenu = NULL; // the next menu handler to activate
menuPosition menu_history[10];
uint8_t menu_history_depth = 0;
@ -311,21 +312,16 @@ float raw_Ki, raw_Kd;
* Remembers the previous position
*/
static void lcd_goto_menu(menuFunc_t menu, const bool feedback = false, const uint32_t encoder = 0) {
if (currentMenu != menu) {
currentMenu = menu;
lcdDrawUpdate = LCDVIEW_CLEAR_CALL_REDRAW;
if (currentMenu != menu && nextMenu != menu) {
nextMenu = menu;
nextEncoderPosition = encoder;
#if ENABLED(NEWPANEL)
encoderPosition = encoder;
if (feedback) lcd_quick_feedback();
#endif
if (menu == lcd_status_screen) {
defer_return_to_status = false;
menu_history_depth = 0;
}
#if ENABLED(LCD_PROGRESS_BAR)
// For LCD_PROGRESS_BAR re-initialize custom characters
lcd_set_custom_characters(menu == lcd_status_screen);
#endif
}
}
@ -918,13 +914,6 @@ void lcd_cooldown() {
static void _lcd_level_bed_done() {
if (lcdDrawUpdate) lcd_implementation_drawedit(PSTR(MSG_LEVEL_BED_DONE));
lcdDrawUpdate =
#if ENABLED(DOGLCD)
LCDVIEW_CALL_REDRAW_NEXT
#else
LCDVIEW_CALL_NO_REDRAW
#endif
;
}
/**
@ -940,13 +929,6 @@ void lcd_cooldown() {
NOLESS(current_position[Z_AXIS], 0);
NOMORE(current_position[Z_AXIS], MESH_HOME_SEARCH_Z * 2);
line_to_current(Z_AXIS);
lcdDrawUpdate =
#if ENABLED(DOGLCD)
LCDVIEW_CALL_REDRAW_NEXT
#else
LCDVIEW_REDRAW_NOW
#endif
;
}
encoderPosition = 0;
@ -1002,14 +984,6 @@ void lcd_cooldown() {
sprintf_P(msg, PSTR("%i / %u"), (int)(_lcd_level_bed_position + 1), (MESH_NUM_X_POINTS) * (MESH_NUM_Y_POINTS));
lcd_implementation_drawedit(PSTR(MSG_LEVEL_BED_NEXT_POINT), msg);
}
lcdDrawUpdate =
#if ENABLED(DOGLCD)
LCDVIEW_CALL_REDRAW_NEXT
#else
LCDVIEW_CALL_NO_REDRAW
#endif
;
}
/**
@ -1047,15 +1021,9 @@ void lcd_cooldown() {
*/
static void _lcd_level_bed_homing() {
if (lcdDrawUpdate) lcd_implementation_drawedit(PSTR(MSG_LEVEL_BED_HOMING), NULL);
lcdDrawUpdate =
#if ENABLED(DOGLCD)
LCDVIEW_CALL_REDRAW_NEXT
#else
LCDVIEW_CALL_NO_REDRAW
#endif
;
if (axis_homed[X_AXIS] && axis_homed[Y_AXIS] && axis_homed[Z_AXIS])
lcd_goto_menu(_lcd_level_bed_homing_done);
lcdDrawUpdate = LCDVIEW_CALL_NO_REDRAW; // counts as a draw flag during graphical loop
}
/**
@ -1197,7 +1165,6 @@ static void _lcd_move(const char* name, AxisEnum axis, float min, float max) {
if (min_software_endstops) NOLESS(current_position[axis], min);
if (max_software_endstops) NOMORE(current_position[axis], max);
line_to_current(axis);
lcdDrawUpdate = LCDVIEW_REDRAW_NOW;
}
encoderPosition = 0;
if (lcdDrawUpdate) lcd_implementation_drawedit(name, ftostr31(current_position[axis]));
@ -1226,7 +1193,6 @@ static void lcd_move_e(
if (encoderPosition && movesplanned() <= 3) {
current_position[E_AXIS] += float((int32_t)encoderPosition) * move_menu_scale;
line_to_current(E_AXIS);
lcdDrawUpdate = LCDVIEW_REDRAW_NOW;
}
encoderPosition = 0;
if (lcdDrawUpdate) {
@ -1717,7 +1683,6 @@ static void lcd_control_volumetric_menu() {
lcd_contrast &= 0x3F;
#endif
encoderPosition = 0;
lcdDrawUpdate = LCDVIEW_REDRAW_NOW;
u8g.setContrast(lcd_contrast);
}
if (lcdDrawUpdate) {
@ -1868,12 +1833,12 @@ static void lcd_control_volumetric_menu() {
} \
static void menu_action_setting_edit_ ## _name (const char* pstr, _type* ptr, _type minValue, _type maxValue) { \
_menu_action_setting_edit_ ## _name(pstr, ptr, minValue, maxValue); \
currentMenu = menu_edit_ ## _name; \
lcd_goto_menu(menu_edit_ ## _name); \
}\
static void menu_action_setting_edit_callback_ ## _name (const char* pstr, _type* ptr, _type minValue, _type maxValue, menuFunc_t callback) { \
_menu_action_setting_edit_ ## _name(pstr, ptr, minValue, maxValue); \
currentMenu = menu_edit_callback_ ## _name; \
callbackFunc = callback; \
lcd_goto_menu(menu_edit_callback_ ## _name); \
}
menu_edit_type(int, int3, itostr3, 1);
menu_edit_type(float, float3, ftostr3, 1);
@ -1939,7 +1904,6 @@ menu_edit_type(unsigned long, long5, ftostr5, 0.01);
#endif
void lcd_quick_feedback() {
lcdDrawUpdate = LCDVIEW_CLEAR_CALL_REDRAW;
next_button_update_ms = millis() + 500;
#if ENABLED(LCD_USE_I2C_BUZZER)
@ -2106,7 +2070,7 @@ bool lcd_blink() {
* - Act on RepRap World keypad input
* - Update the encoder position
* - Apply acceleration to the encoder position
* - Set lcdDrawUpdate = LCDVIEW_CALL_REDRAW_NEXT on controller events
* - Set lcdDrawUpdate = LCDVIEW_CALL_REDRAW_NOW on controller events
* - Reset the Info Screen timeout if there's any input
* - Update status indicators, if any
*
@ -2114,17 +2078,21 @@ bool lcd_blink() {
* - Call the handler only if lcdDrawUpdate != LCDVIEW_NONE
* - Before calling the handler, LCDVIEW_CALL_NO_REDRAW => LCDVIEW_NONE
* - Call the menu handler. Menu handlers should do the following:
* - If a value changes, set lcdDrawUpdate to LCDVIEW_REDRAW_NOW
* - If a value changes, set lcdDrawUpdate to LCDVIEW_REDRAW_NOW and draw the value
* (Encoder events automatically set lcdDrawUpdate for you.)
* - if (lcdDrawUpdate) { redraw }
* - Before exiting the handler set lcdDrawUpdate to:
* - LCDVIEW_REDRAW_NOW or LCDVIEW_NONE for no callbacks until the next controller event.
* - LCDVIEW_CLEAR_CALL_REDRAW to clear screen and set LCDVIEW_CALL_REDRAW_NEXT.
* - LCDVIEW_CALL_NO_REDRAW for a callback with no forced redraw on the next loop.
* - NOTE: For some displays, the menu handler may be called 2 or more times per loop.
* - LCDVIEW_REDRAW_NOW or LCDVIEW_NONE to keep drawingm but only in this loop.
* - LCDVIEW_REDRAW_NEXT to keep drawing and draw on the next loop also.
* - LCDVIEW_CALL_NO_REDRAW to keep drawing (or start drawing) with no redraw on the next loop.
* - NOTE: For graphical displays menu handlers may be called 2 or more times per loop,
* so don't change lcdDrawUpdate without considering this.
*
* After the menu handler callback runs (or not):
* - Set lcdDrawUpdate to nextLcdDrawUpdate (usually unchanged)
* - Clear the LCD if lcdDrawUpdate == LCDVIEW_CLEAR_CALL_REDRAW
* - Update lcdDrawUpdate for the next loop (i.e., move one state down, usually)
* - Transition lcdDrawUpdate to the next state
*
* No worries. This function is only called from the main thread.
*/
@ -2282,6 +2250,18 @@ void lcd_update() {
#endif // ULTIPANEL
// If a new menu was set, update the pointer, set to clear & redraw
if (nextMenu) {
currentMenu = nextMenu;
encoderPosition = nextEncoderPosition;
nextMenu = NULL;
lcdDrawUpdate = LCDVIEW_CLEAR_CALL_REDRAW;
#if ENABLED(LCD_PROGRESS_BAR)
// For LCD_PROGRESS_BAR re-initialize custom characters
lcd_set_custom_characters(currentMenu == lcd_status_screen);
#endif
}
switch (lcdDrawUpdate) {
case LCDVIEW_CLEAR_CALL_REDRAW:
lcd_implementation_clear();

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