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。
个人比较习惯JAVA的面向对象技术,所以编码风格带有JAVA的色彩。
IScean.h
#ifdef __cplusplusenum 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 34void 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 502Menu::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);elseshow_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": []}]}]
}
其中:
t为菜单项标题
i为菜单项的图标
d为需要启动的应用编号,根据此编号启动对应的应用
g为将传递给应用的各种参数
s为下一级菜单
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