未来将会有诸多应用,这些应用将通过菜单进行有序组织和管理。因此,我们需要率先打造好菜单。
LCD 驱动通常是直接写屏的,虽然速度较快,但用于界面制作则不太适宜。所以,最好能拥有一套 UI 框架。如前所述,我们的目标是学习,故而不采用如 LVGL 之类的框架,一切都需亲力亲为。
构建一个简易的 UI 框架:
每个页面,我们称之为场景(scean),其中包含众多控件。所有页面存放在链表中,每次仅执行最后一个页面的操作。若删除页面,则会退回到前一个页面。
每个页面可以拥有多个控件。这些控件放置在一个链表中。每次仅执行最后一个控件的操作。当前掌机没有触摸功能,故暂不考虑多个控件同时接收事件。若仅有一个控件,也可不使用链表。
之前已设计好,大循环放置在主 main 函数内。每次通过 tick 方法将运行间隔传递给下面的场景(scean),再传递给下面的用户控件(usercontrol)。
好了,开始我们的实操:
菜单分为多个级别,每级都有自己的页面,同时每个应用也有自己的页面。我们将每个页面用场景(SCEAN)来表示。所有实例化的场景都存放在场景列表(sceanList)中进行管理,以便于页面的前进和后退。
一:写个scean基类,或者说是接口也行。
IScean.h
#ifdef __cplusplus
enum SceanResult{
SceanResult_EXIT = 1,
SceanResult_Done = 2
};
class IScean {
public:
IScean();
virtual ~IScean();
// 纯虚函数
virtual SceanResult tick(u32 ticks) = 0;
virtual int scean_init(cJSON* param) {return 0;};
virtual int scean_resume(void){return 0;};
virtual int scean_pause(void){return 0;};
protected:
map_t iconMap = NULL;
unsigned char* getImageResource(char* fn);
};
#endif
scean中有几个重要的方法:初始化,暂停,恢复,执行(tick)
原则上没有使用系统中断、钩子之类的东西。而是在main函数中进行循环,处理系统级任务,每每次循环的时间消耗通过tick函数传递给当前scean。
main.cpp
void UserMain(void)
{
。。。
while(1){
handleMainScreanTask();
IScean* cur= ((IScean*)sceanList->prev->data);
_tmp_Run_Ticks = tls_os_get_time();
keyAdepterProc(_tmp_Run_Ticks - _last_Run_Ticks);
res = cur->tick(_tmp_Run_Ticks - _last_Run_Ticks);
_last_Run_Ticks = _tmp_Run_Ticks;
switch (res) {
case SceanResult_EXIT:
delete cur;
ListPopBack(sceanList);
((IScean*)sceanList->prev->data)->scean_resume();
break;
case SceanResult_Done:
break;
}
。。。
}
}
scean实现中,加入了scean图标的读取。
IScean.cpp
#include "IScean.h"
#include "../driver/psram.h"
int iterate(any_t item, any_t data){
psram_heap_free((unsigned char *)data);
return MAP_OK;
}
IScean::IScean(){
iconMap = hashmap_new();
}
IScean::~IScean(){
any_t val;
hashmap_iterate(iconMap, iterate, val);
hashmap_free(iconMap);
}
unsigned char* IScean::getImageResource(char* fn){
int error;
unsigned int w,h;
unsigned char *val;
error= hashmap_get(iconMap, fn, (void**)(&val));
if(error == MAP_MISSING){
lodepng_decode32_file(&val, &w, &h, fn);
hashmap_put(iconMap, fn, val);
}
return val;
}
二:写个用户控件的基类,或者说是接口也行。
随着东西的增多,我们不能每次都直接写屏,所以需要适当抽一些用户控件以方便页面交互。比如说菜单就需要一个List控件。
IUserControl.h
class IUserControl
{
public:
IUserControl();
virtual ~IUserControl();
void setPosi(u16 _x, u16 _y, u16 _width, u16 _height){
x=_x;
y=_y;
width = _width;
height= _height;
};
virtual void update(void) = 0;
virtual int tick(u32 ticks) = 0;
u8 src;
const char *statusInfo;
protected:
u16 x,y, width, height;
};
三:写个List用户控件类。这应该是比较常用的一种用户控件类了。
里面用一个链表保存所有的选项,然后处理各种按键事件,实现显示效果。
CtlList.h
typedef struct ListItem
{
const char *text;
unsigned char *image;
void* tag;
}ListItem;
class CtlList : public IUserControl
{
public:
CtlList(void);
~CtlList(void);
int tick(u32 ticks);
void addItem(ListItem *item);
void clear(void);
void update(void);
void up(void);
void down(void);
u16 value(void){
return cntIdx;
};
ListItem* selectItem(void){
return (ListItem*)(ListGetNodeAt(items, cntIdx)->data);
};
private:
u16 cntIdx=0;
ListNode *items;
u8 zk_num;
DisplayOption optionC = {FONT_SIZE_1516, WHITE, BLUE,0,1};
DisplayOption optionD = {FONT_SIZE_1516, WHITE, BLACK,0,1};
};
CtlList.cpp
#include "CtlList.h"
CtlList::CtlList(void)
{
items =ListCreate();
}
CtlList::~CtlList(void)
{
printf("Destory CtlList items.\n");
clear();
items = NULL;
}
#define ItemHeifht 34
void CtlList::update(void){
ListNode *node;
u16 showc = height / ItemHeifht;
u16 ty = 0;
u16 count = ListCount(items);
if(count==0) return;
u16 itemH = height / count;
Display_Fill_Rectangle(x + width-10, y, x + width-1, y + height, GRAY);
for(int i= cntIdx - showc /2 ;i<= cntIdx + showc /2;i++){
Display_Fill_Rectangle(x, y + ty * ItemHeifht, x + width-11, y + (ty+1) * ItemHeifht - 2, BLACK);
if(i>=0 && i< count){
node = ListGetNodeAt(items,i);
if(i == cntIdx){
Display_Fill_Rectangle(x+32, y + ty * ItemHeifht, x + width-11, y + (ty+1) * ItemHeifht - 2, BLUE);
Display_String(x+38, y + ty * ItemHeifht + 6, &optionC, (const char*) ((ListItem *)node->data)->text);
}else{
Display_String(x+38, y + ty * ItemHeifht + 6, &optionD, (const char*) ((ListItem *)node->data)->text);
}
if(((ListItem *)node->data)->image !=NULL){
Display_Show_Picture_RGBA(x, y + ty * ItemHeifht, 32, 32, (const unsigned char*) ((ListItem *)node->data)->image);
}
Display_Fill_Rectangle(x + width-9, y + i*itemH, x + width-2, y + + (i+1)*itemH, GREEN);
}
ty++;
}
}
void CtlList::addItem(ListItem *item){
ListPushBack(items, (LTDataType)item);
}
void CtlList::up(void){
if(cntIdx > 0 ) cntIdx--; else cntIdx = ListCount(items) -1;
update();
}
void CtlList::down(void){
if(cntIdx < ListCount(items) -1 ) cntIdx++; else cntIdx = 0;
update();
}
void CtlList::clear(void){
Display_Fill_Rectangle(x, y, x + width-1, y + height, BLACK);
if(items !=NULL){
for(ListNode *cur = items->next; cur != items; cur=cur->next){
delete (ListItem*)cur->data;
}
}
ListDestory(items);
items=ListCreate();
cntIdx = 0;
}
int CtlList::tick(u32 ticks){
if(KEY_UP) {up();}
if(KEY_DOWN) {down();}
return 0;
}
四:写Menu类。
menu要实现ISCEAN,里面有个CtlList。
menu.h
class Menu : public IScean
{
public:
Menu(void);
~Menu(void);
SceanResult tick(u32 ticks);
int scean_init(u32 param);
int scean_resume(void);
int scean_pause(void){return 0;};
int id = 100;
private:
void showMenu();
IScean* createScean(u32 idx);
unsigned char* getMenuImage(char* fn);
ListNode *menuList;
CtlList *ctlList;
u8 gameMode=0;
cJSON *menuRoot;
};
menu.cpp
#include "menu.h"
#include "wm_osal.h"
#include "../driver/KeyAdepter.h"
#include "NetConfig.h"
#include "About.h"
#include "Tetris.h"
#include "yingyu.h"
#include "YuWenTs.h"
extern ListNode *sceanList;
#define SceanId_About 102
#define SceanId_NetConfig 103
#define SceanId_YingYu 301
#define SceanId_YuWen 302
#define SceanId_Nes 400
#define SceanId_Tetris 501
#define SceanId_Plane 502
Menu::Menu(void)
{
menuList = ListCreate();
ctlList = new CtlList();
ctlList->setPosi(100, 70, 280, 170);
unsigned char *readBuffer;
size_t readsize = fatfs_readFile("menu/menu.txt", &readBuffer);
printf("load menu finished! %d\n", readsize );
menuRoot = cJSON_Parse((char *)readBuffer);
}
Menu::~Menu(void)
{
ListDestory(menuList);
delete menuList;
delete ctlList;
cJSON_Delete((cJSON*)menuRoot);
}
//×○△□
const char *topMenuInfo=" SEL:选择";
const char *subMenuInfo="EXIT:返回 SEL:选择";
int Menu::scean_init(u32 param){
scean_resume();
return 0;
}
int Menu::scean_resume(void){
clear_screen();
ListDestory(menuList);
menuList = ListCreate();
ListPushBack(menuList, menuRoot);
showMenu();
setKeyAdepterIntervalAll(200);
setKeyAdepterInterval(KEY_GPIO_SEL, 65535);
setKeyAdepterInterval(KEY_GPIO_EXIT, 65535);
return 0;
}
unsigned char* Menu::getMenuImage(char* fn){
if(fn[0] == 45){
return NULL;
}
int error;
unsigned int w,h;
unsigned char *val;
error= hashmap_get(iconMap, fn, (void**)(&val));
if(error == MAP_MISSING){
lodepng_decode32_file(&val, &w, &h, fn);
hashmap_put(iconMap, fn, val);
}
return val;
}
void Menu::showMenu(){
ctlList->clear();
cJSON* currentMenu = (cJSON *)menuList->prev->data;
int count = cJSON_GetArraySize(currentMenu);
printf("menu count=%d\n", count);
for(u8 i=0;i< count;i++){
cJSON* cj = cJSON_GetArrayItem(currentMenu, i);
ListItem *_item = new ListItem();
_item->text = cJSON_GetObjectItem(cj,"t")->valuestring;
if(cJSON_GetObjectItem(cj,"i")->valuestring[0] != '-')
_item->image = getImageResource(cJSON_GetObjectItem(cj,"i")->valuestring);
_item->tag= (void *) cj;
ctlList->addItem(_item);
}
ctlList->update();
if(currentMenu == menuRoot)
show_status_info(topMenuInfo);
else
show_status_info(subMenuInfo);
}
SceanResult Menu::tick(u32 ticks){
if(KEY_EXIT){ // 返回
cJSON* currentMenu = (cJSON *)menuList->prev->data;
if( currentMenu == menuRoot) return SceanResult_Done;
ListPopBack(menuList);
showMenu ();
return SceanResult_Done;
}
if(KEY_SEL){ //进入
cJSON* item = (cJSON*) ctlList->selectItem()->tag;
int sceanId = cJSON_GetObjectItem(item,"d")->valueint;
if(sceanId!= 0){
IScean *scean =createScean(sceanId);
if(scean !=NULL){
scean->scean_init(cJSON_GetObjectItem(item,"g"));
ListPushBack(sceanList, scean);
}
return SceanResult_Done;
}
cJSON* sitem = cJSON_GetObjectItem(item,"s");
if(cJSON_GetArraySize(sitem) > 0){
ListPushBack(menuList, sitem);
showMenu();
return SceanResult_Done;
}
return SceanResult_Done;
}
ctlList->tick(ticks);
ran_max(10);
return SceanResult_Done;
}
IScean* Menu::createScean(u32 idx){
switch (idx) {
case SceanId_About:
return new About();
case SceanId_Tetris:
return new Tetris();
case SceanId_NetConfig:
return new NetConfig();
case SceanId_YingYu:
return new YingYu();
case SceanId_YuWen:
return new YuWenTS();
}
return NULL;
}
在其实例化的过程中完成菜单JSON的读取。JSON文件放在SD卡中:menu/menu.txt
五:定义菜单项的JSON结构
{
"t": "三分钟限时挑战",
"i": "menu/yuwen.png",
"d": 0,
"g": {},
"s": [
{
"t": "语文",
"i": "menu/yuwen.png",
"g": {},
"s": [
{
"t": "唐诗三百首",
"i": "-",
"d": 301,
"g": {"w":1, "m":1},
"s": []
},
{
"t": "宋词三百首",
"i": "-",
"d": 301,
"g": {"w":1, "m":2},
"s": []
}
]
}
]
}
六:在main函数中,实例化menu的scean,并把它加入sceanList中。
void UserMain(void)
{
。。。
sceanList = ListCreate();
Menu *menu = new Menu();
menu->scean_init(0);
ListPushBack(sceanList, menu);
SceanResult res;
u32 _last_Run_Ticks = tls_os_get_time();
u32 _tmp_Run_Ticks = tls_os_get_time();
while(1){
handleMainScreanTask();
IScean* cur= ((IScean*)sceanList->prev->data);
_tmp_Run_Ticks = tls_os_get_time();
keyAdepterProc(_tmp_Run_Ticks - _last_Run_Ticks);
res = cur->tick(_tmp_Run_Ticks - _last_Run_Ticks);
_last_Run_Ticks = _tmp_Run_Ticks;
switch (res) {
case SceanResult_EXIT:
delete cur;
ListPopBack(sceanList);
((IScean*)sceanList->prev->data)->scean_resume();
break;
case SceanResult_Done:
break;
}
FrameCount++;
}
}
我们看看效果:
W801学习笔记十四:掌机系统——菜单——尝试打造自己的UI