Repetier-Firmware-4-Davinci/src/ArduinoDUE/Repetier/ui.h

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85 KiB
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/*
This file is part of Repetier-Firmware.
Repetier-Firmware is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Repetier-Firmware is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Repetier-Firmware. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef _ui_h
#define _ui_h
#include "gcode.h"
#define NO_DISPLAY 0
#define DISPLAY_4BIT 1
#define DISPLAY_8BIT 2
#define DISPLAY_I2C 3
#define DISPLAY_ARDUINO_LIB 4
#define DISPLAY_U8G 5
#define DISPLAY_GAMEDUINO2 6
#define DISPLAY_SR 7
//Davinci Specific, Hide/Easy/Advanced mode menu
#define NOT_SHOW_MODE 0 //mask 0000
#define ADVANCED_MODE 1 //mask 0001
#define EASY_MODE 2 //mask 0010
#define ALL_MODE ADVANCED_MODE|EASY_MODE //mask 0011
/**
What display type do you use?
0 = No display
1 = LCD Display with 4 bit data bus
2 = LCD Display with 8 bit data bus (currently not implemented, fallback to 1)
3 = LCD Display with I2C connection, 4 bit mode
4 = Use the slower LiquiedCrystal library bundled with arduino.
IMPORTANT: You need to uncomment the LiquidCrystal include in Repetier.pde for it to work.
If you have Sanguino and want to use the library, you need to have Arduino 023 or older. (13.04.2012)
5 = U8G supported display
6 = Gameduino2 display
7 = LCD Display via shift register (2 or 3 wire connection: DATA/EN, CLOCK, ENABLE/-1)
*/
// ----------------------------------------------------------------------------
// Action codes
// 1-999 : Autorepeat
// 1000-1999 : Execute
// 2000-2999 : Write code
// 4000-4999 : Show menu
// 5000-5999 : Wizard pages
// Add UI_ACTION_TOPMENU to show a menu as top menu
// Add UI_ACTION_NO_AUTORETURN to prevent autoreturn to start display
// ----------------------------------------------------------------------------
//Davinci Specific, Custom dialog
#define UI_CONFIRMATION_TYPE_YES_NO 1
#define STATUS_OK 1
#define STATUS_CANCEL 2
#define STATUS_FAIL 3
#define UI_ACTION_TOPMENU 8192
#define UI_ACTION_NO_AUTORETURN 16384
#define UI_ACTION_NEXT 1
#define UI_ACTION_PREVIOUS 2
//Davinci Specific, key pad and cheat keys definition
#define UI_ACTION_RIGHT_KEY 3
#define UI_ACTION_OK_TOP_PREV 10
#define UI_ACTION_OK_TOP_NEXT 11
#define UI_ACTION_OK_TOP_BACK 12
#define UI_ACTION_OK_TOP_RIGHT 13
#define UI_ACTION_OK_NEXT_BACK 14
#define UI_ACTION_OK_NEXT_PREV 15
#define UI_ACTION_OK_NEXT_RIGHT 16
#define UI_ACTION_OK_PREV_RIGHT 17
#define UI_ACTION_OK_PREV_BACK 18
#define UI_ACTION_X_UP 100
#define UI_ACTION_X_DOWN 101
#define UI_ACTION_Y_UP 102
#define UI_ACTION_Y_DOWN 103
#define UI_ACTION_Z_UP 104
#define UI_ACTION_Z_DOWN 105
#define UI_ACTION_EXTRUDER_UP 106
#define UI_ACTION_EXTRUDER_DOWN 107
#define UI_ACTION_EXTRUDER_TEMP_UP 108
#define UI_ACTION_EXTRUDER_TEMP_DOWN 109
#define UI_ACTION_HEATED_BED_UP 110
#define UI_ACTION_HEATED_BED_DOWN 111
#define UI_ACTION_FAN_UP 112
#define UI_ACTION_FAN_DOWN 113
#define UI_ACTION_DUMMY 10000
#define UI_ACTION_BACK 1000
#define UI_ACTION_OK 1001
#define UI_ACTION_MENU_UP 1002
#define UI_ACTION_TOP_MENU 1003
#define UI_ACTION_EMERGENCY_STOP 1004
#define UI_ACTION_XPOSITION 1005
#define UI_ACTION_YPOSITION 1006
#define UI_ACTION_ZPOSITION 1007
#define UI_ACTION_EPOSITION 1008
#define UI_ACTION_BED_TEMP 1009
#define UI_ACTION_EXTRUDER_TEMP 1010
#define UI_ACTION_SD_DELETE 1012
#define UI_ACTION_SD_PRINT 1013
#define UI_ACTION_SD_PAUSE 1014
#define UI_ACTION_SD_CONTINUE 1015
#define UI_ACTION_SD_UNMOUNT 1016
#define UI_ACTION_SD_MOUNT 1017
#define UI_ACTION_XPOSITION_FAST 1018
#define UI_ACTION_YPOSITION_FAST 1019
#define UI_ACTION_ZPOSITION_FAST 1020
#define UI_ACTION_HOME_ALL 1021
#define UI_ACTION_HOME_X 1022
#define UI_ACTION_HOME_Y 1023
#define UI_ACTION_HOME_Z 1024
#define UI_ACTION_STORE_EEPROM 1030
#define UI_ACTION_LOAD_EEPROM 1031
#define UI_ACTION_PRINT_ACCEL_X 1032
#define UI_ACTION_PRINT_ACCEL_Y 1033
#define UI_ACTION_PRINT_ACCEL_Z 1034
#define UI_ACTION_MOVE_ACCEL_X 1035
#define UI_ACTION_MOVE_ACCEL_Y 1036
#define UI_ACTION_MOVE_ACCEL_Z 1037
#define UI_ACTION_MAX_JERK 1038
#define UI_ACTION_MAX_ZJERK 1039
#define UI_ACTION_BAUDRATE 1040
#define UI_ACTION_HOMING_FEEDRATE_X 1041
#define UI_ACTION_HOMING_FEEDRATE_Y 1042
#define UI_ACTION_HOMING_FEEDRATE_Z 1043
#define UI_ACTION_MAX_FEEDRATE_X 1044
#define UI_ACTION_MAX_FEEDRATE_Y 1045
#define UI_ACTION_MAX_FEEDRATE_Z 1046
#define UI_ACTION_STEPS_X 1047
#define UI_ACTION_STEPS_Y 1048
#define UI_ACTION_STEPS_Z 1049
#define UI_ACTION_FAN_OFF 1050
#define UI_ACTION_FAN_25 1051
#define UI_ACTION_FAN_50 1052
#define UI_ACTION_FAN_75 1053
#define UI_ACTION_FAN_FULL 1054
#define UI_ACTION_FEEDRATE_MULTIPLY 1055
#define UI_ACTION_STEPPER_INACTIVE 1056
#define UI_ACTION_PID_PGAIN 1058
#define UI_ACTION_PID_IGAIN 1059
#define UI_ACTION_PID_DGAIN 1060
#define UI_ACTION_DRIVE_MIN 1061
#define UI_ACTION_DRIVE_MAX 1062
#define UI_ACTION_X_OFFSET 1063
#define UI_ACTION_Y_OFFSET 1064
#define UI_ACTION_EXTR_STEPS 1065
#define UI_ACTION_EXTR_ACCELERATION 1066
#define UI_ACTION_EXTR_MAX_FEEDRATE 1067
#define UI_ACTION_EXTR_START_FEEDRATE 1068
#define UI_ACTION_EXTR_HEATMANAGER 1069
#define UI_ACTION_EXTR_WATCH_PERIOD 1070
#define UI_ACTION_PID_MAX 1071
#define UI_ACTION_ADVANCE_K 1072
#define UI_ACTION_SET_ORIGIN 1073
#define UI_ACTION_POWER 1078
#define UI_ACTION_PREHEAT_PLA 1079
#define UI_ACTION_COOLDOWN 1080
#define UI_ACTION_HEATED_BED_OFF 1081
#define UI_ACTION_EXTRUDER0_OFF 1082
#define UI_ACTION_EXTRUDER1_OFF 1083
#define UI_ACTION_EXTRUDER2_OFF 1084
#define UI_ACTION_EXTRUDER3_OFF 1085
#define UI_ACTION_EXTRUDER4_OFF 1086
#define UI_ACTION_EXTRUDER5_OFF 1087
#define UI_ACTION_OPS_OFF 1088
#define UI_ACTION_OPS_CLASSIC 1089
#define UI_ACTION_OPS_FAST 1090
#define UI_ACTION_DISABLE_STEPPER 1091
#define UI_ACTION_RESET_EXTRUDER 1092
#define UI_ACTION_EXTRUDER_RELATIVE 1093
#define UI_ACTION_ADVANCE_L 1094
#define UI_ACTION_PREHEAT_ABS 1095
#define UI_ACTION_FLOWRATE_MULTIPLY 1096
#define UI_ACTION_KILL 1097
#define UI_ACTION_RESET 1098
#define UI_ACTION_PAUSE 1099
#define UI_ACTION_EXTR_WAIT_RETRACT_TEMP 1100
#define UI_ACTION_EXTR_WAIT_RETRACT_UNITS 1101
#define UI_ACTION_WRITE_DEBUG 1105
#define UI_ACTION_FANSPEED 1106
#define UI_ACTION_LIGHTS_ONOFF 1107
#define UI_ACTION_SD_STOP 1108
#define UI_ACTION_ZPOSITION_NOTEST 1109
#define UI_ACTION_ZPOSITION_FAST_NOTEST 1110
#define UI_ACTION_Z_BABYSTEPS 1111
#define UI_ACTION_MAX_INACTIVE 1112
#define UI_ACTION_TEMP_DEFECT 1113
#define UI_ACTION_BED_HEATMANAGER 1114
#define UI_ACTION_BED_PGAIN 1115
#define UI_ACTION_BED_IGAIN 1116
#define UI_ACTION_BED_DGAIN 1117
#define UI_ACTION_BED_DRIVE_MIN 1118
#define UI_ACTION_BED_DRIVE_MAX 1119
#define UI_ACTION_BED_MAX 1120
#define UI_ACTION_HEATED_BED_TEMP 1121
#define UI_ACTION_EXTRUDER0_TEMP 1122
#define UI_ACTION_EXTRUDER1_TEMP 1123
#define UI_ACTION_EXTRUDER2_TEMP 1124
#define UI_ACTION_EXTRUDER3_TEMP 1125
#define UI_ACTION_EXTRUDER4_TEMP 1126
#define UI_ACTION_EXTRUDER5_TEMP 1127
#define UI_ACTION_SELECT_EXTRUDER0 1128
#define UI_ACTION_SELECT_EXTRUDER1 1129
#define UI_ACTION_SELECT_EXTRUDER2 1130
#define UI_ACTION_SELECT_EXTRUDER3 1131
#define UI_ACTION_SELECT_EXTRUDER4 1132
#define UI_ACTION_SELECT_EXTRUDER5 1133
#define UI_DITTO_0 1134
#define UI_DITTO_1 1135
#define UI_DITTO_2 1136
#define UI_DITTO_3 1137
#define UI_ACTION_DEBUG_ECHO 1150
#define UI_ACTION_DEBUG_INFO 1151
#define UI_ACTION_DEBUG_ERROR 1152
#define UI_ACTION_DEBUG_DRYRUN 1153
#define UI_ACTION_DEBUG_ENDSTOP 1154
#define UI_ACTION_SD_PRI_PAU_CONT 1200
#define UI_ACTION_FAN_SUSPEND 1201
#define UI_ACTION_AUTOLEVEL_ONOFF 1202
#define UI_ACTION_SERVOPOS 1203
#define UI_ACTION_IGNORE_M106 1204
#define UI_ACTION_KAPTON 1205
#define UI_ACTION_BLUETAPE 1206
#define UI_ACTION_NOCOATING 1207
#define UI_ACTION_PETTAPE 1208
#define UI_ACTION_GLUESTICK 1209
#define UI_ACTION_RESET_MATRIX 1210
#define UI_ACTION_CALIBRATE 1211
#define UI_ACTION_BED_LED_CHANGE 1212
#define UI_ACTION_COATING_CUSTOM 1213
#define UI_ACTION_BUILDTAK 1214
//Davinci Specific
#define UI_ACTION_CLEAN_NOZZLE 1500
#define UI_ACTION_SOUND 1501
#define UI_ACTION_LOAD_EXTRUDER_0 1502
#define UI_ACTION_UNLOAD_EXTRUDER_0 1503
#if NUM_EXTRUDER > 1
#define UI_ACTION_LOAD_EXTRUDER_1 1504
#define UI_ACTION_UNLOAD_EXTRUDER_1 1505
#endif
#define UI_ACTION_AUTOLEVEL 1506
#define UI_ACTION_DISPLAY_MODE 1507
#define UI_ACTION_FILAMENT_SENSOR_ONOFF 1508
#define UI_ACTION_KEEP_LIGHT_ON 1509
#define UI_ACTION_CLEAN_DRIPBOX 1510
#define UI_ACTION_LOAD_FAILSAFE 1511
#define UI_ACTION_X_1 1512
#define UI_ACTION_X_10 1513
#define UI_ACTION_X_100 1514
#define UI_ACTION_Y_1 1515
#define UI_ACTION_Y_10 1516
#define UI_ACTION_Y_100 1517
#define UI_ACTION_Z_1 1518
#define UI_ACTION_Z_10 1519
#define UI_ACTION_Z_100 1520
#define UI_ACTION_E_1 1521
#define UI_ACTION_E_10 1522
#define UI_ACTION_E_100 1523
#define UI_ACTION_BED_OFF 1524
#define UI_ACTION_LIGHT_OFF_AFTER 1525
#define UI_ACTION_MANUAL_LEVEL 1526
#define UI_ACTION_NO_FILAMENT 1528
#define UI_ACTION_EXT_TEMP_ABS 1529
#define UI_ACTION_EXT_TEMP_PLA 1530
#define UI_ACTION_BED_TEMP_ABS 1531
#define UI_ACTION_BED_TEMP_PLA 1532
#define UI_ACTION_X_LENGTH 1533
#define UI_ACTION_Y_LENGTH 1534
#define UI_ACTION_Z_LENGTH 1535
#define UI_ACTION_VERSION 1536
#define UI_ACTION_TOP_SENSOR_ONOFF 1537
#define UI_ACTION_WIFI_ONOFF 1538
#define UI_ACTION_Z_0_1 1539
#define UI_ACTION_X_MIN 1540
#define UI_ACTION_Y_MIN 1541
#define UI_ACTION_Z_MIN 1542
#define UI_ACTION_TOGGLE_POWERSAVE 1543
#define UI_ACTION_STOP_PRINT_FROM_MENU 1544
#define UI_ACTION_BED_DOWN 1545
#define UI_ACTION_BADGE_LIGHT_ONOFF 1546
#define UI_ACTION_LOADING_FEEDRATE 1547
#define UI_ACTION_UNLOADING_FEEDRATE 1548
#define UI_ACTION_LOAD_UNLOAD_DISTANCE 1549
#define UI_ACTION_PREPARE_SCANNER 1550
#define UI_ACTION_LASER1_ONOFF 1551
#define UI_ACTION_LASER2_ONOFF 1552
#define UI_ACTION_LED1_ONOFF 1553
#define UI_ACTION_LED2_ONOFF 1554
#define UI_ACTION_CHANGE_TABLE_SPEED 1555
#define UI_ACTION_ROTATE_TABLE 1556
#define UI_ACTION_RELEASE_TABLE 1557
#define UI_ACTION_ZMIN_CALCULATION 1558
// 1700-1956 language selectors
#define UI_ACTION_LANGUAGE_EN 1700
#define UI_ACTION_LANGUAGE_DE 1701
#define UI_ACTION_LANGUAGE_NL 1702
#define UI_ACTION_LANGUAGE_PT 1703
#define UI_ACTION_LANGUAGE_IT 1704
#define UI_ACTION_LANGUAGE_ES 1705
#define UI_ACTION_LANGUAGE_SE 1706
#define UI_ACTION_LANGUAGE_FR 1707
#define UI_ACTION_LANGUAGE_CZ 1708
#define UI_ACTION_LANGUAGE_PL 1709
#define UI_ACTION_LANGUAGE_TR 1710
#define UI_ACTION_LANGUAGE_FI 1711
#define UI_ACTION_MENU_XPOS 4000
#define UI_ACTION_MENU_YPOS 4001
#define UI_ACTION_MENU_ZPOS 4002
#define UI_ACTION_MENU_XPOSFAST 4003
#define UI_ACTION_MENU_YPOSFAST 4004
#define UI_ACTION_MENU_ZPOSFAST 4005
#define UI_ACTION_MENU_SDCARD 4006
#define UI_ACTION_MENU_QUICKSETTINGS 4007
#define UI_ACTION_MENU_EXTRUDER 4008
#define UI_ACTION_MENU_POSITIONS 4009
//#define UI_ACTION_SHOW_MEASUREMENT 4010
//#define UI_ACTION_RESET_MEASUREMENT 4011
#define UI_ACTION_SET_MEASURED_ORIGIN 4012
#define UI_ACTION_SET_P1 4013
#define UI_ACTION_SET_P2 4014
#define UI_ACTION_SET_P3 4015
#define UI_ACTION_CALC_LEVEL 4016
#define UI_ACTION_XOFF 4020
#define UI_ACTION_YOFF 4021
#define UI_ACTION_ZOFF 4022
#define UI_ACTION_SHOW_USERMENU1 4101
#define UI_ACTION_SHOW_USERMENU2 4102
#define UI_ACTION_SHOW_USERMENU3 4103
#define UI_ACTION_SHOW_USERMENU4 4104
#define UI_ACTION_SHOW_USERMENU5 4105
#define UI_ACTION_SHOW_USERMENU6 4106
#define UI_ACTION_SHOW_USERMENU7 4107
#define UI_ACTION_SHOW_USERMENU8 4108
#define UI_ACTION_SHOW_USERMENU9 4109
#define UI_ACTION_SHOW_USERMENU10 4110
#define UI_ACTION_WIZARD_FILAMENTCHANGE 5000
#define UI_ACTION_WIZARD_JAM_REHEAT 5001
#define UI_ACTION_WIZARD_JAM_WAITHEAT 5002
#define UI_ACTION_WIZARD_JAM_EOF 5003
//Davinci Specific
#define UI_ACTION_WIZARD_FILAMENTCHANGE_END 5500
// Load basic language definition to make sure all values are defined
//#include "uilang.h"
#define UI_MENU_TYPE_INFO 0
#define UI_MENU_TYPE_FILE_SELECTOR 1
#define UI_MENU_TYPE_SUBMENU 2
//Davinci Specific, entry ID
#define UI_MENU_TYPE_HEADLINE 1
#define UI_MENU_TYPE_ACTION_MENU 3
#define UI_MENU_TYPE_MODIFICATION_MENU 4
#define UI_MENU_TYPE_MENU_WITH_STATUS 5
#define UI_MENU_TYPE_WIZARD 6
#define UI_MENU_TYPE_STICKY 128
//Davinci Specific
#define UI_MENU_ENTRY_MIN_TYPE_CHECK 2
#define UI_MENU_ENTRY_MAX_TYPE_CHECK 5
struct UIMenuEntry_s {
const char *text; // Menu text
uint8_t entryType; // 0 = Info, 1 = Headline, 2 = submenu ref, 3 = direct action command, 4 = modify action command,
unsigned int action; // must be int so it gets 32 bit on arm!
uint8_t filter; // allows dynamic menu filtering based on Printer::menuMode bits set.
uint8_t nofilter; // Hide if one of these bits are set
int translation; // Translation id
//Davinci Specific, filter for UI
uint8_t display_mode; // Easy or advanced or both or none
bool showEntry() const;
} ;
typedef const UIMenuEntry_s UIMenuEntry;
struct UIMenu_s {
// 0 = info page
// 1 = file selector
// 2 = submenu
// 3 = action menu
// 4 = modification menu
// 5 =Special menu with status
// 6 = Wizard menu
// +128 = sticky -> no autoreturn to main menuü after timeout
uint8_t menuType;
int id; // Type of modification
int numEntries;
const UIMenuEntry * const * entries;
};
typedef const UIMenu_s UIMenu;
extern const int8_t encoder_table[16] PROGMEM ;
//#ifdef COMPILE_I2C_DRIVER
/*************************************************************************
Title: C include file for the I2C master interface
(i2cmaster.S or twimaster.c)
Author: Peter Fleury <pfleury@gmx.ch> http://jump.to/fleury
File: $Id: i2cmaster.h,v 1.10 2005/03/06 22:39:57 Peter Exp $
Software: AVR-GCC 3.4.3 / avr-libc 1.2.3
Target: any AVR device
Usage: see Doxygen manual
**************************************************************************/
//extern const int matrixActions[] PROGMEM;
// Key codes
#define UI_KEYS_INIT_CLICKENCODER_LOW(pinA,pinB) SET_INPUT(pinA);SET_INPUT(pinB); PULLUP(pinA,HIGH);PULLUP(pinB,HIGH);
#define UI_KEYS_INIT_BUTTON_LOW(pin) SET_INPUT(pin);PULLUP(pin,HIGH);
#define UI_KEYS_INIT_CLICKENCODER_HIGH(pinA,pinB) SET_INPUT(pinA);SET_INPUT(pinB); PULLUP(pinA,LOW);PULLUP(pinB,LOW);
#define UI_KEYS_INIT_BUTTON_HIGH(pin) SET_INPUT(pin);PULLUP(pin,LOW);
#define UI_KEYS_CLICKENCODER_LOW(pinA,pinB) uid.encoderLast = (uid.encoderLast << 2) & 0x0F;if (!READ(pinA)) uid.encoderLast |=2;if (!READ(pinB)) uid.encoderLast |=1; uid.encoderPos += pgm_read_byte(&encoder_table[uid.encoderLast]);
#define UI_KEYS_CLICKENCODER_LOW_REV(pinA,pinB) uid.encoderLast = (uid.encoderLast << 2) & 0x0F;if (!READ(pinA)) uid.encoderLast |=2;if (!READ(pinB)) uid.encoderLast |=1; uid.encoderPos -= pgm_read_byte(&encoder_table[uid.encoderLast]);
#define UI_KEYS_BUTTON_LOW(pin,action_) if(READ(pin)==0) action=action_;
#define UI_KEYS_CLICKENCODER_HIGH(pinA,pinB) uid.encoderLast = (uid.encoderLast << 2) & 0x0F;if (READ(pinA)) uid.encoderLast |=2;if (READ(pinB)) uid.encoderLast |=1; uid.encoderPos += pgm_read_byte(&encoder_table[uid.encoderLast]);
#define UI_KEYS_CLICKENCODER_HIGH_REV(pinA,pinB) uid.encoderLast = (uid.encoderLast << 2) & 0x0F;if (READ(pinA)) uid.encoderLast |=2;if (READ(pinB)) uid.encoderLast |=1; uid.encoderPos -= pgm_read_byte(&encoder_table[uid.encoderLast]);
#define UI_KEYS_BUTTON_HIGH(pin,action_) if(READ(pin)!=0) action=action_;
#define UI_KEYS_INIT_MATRIX(r1,r2,r3,r4,c1,c2,c3,c4) if(c1>=0){SET_INPUT(c1);WRITE(c1,HIGH);}if(c2>=0){SET_INPUT(c2);WRITE(c2,HIGH);}if(c3>=0){SET_INPUT(c3);WRITE(c3,HIGH);}\
if(c4>=0) {SET_INPUT(c4);WRITE(c4,HIGH);}if(r1>=0)SET_OUTPUT(r1);if(r2>=0)SET_OUTPUT(r2);if(r3>=0)SET_OUTPUT(r3);if(r4>=0)SET_OUTPUT(r4);\
if(r1>=0)WRITE(r1,LOW);if(r2>=0)WRITE(r2,LOW);if(r3>=0)WRITE(r3,LOW);if(r4>=0)WRITE(r4,LOW);
// out.print_int_P(PSTR("r4=>c1:"),READ(c1));out.print_int_P(PSTR(" c2:"),READ(c2));out.print_int_P(PSTR(" c3:"),READ(c3));out.println_int_P(PSTR(" c4:"),READ(c4));
#define UI_KEYS_MATRIX(r1,r2,r3,r4,c1,c2,c3,c4) {uint8_t r = (c1>=0?READ(c1):0) && (c2>=0?READ(c2):0) && (c3>=0?READ(c3):0) && (c4>=0?READ(c4):0);\
if(!r) {\
r = 255;\
if(r2>=0)WRITE(r2,HIGH);if(r3>=0)WRITE(r3,HIGH);if(r4>=0)WRITE(r4,HIGH);\
if(r1>=0) {\
asm volatile ("nop\nnop\nnop\nnop\nnop");\
if(!((c1>=0?READ(c1):1) && (c2>=0?READ(c2):1) && (c3>=0?READ(c3):1) && (c4>=0?READ(c4):1))) r = 0;\
else WRITE(r1,HIGH);\
}\
if(r==255 && r2>=0) {\
WRITE(r2,LOW);asm volatile ("nop\nnop\nnop\nnop\nnop");\
if(!((c1>=0?READ(c1):1) && (c2>=0?READ(c2):1) && (c3>=0?READ(c3):1) && (c4>=0?READ(c4):1))) r = 4;\
else WRITE(r2,HIGH);\
}\
if(r==255 && r3>=0) {\
WRITE(r3,LOW);asm volatile ("nop\nnop\nnop\nnop\nnop");\
if(!((c1>=0?READ(c1):0) && (c2>=0?READ(c2):1) && (c3>=0?READ(c3):1) && (c4>=0?READ(c4):1))) r = 8;\
else WRITE(r3,HIGH);\
}\
if(r==255 && r4>=0) {\
WRITE(r4,LOW);asm volatile ("nop\nnop\nnop\nnop\nnop");\
if(!((c1>=0?READ(c1):1) && (c2>=0?READ(c2):1) && (c3>=0?READ(c3):1) && (c4>=0?READ(c4):1))) r = 12;\
else WRITE(r4,HIGH);\
}\
if(c2>=0 && !READ(c2)) r+=1;\
else if(c3>=0 && !READ(c3)) r+=2;\
else if(c4>=0 && !READ(c4)) r+=3;\
if(r<16) {action = pgm_read_word(&(matrixActions[r]));}\
}if(r1>=0)WRITE(r1,LOW);if(r2>=0)WRITE(r2,LOW);if(r3>=0)WRITE(r3,LOW);if(r4>=0)WRITE(r4,LOW);}
// I2C keymask tests
#define UI_KEYS_I2C_CLICKENCODER_LOW(pinA,pinB) uid.encoderLast = (uid.encoderLast << 2) & 0x0F;if (!(keymask & pinA)) uid.encoderLast |=2;if (!(keymask & pinB)) uid.encoderLast |=1; uid.encoderPos += pgm_read_byte(&encoder_table[uid.encoderLast]);
#define UI_KEYS_I2C_CLICKENCODER_LOW_REV(pinA,pinB) uid.encoderLast = (uid.encoderLast << 2) & 0x0F;if (!(keymask & pinA)) uid.encoderLast |=2;if (!(keymask & pinB)) uid.encoderLast |=1; uid.encoderPos -= pgm_read_byte(&encoder_table[uid.encoderLast]);
#define UI_KEYS_I2C_BUTTON_LOW(pin,action_) if((keymask & pin)==0) action=action_;
#define UI_KEYS_I2C_CLICKENCODER_HIGH(pinA,pinB) uid.encoderLast = (uid.encoderLast << 2) & 0x0F;if (keymask & pinA) uid.encoderLast |=2;if (keymask & pinB) uid.encoderLast |=1; uid.encoderPos += pgm_read_byte(&encoder_table[uid.encoderLast]);
#define UI_KEYS_I2C_CLICKENCODER_HIGH_REV(pinA,pinB) uid.encoderLast = (uid.encoderLast << 2) & 0x0F;if (keymask & pinA) uid.encoderLast |=2;if (keymask & pinB) uid.encoderLast |=1; uid.encoderPos -= pgm_read_byte(&encoder_table[uid.encoderLast]);
#define UI_KEYS_I2C_BUTTON_HIGH(pin,action_) if((pin & keymask) != 0) action=action_;
#define UI_STRING(name,text) const char PROGMEM name[] = text
//Davinci Specific, for Easy/Advanced feature
#define UI_PAGE6(name,row1,row2,row3,row4,row5,row6,dmode) UI_STRING(name ## _1txt,row1);UI_STRING(name ## _2txt,row2);UI_STRING(name ## _3txt,row3);UI_STRING(name ## _4txt,row4);UI_STRING(name ## _5txt,row5);UI_STRING(name ## _6txt,row6);\
UIMenuEntry name ## _1 PROGMEM ={name ## _1txt,UI_MENU_TYPE_INFO,0,0,0,0,dmode};\
UIMenuEntry name ## _2 PROGMEM ={name ## _2txt,UI_MENU_TYPE_INFO,0,0,0,0,dmode};\
UIMenuEntry name ## _3 PROGMEM ={name ## _3txt,UI_MENU_TYPE_INFO,0,0,0,0,dmode};\
UIMenuEntry name ## _4 PROGMEM ={name ## _4txt,UI_MENU_TYPE_INFO,0,0,0,0,dmode};\
UIMenuEntry name ## _5 PROGMEM ={name ## _5txt,UI_MENU_TYPE_INFO,0,0,0,0,dmode};\
UIMenuEntry name ## _6 PROGMEM ={name ## _6txt,UI_MENU_TYPE_INFO,0,0,0,0,dmode};\
const UIMenuEntry * const name ## _entries [] PROGMEM = {&name ## _1,&name ## _2,&name ## _3,&name ## _4,&name ## _5,&name ## _6};\
const UIMenu name PROGMEM = {UI_MENU_TYPE_INFO,0,6,name ## _entries};
#define UI_PAGE6_T(name,row1,row2,row3,row4,row5,row6,dmode) \
UIMenuEntry name ## _1 PROGMEM ={UI_MENU_TYPE_INFO,0,0,0,0,row1,dmode};\
UIMenuEntry name ## _2 PROGMEM ={UI_MENU_TYPE_INFO,0,0,0,0,row2,dmode};\
UIMenuEntry name ## _3 PROGMEM ={UI_MENU_TYPE_INFO,0,0,0,0,row3,dmode};\
UIMenuEntry name ## _4 PROGMEM ={UI_MENU_TYPE_INFO,0,0,0,0,row4,dmode};\
UIMenuEntry name ## _5 PROGMEM ={UI_MENU_TYPE_INFO,0,0,0,0,row5,dmode};\
UIMenuEntry name ## _6 PROGMEM ={UI_MENU_TYPE_INFO,0,0,0,0,row6,dmode};\
const UIMenuEntry * const name ## _entries [] PROGMEM = {&name ## _1,&name ## _2,&name ## _3,&name ## _4,&name ## _5,&name ## _6};\
const UIMenu name PROGMEM = {0,0,6,name ## _entries};
#define UI_PAGE4(name,row1,row2,row3,row4,dmode) UI_STRING(name ## _1txt,row1);UI_STRING(name ## _2txt,row2);UI_STRING(name ## _3txt,row3);UI_STRING(name ## _4txt,row4);\
UIMenuEntry name ## _1 PROGMEM ={name ## _1txt,UI_MENU_TYPE_INFO,0,0,0,0,dmode};\
UIMenuEntry name ## _2 PROGMEM ={name ## _2txt,UI_MENU_TYPE_INFO,0,0,0,0,dmode};\
UIMenuEntry name ## _3 PROGMEM ={name ## _3txt,UI_MENU_TYPE_INFO,0,0,0,0,dmode};\
UIMenuEntry name ## _4 PROGMEM ={name ## _4txt,UI_MENU_TYPE_INFO,0,0,0,0,dmode};\
const UIMenuEntry * const name ## _entries [] PROGMEM = {&name ## _1,&name ## _2,&name ## _3,&name ## _4};\
const UIMenu name PROGMEM = {UI_MENU_TYPE_INFO,0,4,name ## _entries};
#define UI_PAGE4_T(name,row1,row2,row3,row4,dmode) \
UIMenuEntry name ## _1 PROGMEM ={UI_MENU_TYPE_INFO,0,0,0,0,row1,dmode};\
UIMenuEntry name ## _2 PROGMEM ={UI_MENU_TYPE_INFO,0,0,0,0,row2,dmode};\
UIMenuEntry name ## _3 PROGMEM ={UI_MENU_TYPE_INFO,0,0,0,0,row3,dmode};\
UIMenuEntry name ## _4 PROGMEM ={UI_MENU_TYPE_INFO,0,0,0,0,row4,dmode};\
const UIMenuEntry * const name ## _entries [] PROGMEM = {&name ## _1,&name ## _2,&name ## _3,&name ## _4};\
const UIMenu name PROGMEM = {0,0,4,name ## _entries};
#define UI_PAGE2(name,row1,row2,dmode) UI_STRING(name ## _1txt,row1);UI_STRING(name ## _2txt,row2);\
UIMenuEntry name ## _1 PROGMEM ={name ## _1txt,UI_MENU_TYPE_INFO,0,0,0,0,dmode};\
UIMenuEntry name ## _2 PROGMEM ={name ## _2txt,UI_MENU_TYPE_INFO,0,0,0,0,dmode};\
const UIMenuEntry * const name ## _entries[] PROGMEM = {&name ## _1,&name ## _2};\
const UIMenu name PROGMEM = {UI_MENU_TYPE_INFO,0,2,name ## _entries};
#define UI_PAGE2_T(name,row1,row2,dmode) \
UIMenuEntry name ## _1 PROGMEM ={UI_MENU_TYPE_INFO,0,0,0,0,row1,dmode};\
UIMenuEntry name ## _2 PROGMEM ={UI_MENU_TYPE_INFO,0,0,0,0,row2,dmode};\
const UIMenuEntry * const name ## _entries[] PROGMEM = {&name ## _1,&name ## _2};\
const UIMenu name PROGMEM = {0,0,2,name ## _entries};
#define UI_WIZARD4(name,action,row1,row2,row3,row4,dmode) UI_STRING(name ## _1txt,row1);UI_STRING(name ## _2txt,row2);UI_STRING(name ## _3txt,row3);UI_STRING(name ## _4txt,row4);\
UIMenuEntry name ## _1 PROGMEM ={name ## _1txt,UI_MENU_TYPE_INFO,0,0,0,0,dmode};\
UIMenuEntry name ## _2 PROGMEM ={name ## _2txt,UI_MENU_TYPE_INFO,0,0,0,0,dmode};\
UIMenuEntry name ## _3 PROGMEM ={name ## _3txt,UI_MENU_TYPE_INFO,0,0,0,0,dmode};\
UIMenuEntry name ## _4 PROGMEM ={name ## _4txt,UI_MENU_TYPE_INFO,0,0,0,0,dmode};\
const UIMenuEntry * const name ## _entries [] PROGMEM = {&name ## _1,&name ## _2,&name ## _3,&name ## _4};\
const UIMenu name PROGMEM = {UI_MENU_TYPE_WIZARD,action,4,name ## _entries};
#define UI_WIZARD4_T(name,action,row1,row2,row3,row4,dmode) \
UIMenuEntry name ## _1 PROGMEM ={UI_MENU_TYPE_INFO,0,0,0,0,row1,dmode};\
UIMenuEntry name ## _2 PROGMEM ={UI_MENU_TYPE_INFO,0,0,0,0,row2,dmode};\
UIMenuEntry name ## _3 PROGMEM ={UI_MENU_TYPE_INFO,0,0,0,0,row3,dmode};\
UIMenuEntry name ## _4 PROGMEM ={UI_MENU_TYPE_INFO,0,0,0,0,row4,dmode};\
const UIMenuEntry * const name ## _entries [] PROGMEM = {&name ## _1,&name ## _2,&name ## _3,&name ## _4};\
const UIMenu name PROGMEM = {UI_MENU_TYPE_WIZARD,action,4,name ## _entries};
#define UI_WIZARD2(name,action,row1,row2,dmode) UI_STRING(name ## _1txt,row1);UI_STRING(name ## _2txt,row2);\
UIMenuEntry name ## _1 PROGMEM ={name ## _1txt,UI_MENU_TYPE_INFO,0,0,0,0,dmode};\
UIMenuEntry name ## _2 PROGMEM ={name ## _2txt,UI_MENU_TYPE_INFO,0,0,0,0,dmode};\
const UIMenuEntry * const name ## _entries[] PROGMEM = {&name ## _1,&name ## _2};\
const UIMenu name PROGMEM = {UI_MENU_TYPE_WIZARD,action,2,name ## _entries};
#define UI_WIZARD2_T(name,action,row1,row2,dmode) \
UIMenuEntry name ## _1 PROGMEM ={UI_MENU_TYPE_INFO,0,0,0,0,row1,dmode};\
UIMenuEntry name ## _2 PROGMEM ={UI_MENU_TYPE_INFO,0,0,0,0,row2,dmode};\
const UIMenuEntry * const name ## _entries[] PROGMEM = {&name ## _1,&name ## _2};\
const UIMenu name PROGMEM = {UI_MENU_TYPE_WIZARD,action,2,name ## _entries};
#define UI_MENU_ACTION4C(name,action,rows,dmode) UI_MENU_ACTION4(name,action,rows,dmode)
#define UI_MENU_ACTION2C(name,action,rows,dmode) UI_MENU_ACTION2(name,action,rows,dmode)
#define UI_MENU_ACTION4C_T(name,action,rows,dmode) UI_MENU_ACTION4_T(name,action,rows,dmode)
#define UI_MENU_ACTION2C_T(name,action,rows,dmode) UI_MENU_ACTION2_T(name,action,rows,dmode)
#define UI_MENU_ACTION4(name,action,row1,row2,row3,row4,dmode) UI_STRING(name ## _1txt,row1);UI_STRING(name ## _2txt,row2);UI_STRING(name ## _3txt,row3);UI_STRING(name ## _4txt,row4);\
UIMenuEntry name ## _1 PROGMEM ={name ## _1txt,UI_MENU_TYPE_INFO,0,0,0,0,dmode};\
UIMenuEntry name ## _2 PROGMEM ={name ## _2txt,UI_MENU_TYPE_INFO,0,0,0,0,dmode};\
UIMenuEntry name ## _3 PROGMEM ={name ## _3txt,UI_MENU_TYPE_INFO,0,0,0,0,dmode};\
UIMenuEntry name ## _4 PROGMEM ={name ## _4txt,UI_MENU_TYPE_INFO,0,0,0,0,dmode};\
const UIMenuEntry * const name ## _entries[] PROGMEM = {&name ## _1,&name ## _2,&name ## _3,&name ## _4};\
const UIMenu name PROGMEM = {UI_MENU_TYPE_ACTION_MENU,action,4,name ## _entries};
#define UI_MENU_ACTION4_T(name,action,row1,row2,row3,row4,dmode) \
UIMenuEntry name ## _1 PROGMEM ={UI_MENU_TYPE_INFO,0,0,0,0,row1,dmode};\
UIMenuEntry name ## _2 PROGMEM ={UI_MENU_TYPE_INFO,0,0,0,0,row2,dmode};\
UIMenuEntry name ## _3 PROGMEM ={UI_MENU_TYPE_INFO,0,0,0,0,row3,dmode};\
UIMenuEntry name ## _4 PROGMEM ={UI_MENU_TYPE_INFO,0,0,0,0,row4,dmode};\
const UIMenuEntry * const name ## _entries[] PROGMEM = {&name ## _1,&name ## _2,&name ## _3,&name ## _4};\
const UIMenu name PROGMEM = {UI_MENU_TYPE_ACTION_MENU,action,4,name ## _entries};
#define UI_MENU_ACTION2(name,action,row1,row2,dmode) UI_STRING(name ## _1txt,row1);UI_STRING(name ## _2txt,row2);\
UIMenuEntry name ## _1 PROGMEM ={name ## _1txt,UI_MENU_TYPE_INFO,0,0,0,0,dmode};\
UIMenuEntry name ## _2 PROGMEM ={name ## _2txt,UI_MENU_TYPE_INFO,0,0,0,0,dmode};\
const UIMenuEntry * const name ## _entries[] PROGMEM = {&name ## _1,&name ## _2};\
const UIMenu name PROGMEM = {UI_MENU_TYPE_ACTION_MENU,action,2,name ## _entries};
#define UI_MENU_ACTION2_T(name,action,row1,row2,dmode) \
UIMenuEntry name ## _1 PROGMEM ={UI_MENU_TYPE_INFO,0,0,0,0,row1,dmode};\
UIMenuEntry name ## _2 PROGMEM ={UI_MENU_TYPE_INFO,0,0,0,0,row2,dmode};\
const UIMenuEntry * const name ## _entries[] PROGMEM = {&name ## _1,&name ## _2};\
const UIMenu name PROGMEM = {UI_MENU_TYPE_ACTION_MENU,action,2,name ## _entries};
#define UI_MENU_HEADLINE(name,text,dmode) UI_STRING(name ## _txt,text);UIMenuEntry name PROGMEM = {name ## _txt,UI_MENU_TYPE_HEADLINE,0,0,0,0,dmode};
#define UI_MENU_HEADLINE_T(name,text,dmode) UIMenuEntry name PROGMEM = {0,UI_MENU_TYPE_HEADLINE,0,0,0,text,dmode};
#define UI_MENU_CHANGEACTION(name,row,action,dmode) UI_STRING(name ## _txt,row);UIMenuEntry name PROGMEM = {name ## _txt,UI_MENU_TYPE_MODIFICATION_MENU,action,0,0,0,dmode};
#define UI_MENU_CHANGEACTION_T(name,row,action,dmode) UIMenuEntry name PROGMEM = {0,UI_MENU_TYPE_MODIFICATION_MENU,action,0,0,row,dmode};
#define UI_MENU_ACTIONCOMMAND(name,row,action,dmode) UI_STRING(name ## _txt,row);UIMenuEntry name PROGMEM = {name ## _txt,UI_MENU_TYPE_ACTION_MENU,action,0,0,0,dmode};
#define UI_MENU_ACTIONCOMMAND_T(name,rowId,action,dmode) UIMenuEntry name PROGMEM = {0,UI_MENU_TYPE_ACTION_MENU,action,0,0,rowId,dmode};
#define UI_MENU_ACTIONSELECTOR(name,row,entries,dmode) UI_STRING(name ## _txt,row);UIMenuEntry name PROGMEM = {name ## _txt,UI_MENU_TYPE_SUBMENU,(unsigned int)&entries,0,0,0,dmode};
#define UI_MENU_ACTIONSELECTOR_T(name,row,entries,dmode) UIMenuEntry name PROGMEM = {0,2,(unsigned int)&entries,0,0,row,dmode};
#define UI_MENU_SUBMENU(name,row,entries,dmode) UI_STRING(name ## _txt,row);UIMenuEntry name PROGMEM = {name ## _txt,UI_MENU_TYPE_SUBMENU,(unsigned int)&entries,0,0,0,dmode};
#define UI_MENU_SUBMENU_T(name,row,entries,dmode) UIMenuEntry name PROGMEM = {0,2,(unsigned int)&entries,0,0,row,dmode};
#define UI_MENU_WIZARD(name,row,entries,dmode) UI_STRING(name ## _txt,row);UIMenuEntry name PROGMEM = {name ## _txt,UI_MENU_TYPE_WIZARD,(unsigned int)&entries,0,0,0,dmode};
#define UI_MENU_WIZARD_T(name,row,entries,dmode) UIMenuEntry name PROGMEM = {0,5,(unsigned int)&entries,0,0,row,dmode};
#define UI_MENU_CHANGEACTION_FILTER(name,row,action,filter,nofilter,dmode) UI_STRING(name ## _txt,row);UIMenuEntry name PROGMEM = {name ## _txt,UI_MENU_TYPE_MODIFICATION_MENU,action,filter,nofilter,0,dmode};
#define UI_MENU_CHANGEACTION_FILTER_T(name,row,action,filter,nofilter,dmode) UIMenuEntry name PROGMEM = {0,UI_MENU_TYPE_MODIFICATION_MENU,action,filter,nofilter,row,dmode};
#define UI_MENU_ACTIONCOMMAND_FILTER(name,row,action,filter,nofilter,dmode) UI_STRING(name ## _txt,row);UIMenuEntry name PROGMEM = {name ## _txt,UI_MENU_TYPE_ACTION_MENU,action,filter,nofilter,0,dmode};
#define UI_MENU_ACTIONCOMMAND_FILTER_T(name,row,action,filter,nofilter,dmode) UIMenuEntry name PROGMEM = {0,UI_MENU_TYPE_ACTION_MENU,action,filter,nofilter,row,dmode};
#define UI_MENU_ACTIONSELECTOR_FILTER(name,row,entries,filter,nofilter,dmode) UI_STRING(name ## _txt,row);UIMenuEntry name PROGMEM = {name ## _txt,UI_MENU_TYPE_SUBMENU,(unsigned int)&entries,filter,nofilter,0,dmode};
#define UI_MENU_ACTIONSELECTOR_FILTER_T(name,row,entries,filter,nofilter,dmode) UIMenuEntry name PROGMEM = {0,UI_MENU_TYPE_SUBMENU,(unsigned int)&entries,filter,nofilter,row,dmode};
#define UI_MENU_SUBMENU_FILTER(name,row,entries,filter,nofilter,dmode) UI_STRING(name ## _txt,row);UIMenuEntry name PROGMEM = {name ## _txt,UI_MENU_TYPE_SUBMENU,(unsigned int)&entries,filter,nofilter,0,dmode};
#define UI_MENU_SUBMENU_FILTER_T(name,row,entries,filter,nofilter,dmode) UIMenuEntry name PROGMEM = {0,UI_MENU_TYPE_SUBMENU,(unsigned int)&entries,filter,nofilter,row,dmode};
#define UI_MENU(name,items,itemsCnt) const UIMenuEntry * const name ## _entries[] PROGMEM = items;const UIMenu name PROGMEM = {UI_MENU_TYPE_SUBMENU,0,itemsCnt,name ## _entries}
#define UI_STICKYMENU(name,items,itemsCnt) const UIMenuEntry * const name ## _entries[] PROGMEM = items;const UIMenu name PROGMEM = {UI_MENU_TYPE_SUBMENU + UI_MENU_TYPE_STICKY,0,itemsCnt,name ## _entries};
#define UI_MENU_WITH_STATUS(name,items,itemsCnt) const UIMenuEntry * const name ## _entries[] PROGMEM = items;const UIMenu name PROGMEM = {UI_MENU_TYPE_MENU_WITH_STATUS,0,itemsCnt,name ## _entries}
#define UI_MENU_FILESELECT(name,items,itemsCnt) const UIMenuEntry * const name ## _entries[] PROGMEM = items;const UIMenu name PROGMEM = {UI_MENU_TYPE_FILE_SELECTOR,0,itemsCnt,name ## _entries}
#if FEATURE_CONTROLLER == CONTROLLER_SMARTRAMPS || FEATURE_CONTROLLER == CONTROLLER_GADGETS3D_SHIELD || FEATURE_CONTROLLER == CONTROLLER_BAM_DICE_DUE || (FEATURE_CONTROLLER == CONTROLLER_REPRAPDISCOUNT_GLCD && MOTHERBOARD != CONTROLLER_FELIX_DUE)
#undef SDCARDDETECT
#if MOTHERBOARD == 37
#define SDCARDDETECT ORIG_SDCARDDETECT
#else
#define SDCARDDETECT 49
#endif
#undef SDCARDDETECTINVERTED
#define SDCARDDETECTINVERTED 0
#undef SDSUPPORT
#define SDSUPPORT 1
#endif
#if FEATURE_CONTROLLER == CONTROLLER_VIKI2
#undef SDCARDDETECT
#define SDCARDDETECT -1
#undef SDSUPPORT
#define SDSUPPORT 1
#endif
#if FEATURE_CONTROLLER == CONTROLLER_RAMBO
#undef SDCARDDETECT
#define SDCARDDETECT 81
#undef SDCARDDETECTINVERTED
#define SDCARDDETECTINVERTED 0
#undef SDSUPPORT
#define SDSUPPORT 1
#endif
// Maximum size of a row - if row is larger, text gets scrolled
#if defined(UI_DISPLAY_TYPE) && UI_DISPLAY_TYPE == DISPLAY_GAMEDUINO2
#define MAX_COLS 50
#else
#define MAX_COLS 28
#endif
#define UI_MENU_MAXLEVEL 5
//Davinci Specific
#ifndef UI_ROWS
#define UI_ROWS 4
#endif
#define UI_FLAG_FAST_KEY_ACTION 1
#define UI_FLAG_SLOW_KEY_ACTION 2
#define UI_FLAG_SLOW_ACTION_RUNNING 4
#define UI_FLAG_KEY_TEST_RUNNING 8
class UIDisplay {
public:
//Davinci Specific
#if UI_AUTOLIGHTOFF_AFTER!=0
static millis_t ui_autolightoff_time;
#endif
static uint8_t display_mode;
volatile uint8_t flags; // 1 = fast key action, 2 = slow key action, 4 = slow action running, 8 = key test running
uint8_t col; // current col for buffer prefill
uint8_t menuLevel; // current menu level, 0 = info, 1 = group, 2 = groupdata select, 3 = value change
uint16_t menuPos[UI_MENU_MAXLEVEL]; // Positions in menu
const UIMenu *menu[UI_MENU_MAXLEVEL]; // Menus active
uint16_t menuTop[UI_MENU_MAXLEVEL]; // Top row in menu
int8_t shift; // Display shift for scrolling text
int pageDelay; // Counter. If 0 page is refreshed if menuLevel is 0.
void *errorMsg;
uint16_t activeAction; // action for ok/next/previous
uint16_t lastAction;
uint16_t delayedAction;
millis_t lastSwitch; // Last time display switched pages
millis_t lastRefresh;
uint16_t lastButtonAction;
millis_t lastButtonStart;
millis_t nextRepeat; // Time of next autorepeat
millis_t lastNextPrev; // for increasing speed settings
float lastNextAccumul; // Accumulated value
unsigned int outputMask; // Output mask for backlight, leds etc.
int repeatDuration; // Time beween to actions if autorepeat is enabled
int8_t oldMenuLevel;
uint8_t encoderStartScreen;
char printCols[MAX_COLS + 1];
void addInt(int value, uint8_t digits, char fillChar = ' '); // Print int into printCols
void addLong(long value, int8_t digits);
inline void addLong(long value) {
addLong(value, -11);
};
void addFloat(float number, char fixdigits, uint8_t digits);
inline void addFloat(float number) {
addFloat(number, -9, 2);
};
void addStringP(PGM_P text);
void addStringOnOff(uint8_t);
void addChar(const char c);
void addGCode(GCode *code);
int okAction(bool allowMoves);
bool nextPreviousAction(int16_t next, bool allowMoves);
char statusMsg[21];
int8_t encoderPos;
int8_t encoderLast;
UIDisplay();
void createChar(uint8_t location, const uint8_t charmap[]);
void initialize(); // Initialize display and keys
void waitForKey();
void printRow(uint8_t r, char *txt, char *txt2, uint8_t changeAtCol); // Print row on display
void printRowP(uint8_t r, PGM_P txt);
void parse(const char *txt, bool ram); /// Parse output and write to printCols;
void refreshPage();
int executeAction(unsigned int action, bool allowMoves);
void finishAction(unsigned int action);
void slowAction(bool allowMoves);
void fastAction();
void mediumAction();
//Davinci Specific
bool confirmationDialog(const char * title,const char * line1,const char * line2,int type=UI_CONFIRMATION_TYPE_YES_NO, bool defaultresponse=false);
void pushMenu(const UIMenu *men, bool refresh);
void popMenu(bool refresh);
void adjustMenuPos();
void setStatusP(PGM_P txt, bool error = false);
void setStatus(const char *txt, bool error = false);
inline void setOutputMaskBits(unsigned int bits) {
outputMask |= bits;
}
inline void unsetOutputMaskBits(unsigned int bits) {
outputMask &= ~bits;
}
void updateSDFileCount();
//Davinci Specific
void sdrefresh(uint16_t &r,char cache[UI_ROWS][MAX_COLS+1]);
void goDir(char *name);
bool isDirname(char *name);
bool isWizardActive();
bool isSticky();
void showLanguageSelectionWizard();
#if UI_BED_COATING
void menuAdjustHeight(const UIMenu *men, float offset);
#endif
char cwd[SD_MAX_FOLDER_DEPTH * LONG_FILENAME_LENGTH + 2];
uint8_t folderLevel;
};
extern UIDisplay uid;
#if FEATURE_CONTROLLER == UICONFIG_CONTROLLER
#include "uiconfig.h"
#endif
// No controller at all
#if FEATURE_CONTROLLER == NO_CONTROLLER
#define UI_HAS_KEYS 0
#define UI_DISPLAY_TYPE NO_DISPLAY
#ifdef UI_MAIN
void uiInitKeys() {}
void uiCheckKeys(uint16_t &action) {}
inline void uiCheckSlowEncoder() {}
void uiCheckSlowKeys(uint16_t &action) {}
#endif // UI_MAIN
#endif // NO_CONTROLLER
#if (FEATURE_CONTROLLER == CONTROLLER_SMARTRAMPS) || (FEATURE_CONTROLLER == CONTROLLER_GADGETS3D_SHIELD) || (FEATURE_CONTROLLER == CONTROLLER_REPRAPDISCOUNT_GLCD) || (FEATURE_CONTROLLER == CONTROLLER_BAM_DICE_DUE)
#define UI_HAS_KEYS 1
#define UI_HAS_BACK_KEY 0
#if FEATURE_CONTROLLER == CONTROLLER_REPRAPDISCOUNT_GLCD
#define UI_DISPLAY_TYPE DISPLAY_U8G
#define U8GLIB_ST7920
#define UI_LCD_WIDTH 128
#define UI_LCD_HEIGHT 64
//select font size
#define UI_FONT_6X10 //default font
#ifdef UI_FONT_6X10
#define UI_FONT_WIDTH 6
#define UI_FONT_HEIGHT 10
#define UI_FONT_SMALL_HEIGHT 7
#define UI_FONT_DEFAULT repetier_6x10
#define UI_FONT_SMALL repetier_5x7
#define UI_FONT_SMALL_WIDTH 5 //smaller font for status display
#undef UI_ANIMATION
#define UI_ANIMATION 0 // Animations are too slow
#endif
//calculate rows and cols available with current font
#define UI_COLS (UI_LCD_WIDTH/UI_FONT_WIDTH)
#define UI_ROWS (UI_LCD_HEIGHT/UI_FONT_HEIGHT)
#define UI_DISPLAY_CHARSET 3
#else // 40x4 char display
#define UI_DISPLAY_TYPE DISPLAY_4BIT
#define UI_DISPLAY_CHARSET 1
#define UI_COLS 20
#define UI_ROWS 4
#endif
#define BEEPER_TYPE 1
#if FEATURE_CONTROLLER == CONTROLLER_GADGETS3D_SHIELD // Gadgets3d shield
#undef BEEPER_PIN
#define BEEPER_PIN 33
#define UI_DISPLAY_RS_PIN 16
#define UI_DISPLAY_RW_PIN -1
#define UI_DISPLAY_ENABLE_PIN 17
#define UI_DISPLAY_D0_PIN 23
#define UI_DISPLAY_D1_PIN 25
#define UI_DISPLAY_D2_PIN 27
#define UI_DISPLAY_D3_PIN 29
#define UI_DISPLAY_D4_PIN 23
#define UI_DISPLAY_D5_PIN 25
#define UI_DISPLAY_D6_PIN 27
#define UI_DISPLAY_D7_PIN 29
#define UI_ENCODER_A 35
#define UI_ENCODER_B 37
#define UI_ENCODER_CLICK 31
#define UI_RESET_PIN 41
#else // Smartcontroller
#if MOTHERBOARD == 701 // Megatronics v2.0
#define UI_DISPLAY_RS_PIN 14
#define UI_DISPLAY_RW_PIN -1
#define UI_DISPLAY_ENABLE_PIN 15
#define UI_DISPLAY_D0_PIN -1
#define UI_DISPLAY_D1_PIN -1
#define UI_DISPLAY_D2_PIN -1
#define UI_DISPLAY_D3_PIN -1
#define UI_DISPLAY_D4_PIN 30
#define UI_DISPLAY_D5_PIN 31
#define UI_DISPLAY_D6_PIN 32
#define UI_DISPLAY_D7_PIN 33
#define UI_ENCODER_A 61
#define UI_ENCODER_B 59
#define UI_ENCODER_CLICK 43
#define UI_RESET_PIN 66 // was 41 //AE3 was here and added this line 1/25/2014 (Note pin 41 is Y- endstop!)
#define UI_INVERT_MENU_DIRECTION 1
#elif MOTHERBOARD == 703 // Megatronics v3.0
#define UI_DISPLAY_RS_PIN 32
#define UI_DISPLAY_RW_PIN -1
#define UI_DISPLAY_ENABLE_PIN 31
#define UI_DISPLAY_D0_PIN -1
#define UI_DISPLAY_D1_PIN -1
#define UI_DISPLAY_D2_PIN -1
#define UI_DISPLAY_D3_PIN -1
#define UI_DISPLAY_D4_PIN 14
#define UI_DISPLAY_D5_PIN 30
#define UI_DISPLAY_D6_PIN 39
#define UI_DISPLAY_D7_PIN 15
#define UI_ENCODER_A 45
#define UI_ENCODER_B 44
#define UI_ENCODER_CLICK 33
#define UI_INVERT_MENU_DIRECTION 1
#define UI_RESET_PIN -1
#elif MOTHERBOARD == 80 // Rumba has different pins as RAMPS!
#undef BEEPER_PIN
#define BEEPER_PIN 44
#define UI_DISPLAY_RS_PIN 19
#define UI_DISPLAY_RW_PIN -1
#define UI_DISPLAY_ENABLE_PIN 42
#define UI_DISPLAY_D0_PIN -1
#define UI_DISPLAY_D1_PIN -1
#define UI_DISPLAY_D2_PIN -1
#define UI_DISPLAY_D3_PIN -1
#define UI_DISPLAY_D4_PIN 18
#define UI_DISPLAY_D5_PIN 38
#define UI_DISPLAY_D6_PIN 41
#define UI_DISPLAY_D7_PIN 40
#define UI_ENCODER_A 12
#define UI_ENCODER_B 11
#define UI_ENCODER_CLICK 43
#define UI_RESET_PIN 46
#elif MOTHERBOARD == 37 // UltiMaker 1.5.7
#undef BEEPER_PIN
#define BEEPER_PIN 18
#define UI_DISPLAY_RS_PIN 20
#define UI_DISPLAY_RW_PIN -1
#define UI_DISPLAY_ENABLE_PIN 17
#define UI_DISPLAY_D0_PIN -1
#define UI_DISPLAY_D1_PIN -1
#define UI_DISPLAY_D2_PIN -1
#define UI_DISPLAY_D3_PIN -1
#define UI_DISPLAY_D4_PIN 16
#define UI_DISPLAY_D5_PIN 21
#define UI_DISPLAY_D6_PIN 5
#define UI_DISPLAY_D7_PIN 6
#define UI_ENCODER_A 42
#define UI_ENCODER_B 40
#define UI_ENCODER_CLICK 19
#define UI_RESET_PIN -1
#elif MOTHERBOARD == 301 // Rambo has own pins layout
#undef BEEPER_PIN
#define BEEPER_PIN 79
#define UI_DISPLAY_RS_PIN 70
#define UI_DISPLAY_RW_PIN -1
#define UI_DISPLAY_ENABLE_PIN 71
#define UI_DISPLAY_D0_PIN -1
#define UI_DISPLAY_D1_PIN -1
#define UI_DISPLAY_D2_PIN -1
#define UI_DISPLAY_D3_PIN -1
#define UI_DISPLAY_D4_PIN 72
#define UI_DISPLAY_D5_PIN 73
#define UI_DISPLAY_D6_PIN 74
#define UI_DISPLAY_D7_PIN 75
#define UI_ENCODER_A 76
#define UI_ENCODER_B 77
#define UI_ENCODER_CLICK 78
#define UI_RESET_PIN 80
#undef SDCARDDETECT
#define SDCARDDETECT 81
#undef SDCARDDETECTINVERTED
#define SDCARDDETECTINVERTED 0
#undef SDSUPPORT
#define SDSUPPORT 1
#elif MOTHERBOARD == 501 // Alligator has own pins layout
#undef BEEPER_PIN
#define BEEPER_PIN 64
#define UI_DISPLAY_RS_PIN 18
#define UI_DISPLAY_ENABLE_PIN 15
#define UI_DISPLAY_D4_PIN 19
#define UI_ENCODER_A 14
#define UI_ENCODER_B 16
#define UI_ENCODER_CLICK 17
#define UI_RESET_PIN -1
#undef SDCARDDETECT
#define SDCARDDETECT 87
#undef SDCARDDETECTINVERTED
#define SDCARDDETECTINVERTED 0
#ifndef UI_VOLTAGE_LEVEL
#define UI_VOLTAGE_LEVEL 1 // Set 1=5 o 0=3.3 V
#endif
#elif ((MOTHERBOARD == 410) || (MOTHERBOARD == 411)) // DUE3DOM / DUE3DOM MINI has own pins layout
#undef BEEPER_PIN
#define BEEPER_PIN 41
#define UI_DISPLAY_RS_PIN 42
#define UI_DISPLAY_ENABLE_PIN 43
#define UI_DISPLAY_D4_PIN 44
#define UI_DISPLAY_D5_PIN 45
#define UI_DISPLAY_D6_PIN 46
#define UI_DISPLAY_D7_PIN 47
#define UI_ENCODER_A 52
#define UI_ENCODER_B 50
#define UI_ENCODER_CLICK 48
#define UI_RESET_PIN -1
#undef SDCARDDETECT
#define SDCARDDETECT 14
#undef SDCARDDETECTINVERTED
#define SDCARDDETECTINVERTED 0
#ifndef UI_VOLTAGE_LEVEL
#define UI_VOLTAGE_LEVEL 1 // Set 1=5 o 0=3.3 V
#endif
#elif MOTHERBOARD == CONTROLLER_FELIX_DUE
#undef BEEPER_PIN
#define BEEPER_PIN -1
#define UI_DISPLAY_RS_PIN 42
#define UI_DISPLAY_ENABLE_PIN 44
#define UI_DISPLAY_D4_PIN 43
#define UI_ENCODER_A 52
#define UI_ENCODER_B 50
#define UI_ENCODER_CLICK 48
#define UI_RESET_PIN -1
#else // RAMPS
#undef BEEPER_PIN
#define BEEPER_PIN 37
#define UI_DISPLAY_RS_PIN 16
#define UI_DISPLAY_RW_PIN -1
#define UI_DISPLAY_ENABLE_PIN 17
#define UI_DISPLAY_D0_PIN 23
#define UI_DISPLAY_D1_PIN 25
#define UI_DISPLAY_D2_PIN 27
#define UI_DISPLAY_D3_PIN 29
#define UI_DISPLAY_D4_PIN 23
#define UI_DISPLAY_D5_PIN 25
#define UI_DISPLAY_D6_PIN 27
#define UI_DISPLAY_D7_PIN 29
#define UI_ENCODER_A 33
#define UI_ENCODER_B 31
#define UI_ENCODER_CLICK 35
#define UI_RESET_PIN 41
#endif
#endif // smartcontroller
#define UI_DELAYPERCHAR 50
#if FEATURE_CONTROLLER == CONTROLLER_BAM_DICE_DUE
#define UI_ENCODER_SPEED 2
#endif
#ifndef UI_INVERT_MENU_DIRECTION
#define UI_INVERT_MENU_DIRECTION 0
#endif
#ifdef UI_MAIN
void uiInitKeys() {
UI_KEYS_INIT_CLICKENCODER_LOW(UI_ENCODER_A, UI_ENCODER_B); // click encoder on pins 47 and 45. Phase is connected with gnd for signals.
UI_KEYS_INIT_BUTTON_LOW(UI_ENCODER_CLICK); // push button, connects gnd to pin
#if UI_RESET_PIN > -1
UI_KEYS_INIT_BUTTON_LOW(UI_RESET_PIN); // Kill pin
#endif
}
void uiCheckKeys(uint16_t &action) {
#if FEATURE_CONTROLLER == CONTROLLER_BAM_DICE_DUE
UI_KEYS_CLICKENCODER_LOW_REV(UI_ENCODER_B, UI_ENCODER_A); // click encoder on pins 47 and 45. Phase is connected with gnd for signals.
#else
UI_KEYS_CLICKENCODER_LOW_REV(UI_ENCODER_A, UI_ENCODER_B); // click encoder on pins 47 and 45. Phase is connected with gnd for signals.
#endif
UI_KEYS_BUTTON_LOW(UI_ENCODER_CLICK, UI_ACTION_OK); // push button, connects gnd to pin
#if UI_RESET_PIN > -1
UI_KEYS_BUTTON_LOW(UI_RESET_PIN, UI_ACTION_RESET);
#endif
}
inline void uiCheckSlowEncoder() {}
void uiCheckSlowKeys(uint16_t &action) {}
#endif
#endif // Controller 2 and 10
#if FEATURE_CONTROLLER == CONTROLLER_ADAFRUIT
#define UI_HAS_KEYS 1
#define UI_HAS_BACK_KEY 1
#define UI_DISPLAY_TYPE DISPLAY_I2C
#define UI_DISPLAY_CHARSET 1
#define UI_COLS 16
#define UI_ROWS 2
#define UI_DISPLAY_I2C_CHIPTYPE 1
#define UI_DISPLAY_I2C_ADDRESS 0x40
#define UI_DISPLAY_I2C_OUTPUT_PINS 65504
#define UI_DISPLAY_I2C_OUTPUT_START_MASK 0
#define UI_DISPLAY_I2C_PULLUP 31
#define UI_I2C_CLOCKSPEED 400000L
#define UI_DISPLAY_RS_PIN _BV(15)
#define UI_DISPLAY_RW_PIN _BV(14)
#define UI_DISPLAY_ENABLE_PIN _BV(13)
#define UI_DISPLAY_D0_PIN _BV(12)
#define UI_DISPLAY_D1_PIN _BV(11)
#define UI_DISPLAY_D2_PIN _BV(10)
#define UI_DISPLAY_D3_PIN _BV(9)
#define UI_DISPLAY_D4_PIN _BV(12)
#define UI_DISPLAY_D5_PIN _BV(11)
#define UI_DISPLAY_D6_PIN _BV(10)
#define UI_DISPLAY_D7_PIN _BV(9)
#define UI_INVERT_MENU_DIRECTION 1
#define UI_HAS_I2C_KEYS
#define UI_HAS_I2C_ENCODER 0
#define UI_I2C_KEY_ADDRESS 0x40
#ifdef UI_MAIN
void uiInitKeys() {}
void uiCheckKeys(uint16_t &action) {}
inline void uiCheckSlowEncoder() {
HAL::i2cStartWait(UI_DISPLAY_I2C_ADDRESS + I2C_WRITE);
HAL::i2cWrite(0x12); // GIOA
HAL::i2cStop();
HAL::i2cStartWait(UI_DISPLAY_I2C_ADDRESS + I2C_READ);
uint16_t keymask = HAL::i2cReadAck();
keymask = keymask + (HAL::i2cReadNak() << 8);
HAL::i2cStop();
}
void uiCheckSlowKeys(uint16_t &action) {
HAL::i2cStartWait(UI_DISPLAY_I2C_ADDRESS + I2C_WRITE);
HAL::i2cWrite(0x12); // GPIOA
HAL::i2cStop();
HAL::i2cStartWait(UI_DISPLAY_I2C_ADDRESS + I2C_READ);
uint16_t keymask = HAL::i2cReadAck();
keymask = keymask + (HAL::i2cReadNak() << 8);
HAL::i2cStop();
UI_KEYS_I2C_BUTTON_LOW(4, UI_ACTION_PREVIOUS); // Up button
UI_KEYS_I2C_BUTTON_LOW(8, UI_ACTION_NEXT); // down button
UI_KEYS_I2C_BUTTON_LOW(16, UI_ACTION_BACK); // left button
UI_KEYS_I2C_BUTTON_LOW(2, UI_ACTION_OK); // right button
UI_KEYS_I2C_BUTTON_LOW(1, UI_ACTION_MENU_QUICKSETTINGS); //Select button
}
#endif
#endif // Controller 3
#if FEATURE_CONTROLLER == CONTROLLER_FOLTYN
#define UI_HAS_KEYS 1
#define UI_HAS_BACK_KEY 1
#define UI_DISPLAY_TYPE DISPLAY_4BIT
#define UI_DISPLAY_CHARSET 2
#define UI_COLS 20
#define UI_ROWS 4
// PINK.1, 88, D_RS
#define UI_DISPLAY_RS_PIN 63
#define UI_DISPLAY_RW_PIN -1
// PINK.3, 86, D_E
#define UI_DISPLAY_ENABLE_PIN 65
// PINF.5, 92, D_D4
#define UI_DISPLAY_D0_PIN 59
// PINK.2, 87, D_D5
#define UI_DISPLAY_D1_PIN 64
// PINL.5, 40, D_D6
#define UI_DISPLAY_D2_PIN 44
// PINK.4, 85, D_D7
#define UI_DISPLAY_D3_PIN 66
// PINF.5, 92, D_D4
#define UI_DISPLAY_D4_PIN 59
// PINK.2, 87, D_D5
#define UI_DISPLAY_D5_PIN 64
// PINL.5, 40, D_D6
#define UI_DISPLAY_D6_PIN 44
// PINK.4, 85, D_D7
#define UI_DISPLAY_D7_PIN 66
#define UI_DELAYPERCHAR 50
#define UI_INVERT_MENU_DIRECTION 0
#ifdef UI_MAIN
void uiInitKeys() {
UI_KEYS_INIT_BUTTON_LOW(4); // push button, connects gnd to pin
UI_KEYS_INIT_BUTTON_LOW(5);
UI_KEYS_INIT_BUTTON_LOW(6);
UI_KEYS_INIT_BUTTON_LOW(11);
UI_KEYS_INIT_BUTTON_LOW(42);
}
void uiCheckKeys(uint16_t &action) {
UI_KEYS_BUTTON_LOW(4, UI_ACTION_OK); // push button, connects gnd to pin
UI_KEYS_BUTTON_LOW(5, UI_ACTION_NEXT); // push button, connects gnd to pin
UI_KEYS_BUTTON_LOW(6, UI_ACTION_PREVIOUS); // push button, connects gnd to pin
UI_KEYS_BUTTON_LOW(11, UI_ACTION_BACK); // push button, connects gnd to pin
UI_KEYS_BUTTON_LOW(42, UI_ACTION_SD_PRINT ); // push button, connects gnd to pin
}
inline void uiCheckSlowEncoder() {}
void uiCheckSlowKeys(uint16_t &action) {}
#endif
#endif // Controller 4
#if FEATURE_CONTROLLER == CONTROLLER_VIKI // Viki Lcd
// You need to change these 3 button according to the positions
// where you put them into your board!
#define UI_ENCODER_A 7
#define UI_ENCODER_B 22
#define UI_RESET_PIN 32
// Set to -1 if you have not connected that pin
#define SDCARDDETECT 49
#define SDSS 53
#define SDSUPPORT 1
#define SDCARDDETECTINVERTED 0
#define UI_HAS_KEYS 1
#define UI_HAS_BACK_KEY 1
#define UI_DISPLAY_TYPE DISPLAY_I2C
#define UI_DISPLAY_CHARSET 1
#define UI_COLS 20
#define UI_ROWS 4
#define UI_DISPLAY_I2C_CHIPTYPE 1
#define UI_DISPLAY_I2C_ADDRESS 0x40
#define UI_DISPLAY_I2C_OUTPUT_PINS 0xFFE0
#define UI_DISPLAY_I2C_OUTPUT_START_MASK 0x01C0 // bits that are high always, for now the 3 viki leds
#define UI_DISPLAY_I2C_PULLUP 0x001F
#define UI_I2C_CLOCKSPEED 100000L // Note with very long cables make this much smaller, for 2ft cables I found 80000 worked ok
#define UI_DISPLAY_RS_PIN _BV(15)
#define UI_DISPLAY_RW_PIN _BV(14)
#define UI_DISPLAY_ENABLE_PIN _BV(13)
#define UI_DISPLAY_D0_PIN _BV(12)
#define UI_DISPLAY_D1_PIN _BV(11)
#define UI_DISPLAY_D2_PIN _BV(10)
#define UI_DISPLAY_D3_PIN _BV(9)
#define UI_DISPLAY_D4_PIN _BV(12)
#define UI_DISPLAY_D5_PIN _BV(11)
#define UI_DISPLAY_D6_PIN _BV(10)
#define UI_DISPLAY_D7_PIN _BV(9)
#undef BEEPER_PIN
#define BEEPER_PIN _BV(5)
#define BEEPER_TYPE 2
#define BEEPER_ADDRESS UI_DISPLAY_I2C_ADDRESS // I2C address of the chip with the beeper pin
#define UI_I2C_HEATBED_LED _BV(8)
#define UI_I2C_HOTEND_LED _BV(7)
#define UI_I2C_FAN_LED _BV(6)
#define UI_INVERT_MENU_DIRECTION 0
#define UI_HAS_I2C_KEYS
#define UI_HAS_I2C_ENCODER 0
#define UI_I2C_KEY_ADDRESS 0x40
#ifdef UI_MAIN
void uiInitKeys() {
UI_KEYS_INIT_CLICKENCODER_LOW(UI_ENCODER_A, UI_ENCODER_B); // click encoder on real pins. Phase is connected with gnd for signals.
UI_KEYS_INIT_BUTTON_LOW(UI_RESET_PIN); // Kill pin
}
void uiCheckKeys(uint16_t &action) {
UI_KEYS_CLICKENCODER_LOW_REV(UI_ENCODER_A, UI_ENCODER_B); // click encoder on real pins
UI_KEYS_BUTTON_LOW(UI_RESET_PIN, UI_ACTION_RESET);
}
inline void uiCheckSlowEncoder() { }// not used in Viki
void uiCheckSlowKeys(uint16_t &action) {
HAL::i2cStartWait(UI_DISPLAY_I2C_ADDRESS + I2C_WRITE);
HAL::i2cWrite(0x12); // GPIOA
HAL::i2cStop();
HAL::i2cStartWait(UI_DISPLAY_I2C_ADDRESS + I2C_READ);
unsigned int keymask = HAL::i2cReadAck();
keymask = keymask + (HAL::i2cReadNak() << 8);
HAL::i2cStop();
UI_KEYS_I2C_BUTTON_LOW(4, UI_ACTION_MENU_SDCARD); // Up button
UI_KEYS_I2C_BUTTON_LOW(8, UI_ACTION_MENU_QUICKSETTINGS); // down button
UI_KEYS_I2C_BUTTON_LOW(16, UI_ACTION_BACK); // left button
UI_KEYS_I2C_BUTTON_LOW(2, UI_ACTION_MENU_POSITIONS); // right button
UI_KEYS_I2C_BUTTON_LOW(1, UI_ACTION_OK); //Select button
}
#endif
#endif // Controller 5
#if FEATURE_CONTROLLER == CONTROLLER_MEGATRONIC
#define UI_HAS_KEYS 1
#define UI_HAS_BACK_KEY 0
#define UI_DISPLAY_TYPE DISPLAY_4BIT
#define UI_DISPLAY_CHARSET 0
#define UI_COLS 20
#define UI_ROWS 2
#if MOTHERBOARD==701 // Megatronics v2.0
#define UI_DISPLAY_RS_PIN 14
#define UI_DISPLAY_RW_PIN -1
#define UI_DISPLAY_ENABLE_PIN 15
#define UI_DISPLAY_D4_PIN 30
#define UI_DISPLAY_D5_PIN 31
#define UI_DISPLAY_D6_PIN 32
#define UI_DISPLAY_D7_PIN 33
#define UI_ENCODER_A 61
#define UI_ENCODER_B 59
#define UI_ENCODER_CLICK 43
#define UI_SHIFT_OUT 17
#define UI_SHIFT_LD 42
#define UI_SHIFT_CLK 63
#else // RAMPS 1.4
#define UI_DISPLAY_RS_PIN 16
#define UI_DISPLAY_RW_PIN -1
#define UI_DISPLAY_ENABLE_PIN 17
#define UI_DISPLAY_D4_PIN 23
#define UI_DISPLAY_D5_PIN 25
#define UI_DISPLAY_D6_PIN 27
#define UI_DISPLAY_D7_PIN 29
#define UI_ENCODER_A 64
#define UI_ENCODER_B 59
#define UI_ENCODER_CLICK 63
#define UI_SHIFT_OUT 40
#define UI_SHIFT_LD 42
#define UI_SHIFT_CLK 44
#endif
#define UI_DELAYPERCHAR 50
#define UI_INVERT_MENU_DIRECTION 1
#ifdef UI_MAIN
void uiInitKeys() {
UI_KEYS_INIT_CLICKENCODER_LOW(UI_ENCODER_A, UI_ENCODER_B);
UI_KEYS_INIT_BUTTON_LOW(UI_ENCODER_CLICK);
SET_OUTPUT(UI_SHIFT_CLK);
SET_OUTPUT(UI_SHIFT_LD);
SET_INPUT(UI_SHIFT_OUT);
WRITE(UI_SHIFT_OUT, HIGH);
WRITE(UI_SHIFT_LD, HIGH);
}
void uiCheckKeys(uint16_t &action) {
UI_KEYS_CLICKENCODER_LOW_REV(UI_ENCODER_A, UI_ENCODER_B);
UI_KEYS_BUTTON_LOW(UI_ENCODER_CLICK, UI_ACTION_OK);
}
inline void uiCheckSlowEncoder() {} // not used
void uiCheckSlowKeys(uint16_t &action) {
WRITE(UI_SHIFT_LD, LOW);
WRITE(UI_SHIFT_LD, HIGH);
for (int8_t i = 1; i <= 8; i++) {
if (!READ(UI_SHIFT_OUT)) { // pressed button = logical 0 (false)
switch (i) {
case 1: action = UI_ACTION_Z_DOWN; break; // F3
case 2: action = UI_ACTION_Z_UP; break; // F2
case 3: action = UI_ACTION_EMERGENCY_STOP; break; // F1
case 4: action = UI_ACTION_Y_UP; break; // UP
case 5: action = UI_ACTION_X_UP; break; // RIGHT
case 6: action = UI_ACTION_HOME_ALL; break; // MID
case 7: action = UI_ACTION_Y_DOWN; break; // DOWN
case 8: action = UI_ACTION_X_DOWN; break; // LEFT
}
i = 9; // if button detected, exit "for loop"
}
WRITE(UI_SHIFT_CLK, HIGH);
WRITE(UI_SHIFT_CLK, LOW);
}
}
#endif
#endif // Controller 6
#if FEATURE_CONTROLLER == CONTROLLER_RADDS
#undef SDSS
#define SDSS 10
#undef SPI_PIN
#define SPI_PIN 77
#undef SPI_CHAN
#define SPI_CHAN 0
#define UI_HAS_KEYS 1
#define UI_HAS_BACK_KEY 1
#define UI_DISPLAY_TYPE DISPLAY_4BIT
#define UI_DISPLAY_CHARSET 1
#define BEEPER_TYPE 1
#define UI_COLS 20
#define UI_ROWS 4
#undef BEEPER_PIN
#define BEEPER_PIN 41
#define UI_DISPLAY_RS_PIN 42
#define UI_DISPLAY_RW_PIN -1
#define UI_DISPLAY_ENABLE_PIN 43
#define UI_DISPLAY_D0_PIN 44
#define UI_DISPLAY_D1_PIN 45
#define UI_DISPLAY_D2_PIN 46
#define UI_DISPLAY_D3_PIN 47
#define UI_DISPLAY_D4_PIN 44
#define UI_DISPLAY_D5_PIN 45
#define UI_DISPLAY_D6_PIN 46
#define UI_DISPLAY_D7_PIN 47
#define UI_ENCODER_A 50
#define UI_ENCODER_B 52
#define UI_ENCODER_CLICK 48
#define UI_RESET_PIN -1
#define UI_DELAYPERCHAR 50
#define UI_INVERT_MENU_DIRECTION 0
#define UI_BUTTON_BACK 71
#ifdef UI_MAIN
void uiInitKeys() {
UI_KEYS_INIT_CLICKENCODER_LOW(UI_ENCODER_A, UI_ENCODER_B); // click encoder on pins 47 and 45. Phase is connected with gnd for signals.
UI_KEYS_INIT_BUTTON_LOW(UI_ENCODER_CLICK); // push button, connects gnd to pin
UI_KEYS_INIT_BUTTON_LOW(UI_BUTTON_BACK);
}
void uiCheckKeys(uint16_t &action) {
UI_KEYS_CLICKENCODER_LOW(UI_ENCODER_A, UI_ENCODER_B); // click encoder on pins 47 and 45. Phase is connected with gnd for signals.
UI_KEYS_BUTTON_LOW(UI_ENCODER_CLICK, UI_ACTION_OK); // push button, connects gnd to pin
UI_KEYS_BUTTON_LOW(UI_BUTTON_BACK, UI_ACTION_BACK);
}
inline void uiCheckSlowEncoder() {}
void uiCheckSlowKeys(uint16_t &action) {}
#endif
#endif // Controller 7
#if FEATURE_CONTROLLER == CONTROLLER_PIBOT20X4 || FEATURE_CONTROLLER == CONTROLLER_PIBOT16X2
#define UI_HAS_KEYS 1
#define UI_HAS_BACK_KEY 1
#define UI_DISPLAY_TYPE DISPLAY_4BIT
#define UI_DISPLAY_CHARSET 1
#define UI_DELAYPERCHAR 50
#define UI_INVERT_MENU_DIRECTION 1
#define BEEPER_SHORT_SEQUENCE 6,2 // Needs longer beep sequence
#define BEEPER_LONG_SEQUENCE 24,8
#define BEEPER_TYPE 1
#define BEEPER_TYPE_INVERTING 0
#if FEATURE_CONTROLLER == CONTROLLER_PIBOT16X2
#define UI_COLS 16
#define UI_ROWS 2
#else ////20x04 Display
#define UI_COLS 20
#define UI_ROWS 4
#endif
#ifdef PiBot_V_1_4
#undef BEEPER_PIN
#define BEEPER_PIN 31
#define UI_DISPLAY_RS_PIN 45
#define UI_DISPLAY_RW_PIN -1
#define UI_DISPLAY_ENABLE_PIN 44
#define UI_DISPLAY_D0_PIN 43
#define UI_DISPLAY_D1_PIN 42
#define UI_DISPLAY_D2_PIN 19
#define UI_DISPLAY_D3_PIN 18
#define UI_DISPLAY_D4_PIN 43
#define UI_DISPLAY_D5_PIN 42
#define UI_DISPLAY_D6_PIN 19
#define UI_DISPLAY_D7_PIN 18
#define UI_ENCODER_A 61
#define UI_ENCODER_B 62
#define UI_ENCODER_CLICK 63
#define UI_RESET_PIN 28
#define UI_DELAYPERCHAR 50
#define UI_BUTTON_OK 49
#define UI_BUTTON_NEXT 48
#define UI_BUTTON_PREVIOUS 47
#define UI_BUTTON_BACK 46
#define UI_BUTTON_SD_PRINT 29
#endif
#if PiBot_V_1_4==true || PiBot_V_1_6==true
#undef BEEPER_PIN
#define BEEPER_PIN 37
#define UI_DISPLAY_RS_PIN 16
#define UI_DISPLAY_RW_PIN -1
#define UI_DISPLAY_ENABLE_PIN 17
#define UI_DISPLAY_D0_PIN 23
#define UI_DISPLAY_D1_PIN 25
#define UI_DISPLAY_D2_PIN 27
#define UI_DISPLAY_D3_PIN 29
#define UI_DISPLAY_D4_PIN 23
#define UI_DISPLAY_D5_PIN 25
#define UI_DISPLAY_D6_PIN 27
#define UI_DISPLAY_D7_PIN 29
#define UI_ENCODER_A 33
#define UI_ENCODER_B 31
#define UI_ENCODER_CLICK 35
#define UI_RESET_PIN 41
#define UI_DELAYPERCHAR 50
#define UI_BUTTON_OK 4
#define UI_BUTTON_NEXT 6
#define UI_BUTTON_PREVIOUS 5
#define UI_BUTTON_BACK 11
#define UI_BUTTON_SD_PRINT 42
#endif
#if PiBot_V_2_0
#undef BEEPER_PIN
#define BEEPER_PIN 16
#define UI_DISPLAY_RS_PIN 43
#define UI_DISPLAY_RW_PIN -1
#define UI_DISPLAY_ENABLE_PIN 42
#define UI_DISPLAY_D0_PIN 19
#define UI_DISPLAY_D1_PIN 18
#define UI_DISPLAY_D2_PIN 38
#define UI_DISPLAY_D3_PIN 41
#define UI_DISPLAY_D4_PIN 19
#define UI_DISPLAY_D5_PIN 18
#define UI_DISPLAY_D6_PIN 38
#define UI_DISPLAY_D7_PIN 41
#define UI_ENCODER_A 37
#define UI_ENCODER_B 36
// Vick BTN
#define UI_ENCODER_CLICK 69
// if you want, you can get the CNC Pin used 11
#define UI_RESET_PIN -1
#define UI_DELAYPERCHAR 320
#define UI_BUTTON_OK 47
#define UI_BUTTON_NEXT 46
#define UI_BUTTON_PREVIOUS 45
#define UI_BUTTON_BACK 44
// if you want, you can get the CNC Pin used 10
#define UI_BUTTON_SD_PRINT 70
#endif
#ifdef UI_MAIN
void uiInitKeys() {
UI_KEYS_INIT_BUTTON_LOW(UI_BUTTON_OK); // push button, connects gnd to pin
UI_KEYS_INIT_BUTTON_LOW(UI_BUTTON_NEXT);
UI_KEYS_INIT_BUTTON_LOW(UI_BUTTON_PREVIOUS);
UI_KEYS_INIT_BUTTON_LOW(UI_BUTTON_BACK);
UI_KEYS_INIT_BUTTON_LOW(UI_BUTTON_SD_PRINT);
}
void uiCheckKeys(uint16_t &action) {
UI_KEYS_BUTTON_LOW(UI_BUTTON_OK, UI_ACTION_OK); // push button, connects gnd to pin
UI_KEYS_BUTTON_LOW(UI_BUTTON_NEXT, UI_ACTION_NEXT); // push button, connects gnd to pin
UI_KEYS_BUTTON_LOW(UI_BUTTON_PREVIOUS, UI_ACTION_PREVIOUS); // push button, connects gnd to pin
UI_KEYS_BUTTON_LOW(UI_BUTTON_BACK, UI_ACTION_BACK); // push button, connects gnd to pin
UI_KEYS_BUTTON_LOW(UI_BUTTON_SD_PRINT, UI_ACTION_SD_PRINT ); // push button, connects gnd to pin
}
inline void uiCheckSlowEncoder() {}
void uiCheckSlowKeys(uint16_t &action) {}
#endif
#endif
#if FEATURE_CONTROLLER == CONTROLLER_FELIX
#define UI_HAS_KEYS 1
#define UI_HAS_BACK_KEY 0
#define UI_DISPLAY_TYPE DISPLAY_4BIT
#define UI_DISPLAY_CHARSET 1
#define UI_COLS 20
#define UI_ROWS 4
#define UI_ENCODER_SPEED 2
#undef BEEPER_TYPE
#define BEEPER_TYPE 0
#undef BEEPER_PIN
#define BEEPER_PIN -1
#define UI_DISPLAY_RS_PIN 16
#define UI_DISPLAY_RW_PIN -1
#define UI_DISPLAY_ENABLE_PIN 17
#define UI_DISPLAY_D0_PIN -1
#define UI_DISPLAY_D1_PIN -1
#define UI_DISPLAY_D2_PIN -1
#define UI_DISPLAY_D3_PIN -1
#define UI_DISPLAY_D4_PIN 23
#define UI_DISPLAY_D5_PIN 25
#define UI_DISPLAY_D6_PIN 27
#define UI_DISPLAY_D7_PIN 29
#define UI_ENCODER_A 35
#define UI_ENCODER_B 37
#define UI_ENCODER_CLICK 31
#define UI_DELAYPERCHAR 50
#define UI_INVERT_MENU_DIRECTION 0
#ifdef UI_MAIN
void uiInitKeys() {
UI_KEYS_INIT_CLICKENCODER_LOW(UI_ENCODER_A, UI_ENCODER_B); // click encoder on pins 47 and 45. Phase is connected with gnd for signals.
UI_KEYS_INIT_BUTTON_LOW(UI_ENCODER_CLICK); // push button, connects gnd to pin
}
void uiCheckKeys(uint16_t &action) {
UI_KEYS_CLICKENCODER_LOW_REV(UI_ENCODER_A, UI_ENCODER_B); // click encoder on pins 47 and 45. Phase is connected with gnd for signals.
UI_KEYS_BUTTON_LOW(UI_ENCODER_CLICK, UI_ACTION_OK); // push button, connects gnd to pin
}
inline void uiCheckSlowEncoder() {}
void uiCheckSlowKeys(uint16_t &action) {}
#endif
#endif // Controller 12
#if FEATURE_CONTROLLER == CONTROLLER_RAMBO // SeeMeCNC LCD + Rambo
#define UI_HAS_KEYS 1
#define UI_HAS_BACK_KEY 0
#define UI_DISPLAY_TYPE DISPLAY_4BIT
#define UI_DISPLAY_CHARSET 1
#define UI_COLS 20
#define UI_ROWS 4
#define BEEPER_TYPE 1
#undef BEEPER_PIN
#define BEEPER_PIN 79
#define UI_DISPLAY_RS_PIN 70
#define UI_DISPLAY_RW_PIN -1
#define UI_DISPLAY_ENABLE_PIN 71
#define UI_DISPLAY_D0_PIN -1
#define UI_DISPLAY_D1_PIN -1
#define UI_DISPLAY_D2_PIN -1
#define UI_DISPLAY_D3_PIN -1
#define UI_DISPLAY_D4_PIN 72
#define UI_DISPLAY_D5_PIN 73
#define UI_DISPLAY_D6_PIN 74
#define UI_DISPLAY_D7_PIN 75
#define UI_ENCODER_A 76
#define UI_ENCODER_B 77
#define UI_ENCODER_CLICK 78
#define UI_KILL_PIN 80
#define UI_DELAYPERCHAR 50
#define UI_INVERT_MENU_DIRECTION 0
#ifdef UI_MAIN
void uiInitKeys() {
UI_KEYS_INIT_CLICKENCODER_LOW(UI_ENCODER_A, UI_ENCODER_B);
UI_KEYS_INIT_BUTTON_LOW(UI_ENCODER_CLICK);
UI_KEYS_INIT_BUTTON_LOW(UI_KILL_PIN);
}
void uiCheckKeys(uint16_t &action) {
UI_KEYS_CLICKENCODER_LOW_REV(UI_ENCODER_A, UI_ENCODER_B);
UI_KEYS_BUTTON_LOW(UI_ENCODER_CLICK, UI_ACTION_OK);
UI_KEYS_BUTTON_LOW(UI_KILL_PIN, UI_ACTION_KILL);
}
inline void uiCheckSlowEncoder() {}
void uiCheckSlowKeys(uint16_t &action) {}
#endif
#endif // Controller 13
#if FEATURE_CONTROLLER == CONTROLLER_OPENHARDWARE_LCD2004
#define SDSUPPORT 1
#define SDCARDDETECT -1
#define UI_HAS_KEYS 1
#define UI_HAS_BACK_KEY 1
#define UI_DISPLAY_TYPE DISPLAY_I2C
#define UI_DISPLAY_CHARSET 1
#define UI_COLS 20
#define UI_ROWS 4
#define UI_DISPLAY_I2C_CHIPTYPE 1
#define UI_DISPLAY_I2C_ADDRESS 0x40
#define UI_DISPLAY_I2C_OUTPUT_PINS 65504
#define UI_DISPLAY_I2C_OUTPUT_START_MASK 0
#define UI_DISPLAY_I2C_PULLUP 31
#define UI_I2C_CLOCKSPEED 400000L
#define UI_DISPLAY_RS_PIN _BV(15)
#define UI_DISPLAY_RW_PIN _BV(14)
#define UI_DISPLAY_ENABLE_PIN _BV(13)
#define UI_DISPLAY_D0_PIN _BV(12)
#define UI_DISPLAY_D1_PIN _BV(11)
#define UI_DISPLAY_D2_PIN _BV(10)
#define UI_DISPLAY_D3_PIN _BV(9)
#define UI_DISPLAY_D4_PIN _BV(12)
#define UI_DISPLAY_D5_PIN _BV(11)
#define UI_DISPLAY_D6_PIN _BV(10)
#define UI_DISPLAY_D7_PIN _BV(9)
#define UI_INVERT_MENU_DIRECTION false
#define UI_HAS_I2C_KEYS
#define UI_HAS_I2C_ENCODER 0
#define UI_I2C_KEY_ADDRESS 0x40
#ifdef UI_MAIN
void uiInitKeys() {}
void uiCheckKeys(uint16_t &action) {}
inline void uiCheckSlowEncoder() {
HAL::i2cStartWait(UI_DISPLAY_I2C_ADDRESS + I2C_WRITE);
HAL::i2cWrite(0x12); // GIOA
HAL::i2cStop();
HAL::i2cStartWait(UI_DISPLAY_I2C_ADDRESS + I2C_READ);
uint16_t keymask = HAL::i2cReadAck();
keymask = keymask + (HAL::i2cReadNak() << 8);
HAL::i2cStop();
}
void uiCheckSlowKeys(uint16_t &action) {
HAL::i2cStartWait(UI_DISPLAY_I2C_ADDRESS + I2C_WRITE);
HAL::i2cWrite(0x12); // GPIOA
HAL::i2cStop();
HAL::i2cStartWait(UI_DISPLAY_I2C_ADDRESS + I2C_READ);
uint16_t keymask = HAL::i2cReadAck();
keymask = keymask + (HAL::i2cReadNak() << 8);
HAL::i2cStop();
UI_KEYS_I2C_BUTTON_LOW(_BV(4), UI_ACTION_OK); // push button, connects gnd to pin
UI_KEYS_I2C_BUTTON_LOW(_BV(1), UI_ACTION_BACK); // push button, connects gnd to pin
UI_KEYS_I2C_BUTTON_LOW(_BV(0), UI_ACTION_SD_PRINT); // push button, connects gnd to pin
UI_KEYS_I2C_BUTTON_LOW(_BV(3), UI_ACTION_PREVIOUS); // Up button
UI_KEYS_I2C_BUTTON_LOW(_BV(2), UI_ACTION_NEXT); // down button
}
#endif
#endif // Controller 14
/*
Sanguinololu + panelolu2
*/
#if FEATURE_CONTROLLER == CONTROLLER_SANGUINOLOLU_PANELOLU2
#define UI_HAS_KEYS 1
#define UI_HAS_BACK_KEY 0
#define UI_DISPLAY_TYPE DISPLAY_I2C
#define UI_DISPLAY_CHARSET 2
#define UI_COLS 20
#define UI_ROWS 4
#define UI_INVERT_MENU_DIRECTION 0
#define UI_DISPLAY_I2C_CHIPTYPE 1
#define UI_DISPLAY_I2C_ADDRESS 0x40
#define UI_DISPLAY_I2C_OUTPUT_PINS 65528
#define UI_DISPLAY_I2C_OUTPUT_START_MASK 0
#define UI_DISPLAY_I2C_PULLUP 23
#define UI_I2C_CLOCKSPEED 100000L
//#define UI_HAS_I2C_KEYS
//#define UI_HAS_I2C_ENCODER 0
//#define UI_I2C_KEY_ADDRESS UI_DISPLAY_I2C_ADDRESS
#define BEEPER_TYPE 2
#define BEEPER_TYPE_INVERTING 1
#define BEEPER_ADDRESS UI_DISPLAY_I2C_ADDRESS
#define COMPILE_I2C_DRIVER
#define UI_DISPLAY_RS_PIN _BV(15)
#define UI_DISPLAY_RW_PIN _BV(14)
#define UI_DISPLAY_ENABLE_PIN _BV(13)
#define UI_DISPLAY_D0_PIN _BV(12)
#define UI_DISPLAY_D1_PIN _BV(11)
#define UI_DISPLAY_D2_PIN _BV(10)
#define UI_DISPLAY_D3_PIN _BV(9)
#define UI_DISPLAY_D4_PIN _BV(12)
#define UI_DISPLAY_D5_PIN _BV(11)
#define UI_DISPLAY_D6_PIN _BV(10)
#define UI_DISPLAY_D7_PIN _BV(9)
#undef BEEPER_PIN
#define BEEPER_PIN _BV(5)
#define UI_I2C_HEATBED_LED _BV(8)
#define UI_I2C_HOTEND_LED _BV(7)
#define UI_I2C_FAN_LED _BV(6)
#ifdef UI_MAIN
void uiInitKeys() {
UI_KEYS_INIT_CLICKENCODER_LOW(10, 11); // click encoder on pins 47 and 45. Phase is connected with gnd for signals.
UI_KEYS_INIT_BUTTON_LOW(30); // push button, connects gnd to pin
}
void uiCheckKeys(uint16_t &action) {
UI_KEYS_CLICKENCODER_LOW_REV(10, 11); // click encoder on pins 47 and 45. Phase is connected with gnd for signals.
UI_KEYS_BUTTON_LOW(30, UI_ACTION_OK); // push button, connects gnd to pin
}
inline void uiCheckSlowEncoder() {}
void uiCheckSlowKeys(uint16_t &action) {}
#endif // UI_MAIN
#endif // Controller 15
#if FEATURE_CONTROLLER == CONTROLLER_GAMEDUINO2
#define UI_HAS_KEYS 1
#define UI_HAS_BACK_KEY 0
#define UI_DISPLAY_TYPE DISPLAY_GAMEDUINO2
#define UI_DISPLAY_CHARSET 0
#define UI_COLS 30
#define UI_ROWS 4
#define UI_INVERT_MENU_DIRECTION 0
#define BEEPER_TYPE 0
#define BEEPER_TYPE_INVERTING 0
#define UI_DISPLAY_CS 49 // Pin for SPI select on gameduino 2 - depends on board and choice
#endif // Controller 16
#if FEATURE_CONTROLLER == CONTROLLER_MIREGLI // Miregli
#define UI_HAS_KEYS 1
#define UI_HAS_BACK_KEY 1
#define UI_DISPLAY_CHARSET 1
#define UI_COLS 20
#define UI_ROWS 4
#define UI_KILL_PIN 76
#define UI_ENCODER_A 80
#define UI_ENCODER_B 73
#define UI_ENCODER_CLICK 63
#define UI_DELAYPERCHAR 50
#define MIREGLI
#define SDCARDDETECT -1 //53
#define BEEPER 78
#define LCD_CONTRAST 62
#define UI_DISPLAY_TYPE 14
#define LCD_PIN_BL 15
#define DOGLCD_A0 38
#define DOGLCD_CS 14
#define UI_LCD_WIDTH 128
#define UI_LCD_HEIGHT 64
#define U8GLIB_ST7920
#define UI_INVERT_MENU_DIRECTION false
//select font size
#define UI_FONT_6X10 //default font
#ifdef UI_FONT_6X10
#define UI_FONT_WIDTH 6
#define UI_FONT_HEIGHT 10
#define UI_FONT_SMALL_HEIGHT 7
#define UI_FONT_DEFAULT repetier_6x10
#define UI_FONT_SMALL repetier_5x7
#define UI_FONT_SMALL_WIDTH 5 //smaller font for status display
#undef UI_ANIMATION
#define UI_ANIMATION 0 // Animations are too slow
#endif
#ifdef UI_MAIN
void ui_init_keys() {
UI_KEYS_INIT_CLICKENCODER_LOW(UI_ENCODER_A, UI_ENCODER_B);
UI_KEYS_INIT_BUTTON_LOW(UI_ENCODER_CLICK);
UI_KEYS_INIT_BUTTON_LOW(UI_KILL_PIN);
}
void ui_check_keys(int &action) {
UI_KEYS_CLICKENCODER_LOW_REV(UI_ENCODER_A, UI_ENCODER_B);
UI_KEYS_BUTTON_LOW(UI_ENCODER_CLICK, UI_ACTION_OK);
UI_KEYS_BUTTON_LOW(UI_KILL_PIN, UI_ACTION_KILL);
}
inline void ui_check_slow_encoder() {}
void ui_check_slow_keys(int &action) {}
#endif
#endif // Controller 17
#if FEATURE_CONTROLLER == CONTROLLER_GATE_3NOVATICA
#define UI_HAS_KEYS 1
#define UI_HAS_BACK_KEY 0
#define UI_DISPLAY_TYPE DISPLAY_4BIT
#define UI_DISPLAY_CHARSET 1
#define UI_COLS 20
#define UI_ROWS 4
#define BEEPER_TYPE 1
#undef BEEPER_PIN
#define BEEPER_PIN -1
#define UI_DISPLAY_RS_PIN 1
#define UI_DISPLAY_RW_PIN -1
#define UI_DISPLAY_ENABLE_PIN 3
#define UI_DISPLAY_D0_PIN -1
#define UI_DISPLAY_D1_PIN -1
#define UI_DISPLAY_D2_PIN -1
#define UI_DISPLAY_D3_PIN -1
#define UI_DISPLAY_D4_PIN 0
#define UI_DISPLAY_D5_PIN 2
#define UI_DISPLAY_D6_PIN 4
#define UI_DISPLAY_D7_PIN 6
#define UI_ENCODER_A 5
#define UI_ENCODER_B 7
#define UI_ENCODER_CLICK 39
#define UI_KILL_PIN -1
#define UI_DELAYPERCHAR 320 // bylo 50
#define UI_INVERT_MENU_DIRECTION 1 // bylo 0
#define USER_KEY1_PIN 36
#define USER_KEY1_ACTION UI_ACTION_LIGHTS_ONOFF
#define USER_KEY2_PIN 40
#define USER_KEY2_ACTION UI_ACTION_PREHEAT_ABS
#define USER_KEY3_PIN 41
#define USER_KEY3_ACTION UI_ACTION_WIZARD_FILAMENTCHANGE
#define USER_KEY4_PIN -1
#define USER_KEY4_ACTION UI_ACTION_DUMMY
#ifdef UI_MAIN
void uiInitKeys() {
UI_KEYS_INIT_CLICKENCODER_LOW(UI_ENCODER_A, UI_ENCODER_B);
UI_KEYS_INIT_BUTTON_LOW(UI_ENCODER_CLICK);
}
void uiCheckKeys(uint16_t &action) {
UI_KEYS_CLICKENCODER_LOW_REV(UI_ENCODER_A, UI_ENCODER_B);
UI_KEYS_BUTTON_LOW(UI_ENCODER_CLICK, UI_ACTION_OK);
}
inline void uiCheckSlowEncoder() {}
void uiCheckSlowKeys(uint16_t &action) {}
#endif
#endif // CONTROLLER_GATE_3NOVATICA
#if FEATURE_CONTROLLER == CONTROLLER_SPARKLCD || FEATURE_CONTROLLER == CONTROLLER_SPARKLCD_ADAPTER
#if MOTHERBOARD != 402
#error This config only works with RADDS motherboard!
#endif
#define UI_DISPLAY_CHARSET 3
#define UI_DISPLAY_TYPE 5
#define U8GLIB_ST7920 // Currently only this display from u8g lib is included.
#define UI_LCD_WIDTH 128
#define UI_LCD_HEIGHT 64
//select font size
#define UI_FONT_6X10 //default font
#define UI_FONT_WIDTH 6
#define UI_FONT_HEIGHT 10
#define UI_FONT_SMALL_HEIGHT 7
#define UI_FONT_DEFAULT repetier_6x10
#define UI_FONT_SMALL repetier_5x7
#define UI_FONT_SMALL_WIDTH 5 //smaller font for status display
#undef UI_ANIMATION
#define UI_ANIMATION 0 // Animations are too slow
#define UI_DELAYPERCHAR 50
#define UI_HAS_KEYS 1
#define UI_HAS_BACK_KEY 0
#define UI_INVERT_MENU_DIRECTION 0
#define UI_HAS_I2C_ENCODER 0
#define UI_ENCODER_SPEED 2
//calculate rows and cols available with current font
#define UI_COLS (UI_LCD_WIDTH/UI_FONT_WIDTH)
#define UI_ROWS (UI_LCD_HEIGHT/UI_FONT_HEIGHT)
#define UI_DISPLAY_D0_PIN -1
#define UI_DISPLAY_D1_PIN -1
#define UI_DISPLAY_D2_PIN -1
#define UI_DISPLAY_D3_PIN -1
#define UI_DISPLAY_D5_PIN -1
#define UI_DISPLAY_D6_PIN -1
#define UI_DISPLAY_D7_PIN -1
#if FEATURE_CONTROLLER == CONTROLLER_SPARKLCD
// PINK.1, 88, D_RS
#define UI_DISPLAY_RS_PIN 25
#define UI_DISPLAY_RW_PIN -1
// PINK.3, 86, D_E
#define UI_DISPLAY_ENABLE_PIN 27
// PINF.5, 92, D_D4
// PINF.5, 92, D_D4
#define UI_DISPLAY_D4_PIN 29
#define UI_ENCODER_A 35
#define UI_ENCODER_B 33
#define UI_ENCODER_CLICK 37
#else
// PINK.1, 88, D_RS
#define UI_DISPLAY_RS_PIN 44
#define UI_DISPLAY_RW_PIN -1
// PINK.3, 86, D_E
#define UI_DISPLAY_ENABLE_PIN 45
#define UI_DISPLAY_D4_PIN 46
#define UI_ENCODER_A 50
#define UI_ENCODER_B 52
#define UI_ENCODER_CLICK 48
#endif
#ifdef UI_MAIN
void uiInitKeys() {
UI_KEYS_INIT_CLICKENCODER_LOW(UI_ENCODER_A, UI_ENCODER_B); // click encoder on pins 47 and 45. Phase is connected with gnd for signals.
UI_KEYS_INIT_BUTTON_LOW(UI_ENCODER_CLICK); // push button, connects gnd to pin;
}
void uiCheckKeys(uint16_t &action) {
UI_KEYS_CLICKENCODER_LOW(UI_ENCODER_A, UI_ENCODER_B); // click encoder on pins 47 and 45. Phase is connected with gnd for signals.
UI_KEYS_BUTTON_LOW(UI_ENCODER_CLICK, UI_ACTION_OK); // push button, connects gnd to pin
}
inline void uiCheckSlowEncoder() {}
void uiCheckSlowKeys(uint16_t &action) {}
#endif
#endif // CONTROLLER_sparkLCD
#if FEATURE_CONTROLLER == CONTROLLER_VIKI2
#define UI_HAS_KEYS 1
#define UI_HAS_BACK_KEY 0
#define UI_DISPLAY_TYPE DISPLAY_U8G
//#define U8GLIB_ST7920
#define U8GLIB_ST7565_NHD_C2832_HW_SPI
#define UI_LCD_WIDTH 128
#define UI_LCD_HEIGHT 64
//select font size
#define UI_FONT_6X10 //default font
#define UI_FONT_WIDTH 6
#define UI_FONT_HEIGHT 10
#define UI_FONT_SMALL_HEIGHT 7
#define UI_FONT_DEFAULT repetier_6x10
#define UI_FONT_SMALL repetier_5x7
#define UI_FONT_SMALL_WIDTH 5 //smaller font for status display
#undef UI_ANIMATION
#define UI_ANIMATION 0 // Animations are too slow
//calculate rows and cols available with current font
#define UI_COLS (UI_LCD_WIDTH/UI_FONT_WIDTH)
#define UI_ROWS (UI_LCD_HEIGHT/UI_FONT_HEIGHT)
#define UI_DISPLAY_CHARSET 3
#define UI_INVERT_MENU_DIRECTION 0
#undef UI_ENCODER_SPEED
#define UI_ENCODER_SPEED 2
#define SDCARDDETECT -1
#define UI_DISPLAY_RW_PIN -1
#define UI_ROTATE_180
#define BEEPER_TYPE 1
// SCK Pin: UI_DISPLAY_D4_PIN
// Mosi Pin: UI_DISPLAY_ENABLE_PIN
// CD Pin: UI_DISPLAY_RS_PIN
#if MOTHERBOARD == 34 // Azteeg X3
#define SDCARDDETECT 49 // sd card detect as shown on drawing
#undef BEEPER_PIN
#define BEEPER_PIN 33
// Display A0
#define UI_DISPLAY_D5_PIN 31
// Display CS
#define UI_DISPLAY_RS_PIN 32
#define UI_ENCODER_A 22
#define UI_ENCODER_B 7
#define UI_ENCODER_CLICK 12
#define UI_RESET_PIN -1
#define RED_BLUE_STATUS_LEDS
#define RED_STATUS_LED 64
#define BLUE_STATUS_LED 63
#elif MOTHERBOARD == 35 // Azteeg X3 Pro
#undef SDCARDDETECT
// sd card detect as shown on drawing
#define SDCARDDETECT 49
#undef BEEPER_PIN
// 33 is the on board beeper
#define BEEPER_PIN 47
// Display A0
#define UI_DISPLAY_D5_PIN 44
// Display CS
#define UI_DISPLAY_RS_PIN 45
#define UI_ENCODER_A 22
#define UI_ENCODER_B 7
#define UI_ENCODER_CLICK 39
#define UI_RESET_PIN -1
#define RED_BLUE_STATUS_LEDS
#define RED_STATUS_LED 32
#define BLUE_STATUS_LED 35
#elif MOTHERBOARD == 301 // RAMBO
#define SDCARDDETECT 72 // sd card detect as shown on drawing
#undef BEEPER_PIN
#define BEEPER_PIN 33
// Display A0
#define UI_DISPLAY_D5_PIN 70
// Display CS
#define UI_DISPLAY_RS_PIN 71
#define UI_ENCODER_A 85
#define UI_ENCODER_B 84
#define UI_ENCODER_CLICK 83
#define UI_RESET_PIN -1
#define RED_BLUE_STATUS_LEDS
#define RED_STATUS_LED 22
#define BLUE_STATUS_LED 32
#elif MOTHERBOARD == 9 || MOTHERBOARD == 92 // Printboard
// sd card detect as shown on drawing
#define SDCARDDETECT 72
#define SDSS 45
#undef BEEPER_PIN
#define BEEPER_PIN 32
// Display A0
#define UI_DISPLAY_D5_PIN 42
// Display CS
#define UI_DISPLAY_RS_PIN 43
#define UI_ENCODER_A 26
#define UI_ENCODER_B 27
#define UI_ENCODER_CLICK 47
#define UI_RESET_PIN -1
#define RED_BLUE_STATUS_LEDS
#define RED_STATUS_LED 12
#define BLUE_STATUS_LED 10
#elif MOTHERBOARD == 402 // RADDS
#undef SDCARDDETECT
#define SDCARDDETECT 14 // sd card detect as shown on drawing
//#undef SDSS
//#define SDSS 4
//#define SPI_PIN 87
//#define SPI_CHAN 1
/*#define SDSS 10
#undef SPI_PIN
#define SPI_PIN 77
#undef SPI_CHAN
#define SPI_CHAN 0
#undef SDSUPPORT
#define SDSUPPORT 0 // sd card does not work reliable due to spi sharing
*/
#undef BEEPER_PIN
#define BEEPER_PIN 41
// Hardware SPI creates artifacts on display, so we use software SPI
#undef U8GLIB_ST7565_NHD_C2832_HW_SPI
#define U8GLIB_ST7565_NHD_C2832_SW_SPI
// MOSI 43
#define UI_DISPLAY_ENABLE_PIN 31
//#define UI_DISPLAY_ENABLE_PIN 75
//76 // SCK pin
#define UI_DISPLAY_D4_PIN 33 //44
// Display A0 => LCD RS
#define UI_DISPLAY_D5_PIN 42
// Display CS => CS0 //4 //10
#define UI_DISPLAY_RS_PIN 35 //10
#define UI_ENCODER_A 50
#define UI_ENCODER_B 52
#define UI_ENCODER_CLICK 48
#define UI_RESET_PIN -1
#define RED_BLUE_STATUS_LEDS
// PWM2 Pin
#define RED_STATUS_LED 6
// PWM1 Pin
#define BLUE_STATUS_LED 5
#else
#error No predefined Viki 2 mapping for your board available
#endif
#ifdef UI_MAIN
void uiInitKeys() {
UI_KEYS_INIT_CLICKENCODER_LOW(UI_ENCODER_A, UI_ENCODER_B); // click encoder on pins 47 and 45. Phase is connected with gnd for signals.
UI_KEYS_INIT_BUTTON_LOW(UI_ENCODER_CLICK); // push button, connects gnd to pin
#if UI_RESET_PIN > -1
UI_KEYS_INIT_BUTTON_LOW(UI_RESET_PIN); // Kill pin
#endif
}
void uiCheckKeys(uint16_t &action) {
UI_KEYS_CLICKENCODER_LOW_REV(UI_ENCODER_B, UI_ENCODER_A);
UI_KEYS_BUTTON_LOW(UI_ENCODER_CLICK, UI_ACTION_OK);
#if UI_RESET_PIN > -1
UI_KEYS_BUTTON_LOW(UI_RESET_PIN, UI_ACTION_RESET);
#endif
}
inline void uiCheckSlowEncoder() {}
void uiCheckSlowKeys(uint16_t &action) {}
#endif
#endif // Controller VIKI 2
#if FEATURE_CONTROLLER == CONTROLLER_LCD_MP_PHARAOH_DUE
#define UI_DISPLAY_TYPE 1
#define UI_COLS 20
#define UI_ROWS 4
#define UI_HAS_KEYS 1
#define UI_HAS_BACK_KEY 0
#define UI_INVERT_MENU_DIRECTION 1
#define UI_DISPLAY_CHARSET 1
#define UI_DISPLAY_RS_PIN 42 // PINK.1, 88, D_RS
#define UI_DISPLAY_RW_PIN -1
#define UI_DISPLAY_ENABLE_PIN 43 // PINK.3, 86, D_E
#define UI_DISPLAY_D0_PIN 44 // PINF.5, 92, D_D4
#define UI_DISPLAY_D1_PIN 45 // PINK.2, 87, D_D5
#define UI_DISPLAY_D2_PIN 46 // PINL.5, 40, D_D6
#define UI_DISPLAY_D3_PIN 47 // PINK.4, 85, D_D7
#define UI_DISPLAY_D4_PIN 44 // PINF.5, 92, D_D4
#define UI_DISPLAY_D5_PIN 45 // PINK.2, 87, D_D5
#define UI_DISPLAY_D6_PIN 46 // PINL.5, 40, D_D6
#define UI_DISPLAY_D7_PIN 47 // PINK.4, 85, D_D7
#define UI_DELAYPERCHAR 50
#ifdef UI_MAIN
void uiInitKeys() {
UI_KEYS_INIT_BUTTON_LOW(33); // push button, connects gnd to pin
UI_KEYS_INIT_BUTTON_LOW(31);
UI_KEYS_INIT_BUTTON_LOW(29);
UI_KEYS_INIT_BUTTON_LOW(37);
UI_KEYS_INIT_BUTTON_LOW(35);
UI_KEYS_INIT_BUTTON_LOW(X_MIN_PIN);
}
void uiCheckKeys(uint16_t &action) {
UI_KEYS_BUTTON_LOW(33, UI_ACTION_OK); //35 push button, connects gnd to pin
UI_KEYS_BUTTON_LOW(35, UI_ACTION_PREVIOUS); //34 push button, connects gnd to pin
UI_KEYS_BUTTON_LOW(31, UI_ACTION_NEXT); //43 push button, connects gnd to pin
UI_KEYS_BUTTON_LOW(29, UI_ACTION_BACK); //44 push button, connects gnd to pin
UI_KEYS_BUTTON_LOW(37, UI_ACTION_MENU_SDCARD ); //33 push button, connects gnd to pin
UI_KEYS_BUTTON_LOW(X_MIN_PIN, UI_ACTION_RESET /*UI_ACTION_PAUSE*/);
}
inline void uiCheckSlowEncoder() {}
void uiCheckSlowKeys(uint16_t &action) {}
#endif
#endif // CONTROLLER_LCD_MP_PHARAOH_DUE
#if FEATURE_CONTROLLER == CONTROLLER_ZONESTAR
// Keypad
#if !defined(ADC_KEYPAD_PIN) || (ADC_KEYPAD_PIN < 0)
#error CONTROLLER_ZONESTAR requres ADC_KEYPAD_PIN = 1 defined in Configuration.h
#endif
// This must be defined in the Configuration.h since used in ADC tables
//#define ADC_KEYPAD_PIN 1 // A1 (D30, analog numbering)
// Display
// Define UI_DISPLAY_TYPE = DISPLAY_SR with pins to override default settings
// that work for original Zonestar hardware.
// For instance:
// #define UI_DISPLAY_TYPE DISPLAY_SR
// #define UI_DISPLAY_DATA_PIN 29
// #define UI_DISPLAY_CLOCK_PIN 28
// #define UI_DISPLAY_ENABLE_PIN -1 // for 2-wire or pin number for 3-wire
#ifndef UI_DISPLAY_TYPE
#define UI_DISPLAY_TYPE DISPLAY_4BIT
#define UI_DISPLAY_ENABLE_PIN 29 // A2
#define UI_DISPLAY_RS_PIN 28 // A3
#define UI_DISPLAY_RW_PIN -1
#define UI_DISPLAY_D4_PIN 10
#define UI_DISPLAY_D5_PIN 11
#define UI_DISPLAY_D6_PIN 16
#define UI_DISPLAY_D7_PIN 17
#endif
#define UI_DISPLAY_CHARSET 1
#define UI_COLS 20
#define UI_ROWS 4
// UI
#define UI_HAS_KEYS 1
#define UI_HAS_BACK_KEY 1
#define UI_DELAYPERCHAR 50
#define UI_INVERT_MENU_DIRECTION 1
// Opportunity to override the Enter key via Configuration.h
// By default it duplicates the Right key, but could be set to
// anything else, e.g. UI_ACTION_TOP_MENU.
#ifndef ADC_KEYPAD_CENTER_ACTION
#define ADC_KEYPAD_CENTER_ACTION UI_ACTION_OK
#endif
#ifdef UI_MAIN
// Nothing to init since ADC is read in a loop if ADC_KEYPAD_PIN > -1
inline void uiInitKeys() {}
// Read and decode ADC keypad (fast reads)
void uiCheckKeys(uint16_t &action) {
struct {
uint16_t min;
uint16_t max;
uint16_t action;
} keys[] = {
{ 300, 500, UI_ACTION_BACK }, // Left
{ 570, 870, UI_ACTION_PREVIOUS }, // Up
{ 1150, 1450, ADC_KEYPAD_CENTER_ACTION }, // Center
{ 1900, 2200, UI_ACTION_OK }, // Right
{ 2670, 2870, UI_ACTION_NEXT } // Down
};
const uint8_t numOfKeys = sizeof(keys) / sizeof(keys[0]);
extern volatile uint16_t osAnalogInputValues[ANALOG_INPUTS];
uint16_t adc = osAnalogInputValues[KEYPAD_ANALOG_INDEX] >> (ANALOG_REDUCE_BITS);
if (adc < 4000) {
for (int8_t i = 0; i < numOfKeys; ++i) {
if ((adc > keys[i].min) && (adc < keys[i].max)) {
action = keys[i].action;
return;
}
}
}
}
// Read and decode ADC keypad (slow reads)
inline void uiCheckSlowKeys(uint16_t &action) {}
#endif // UI_MAIN
#endif // CONTROLLER_ZONESTAR
#ifndef UI_HAS_I2C_ENCODER
#define UI_HAS_I2C_ENCODER 0
#endif
#if FEATURE_CONTROLLER != NO_CONTROLLER
#if UI_ROWS==4
#if UI_COLS==16
#define UI_LINE_OFFSETS {0,0x40,0x10,0x50} // 4x16
#elif UI_COLS==20
//#define UI_LINE_OFFSETS {0,0x20,0x40,0x60} // 4x20 with KS0073
#define UI_LINE_OFFSETS {0,0x40,0x14,0x54} // 4x20 with HD44780
#else
#if UI_DISPLAY_TYPE!=DISPLAY_GAMEDUINO2
#error Unknown combination off rows/columns - define UI_LINE_OFFSETS manually.
#else
#define UI_LINE_OFFSETS {} // dummy never used
#endif
#endif
#else
#define UI_LINE_OFFSETS {0,0x40,0x10,0x50} // 2x16, 2x20, 2x24
#endif
#include "uilang.h"
#endif
//Davinci Specific
#define UI_VERSION_STRING "Repetier" REPETIER_VERSION "M"
#ifdef UI_HAS_I2C_KEYS
#define COMPILE_I2C_DRIVER
#endif
#if UI_DISPLAY_TYPE != NO_DISPLAY
#if UI_DISPLAY_TYPE == DISPLAY_I2C
#define COMPILE_I2C_DRIVER
#endif
#ifndef UI_TEMP_PRECISION
#if UI_COLS>16
#define UI_TEMP_PRECISION 1
#else
#define UI_TEMP_PRECISION 0
#endif
#endif
#define UI_INITIALIZE uid.initialize();
#define UI_FAST if((counterPeriodical & 3) == 3) {uid.fastAction();}
#define UI_MEDIUM uid.mediumAction();
#define UI_SLOW(allowMoves) uid.slowAction(allowMoves);
#define UI_STATUS(status) uid.setStatusP(PSTR(status));
#define UI_STATUS_F(status) uid.setStatusP(status);
#define UI_STATUS_UPD(status) {uid.setStatusP(PSTR(status));uid.refreshPage();}
#define UI_STATUS_UPD_F(status) {uid.setStatusP(status);uid.refreshPage();}
#define UI_STATUS_RAM(status) uid.setStatus(status);
#define UI_STATUS_UPD_RAM(status) {uid.setStatus(status);uid.refreshPage();}
#define UI_ERROR(status) uid.setStatusP(PSTR(status),true);
#define UI_ERROR_P(status) uid.setStatusP(status,true);
#define UI_ERROR_UPD(status) {uid.setStatusP(PSTR(status),true);uid.refreshPage();}
#define UI_ERROR_RAM(status) uid.setStatus(status,true);
#define UI_ERROR_UPD_RAM(status) {uid.setStatus(status,true);uid.refreshPage();}
//#define UI_ERROR(msg) {uid.errorMsg=(void*)PSTR(msg);pushMenu((void*)&ui_menu_error,true);}
#define UI_CLEAR_STATUS {uid.statusMsg[0]=0;}
#else
#define UI_INITIALIZE {}
#define UI_FAST {}
#define UI_MEDIUM {}
#define UI_SLOW(allowMoves) {}
#define UI_STATUS(status) {}
#define UI_STATUS_F(status) {}
#define UI_STATUS_RAM(status) {}
#define UI_STATUS_UPD(status) {}
#define UI_STATUS_UPD_F(status) {}
#define UI_STATUS_UPD_RAM(status) {}
#define UI_CLEAR_STATUS {}
#define UI_ERROR(msg) {}
#define UI_ERROR_P(status) {}
#define UI_ERROR_UPD(status) {}
#define UI_ERROR_RAM(status) {}
#define UI_ERROR_UPD_RAM(status) {}
#endif // Display
// Beeper methods
#if BEEPER_TYPE==0
#define BEEP_SHORT {}
#define BEEP_LONG {}
#else
#define BEEP_SHORT beep(BEEPER_SHORT_SEQUENCE);
#define BEEP_LONG beep(BEEPER_LONG_SEQUENCE);
#endif
//Davinci Specific
extern void playsound(int tone,int duration);
extern void beep(uint8_t duration, uint8_t count);
#if (defined(USER_KEY1_PIN) && USER_KEY1_PIN > -1 && defined(USER_KEY1_ACTION)) || (defined(USER_KEY2_PIN) && USER_KEY2_PIN > -1 && defined(USER_KEY2_ACTION)) || (defined(USER_KEY3_PIN) && USER_KEY3_PIN > -1 && defined(USER_KEY3_ACTION)) || (defined(USER_KEY4_PIN) && USER_KEY4_PIN > -1 && defined(USER_KEY4_ACTION))
#define HAS_USER_KEYS
static void ui_check_Ukeys(uint16_t &action) {
#if defined(USER_KEY1_PIN) && USER_KEY1_PIN > -1 && defined(USER_KEY1_ACTION)
UI_KEYS_BUTTON_LOW(USER_KEY1_PIN, USER_KEY1_ACTION);
#endif
#if defined(USER_KEY2_PIN) && USER_KEY2_PIN > -1 && defined(USER_KEY2_ACTION)
UI_KEYS_BUTTON_LOW(USER_KEY2_PIN, USER_KEY2_ACTION);
#endif
#if defined(USER_KEY3_PIN) && USER_KEY3_PIN > -1 && defined(USER_KEY3_ACTION)
UI_KEYS_BUTTON_LOW(USER_KEY3_PIN, USER_KEY3_ACTION);
#endif
#if defined(USER_KEY4_PIN) && USER_KEY4_PIN > -1 && defined(USER_KEY4_ACTION)
UI_KEYS_BUTTON_LOW(USER_KEY4_PIN, USER_KEY4_ACTION);
#endif
}
#endif
#endif