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