Start building a menu 'class'
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menu.cpp
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30
menu.cpp
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#include "menu.h"
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bool runSubmenu(Menu_t* current_menu,
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void(*redraw_callback)(),
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ButtonPress_e tuner_button,
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ButtonPress_e touch_button,
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Point touch_point,
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int16_t knob){
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if(nullptr != current_menu->active_submenu){
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auto ret = current_menu->active_submenu->runMenu(tuner_button,touch_button,touch_point,knob);
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switch(ret){
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case MenuReturn_e::StillActive://Fallthrough intended
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case MenuReturn_e::ExitedNoRedraw:
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{
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//Nothing to do here - just return
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break;
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}
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default://Fallthrough intended. Default to this menu being active
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case MenuReturn_e::ExitedRedraw:
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{
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//Turn off submenu, redraw, then return
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current_menu->active_submenu = nullptr;
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redraw_callback();
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break;
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}
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}//end switch
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return true;
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}//end submenu
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return false;
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}
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34
menu.h
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34
menu.h
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#pragma once
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#include <stdint.h>
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#include "nano_gui.h"//Point
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enum MenuReturn_e : uint8_t {
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StillActive,
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ExitedRedraw,
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ExitedNoRedraw
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};
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enum ButtonPress_e : uint8_t {
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NotPressed,
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ShortPress,
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LongPress
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}
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struct Menu_t {
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MenuReturn_e (*runMenu)(ButtonPress_e tuner_button,
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ButtonPress_e touch_button,
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Point touch_point,
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int16_t knob);
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Menu_t* active_submenu;
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};
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static const uint8_t MENU_KNOB_COUNTS_PER_ITEM = 10;
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//Returns true if submenu was run, false otherwise
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bool runSubmenu(Menu_t* current_menu,
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void(*redraw_callback)(),
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ButtonPress_e tuner_button,
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ButtonPress_e touch_button,
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Point touch_point,
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int16_t knob);
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